Species1571 informed us he released version 1.23 of his Deadly Islands Mod on the BI forums.
Quote Species1571 :
If you enjoy the challenging island warfare of deadly rated islands, you probably get frustrated as you progress through the game and find that more and more of them get downgraded as you take out their adjoining islands. That's where this mod may improve the game for you. It will make the game more of a challenge for you by increasing the defense rating of islands to deadly as soon as they are linked to another island.
In addition, the mod will unlock the display of the "Actual defense" rating for all islands on the map, not just the ones that you are connected to.
Another thing the mod does is disable the automatic resuming of a unit's program when you switch from manual control to another unit. This was annoying to me in the game as I hate my units wandering off without being instructed. This is also useful for when you are using a manta to aid your alignment of the carrier gun to hit a target on the island at some distance, as the manta would often start turning away from where you were aiming. This mod makes it possible to keep the manta facing the same spot.
Tomas released the Carrier Command: Gaea Mission FBX Converter on the BI forums.
We have created a tool that enables models, textures, and so on, to be modified and wiewed in the same way as you would see them in a game. Our Enforce workbench editor uses two kinds of formats:
The first is .txo, which can be manually edited in any text editor (e.g. Notepad++, PSPad, etc.).
The second is .xob, which is a final binarised format.
Tomas released an updated beta patch version 1.07 for Carrier Command: Gaea mission on the BI forums.
From this version, it is possible to edit database (items, vehicles speed) via xml files located in scripts/base folder.
We made an example how to add new carrier laser weapons (and one more item). Download CarrierLaserGuns Mod
This version does include updated SDK (workbech).
Tox Laximus released his Manta/Walrus Regen Mod on the BI forums.
This adds a Regen Mod for the Manta and Walrus in Carrier Command. It works in the strategy and campaign but not during campaign solo missions.
The regen is very effective but you will still need armour on the harder islands.
Disorder released an updated version of his Combined Mod Pack on the BI forums.
This is a mod pack containing several currently released minimods combined; GripMod2 and NoFilmGrain along with database tweaks to improve gameplay.
- Updated files to latest beta 1.07.0023.
- Increased Walrus grip.
- No Film grain.
- Carrier speeds equalised and slowed.
- Price adjustments for drones.
- Ongoing Artillery and Arcing shot improvements. Howitzer and heavy artillery needs testing.
- Ongoing projectile tweaks.
- New Battle music.
- New Timewarp music.
- New Jukebox music system.
- Faster Walruses and Mantas.
- Small max height adjustment for medium(290) and heavy(280) Mantas.
Savant1974 released an updated version of his Sound Mod for Carrier Command on the BI forums.
Quote Savant1974 :
This is a simple mod that improves some of the vehicle and weapon sounds in the game. It gives some of the weapons some more 'punch', and improves the walrus's droning engine into something with some more power.
Savant1974 released an updated version of his Unit balance mod for Carrier Command on the BI forums.
Quote Savant1974 :
A small mod that balances a lot of small numbers in the game relating to unit speed, maneuverability and strength. Walruses are fun to drive now!
Recently added a few more tweaks.
Autan Waspeez submitted his New Carrier Logos modification for Carrier Command.
Quote Autan Waspeez :
If you're like me and you don't give a damn for all the Gaea Universe stuff in the Campaign, you may wish to give your Carrier a more personal touch (namely by replacing the boring UEC Eagle/Cheese Wedge symbol on the ship's outriggers). So here's a selection of different emblems you can pick from:
Before anyone asks, I'd love to do some for the enemy carrier, but as that damn APA logo appears in the cutscene when you sink it, I can't feel right about it. If only they'd done the sinking in-engine.
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