Jump to content

species1571

Member
  • Content Count

    542
  • Joined

  • Last visited

  • Medals

Posts posted by species1571


  1. Another thought, is this the campaign you are playing in? if so, have you actually unlocked the hammerhead launcher yet? It isn't unlocked until later on in the game, even though you may be able to make the missiles themselves. My strategy for island clearing is mainly using mantas with rockets, laser, shield and armor mk I, use the rockets to attack turrets/walruses/P&H stations, then clear the air units with the lasers, then send the walrus in with a hacker.


  2. Updated to v1.06. Enemy aggression towards your islands will now be partly dependant upon the balance of power in the game. If the enemy has more islands than you, he will relax more and take longer to capture your islands. If you have more than him, he will become more aggressive in capturing your islands. This should help you to avoid being overwhelmed early in the game, and make it a little more challenging for you to win towards the end.

    The mod will now also monitor the island network. This gives a few advantages: Added authenticity from the original Carrier Command with island-specific alerts when an island changes ownership. For example "Thermopylae is now an enemy island", "Vulcan is now a free island", "Deadlock is now a friendly island" etc. A running total of friendly vs. enemy islands will also appear whenever an island changes ownership. The location of your stockpile and island connections to the stockpile are also monitored and you will be alerted when the stockpile is moved or when there is no stockpile island, or if islands have become disconnected from the stockpile. If too many islands become disconnected, you will be advised to relocate the stockpile. A notification will also be displayed when an island conversion has completed, for example "Taksaven conversion from mining to defense completed".

    The mod is now fully configurable and you may opt out of any of the mod's functions. To do this, load ccgame.c into Notepad, locate the section at the top marked "user customization options" and change the relevant options from 1 to 0.

    Download page HERE

    • Like 1

  3. Correction, this is still happening in 1.05, I have seen it today.

    That's the same thing I'm describing with mantas. Never seen it happen with walruses. I really think they need to let walruses under AI just pass through rocks and trees the same as they can with bushes, as this now seems to be their main problem, apart from getting stuck at bridges.


  4. They have improved a lot since release. I never noticed walruses cheating, but in 1.04 I did notice that mantas after a few seconds of being in a position where they couldn't find their own way back to the carrier when set to dock, would just dock anyway, even if they were on the other side of the island, but I haven't seen this in 1.05. They still do stupid things like a walrus on the approach of a bridge, just sit there and wobble back and forward, or a manta set to dock, turning around and flying a course around a mountain, but these are more rare now.


  5. what i meant was a way to make sure the don't move because sometime i had them move on me after v to attack something and got killed. and sometime when they attack they move around a lot some getting killed because of it. what i want the to do his have a command were they do not move no matter what. like a hold position command on a stragy game

    There's a workaround for that in my Deadly Islands mod. If you give a unit a waypoint and switch away from it without activating autopilot, the unit will not move. The easiest way to do this would be to hit G to start docking and then drive to where you want it to stay before switching to another unit. Even if you don't want to keep the rest of the mod, just delete all the files except telecontrol.h from the deadlyislands folder.


  6. how about a way to order the walrus to not o move from there position just stay there and shoot at anything that come close or in line of sight. basic what im asking for is a hold position command. this would work great for the aa walrus. and for walrus that are badly damage or out of ammo that need to hide till u got it clear enoug for them to move back instead of the continuing to attack after u change unit and getting them self killed

    In v1.05, you can press V to clear any waypoint before you switch units, which may help.


  7. I had the same problem when I acquired one deck gun, I think it's if you don't have a main offence gun you can't control the defence guns.

    You are right. I added the shell and the deck guns got unlocked. A couple of the guns are still not helping with defending though. Have you spotted the routines for gun control in the scripts anywhere?


  8. The issue with the deck guns needs to be treated top priority. I have now got guns on all 4 corners of my carrier and some of them seem to be automatically defending as they should, but still no way of taking manual control of any guns. I think the speed of being issued blueprints also needs to be doubled. At this rate, I will be almost finished a strategy game before I'm fully functional.


  9. Updated to v1.04. Updated for CCGM beta version 1.05.0004. Starting with minimum Tech level would have made progressing in the game impossible, so the mod will now give some leeway until you have a few friendly islands (only when the game was started with minimum tech). For this reason, if you choose to start with minimum tech, I recommend that you also start with minimum UEC islands. Starting with more friendly islands is a very bad idea.

    • Like 1

  10. Looks good, but what do they mean when they say you always have to find some items on enemy and neutral islands? Are they just talking about the blueprints that appear when you capture an island or is there something else. Maybe I'm missing something, but I got a blueprint for Flak Rear Right, so I produced one and sent it to the carrier and it did not get added to the carrier and did not get sent back to the stockpile, it just disappeared. Would have preferred the research stations to be hacked for the blueprints like in the campaign, but still this is good.


  11. I haven't looked much at the island generator, it seems buggy to me, red and blue text gets left behind everywhere when I move the view.

    I don't think adding new islands to the game is going to be possible at the moment, as individual islands seem to be individually referenced in the game scripts, and probably by the executable itself. So I think the best you can hope for is to make modifications to the existing islands.


  12. I have been noticing strange behaviour when docking mantas in this version. Sometimes as you say, they will get to a point where they appear to be doing nothing, then after about 10 seconds they will suddenly dock at the carrier, even if they are on the other side of the island. It looks like this was added as a workaround for mantas that get stuck and unable to dock. They also do some strange things on mountain islands, like you'll be say 100m from the carrier and looking right at it, hit the G key to dock and the manta turns around and plots a course around the other side of a mountain, often right into an enemy base. To me, mantas should always take a straight line from A to B.

    I haven't noticed the problem with the turrets, but I do all my island warfare in manual control anyway. I did notice yesterday when my first pair of carrier flak guns (rear pair) arrived while I was at an island, they would not engage anything by themselves until I went to the next island and the front pair arrived. Not sure whether it was the switch to next island or the front guns arriving that triggered them to kick in.

    The + and - signs I don't think are anything to worry about, it was pretty meaningless anyway. If an island has a high resources figure make it a mining island, if it has a high production figure make it a factory.

×