Species1571 informed us he released version 1.26 of his Deadly Islands Mod on the BI forums.
Quote Species1571 :
This mod started out as a simple project with the initial main purpose of increasing the defense rating of enemy islands in order to make the game more challenging. Over time, the mod has gained many more options and features which are fully detailed in the version history at the bottom of the downloadpage.
Note: Due to the changes to the carrier in this update, if you are resuming from a game that was saved before this update, some of the new features will not work until you travel to the next island.
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.
Recent forum posts
- Martin Melicharek
- Windows Pc
- Real Time Strategy
- E3 2012
- Carrier Command Beta
- Sea Battle
- Realtime Games Software Ltd
- Carrier Battles
- Bohemia Interactive
- Gaea Mission
- Nvidia 3D Vision
- World Wide Release
- Machine Gun
- Example Mod
- Time Warp
- Play Contribute
- Official Patch
- Jan Kunt
- Python 2.7
- Centre Of Mass
- Enemy Carrier
- Carrier Command