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faber42

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Everything posted by faber42

  1. Species, thank you for the reply, and great that you work on another update. Looking forward to it :)
  2. Hey Species1571, just in case you're still maintainiing the mod, i just had a crash of CC, and it happened while in K-induced timewarp (which i was trying to get out of.) to stop timewarp i pressed 'k' and this happened:
  3. Hey Species1571, carrier.exe just crashed on me, and i think the crash is not really related to your mod, but one of the scripts in the di folder was mentioned in the crash message. my carrier was just leaving time-warp because it encountered the enemy carrier in the middle of nowhere (no island in sight). and then it froze and the desktop showed the following message. Just in case it helps debugging your script i thought i'd share it here.
  4. What version is your game, Napalm Eddie? The 'Deadly Island' Menus should be accessible from a separate in-game button right above the manta/walrus buttons in the map view.
  5. Species1571, FYI a bug report: as i shot down the enemy carrier using torpedos, the classic 'enemy carrier sinking' animation stalled and CC crashed with the following message: NULL pointer to instance Class: 'Classic Campaign' Function: 'OnCarrierAttacked' Stack Trace: [Path to Carrier Command Folder...]\deadlyislands\scripts\Campaign\Classic_Campaign.h:3260 Edit: Loading the save game and sinking the enemy carrier again, again using torpedoes, did not trigger the crash again.
  6. excellent update!!!! its great that the new update is here so fast, and i love the new "come here" feature :)
  7. on steam it updates automatically and theres no going back. until the mod is updated the game has to do without it...
  8. the new beta has some gfx issues. but it also has a nice new "enemy carrier sunk" animation.
  9. I used to have this mod worlking perfectly, but as of today it no longer works. CC won't start as described by tortuosit above. strange thing is that the same mod version was working a few days ago. ----update--- now i know why... there is an updated version ... CC is now at 1.07.0025. it used to be 1.07.0023. I guess we have to wait until species1571 updates his mod. and the official update has Carrier Respawn *gasp* now they are copying from you, species1571 :)))))
  10. species1571, thank you very much. your crash-safe auto saves are wonderful, as the game usually crashes right before it would do its own autosaves. i love the drone-autodock as well :) Very nice work and yes, its a must-have add-on for CC now :) - Faber42
  11. if you use the DI mod and produce and complete carrier weaponry, it gets tranfered automatically to your carrier if its docked at or arrives at the stockpile island and is available for selection using the DI weapon selection screen. Thats why you don't see it on the stockpile inventory anymore. - Faber42
  12. awesome.. the non jerky new view is my favourite now. Excellent. And the scout drone fix should help :) - Faber42
  13. Excellent work, very nice! Interesting that you can invent new objects for the inventory. The refuelling pod was avaliable in the classic Carrier Command on Amiga/PC too, I suppose its impossible to add the "long range communications pod" from the classic game as well? :) I love the new carrier bridge view, i just wish it wasn't as jerky when the carrier is moving. Regarding the scout drone: is it possible to have it return home when issuing the "dock" command for all vehicles? and/or is it possible to have it plot a course to the carrier when pressing "g" while out of docking distance? and third: can you reduce the auto dock distance for the scout drone? i keep inadvertently docking the drone when to near to the carrier. thank you for working on the CC game, your MOD is a must-have for CC now :) - faber42
  14. there is even a barque model. I saw it sitting near vulcan once, in the water, just idling. - Faber42
  15. Yes, i saw it too, it sometimes happens after one, two or four enemy island. it happesn in maybe 3-4 out of 10 games. the enemy carrier just sits near the port of the last taken island and waits. You can take the entire map in the meantime, and the enemy carrier waits. Sometimes it resumes its game when you come about 1 island near, and sometimes you can "suprise" it by arriving at its island. A game like this is of course easily one since you have many ressources to build your weapons and vehicles, and then you have the enemy carrier and one or two islands to fight against. - faber42
  16. Hey thank you for your investigation and result, i will try the F10 key next time an island refuses to fuel the carrier. - Faber42
  17. Maybe it does work only on hostile islands and not on friendly ones? I just found another island where it again does not work and i did not figure out the pattern yet.
  18. Yes, i have, and it used to work before. and it acknowledges after i point to it using the mouse, that the pier is now active to be used to fuel the carrier, however, it acts as if i never navigate close enough to the dock. - faber42 ---------- Post added at 00:06 ---------- Previous post was at 00:02 ---------- Well, its not as bad, i now found an island where the refuelling works, Najades. The Island where i didn't get it to work was lingard. I don't know if its island specific. - Faber42
  19. HI, in current game i have trouble to refuel the carrier at any island. I activate the pier using the mouse, which is confirmed via message on screen, and navigate with the carrier close to it, but the "carrier refueling. xx minutes remaining" never appeared, at no island was refueling my carrier. i am on v1.18, third version from Dec 6 2012, see my last posting above. Any ideas? - Faber42
  20. Ok, i redownloaded the fix from your website, installed it, it crashed, then i saw your Edit1 and Edit2, then i redownloaded it again, checked it and yes i can report, now the crash is gone. I am able to arrive savely at my stockpile island. THank you :) - Faber42
  21. Hmm, thats a negative. I just downloaded it again, from http://www.carriercommandaholic.com/index.php?e=page&c=files_mods&id=93&a=dl, replaced it in the game folder, and used the saved game from yesterday. When i arrive at the island and it is the stockpile island i get the exact same crash at the exact same line as yesterday. the error box is identical. If I arrive at the island without making it to the stockpile the arrival succeeds, no crash then. which is the workaround i will be using for now. (Edit: i won't be using the workaround, i just found it its not working: if i sail to the non-stockpile island, arrive is ok, however if I then set it to stockpile, use "k" to timewarp a little to shorten the wait, it crashes as soon as I un-timewarp once the island is stockpile, and again, same error.) (Edit2: Using DI v1.17 instead works fine. No crash at all). - Faber42
  22. Species1571, i like the DI mod a lot, but i am afraid i think i have to report a bug for v1.18, downloaded about 3 hours ago. It crashes CC reliably when arriving at a certain island which just became stockpile. As soon as the cc drops out of timewarp it goes poof. The exact error message is And it points to your script i believe, which ready on line 10655 Which refers to the current island (the one i just arrived) and the stockpile island, so it actually might have trouble with that situation. it is not the first island where i stockpile-hopped to. I was setting an island to stockpile, then starting my trip to it using timewarp. Both stockpile and carrier arrive at around the same time, then i repeat the process, so that i transfer both the stockpile and the carrier across the map. At the 4th or 5th island it crashes. I will try to uninstall the v1.18 and use v1.17 but its late now, i will try that on another day. - faber42 ---------- Post added at 01:21 ---------- Previous post was at 01:17 ---------- is it possible for 'role reversal' to undo the discovery of stationary island installations, so that i have to scout first to find all the turrets etc? - Faber42
  23. faber42

    Improved walrusses from garages?

    hmm? Carrier walrusses can mount AA guns or missile launchers too. The island walrusses used to run without those, but since i believe 1.6 they are on par with carrier walrusses, are they not? my carrier flak walrusses pick enemy mantas from the sky just as fast as island flak walrusses my mantas. my own carrier walrusses count mount flaks long before the ai island walrusses did, which is why i don't understand your comment.
  24. Hey Species1571, just installed the 1.17 version of your mod and i am amazed. Wonderful additions to the game. The Green Laser on Carrier and on Mantas are great! "I am invincible in my manta" i thought then i saw the enemy has those too. Awesome! Not wasting any fuel by putting it back on the barque is great to, and all the other stuff you put in it. Excellent work. greatly appreciated. Thank you :)
  25. Ok, i see your point about refuelling now, but i still think time-warp should speed it up (as it does with everything else; and it's not cheating as the enemy carrier is sped up too). One other point: i have the island difficulty set by the mod to "deadly". however this applies only to enemy island and not to mine, which means that when i come to the rescue to an island that is currently attacked by the enemy carrier, all i have there for islands units are unprotected mantas with machine guns. thats like throwing stones at the enemy mantas. my mantas only last seconds. would it be reasonable to "up" the own islands difficulty as well so that islands mantas are up to the task of defending against enemy carrier mantas and walrusses? that the refuiling sound is audible even when piloting a manta remotely on the island wouild not break realism, as the mantas are controlled remotely and the pilot is considered sitting in the captains chair on the carrier itself. constantly going on/off is something i would assume the script could avoid. i think the current indication for refuelling is just a little minimalistic. btw. do you think it would be good if the "refuilling zone" around the pier would be bigger? currently i have to "dive in" the carrier nose almost (or sometimes actually) into the pier building, (ab-) using the fact that it does not collide. i hope you don't see my posings as negative review. i like the mod very much and appreciate that you made it. the fuel management section is excelent and being able to switch carrier weapons is top! having an in-game GUI for the mod is the best. btw in one game i never bought gattling guns for the carrier, only flak, but after reloading a saved game it fittet gattlings to the carrier. but it allowed me to switch back to flaks and the gattlings were gone. so no big deal. and if you happend to add another optional static hangar view for mantas the mod it would be even better :) - faber42
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