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atroublestarter

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Everything posted by atroublestarter

  1. atroublestarter

    75% off on Steam today

    Whilst I would say that graphics and sound realism has improved dramatically since the original, my personal opinion is that if you liked everything about the original, you would be disappointed by this game. The original was very imaginative and well thought out, and gave the illusion of realism from being so well written (i'm talking about the game engine itself) for it's time. This game has been released before it is truly ready, is full of bugs and short cuts that solve problems but make themselves noticeable, and with a seemingly lack of interest in putting it right by the BI developers compared to the community, some of which have fixed bugs in a very small amount of time that BI have still not fixed themselves after the release of 6 patches (for example, the bug that makes the carrier jump direction when switching from manual to autopilot), I'm not holding my breath that this game will ever be how I hoped it would be. I'd say even though it's not worth the full price, it's probably worth the discount price if you can pick it up super cheap. That being said, mods like deadlyislands makes the game much more enjoyable, and once you've got used to playing the game itself, this mod is a must have. ---------- Post added at 19:42 ---------- Previous post was at 19:40 ---------- I agree this is the case, but I feel the need to point out that this game was actually advertised as being completely playable from the tactical view if the player should wish it :P
  2. Have you tried it with mantas on assist? I have found so far that the matas will still follow me. I suppose on deadly islands it's a bit more suicidal, but I just find mantas on assist are still taking a long time to begin firing, when they are on defensive stance.
  3. - Not even the game developers themselves have an ideal system of mantas returning to the carrier. Often the manta will just hover there and continue taking fire when issued the dock command, and also I don't think the stock landing animations are all that realistic either (they are not smooth nor do they look like they're moving correctly when descending onto the carrier platforms) - I think the new internal dock views are AWESOME. The only weird thing I can see is multiple walrus selection makes the camera face towards the Mantas instead. ----------------------------------------- Species, I've noticed that assisting manta are soooo much better when they are in offensive stance. Is it possible through scripting to automatically put mantas in offensive stance when they are given an assist command? it's not that important since you can do each one individually, but i'm curious as to whether it's possible and could go on the to do list. As usual, nice work. The best mod keeps getting even better.
  4. atroublestarter

    Mod Mixer

    ah, I will give that a go. Earlier I just tried to delete 2 lines that were exactly the same, and whilst the game did load, no mod seemed to be activated, not even any of the deadly islands features, so i've given up for now lol but I will attempt the replacement as you suggested, since when it comes to scripting I have no experience and you seem like a pro lol
  5. cancel that, it was the fuel range boundry! lol. my mistake.
  6. atroublestarter

    Mod Mixer

    Wow, it was that simple and I feel silly now! the path was deckviews/deckviews/ and likewise with slowships. Thanks very much! I successfully merged 3 mods, however when attempting to launch I got this in the error.log file (the game just closes to desktop when trying to load, without an error message) The mods were deadlyislands (which I have edited a bit myself but i'm not convinced this is the problem), slowships, and deckviews. It doesn't matter too much to me at the moment anyways since one of the mods can't be merged until binary file combining is up and running, but just in case anyone else is experiencing this and also to help get bugs out of the mod mixer: G:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\_MixerMod_\scripts\CCGame.c(405) Multiple declaration of variable 'mod_IsInMap' G:\Program Files\Bohemia Interactive\Carrier Command Gaea Mission\_MixerMod_\scripts\CCGame.c(12674) Multiple declaration of variable 'mycarrori'
  7. atroublestarter

    Mod Mixer

    I think i'm experiencing a problem that no one else appears to be. When I run the mod mixer, it just displays 'deadly islands' and 'gui' I have deckviews and slowships in the game folder, but the mod mixer just isn't seeing them. I've tried manually editing the config.xml with no effect. Likewise, the GUI folder shouldn't be in the list as it's a game folder. Is anyone else experiencing this? Ignore me, i don't think my .net is updated to the proper version! lol
  8. Great post! A few notes: This should probably be in the troubleshooting section? not sure but that's where I posted my bugs list 16: appears to be fixed in the latest patch 8: The walruses appear to no longer be driving into you when assisting you. I think this got changed in the latest walrus AI improvements, albeit, that's the only thing that seemed to of improved! 7: There is also a floating door on one island, unfortunately I can't remember it's name but it's always there! In suggestions: 5: I believe I found a sound file for manta engines coming online, but the game seems to just not use it! 9: Species has introduced that feature in his latest deadly islands mod :-) It's crazy how I thought i'd found most of the bugs in the game, and yet so many things on the list are new to me. Makes me think the game is in a worse state than I originally believed, with people of the community making fixes better and quicker than the devs, as you first pointed out.
  9. so, will this make the autopilot of the carrier a bit smoother? (I find that the AI can turn my carrier a lot more quickly and unrealistically than what it will in manual control). I'm guessing however, when switching from manual control to AI, that the bug that makes the carrier 'jump' abruptly to a different heading will still happen?
  10. OK, so I can build them, but i've never seen how to use them, or even if there is actually a use for them in the game. Since my AI controlled mantas don't fire missiles at the enemy carrier, i'm pretty sure that means the enemy mantas wont fire missiles at my carrier, and i've never seen them do so either when in a carrier to carrier battle. So...can someone enlighten me as to if they're only half implemented in the game or something? Edit: It's also worth noting, that missiles wont even lock onto a carrier or it's sub-systems
  11. Ah, Species cleared it up for me, I understand now and have corrected it to point to problem 26 instead of 21. Like I said, at some point I will consolidate it into one, organised list - but will the list be noticed by the devs? hmmmm, this is the question isn't it.
  12. I've never experienced an invulnerable command centre before, but I have had multiple cases of an invulnerable sensor array / dish, so i'm sure it's plausible.
  13. I actually fully disagree with some of the things you call an issue of 'realism' and 'effects', as that would be just a graphics problem (which only a couple of them are). The rest affect you or your carrier/units/island in some way. I agree that some of the things in there should have probably been categorized as suggestions, however it just happened that I was playing the game, saw a load of bugs, and started this thread to keep track. Then when I started looking into the game mechanics through experimentation, I began to notice a butt-load of disappointing attributes - short cuts, and AI cheating (not cheating that gives the AI an advantage, but AI cheating that allows the programmers to ALMOST get away with not doing the job properly). Basically a point of very poor quality, that considering a game made 20 years ago did NOT have, (some aspects of the old game surpass the new game), in my mind, that can only be a bug, even though you, or probably the designers don't consider it to be a bug too. Even though the technical definition says i'm wrong to call it a bug, it's still something that shouldn't be there, if we're looking at it reasonably considering the advancements in technology. I'm sorry you cannot see the green writing, it appears fine on my monitor (the background of each post is beige / cream for me, not white...). I will change it when I get the chance and consolidate the bugs list into one post, as when trying to figure out what you're talking about with some of the numbers (such as 27 referring to 21 which is actually 26), I couldn't really see the connection so either you're confused or I am. I guess I haven't been as eager to organise the bugs list as I should be (just adding whatever I find as I find it), since even though i've spent hours finding these bugs and problems, I've never actually had one single response from a developer, saying that this thread was of any use or which issues are being looked into, and more importantly, which issues they DON'T plan to fix. I read your post earlier on about achievements not working, and I can confirm that originally (un-tested in latest version), at least some achievements were working for me in the campaign.
  14. atroublestarter

    Carrier Flares?

    This is correct, one moment the manta AI wont even pick a target and fire, and when it does, it's trigger happy. However, since no one else has mentioned the flares (of which your carrier can carry 10 or 20 of them can't remember which one), i presume that no one else knows how to use them, or has seen them in use?
  15. Could you be more clear about what aspects of the carrier weapons/turrets you wish to edit? If you get the latest SDK patch, you can unpack the game. This will put some XML files in a folder in your game directory. Certain aspects about the carrier's turrets and the weapons can be found there...however, I have edited some things in the XML's before and couldn't get the changes to appear in game, you might have better luck. The XML file you'll want to edit, however, will depend on what aspect you wish to edit.
  16. Just wanted to get my name down in this thread as I'm with you as well on the mouse movement controls, seriously needs fixing
  17. atroublestarter

    Improved walrusses from garages?

    Thanks for clearing that up for me!
  18. atroublestarter

    Improved walrusses from garages?

    Forgive my confusion but there's either a mistake or something wrong with my game, as I double checked the weapons like missiles etc, and they're all going into slot 1 By the sounds of it though, Rob04's game sounds like it's the same as mine - nothing goes into slot 2. Which doesn't really make sense I guess, as there's little point in having it? On a side note for Rob04, I actually tried to adjust the slot of one weapon, think it was the Flak, using the unpacked xml files. It appeared, unfortunately, to have no effect.
  19. just wanted to check before i mess anything up but, the latest version of the mod, does it work with the latest (1.06) NON-beta of the game? :D
  20. atroublestarter

    Patch 1.6.011 Impressions

    If you have the SDK version of the latest patch, you can unpack it and it will unpack .xml files with game coding in them. There is some information in there about turrets, cameras, etc etc, but haven't found anything that could definitely be turret rotation angles yet, but someone else might want to take a look. Some things i've changed in the XML files however seem to have no effect, the only thing i've managed to do is make the 3rd person HUD the same as the 1st person hud.
  21. (15) There has been many many problems arise as a result of the game engine not considering object's existence in 'real time' when you are not present. Another one I just found is if you arrive to defend a friendly island, let your island defences beat up the enemy units a bit, leave to the next closest island, then come back again, your island is fully restored, whilst the enemy carrier's units are not. This is easy to abuse, and suffice to say the battle just starts again when you arrive, but with less units from the enemy carrier. (16) When I own the island Treasure (not tested when island is enemy island), 1 friendly manta spawns possibly in the ground (it's on the map, but invisible, and can't move etc) in the south eastern corner (17) When defending a friendly island, I've noticed they seem not to produce new mantas or walruses even when garages and hangers are still present and intact. Will test more to confirm. (18) The manta AI will never fire rockets or missiles at the enemy carrier. When setting them to attack the enemy carrier, they're probably worse than when they're trying to attack an island target....they just fly around the carrier a lot without much weapons fire at all. (As of the latest patch, Manta running by AI that are ordered to attack a building like the command centre will still continue to just fly close by and rarely open fire, meaning they will just hover around until they die if there are enemies close by) (19) After further testing, it appears assisting manta respond to "manta # is under attack". They seem not to respond to enemies that hit the shield of a manta they are assisting, so when using a shield it seems that your assisting manta take a long time to start fighting enemies. (20) If you stop a walrus on even a slight hill or small hole in the ground so it is not horizontally level, it will continue moving /sliding sideways and / or rotating, and it can also switch the way that it is sliding / rotating, making it very difficult to aim, especially in zoomed mode. If you leave the walrus there for a while, sometimes one or more wheels will also start bouncing and the walrus then starts bouncing (21) you can't set a manta to dock whilst it has cargo, but if you set it to dock, then hook up a walrus, you can then execute that plan. The manta then goes to dock, but dumps the walrus on top of the carrier near the manta launch pads
  22. It was just the nose i was aiming for, but i think perhaps just something else went wrong, like maybe activating the pier too late (i was too close to it already perhaps?) or something like that! it works amazingly anyway. truly well done.
  23. atroublestarter

    Improved walrusses from garages?

    ah ok, i just thought all weapons are usually only for slot 1, so the wording of it is throwing me off a bit lol
  24. the out of alignment radar might actually be nothing to do with the mod. I discovered yesterday that when using one of the carrier's turrets, the radar view was slightly out of alignment then too
  25. atroublestarter

    Improved walrusses from garages?

    Just to make sure I understand, do you mean that island walruses will be able to wield 2 different types of weapons?
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