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Enemy Carrier AI problem fixed
Written by Foxhound, 2012-10-17 08:46 in Carrier Command News / PC News / Addons and Mods News
ElectroCarrier informed the community on the BI forums how he succeeded in changing the default and bad enemy carrier behaviour in Carrier Command.
Quote ElectroCarrier :
I really do love this game, it is very fun to play, and would hate if it would go to waste so I ended up here and found the fantastic CarrierTools!
One problem is the whimpy Carrier AI that runs past you, doing nothing most of the times.
Since I'm an old programmer and had some time I scanned through the AI-code and I found and fixed one AI-problem in uec_militaryadvisor.h in the class MilitaryAdvisor, function: AnalyzeNeeds.
With this fix, if you get too close to him he might get very personal and come after you with walruses and mantas!
The Carrier-battles will be awesome! But he will still run if he is scared of you.
Updated version of CarrierTools released
Written by Foxhound, 2012-10-17 08:42 in Carrier Command News / PC News / Addons and Mods News
Thygrrr released an updated version of his own modding tool for Carrier Command, carriertools, on the BI forums.
Quote Thygrrr :
A work in progress, and its initial version it's really just one tool, but it's all you need to start modding the game!
What does it do?
Carrier Command: Gaea Mission ships with three large data files (data00.cc, data01.cc, and data02.cc), later referred to as PAC1 files, that are mounted as a virtual file system. Like many games, it also supports real files - it's even configured to do so by default, making modding very easy. I took a look at these big files and while I have no access to an Enforce3 SDK, the format is straightforward enough to write a simple reader that can convert it into individual files, which is kind of the prerequisite to modding. This first version of my CarrierTools is just this simple reader!
Who can use it?
Everyone, if you a) adhere to the EULA, and b) have a rough idea about how install Python and how to run a Python script.
Changelog:
Invincible Mantas and Walrus (STEAM)
Written by Foxhound, 2012-10-13 12:02 in Carrier Command News / PC News / Addons and Mods News
ToxLaximus released his Invincible Mantas and Walrus modification on the BI forums.
This makes the Manta and Walrus invincible and currently is only working on the Steam version.
Carrier Command Modding, what can we expect? - Updated
Written by Foxhound, 2012-10-11 11:33 in Carrier Command News / PC News / General News
Carrier Command: Gaea Mission is moving towards greater modability, including world and mission editing tools as well as tools for particle effects, GUI and much more.
Mod makers from the Carrier Command community will be able to create new campaigns, new worlds, or even an almost different game outright.
Documentation how to use the mod tools should be available with the release of the mod tools along with a sample or two to get modders started! Those samples should be detailed enough to allow practically anyone to make a small island with no troubles.
It seems there is a lot to look forward to and we gathered a short list of public statements about the modding tools and what we can do once the tools will become available.
- Islands and Missions:
- The island editor will allow you to to adjust and create new islands. You can essentially "paint" terrain, vegetation etc. You can also add triggers, keypoints etc.
Essentially everything you need to make a mission including an inbuilt script editor!
- The island editor will allow you to to adjust and create new islands. You can essentially "paint" terrain, vegetation etc. You can also add triggers, keypoints etc.
- Settings:
- For example the island list is defined in a binarized database and this database also contains the walrus and manta statistics, along with all the weapon settings etc.
BI are going to provide a more accessible version of the database in the modding tools ( by more accessible they mean completely accessible) making it possible to change anything which is in it. So you will be able to open it in a text editor and make changes there. This includes adding/removing islands to/from the list as well as for example change the ranges of the different weapon systems which you can mount on the Manta or Walrus. (source)
update October 11 2012
We learned the database will be converted into xml files and by editing those xml files you can change different aspects of the game.
- For example the island list is defined in a binarized database and this database also contains the walrus and manta statistics, along with all the weapon settings etc.
- General:
- We are increasing the scope of the script API, so many things will be possible once the modding tools are ready. The UI handling events are actually offloaded into script. (source)
- Models:
- There will be an importer along with documentation to import your own models into the game! (source)
We are keeping an eye out for more information and will keep you updated with what more modding capabilities are provided for Carrier Command.
Until the official modding tools are released make sure to check the recently released community made mod tool by Thygrrr, CarrierTools!
We are standing by to release the first community made mod for Carrier Command here on our new fansite!
Carrier Command: Gaea Mission patching plans
Written by Foxhound, 2012-10-10 19:57 in Carrier Command News / General Carrier Command News
Martin Melicharek revealed an upcoming patch will contain a fix for the current pathfinding issues all players are experiencing in the game (source).
This patch might be released somewhere this month (source).
Additionally a future patch may contain different fixes for issues reported with the enemy carrier (source).
Quote :
As is widely known, there are some problems regarding AI pathfinding present in the release of the game. After careful evaluation and thorough investigation, I am happy to inform everyone that we are going to be addressing the issue. At present we are intensively working on fixing the problems. This fix will be present in an upcoming patch as soon as possible. We kindly ask everyone to bear with us through the process. As is known about Bohemia Interactive, we do support our games, addressing issues that our players encounter as quickly as possible.
Again, thank you everyone for supporting us. We will announce the patch as soon as it becomes available.
Kind regards,
Martin Melicharek
Senior Designer, Bohemia Interactive
Leave your feedback about the patching plans for Carrier Command in this forum thread.
In case you wonder about the version differences between the different platforms and Steam/PC versions as well as to why old saved games did not longer work after updating the game you might want to read some info about that: PC/Xbox360 patch & saves (source).
Island Mod by Deanolium released
Written by Foxhound, 2012-10-10 19:00 in Carrier Command News / PC News / Addons and Mods News
Deanolium released his Island Mod on the BI forums.
Quote Deanolium :
Here's my first mod for Carrier Command's strategy mode!
The main thing is does is allow you to set the number of islands in Strategy mode which are taken over by each side, from 3 to 15 islands each (with the rest being neutral).
You can select the number of islands by the top slider when you start Strategy mode (the number of islands conquered or something like that).
This isn't a new slider, but basically me hijacking the top slider that's already there!
Be warned that selecting 3 islands can lead to a long game.
This version also has a manual time warp, which is switched on and off by the 'k' key. Note however that mantas and walruses won't speed up, and pressing the button turns their AI off. So if they're on a programmed route, then they will just go into a straight line until they hit stuff. So only use it when you have all your vehicles inside your carrier.
There's also a quick fix for the vehicles. In the original, if you give a vehicle a program and control it; when you change control to another vehicle, the original one resumes its program. This really annoyed me, so I've made it so it won't go back onto its program until you explicitly 'enable' it (via the 'e' key). If people are interested, I could put in a keyboard control so you can go switch between the two behaviours - just let me know if so.
Carrier Command: Gaea Mission deploys PC demo
Written by Foxhound, 2012-10-04 12:42 in Carrier Command News / PC News / General News
Korneel van 't Land informed us Bohemia Interactive released the official Carrier Command: Gaea mission Windows PC demo.
Quote :
Prague, Czech Republic, Thursday 4 October 2012
Sea trial – Just two days after its worldwide launch, Bohemia Interactive has commissioned the Windows PC demo for Carrier Command: Gaea Mission. The demo introduces players to the unique Carrier Command gameplay as they lead two demo-exclusive assaults on the islands of Thermopylae and Granite.
Narrated by one of the developers, the demo kicks off with an action-packed sequence in which players control one of the amphibious Walruses. Once they complete their first objective, the demo fast forwards to another island. Here, the gameplay opens up and players will be able to switch between driving Walruses, flying Mantas and ordering units via the tactical map. Overall it takes about 45 minutes to complete.
Based on the groundbreaking classic from 1988, Carrier Command: Gaea Mission offers a refreshing blend of vehicular combat with tactical and strategic elements. In a massive open world - consisting of 33 unique islands hosting 6 distinct climatic zones - players are put in command of a futuristic military carrier holding multiple remotely controllable and customizable units. By traversing the seas and establishing a strategic network of island bases for mining, production and defense, players set out to conquer the archipelago on the planetoid Taurus.
The Windows PC demo for Carrier Command: Gaea Mission is now available for download at www.carriercommand.com. A Steam release is expected at a later date.
Download:
Carrier Command: Gaea mission DemoRockpapershotgun.com reviews Carrier Command: Gaea Mission
Written by Foxhound, 2012-10-03 17:44 in Carrier Command News / PC News / General News
Jim Rossignol from www.rockpapershotgun.com reviewed the PC version of Carrier Command.
Quote :
This fragility is critical to keeping you engaged as you play. This is not RTS where you throw away units without a thought, no, every loss is a major blow. Keeping your craft alive is critical, and you’ll be sending them back to the carrier, or to rearming and refuelling stations across the island, to keep them alive. Vigilance must be constant, and it feels like an operation on a knife edge.
The first thing is that this is (AI worries aside) a solid and capable experience. You soon grasp what you’re required to do, and settle into the long haul. It’s a war, and the individual battles make up the patchwork of a much wider, ongoing struggle. Nor do individual battles really stand out, which is a shame, because after a while they become somewhat rote. The minimal variety of enemies and the lack of imagination on the part of the AI means that the fights are not, after the first few hours, particularly engaging. Sure, there are new weapons to enjoy, but that’s it. Battles might still be fist-bump worthy from time-to-time, because of what they mean to your campaign, but the campaign is everything. For a certain type of gamer – a sort of armchair colonel, who likes to get stuck in, but really cares more about operational matters – this will sound a exciting klaxon. It’s a well-craft game in most regards.
Secondly, the pace of the game is slow. You do not charge in to attack an island. You pick away its defences. You make refuelling and rearming runs. Once an island is taken you have to slowly trundle back to your mobile floating base. Between islands you watch the carrier slowly (although time is sped up) pilot its way to the next destination. Slow and steady. It’s not exactly a killer pace, but for a game of both action and strategy, it’s a relaxed affair. And that’s fine. It’s just that some gamers – not that armchair colonel – will find the pace far too sedate.
If this game had been multiplayer (it’s single-player only), and immediately open to modding, we might have seen a treasure chest cracked open. But it’s not, and I don’t think that will happen.
Read the full review:
Rockpapershotgun.com - Carrier Command: Gaea Mission PC reviewPoll
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