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Savant1974

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Everything posted by Savant1974

  1. Savant1974

    1.07 beta

    I went a little crazy when I saw we can now modify unit and weapon stats Big thanks to the devs for keeping the updates coming (in what I'm sure is your spare time). I've spent all afternoon modding and I'll be updating my sound mod with unit tweaks :D One thing; I can't seem to locate how to adjust the damage a given weapon does, just things like rate of fire and such. Not a big deal.
  2. Savant1974

    Sound mod

    Sorry it took so long, I only check the forums every few weeks lately :)
  3. Oo, there's a 1.06 patch. Eagerly awaiting the update to this mod (I won't play without it!)
  4. Savant1974

    Sound mod

    I have a list of stuff around here someplace... Ok, mostly unit tweaks for things like maneuverability on mantas, and fixing a few issues like the defense drones moving so slowly (I'd triple their speed). The biggest thing I wanted to tackle would be improving the automated repair system on the carrier, to make it more like in the original game (why fix what ain't broke!) I've got three pages of notes here, lots of fun to be had modding, when the tools come out :cool:
  5. Savant1974

    Sound mod

    Thanks! I have plans to do other mods when the toolset is updated, but tweaking the sounds was a good place to start.
  6. I hadn't seen it happen for ages, until this new patch, so it's probably related to that. I'm not going to stop using this mod to find out for sure tho :)
  7. Is anyone else noticing that the resupply barque frequently stops en-route? It seems to have trouble going around islands, and if the carrier is parked in the shallows it just can't get to it. Not sure if its the mod or the 1.5 patch...
  8. Huge improvement in gameplay for the strategy game! The enemy carrier actually goes for the weak points in my network, and I just had it chase me from one island to the next when I tried to take one of it's own in a thrilling chase scene where I had to fend off it's aircraft with my single flak gun. The reflections on the water add a lot to the visuals, and I'm just bloody impressed with the whole update. My only issue so far is that the blueprint 'drop's from islands will sometimes be duplicates of what you already have. It's a minor issue, however. I had no idea the company was still putting this level of effort into CC:GM, it caught me completely off guard - either I missed some big announcement or BI's devs just don't communicate very well :p Very fine work here, but could we get an update on your progress now and then, pleeeeease? :cool:
  9. I fought him in the middle of the sea, not near any islands, and I shot at him for over five minutes with the carrier's plasma cannon and walruses with lasers and grenade launchers. I also noticed the turrets blew up much more quickly than usual, so it seemed like your mod wasn't active at the time (even though I had fought it twice previously).
  10. Ok just found a small problem - I started a new game, and had the misfortune of running into the carrier 3 times in pretty short order as we ran for the empty islands. Had three epic battles with basic (tech 1) equipment, but on the third encounter he did no retreat, and rather surprisingly blew up instead. He had no units at the time, and wasn't fully repaired from the last fight, so I expected him to retreat without trouble.
  11. I'm guessing the barge is a unit like any other, and its stats will be in the db file. In the original game you could only resupply AT an island, which made things a lot more strategic. I do like that the barge is there in case of fuel emergencies, but it does remove some of the logistics strategy elements. Perhaps if we could limit it to fuel only when the time comes :)
  12. Just finished my first play-through, and it was a blast. Seriously, this mod should be rolled into the next official patch, its that essential to the experience. I'm properly hooked now :D Can't think of any changes or improvements you'd need to make... yeah it's pretty solid as far as I'm concerned. Well done!
  13. I get a similar problem after the Fulcrum mission. Reloading etc doesn't get around it, happens every time. Posted an entry on the bug tracker.
  14. Savant1974

    1.05 feedback

    Well, this way IS a lot quicker ;) And I definitely received multiple blueprints of the same type, although I had hoped they were for the mantas, nothing new showed up there (it was all walrus gear). And while they have been doing little patches, I wasn't expecting something this big :P
  15. Ok, I forced the enemy carrier to retreat, then after half an hour I went to the island I saw it heading to, cornered it and sank it. I think it definitely needs the 'cutscene retreat', as well as the enhanced vehicle and supply replacement abilities your mod gives it, for while 1.05 is a big improvement, it's still a bit of a let-down to kill the enemy carrier that soon.
  16. I had always wanted to see a proper research facility where you can slowly but surely get more blueprints over time, just as you suggest. I do enjoy the random drop of this new version but yeah, it sure makes things challenging when you're not getting the gear you need!
  17. Just tried playing a game with the new 1.05 patch with tech level 1 and maximum enemy strength and got my backside handed to me in the strategic map (he took the empty islands before I could, and all his islands become very strong or deadly when he takes them). Very hard trying to advance against that onslaught with basic equipment + the medium armour and plasma gun blueprints I found, so I'm actually going to have to think about strategy now! Haven't actually reached a 1vs1 fight with the carrier yet so no idea if its stronger or not, but I look forward to the update for this mod just in case ;)
  18. Savant1974

    Tech slider in 1.05 patch

    This is a big update, very happy about this :D Glad to see they're still putting in a good effort to improve the game.
  19. I understand that the toolset isn't complete yet, as we're unable to modify unit stats and weapon capabilities. I am curious, however, if that means the information for that isn't being extracted yet, or if it is being extracted into folders but isn't appearing in workbench yet. I've been familiarizing myself with the files but haven't come across any unit data yet so I'm inclined to think it's just not being extracted as yet. Am I wasting my time pouring through the scripts for this elusive information? ;)
  20. Savant1974

    Unit files

    Ah, that's the one we're all after then :D Thanks for the tip, I'll continue to wait patiently.
  21. Right, well the enemy carrier was nowhere to be seen so it probably wasn't the mod. It's interesting to note that I'd just made it retreat, and it had no stockpile island to go to - not sure if that's a problem or not. Anyway, we'll see how it goes :)
  22. I'm on the last enemy island (no sign of the carrier yet) but the game keeps crashing at the exact same point with this unhandled exception: reason: Access violation. Illegal read by 62a86a at 154 SymGetSymAddr:487, addr:0x0062a86a I'm not sure if this is a bug with your mod, or a bug with the game itself. I haven't seen bugs like this in CC for a while now though. Any thoughts?
  23. That's my hope too :) I also hope to see the next update to the SDK so we can play with unit stats.
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