Carrier Command: Gaea Mission

Carrier Command: Gaea Mission

Lihat Statistik:
Species1571 23 Feb 2014 @ 10:18am
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Deadly Islands mod v1.39
Copying this here, as I don't think many people are aware of the Addons & Mods section...


I made a mod for Carrier Command: Gaea Mission. Its main purpose when I started out was to upgrade all enemy islands to deadly status to make the game more challenging, but it has grown several more features such as ability to enter timewarp manually at any point during the game. Many of the functions of the mod can easily be opted out of if you don't like them.

For a full update history, and to download the mod, click here:
http://www.species1571.com/carriercommand.htm

Visit the Deadly Islands page on ModDB here:
https://www.moddb.com/mods/deadlyislands

To find the location where you need to unzip the zip file to: go to the Library tab in your Steam client, right-click on Carrier Command: Gaea Mission, click properties, click the Local Files tab, then click Browse Local Files. This is the location where the deadlyislands folder should go.
You will need to have the latest beta version (1.07.0025). To ensure you have the latest beta, go to the Library tab in your Steam client, right-click on Carrier Command: Gaea Mission, click properties, then betas, then set the drop-down option to "Opt into beta version of the patch".
In order to make the mod load with the game, you also need to set the launch option in Steam. To do this, go to the Library tab in your Steam client, right-click on Carrier Command: Gaea Mission, click properties, then click Set Launch Options. In the box, enter the following text (including the -):
-mod deadlyislands

https://steamcommunity.com/sharedfiles/filedetails/?id=2509530960
https://steamcommunity.com/sharedfiles/filedetails/?id=2509529633
https://steamcommunity.com/sharedfiles/filedetails/?id=2509529128
https://steamcommunity.com/sharedfiles/filedetails/?id=2509528496
https://steamcommunity.com/sharedfiles/filedetails/?id=2509526543
https://steamcommunity.com/sharedfiles/filedetails/?id=2509525379
https://steamcommunity.com/sharedfiles/filedetails/?id=2509524665
https://steamcommunity.com/sharedfiles/filedetails/?id=2509523319
https://steamcommunity.com/sharedfiles/filedetails/?id=2509520995
https://steamcommunity.com/sharedfiles/filedetails/?id=2509520372
https://steamcommunity.com/sharedfiles/filedetails/?id=2509519818
https://steamcommunity.com/sharedfiles/filedetails/?id=2509519169
https://steamcommunity.com/sharedfiles/filedetails/?id=2509518579
https://steamcommunity.com/sharedfiles/filedetails/?id=2509517960
https://steamcommunity.com/sharedfiles/filedetails/?id=2509517316
https://steamcommunity.com/sharedfiles/filedetails/?id=2509516349
Terakhir diedit oleh Species1571; 24 Des 2024 @ 6:44pm
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Menampilkan 46-60 dari 574 komentar
dr.rockgmbh 15 Agu 2015 @ 6:41pm 
Trust...this mod is the most dedicated project which I ever saw. Thank you Species for this fine piece of work.
Species1571 17 Agu 2015 @ 12:06pm 
Thanks dr.rock, glad you are enjoying the modded game.
Species1571 23 Okt 2015 @ 3:49pm 
Updated to v1.27:

---Each walrus now has the ability to carry up to 4 support droids. When droids have been produced and shipped to the carrier, you can fit them in the equip screen. The fitting option is separate from the normal fitting items so carrying droids will not reduce your ability to fit other items. When the walrus reaches land, you can launch the droids using a button on the command bar, which can also be used to dock any active droids that are near the walrus. When a droid is launched, by default it will follow its walrus and will automatically receive repair and weapon recharge as long as it stays close to the walrus. You can cycle through manual control of a walrus's droids by pressing the shared key for camera rear align (Z by default). If you prefer to take the droids away from the walrus, you can make the currently selected droid the leader by pressing the shared key for camera front align (Q by default). Droids will automatically return to their leader when not in manual control. Droids are not waterproof and will be destroyed if you take them into water. They will not follow their leader into water, but you should still be careful about where they are deployed. They are also easily destroyed by impact, so you should be careful when driving walruses near them. If a droid's walrus is destroyed or docks without them, they can be transferred to any other walrus that does not already have a full set of droids by driving the walrus close to them.
---Added option for camera mode recall. With this option enabled, the interior/exterior camera mode of units can be independent, and will automatically be restored next time you switch back to that unit. If you prefer, you can choose to have only one selection for each type of unit. For example you may have all mantas use interior camera and walruses using exterior.
---Added new camera angle for walruses which will give a fixed forward view regardless of where the turret is pointing. This uses the same key binding as the manta downward camera (left ALT by default).
---Made improvements to the unit rear views and manta downward camera angles.
---Added key combination for focusing the map on the currently selected item using left shift plus the key for camera align rear (Z by default). This is mostly useful when manually controlling droids or island turrets, but can be used for any currently selected item.
---Improved tooltip information display in the map screen so that it will be displayed for a few seconds, even if the pointer moves off the item by a short distance. This will give a better chance of being able to read the information if you are not precise with the pointer, or if you are trying to see information about an item that is moving.
---The attack waves from nearby enemy islands function now has the option to disable safety. With safety disabled, the mantas will continue to attack, even if the carrier would be destroyed. The attack mantas will now break off their attack if you withdraw from range of the island they are defending.
---Added the ability to give the selected unit a waypoint to an item on the map by holding the left control key while pointing to the object you want to go to. This is mostly useful for moving island units, but can also be used for carrier units, and situations where a carrier walrus will not accept a waypoint to an item by clicking on it may be resolved by using this method instead.
---Unit-to-unit repair and walrus self-repair are now indicated by an animation in their command bar buttons. Walrus self-repair will no longer make a beeping sound during operation.
---Scout drone is no longer instantly repaired and refuelled when it docks. While the docked drone is being repaired and refuelled, its overall readiness will be shown in the launch button on the command bar. The docking animation for the scout drone has also been improved.
---When a target is tagged in the scout drone tactical scanner's target list while either the carrier or scout drone is selected, the target's bearing from the carrier will now be shown. This will assist when using the carrier's shell cannon to hit targets on the island.
---Carrier refuelling at island piers is now accelerated when in timewarp.
---You can now switch to control of friendly island mantas, walruses, turrets and droids by clicking on them on the map, even if the mouse pointer does not indicate a green circle. The option for forcing island unit control has been removed from the customization menu.

FIXES:
-Fixed a crash which could occur in some situations when switching to the map screen when the bridge background is disabled.
-Fixed a bug in CCGM when using mantas armed with missiles where the targeting icon would get left on screen after switching to another unit.
-Fixed a bug in CCGM where the carrier would sometimes end up at an angle or partially underwater until manually moved.
-Fixed a bug in CCGM where loading a saved game would result in island walruses not being given their items if the game was saved before they had fully left the area of their garage.
-Fixed a problem where the enemy carrier would sometimes attack you with empty units.
-Discovered a condition which occurs in CCGM that will cause a faulty saved game, resulting in a crash within a few seconds of the saved game being loaded. The save game and exit game buttons in the menu will appear red in this situation to indicate that a bad save would be made, and you should return to the game for a few seconds until the condition passes. The mod's quick save (F6 by default) and timed autosave functions will automatically be delayed until this condition passes.
-Fixed a display fault in the islands overview window when set to list neutral islands.

Thanks to eveyone who provided feedback reports and requests since the last update, especially Rob04 who requested several of the additions in this update, and for continued playtests as the work progressed.
Terakhir diedit oleh Species1571; 2 Apr 2016 @ 6:49am
Modaflanker 17 Nov 2015 @ 9:27pm 
Thanks so much for working on this game that BI Studio has unfortunately abandoned!

I bought this game a long time ago and wanted to put off playing it until most bugs had been ironed out/patched. I decided to start with your mod because of the improvements/fixes you have made.

On the Campaign (not Strategy), I just had a problem between the Arachnid and Treasure Island maps. When I messed up on Treasure Island the first time, I loaded the last save game (and others at that island) but they all have zero command center hacking modules (whereas I remember having one when I first came to the island). That then makes it impossible to take Treasure island. If you can fix that bug from occurring (ensure Carrier has at least 1 of the module) that would be excllent!

For me, I'm sure I have to go back to an Arachnid save game and then go to Treasure Island, which I'll do.
Terakhir diedit oleh Modaflanker; 17 Nov 2015 @ 9:31pm
Parameter 20 Nov 2015 @ 12:55pm 
@ Species 1571:

Wie kann ich erkennen, ob deine Mod im Spiel aktiviert ist? Ich habe die Mod installiert (V1.27), im Spiel wird mir aber immer noch V1.70025 angezeigt (ja, korrekt..die Version lautet wirklich 1.70025 und nicht 1.070025). Müsste sich durch deinen Mod die Versionssnummer des Spieles ändern?
Terakhir diedit oleh Parameter; 20 Nov 2015 @ 12:56pm
Modaflanker 20 Nov 2015 @ 4:03pm 
Ich bin mit Google Translate, um Ihre Post zu reagieren.

Achten Sie darauf, -mod deadlyislands in Ihrem Steam-Start-Optionen zu haben.

Als ich ins Leben gerufen, das Spiel war ich nicht sicher, wenn das Mod arbeitete, bis ich startete ein neues Spiel. Es gibt einen Knopf auf der Mitte unten auf dem Bildschirm, die Ihnen eine lange Liste von Optionen aus diesem mod markierten deadlyislands. Dies sollte Ihre Frage zu beantworten.
Species1571 21 Nov 2015 @ 2:15am 
Wenn es aktiviert ist, wird im Hauptmenü haben "Strategie-Spiel" und "Kampagne" Tasten auf der linken statt der Mitte.
v1.07.0025 und v1.7.0025 das Gleiche bedeuten.
Wenn es nicht funktioniert, stellen Sie sicher, Ordner-Struktur ist wie folgt:
Program Files (x86) \ Steam \ Steamapps \ common \ Carrier Command Gaea Mission \ deadlyislands \ scripts

und nicht etwas, das wie folgt aus:
Program Files (x86) \ Steam \ Steamapps \ common \ Carrier Command Gaea Mission \ deadlyislands \ deadlyislands \ scripts

@modaflanker
I think this was a common bug with the campaign. The main focus of the mod is the strategy game, but I will try and find a fix if there is a future update. Do you still have a saved game where the problem is occurring that you could send me?
Terakhir diedit oleh Species1571; 21 Nov 2015 @ 2:20am
GaryW 22 Nov 2015 @ 1:22pm 
Wow... There are at least three improvements in there that I requested over on the carrier command forums years ago. Thank you so much for this, it'll breath new life into a game I quite enjoy.
Modaflanker 23 Nov 2015 @ 1:52pm 
Diposting pertama kali oleh Species1571:
@modaflanker
I think this was a common bug with the campaign. The main focus of the mod is the strategy game, but I will try and find a fix if there is a future update. Do you still have a saved game where the problem is occurring that you could send me?

That saved game is long gone, but don't worry. I'm playing through without the mod (and then will use the mod for strategy afterwards). While I was playing with the mod, when I arrived at Granite this wave of six heavy armored Mantas with dual green lasers completely obliterated my Mantas, Walruses and the ship which still hadn't received its turrets and was missing the single 3000 material front left turret I had built for it after arriving at a new island.

Going back to Granite again without the mod, those six Mantas didn't even show up at all and the Carrier has all of its turrets so that island was much easier to deal with.

Once again, you have my profound thanks for your work on this game. I actually find myself enjoying Carrier Command much more than I thought I would, so to know that you're working on bringing out the best that it can be for when I play the strategy games is tremendously heartening.
Terakhir diedit oleh Modaflanker; 23 Nov 2015 @ 1:54pm
Evmolpos 5 Jan 2016 @ 6:26am 
Species1571 .... in contrast to BI, your honorable work have saved this game from extinction.

Thank you man.

P.S. sometimes I wonder how BI managed to deliver ARMA projects but failed on CCGM
Terakhir diedit oleh Evmolpos; 5 Jan 2016 @ 6:37am
Species1571 10 Jan 2016 @ 1:35pm 
Diposting pertama kali oleh Evmolpos:
Species1571 .... in contrast to BI, your honorable work have saved this game from extinction.

Thank you man.

P.S. sometimes I wonder how BI managed to deliver ARMA projects but failed on CCGM

Thank you for your comment, I am glad you are enjoying the mod.
I guess ARMA is their main money-spinner (I have no idea why, I bought ARMA2 in a sale and played for about 10 minutes before deciding it was awful), but you are right, the way CCGM was abandoned was pretty weak.
Luke 30 Mar 2016 @ 7:39am 
Oh wow, v1.27 has friendly controlled droids now? And you can use a Walrus like an APC? I may need to reinstall this!
Species1571 30 Mar 2016 @ 3:23pm 
Yes, but don't have too high expectations, the walrus droids were limited in what I could achieve with them.
mflacy 3 Apr 2016 @ 7:16pm 
I haven't played this game in just over 2 years now for reasons that I have whined about elsewhere.

If I do start playing it again, it will be due to the love and effort Species1571 has put into his mods to make the game closer to what it should have been from the very beginning.

My hat's off to you, sir.
Updated to v1.28:

--Carrier weapons will no longer receive ammo refills when switching between weapons. If you switch back to a particular weapon, it will only have the amount of ammo that was remaining the last time it was used. A full refill of all weapons will take place upon arrival at a friendly island, or any time the supply barque arrives. At non-friendly islands, a refill will take place when the island has been captured. In some situations when a weapon is out of ammo, it will appear to be removed from the deck. This is normal, and will be corrected the next time the weapon is manually selected.
---Carrier weapon selection buttons on the quick options page of the customization menu have been expanded to show which weapons are currently available onboard the carrier in each position.
---Damaged carrier weapon positions will now be highlighted in red on the carrier gun layout diagram on the quick options page. If a weapon position is inoperable, this will be indicated by flashing red.
---A previous update improved carrier weapon firing when there are weapons in all five positions. This has been expanded to improve firing with any number of guns fitted.
---Carrier weapons now have text and audio alerts for low ammo and no ammo. There is a slider on the quick options page to allow you to select the low ammo warning level. Setting this to 0% will disable alerts.
---The enemy carrier will no longer use the shell cannon in its front gun position, as the AI is useless at firing this at targets.
---Replaced the carrier equipment displays shown on the right side of the map screen, as these were previously broken by the mod and were often showing incorrect information. The new displays will also show weapon names and some mod-specific information such as scout drone tactical scan level.
---Unit ammo levels can now be shown by a small vertical bar within the icon of each weapon on the command bar button of each unit. There is a customization option if you want to disable this feature.
---Units which are docking or undocking will now show a carrier icon in their command bar button in place of the generic P indicator.
---Mantas which have run out of fuel will no longer be indestructible, you will no longer be able to fire their weapons and they will no longer move around when they are on the ground.
---When a refuelling pod is selected, the display will now show if a unit is in refuelling range.
---Bonus blueprints available by driving a walrus close to a research center are now random in each game (these are available in strategy mode only).
---Pointing to a research center on the map will now show if it has any bonus blueprints available. This will only be shown once the island is captured, but you can still go and obtain any available blueprints while the island is hostile if you prefer.
---Added a customization option to protect usefull buildings such as piers and firewalls from damage, as these are the most annoying buildings to destroy by accident.
---While at a neutral island with turrets, the green icons on the island will be a brighter shade to improve the visibility of turrets on the map.
---Unit equipment such as missiles and scanners will now be able to lock on to neutral island turrets.
---Rear camera angle will now work when a droid or other character is selected.

FIXES:
---Added fix for a problem in CCGM where the enemy carrier would get stuck at an island early in the game and not move for the rest of the game (strategy mode only).
---Added fix for a problem in CCGM where research centers cannot be revealed on the map. Revealing an item near a research center, or the command center, will now reveal the research center.
---Fixed a bug in CCGM where unit waypoint markers do not display correctly if there is also an objective marker.
---Units which have position holding and dynamic stance enabled will now be able to fire when moving to a waypoint.
---Fixed a problem where saving a game during the barque arrival animation, re-loading that saved game would cause any subsequently saved game to crash on loading.
---Fixed a crash when clicking the abandon button of a unit which is out of fuel or out of telemetry range.
---Fixed a crash when trying to give a waypoint to a carrier walrus which is out of telemetry range.
---Fixed a crash when a unit has been left behind and happens to be selected when arriving at the next island.

CAMPAIGN-SPECIFIC FIXES:
---Added fix for a problem in CCGM where there would not be a hack capsule available on the carrier when arriving at Treasure or Frontier. This only applies to the first visit to these islands.
---Fixed several mod functions not working in the early part of the campaign such as automatic refuelling of walruses at island stations and carrier damage displays. This was also causing the FOV setting to be used in the early FPS segments, causing possible graphical clipping of Myrik's rifle, and the rifle only being able to fire single shots.
---Fixed a problem where it was possible for the carrier to run out of fuel when using the fuel management system to pay for unit refuelling or repairs. It will now be possible for the carrier to travel in timewarp, even if the fuel level is critical, until fuel production has been unlocked.
---Fixed a problem with obtaining a carrier weapon by hacking an island station, whereby the weapon would not be added to the carrier.
---Fixed a frequent crash which would happen on Outpost after saving the game and then taking a unit into combat.
---Running totals of friendly and enemy islands will now only count islands which have been unlocked.
---Discovering a new unit on an island will now display a message more approprite to this situation.
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