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Savant1974

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Everything posted by Savant1974

  1. I like the breather too, but in all the games I've played, it's never gone back on the offensive. At least now it's fully repaired and re-equipped by the time I go to the island its docked at. Still having a blast with this mod though, very well done :D Edit: Erm, the game seems to have autopatched itself (steam version) and gone back to v0014... no more SDK, and no more mods. So progress in fixing this game seems to have become so slow it's actually going backwards :P Just when I was starting to enjoy it, too. Well, that was a fun mod while it lasted.
  2. This is a fantastic mod :D Just had my first encounter with the enemy carrier and it was a stalemate. It's just gone and limped off, while I'm stuck with 1 sliver of armour left and nothing else working. Love it! I'm uh, going to avoid it next time lol. The only thing that bugs me atm is with less than 25% fuel, no repairs will be done at all, even with something pegged to 'top priority'. So I have to wait for the barge to arrive before I can start repairs. But yes, a mean SOB carrier mod. Any chance the devs can roll this into the next patch and make it official? ;) Edit: After running away to the nearest island to repair itself, the enemy carrier still isn't going on the offensive or taking islands. It just sits there, fully repaired, and defends its island until I came along and made it retreat again. Not sure there's anything you can do about that, but it's an issue. Note: This happens when making the carrier retreat normally, without the cutscene. I finally managed to make it do the retreat cutscene, and afterwards its back on the offensive. Sweet :)
  3. I was just looking at doing that myself. So far I can only see models, sounds etc, but nothing on unit stats and capabilities. There is a 'db' (database) folder that is empty, so I'm guessing the SDK doesn't unpack all that information as yet. Hoping I'm wrong!
  4. Savant1974

    So what happens now?

    Yeah it looks like any progress has slowed to a crawl, so I'm bailing. Might check back in a few months and see if there are some tools/fixes. It can definitely be improved if they chose to do so, but the release was a total CF and I'm pretty annoyed about that. After all the effort put in to making it mostly great, it's disappointing it couldn't get the attention to detail it deserved. Peace out.
  5. I caught a snapshot of it just before the screen went white. It's happening at the same time every time in my game save.
  6. After engaging the enemy carrier and forcing it to flee, I headed north to take some empty islands. There was no sign the enemy carrier had ever been here, and it wasn't anywhere near the island, but there were a couple of walruses still active there. And then on the next island, too. It's very bizarre; if these are the enemy carrier's walruses, they should be blowing up after being abandoned, and they can't belong to the island as they were never occupied.
  7. Righto - I initially thought that was just for people who had been in the P&C beta, but I'll sign up right away :)
  8. Yes I have the game saves still; what directory does the game put them in? (can't seem to find them in steam or my documents: I have win7 btw) I'll throw the save up on my website. Here's a couple of screenshots for now : orphans and orphans2 It was on lingard, and there was another walrus stranded on isolus just to the north of there. This is the same game that has the enemy carrier sitting at obsidian apparently dealing with logistical red tape ;)
  9. I found an issue; after kicking the enemy carrier's backside, it limped off back to the closest enemy island. I then proceeded to go north and take empty islands, and during this time the enemy carrier doesn't do anything. On a hunch, I went to the island I last saw it heading for and sure enough, it was just sitting there, anchored off the coast. I've seen this happen in the last patch too.
  10. Just tried a game with the 2nd 1.03 beta; the enemy carrier was much better; I intercepted it while attacking one of my initial islands, tried to destroy it's walruses but they annihilated my mantas (which was excellent), and when I brought the carrier around to face his, it turned and came at me. A nasty fight to be sure, and certainly it was more engaging than the previous build, but it's still a bit of a pushover. Half the problem lies with the onboard weapons being so easy to take out. Once his guns were down, he just sat there and eventually blew up from my 1 remaining walrus armed with shells. So, some tips! * Increase the enemy carrier's hitpoints - if you want it to be as deadly as it's hinted at in the main campaign, it's gotta be tougher. Right now it's too easy to eliminate right at the start of the strategy campaign. * Onboard weapons need to be much tougher - They should be able to keep firing past the first ten seconds of an encounter. This goes for the player carrier too, and reducing damage output to compensate is a reasonable thing to do as well, so that units can have a chance to take them out over a longer period of time. * Walrus hitpoints - the type 2 armour doesn't really lend enough resistance for the little guys, and they're still rather easy to destroy. Their offensive armament is fine though. * The enemy carrier didn't seem to have any sense of self-preservation. Once it was obvious it couldn't fight anymore, it still just sat there. It's possible the engines were dead, but I'd fought it head-on and didn't really get a shot at the engines. * Top repair priority doesn't seem to kick in with fuel below 25%. I had two bars and was trying to get the left docks working again while waiting for the barque, but I couldn't repair anything. Otherwise it's a big step in the right direction!
  11. Put in a few hours over the weekend, and I can safely say that the AI is definitely improved in some places, but still experiencing issues from time to time. Hitting the 'dock' command while a pair of walruses were on Beacon, near the CC, produced different results. One went south directly to the carrier (and navigated just fine), the other insisted on going off to the east coast and swimming around. Not liking this, I manually drove it south a bit then hit 'dock' again, producing the same result. While it was on the island, it would constantly try to send it east, but only for that walrus. Sometimes it would even try to go the long way around even when right in front of the carrier, it's a bit bizarre. Screenshot here The walruses still get tangled on each other if they're close, and they're start-stopping a lot, being overly polite to the other tanks. Mantas fighting of their own accord will still sometimes point towards a target and not fire, forcing me to take over and press the fire button. After encountering the enemy carrier (and letting it get away), it went inactive in the campaign while I went and took 9 islands from it. When I got to beacon (the last island it took), I found it anchored off the coast. It had given up trying to conquer the map until I left it a smoking ruin once more :P
  12. Yeah part of the problem is having the main gun on the bow; the carrier is very vulnerable from the stern (original game had a 360 degree turret on the conning tower). The enemy carrier needs to deploy its drones and units only when within 500m, because at the moment it tends to leave them behind when it first appears on the radar and comes for you. Finally, the weapon systems on the carriers need to be more resilient, as they're far too easy to disable at the moment. Walruses still have trouble getting around wrecks on the battlefield. I was wondering if it would be better to either have walruses just bounce them out of the way, or give the wrecks only 1 hitpoint so that when a walrus runs into one, it explodes instantly, clearing the way. This would aid pathfinding a great deal in battle situations.
  13. I've encountered a fixed-point crash - after fending off a carrier attack, I pursued it towards another island nearby. I was right on its tail when the game went to save as I approached the new island, and I get an exception fault. The trouble is, this happens wherever I go after encountering the carrier, on the next save.
  14. I find the walrus pathfinding is dramatically improved - the walruses are more confident on rough ground, and I had only one minor issue where it got caught in a U-shaped bunch of buildings. Still, it's great to watch them plot a course and get there with hardly any problems at all. Great work :D No crashes thus far! Enemy mantas on an island are more aggressive, chasing my aircraft back to the carrier itself, whereas before they would stick very close to their bases. Smoother transition between manual and automatic carrier motion, although it does tend to flip to the new heading instantly from time to time. I was attacking the closest island to my network, about 20 minutes in where I was launching my walruses to go and take the command centre, when the enemy carrier shows up! It moved in cautiously towards my carrier, and I positioned my units nearby as I turned to face it. It was trailing a bunch of defensive drones far behind it, and when I had it disabled right before my carrier, they caught up and blew away most of my units. So, an improvement there, although the drones simply can't keep up with the carrier itself - it attacked on its own and all its units fell way behind. I also noticed my one remaining walrus firing at the drones with its plasma gun, hitting them pretty easily. I think they need to be far quicker to be effective. Still, a big step forward! I took my carrier further out to where the enemy had appeared, and sure enough, I saw two walruses sitting in the water. I guess they didn't get the order to follow and attack. It does seem that the enemy carrier is dropping its units far too soon and leaving them behind. Also, this was the first encounter I had with it, and it only had two walruses. It should have had a full compliment, since it hadn't attacked any islands. Not sure if it just didn't have any aircraft, or it wasn't launching them.
  15. I hope they're not trying to fix everything in one patch, I'd hate to wait months for 1.3 :P
  16. Just ran a test of this script pack on the same island you used H4mster (Medusa). Went from the bottom to the top of that climb with hardly a hitch. And for the real test, when they reached the base at the top, I told them all to 'dock' and let them figure it out. It was nearly a flawless return, aside from one walrus that slid off a cliff and insisted on trying to climb back up to its waypoint. Big improvement here, good work!
  17. I'm familiar with that particular island map, and that's an impressive result. Going to give it a try, nice job :D
  18. I liked the *concept* of having the fps section, where you capture the damaged carrier and get to work with it, but the implementation was rather crude, and not a challenge at all. And the cutscenes are very awkward by modern standards, it might have been better to go with pre-rendered gifs for each character, ala dawn of war 2, instead of trying to pull off big fully animated cutscenes with limited time, budget and man-hours. But yeah, I'd love to be able to jump in and out of vehicles and perhaps get better performance out of them while you're in direct control. Having more personal weapons to choose from would be nice; I'm sure there's plenty more the devs wanted to do with it but ran out of time.
  19. Hammerhead targeting: Being able to target the hammerhead on a designated area of an island, instead of having it fixed to only destroy the command centre, would make this system more useful. You could use the satellite view to designate the target area.
  20. I find the carrier's repair system a little obtuse - I like the use of fuel to get repairs done, but otherwise there was nothing wrong with the original's version of damage control. Percentile displays would be a nice addition, as well as a clearer indication of what is currently being repaired, and I find that even with something set to 'top priority' repairs won't always happen with a low fuel state. The problem with the current setup is that some systems will only be repaired if they're set to high priority, and if I want many systems repaired, they have to all be set to high, so I can't stagger the choice of what gets done first aside from manually setting top priority. Repairs: Basically, what I want is an override that switches off fuel concerns for priorities, and they just get fixed in order from highest to lowest. Scout drone usefulness: In the original you would launch a camera drone above the island and use it to spot targets for the carrier weapon systems. The scout drone in gaea mission is useful for scouting the island, but not relaying positions. I'd love to be able to have its feed on a picture-in-picture display while the carrier gun uses it to sight on targets. I'd also like to be able to carry more than one of them on the carrier at a time; either that or the ability to re-dock with the carrier so I can re-use it - it's either disposable or it's not, if you get my drift. {Smile} Main gun: The carrier's main offensive weapon, after being heavily damaged, won't commence working again 'til it's back to 100% - in the original, you could get it partially functional above 50%, so perhaps this could be added too, with reduced turret turn speed or something. I'd also like to be able to switch it off so it doesn't waste shells firing at Mantas, or shore emplacements. The plasma gun seems to be able to hit them occasionally, but shells... it doesn't even try to aim properly, just points the gun directly at the target and the shells hit far short. Lasers: They're extremely accurate and with decent damage/'ammo', to the point that other weapons pale by comparison. Consider lowering the amount of charge the manta lasers can hold, or lowering damage or something. A weapon that accurate shouldn't be doing that much damage. Might want to put in a laser system for the carrier too, for old time's sake {Wink} Production: I'd rather be able to set amounts of stuff to be built, rather than have to go back and constantly add things I need built. Constantly having to adjust and feed the queue isn't the optimal way of doing this, and perhaps having a priority system here as well would be useful.
  21. I'm sure it's been mentioned, but the enemy carrier doesn't deploy air or sea units when confronted in the strategy game and I discovered why just now :) I was moving to take an island (vattland) and I saw numbered mantas sort of zooming around in circles in the centre of the island over water. I took my carrier in closer and saw walruses there too, and all this while the enemy carrier was attacking a separate island two islands away - I think it leaves them behind for some reason (it had taken the island from me a short time earlier). This is near the start of a new game, and I think it was the 2nd of my islands it had attacked. Hope this helps chaps, keep up the good work :D
  22. I saw this recently too - catching an island under attack isn't difficult, just wait for the alert and charge in. It will run for the nearest friendly island so if you come in from that direction it'll come right at you. Typically though, the mantas and walruses are left behind early in the game, for me it was the 2nd island that it took, and they were just hanging around in the middle.
  23. I find the carrier's repair system a little obtuse - I like the use of fuel to get repairs done, but otherwise there was nothing wrong with the original's version of damage control. Percentile displays would be a nice addition, as well as a clearer indication of what is currently being repaired, and I find that even with something set to 'top priority' repairs won't always happen with a low fuel state. The problem with the current setup is that some systems will only be repaired if they're set to high priority, and if I want many systems repaired, they have to all be set to high, so I can't stagger the choice of what gets done first aside from manually setting top priority. Repairs: Basically, what I want is an override that switches off fuel concerns for priorities, and they just get fixed in order. Scout drone usefulness: Speaking of the carrier's gun, in the original you would launch a camera drone above the island and use it to spot targets for the carrier weapon systems. The scout drone in gaea mission is useful for scouting the island, but not relaying positions. I'd love to be able to have its feed on a picture-in-picture display while the carrier gun uses it to sight on targets. I'd also like to be able to carry more than one of them on the carrier at a time; either that or the ability to re-dock with the carrier so I can re-use it - it's either disposable or it's not, if you get my drift. :) Main gun: The carrier's main offensive weapon, after being heavily damaged, won't commence working again 'til it's back to 100% - in the original, you could get it partially functional above 50%, so perhaps this could be added too, with reduced turret turn speed or something. I'd also like to be able to switch it off so it doesn't waste shells firing at Mantas, or shore emplacements. The plasma gun seems to be able to hit them occasionally, but shells... it doesn't even try to aim properly, just points the gun directly at the target and the shells hit far short. Lasers: They're extremely accurate and with decent damage/'ammo', to the point that other weapons pale by comparison. Consider lowering the amount of charge the manta lasers can hold, or lowering damage or something. A weapon that accurate shouldn't be doing that much damage. Might want to put in a laser system for the carrier too, for old time's sake ;) Production: I'd rather be able to set amounts of stuff to be built, rather than have to go back and constantly put in 'carrier fuel' in amongst the other stuff I need. Like, set it to build 25 or 40 carrier fuel, and if it drops below that, it makes some more. Same with other items. Constantly having to adjust and feed the queue isn't the optimal way of doing this, and perhaps having a priority system here as well would be useful.
  24. I noted with some amusement this evening that, when I too attacked the enemy carrier, it behaved just like the AI on the old Amiga version. It just bolts for the nearest controlled island and doesn't even bother to fight unless my units stray in front of its guns. Nostalgic, sure, but you can do better devs! Also the carrier doesn't explode or anything, it just kinda vanishes.
  25. I had to actually reset the computer when this one happened; I was on the production screen building more carrier fuel after running out near an island when I manually exited timewarp. When the countdown hit 0 (the time it would have saved) it froze up, although the cursor could still move and the music was still playing. I was actually in the process of clicking on production items at the time it happened. This is on the current steam version btw. Just wanted to say as well, the game is growing on me in spite of this. When it's working, it's a unique and fun gaming experience that's sorta got me hooked. As more of these bugs are squashed, it'll grow on me even more :cool:
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