Nemisis Mod Information
This mod increases the survivability of the enemy carrier in the strategy game resulting in a more challenging game.
Table of Content:
Version:
5.0
Required:
No additional requirements
Published:
2013-01-28 05:44
Updated:
2013-09-16 09:37
Page views:
18752
Downloads:
406
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Nemisis Mod
byGnrl_Grad
1. Description
The intention of this mod is to increase the survivability of the enemy carrier in the strategy game and make for a longer more challenging game. If you've ever been disappointed when killing the enemy carrier early on in the game then this mod is for you.What does this mod do?
1) It makes the enemy carrier stronger and almost impossible to kill early on in the game
2) If you encounter and battle the enemy carrier during the game and you beat it badly it will retreat back to it's stockpile island, this creates the possibility for multiple carrier battles during the one game, building up to the final kill!
3) You will need to conquer all enemy islands and push the enemy carrier back to it's stockpile island to finally defeat it!
2. Features
Here is a summary of the main features and changes this mod will make to gameplay:- Enemy carrier will do a full retreat with cutscene to stockpile if damaged too badly
- To kill enemy carrier you need to take all islands or destroy him at his stockpile island
- Enemy carrier has additional armour making him tougher to beat
- Torpedo damage changed making it harder but not impossible to kill enemy carrier outright with torpedos(It should still be possible but very very hard to kill him outright at any time)
- When there are no more enemy islands you will receive sighting report messages to help locate the enemy carrier
- Enemy carrier receives manta reinforcements when defending an island he owns
- Enemy carrier receives additional repair/fuel/unit assists when he retreats to a friendly island
- If enemy carrier runs out of fuel when in battle with player there is chance he will receive a small amount of fuel to keep him going
- Initial warm up timer reduced so enemy carrier will come into play a little bit quicker at start of game
- Enemy strength slider in strategy game menu effects modded armour and some assists
- Enemy island capture time is increased by approx 5%
- Changes to enemy carrier attack pattern
- Chance of critical damage to fuel cells - 50% fuel capacity - requires return to stockpile to repair
- Deckviews mod integrated - additional camera views for carrier press C and X keys to cycle through views, Z to zoom
- Player carrier is now equipped with a scrambler for stealth and evasive maneuvers
3. Usage / Installation
To install the mod you will need to copy the nemisismod folder into your Carrier Command Gaea Mission directory. The file path to the mod should be something like below but may vary depending on your install:C:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\nemisismod\scripts\etcThen you need to update your game shortcut so that it will run the mod. To do this right click on the game shortcut and click properties. Where it says target you need to add the following text:
-mod nemisismodSo your shorcut target might look like this:
"C:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\carrier.exe" -mod nemisismodClick ok to save the changes to the shortcut and now when you run the game via this shortcut it will run with nemisis mod enabled.
To confirm the mod is active you should see Nemisis MOD on the strategy game menu and a message will pop up when you start a new strategy game.
Mod compatibility:
Speices and myself have been working over the last couple of weeks on making both our mods compatible so when he releases his next update to Deadly Islands it should then be possible to combine both mods together using the modmixer tool.
4. Notes
This has taken me two long nights to put together but I've had a lot of fun making it. I am still tweaking it as I play myself so I may update it with improvements as I play.5. Known Issues
If you save a game with the mod enabled you can only load and play it with the mod enabled. If you disable the mod and load a game that was saved with the mod enabled it will crash to desktop. Thanks to Species1571 for reporting this.Note this is not an issue if you want to play a game start to finish with the mod enabled and you can save and load your game as normal with the mod enabled.
6. Credits & Thanks
A quick thanks to Species who has been helping with bug reports and fixes.7. Changelog
v5.0- adds a scrambler to the player carrier and when activated it will help you evade detection by the enemy carrier at medium to long ranges. It is ineffective when close to enemy islands or if the enemy carrier is within close range already and it consumes fuel when activated.
v4.9
- Added more safety checks to prevent crashes
- Reduced mouselook sensitivity on deckviews
- Disabled Deckview camera controls when in timewarp to avoid disapearing command bar
- Changed cycle order of deckviews
- Added 2 levels of Zoom to deckviews press Z key to cycle through zoom levels
- More changes to enemy carrier island/carrier attack decisions
- Player carrier can now refuel for free at stockpile island - stop at island coast to initiate
v4.8
- Fixed mod not referencing correct stockpile islands if changed mid-game
- Fixed issue where map would center on carrier instead of selected unit
- Fixed deckviews mouseclick issue that restricted carrier guns to fire in single shots only
- Fixed enemy carrier no longer receives repair assist when fleeing to same island with player present (made him pretty much invincible if fighting him at his last island)
- Fixed some other issues which could cause crashes
v4.7
- Fixed critical damage not repairing at stockpile island
- Deckviews mod integrated
v4.6
- Fixed a crash when player with critical damage is destroyed
- Implemented fix for carrier rotation bug
v4.5
- Added chance of critical damage to fuel cells (when badly damaged) - 50% fuel capacity - requires return to stockpile to repair
- Some more minor adjustments to enemy carrier attack pattern
- Enemy carrier now stops for safe undocking of walruses and is much less likely to squash his own units
- Fixed an issue with enemy walruses not being equipped properly
- Removed enemy carrier grenade walrus in favour of other weapons because they are less effective wasting ammo lobbing grenades into open seas far from player carrier
- All enemy carrier walruses now receive ammo boxes for pro-longed fighting vs player carrier
- Fixed an issue with enemy carrier and units getting stuck after capturing a neutral island when player is also at same island
- Carrier Plasma projectile speed and range increased (player and enemy)
- Enemy carrier now fires it's plasma cannon from longer range
- Fire rate and damage reduced slightly on carrier quad guns
- Carrier autopilot speeds and acceleration reduced (player and enemy)
- Barque speed and storage space reduced
Release notes:
With the existing modded armour and new changes to attack pattern, walrus launch, carrier speeds and weapons the carrier battles should be quite a bit different now. The changes to the barque should hopefully make for more decision making with what to send and when. If you receive critical damage your carriers fuel capacity will be reduced to 50% and you will need to return to your stockpile for repairs, a warning message will notify you if this is the case. Still playing and balancing and I've got a few more ideas but this version should be fun to play. Also fixed a bug in 1.06 with enemy carrier walruses always being equipped as capsule walruses and never heavies and I think the neutral island bug mentioned above can happen in 1.06 vanilla as well although it's probably a rare scenario.
v4.4
- Some changes to enemy carrier attack behaviour
- Enemy carrier no longer twitches left/right in quick succession when approaching player
- Enemy carrier attacks from a bit further away
- Enemy carrier launches mantas from longer range, walruses at same closer range
- Enemy carrier less likely to get stuck in same position mid battle while waiting for rogue units to dock
v4.3
- Mod update for game version 1.06
v4.2
- This is really just a compatibility release to suit the latest game version 1.05.0026 - I haven't had a chance to play a full game yet (hopefully now it's the weekend!) but looking at the script changes the mod should play pretty much as before.
v4.1
- Modded armour has been enabled again with changes
- Enemy strength slider in strategy game menu now effects modded armour and some assists
- More adjustments to bring full retreat in better sync with the normal flee
- Enemy manta reinforcements when defending enemy island now considers players defensive strength
- Enemy island capture time increased by approx 5%
- Reduced amount of fuel enemy carrier receives in modded assists
v4.0
- mod updated to work with scripts from game patch v1.05
- Some minor/experimental changes to enemy carrier (attack island or carrier) behaviour
- modded armour has been disabled completely (for now at least) because of the tech level possibilities introduced in patch 1.05
v3.3
- Enemy carrier now receives some repairs/fuel after a full retreat
- Enemy carrier receives some additional repairs/fuel/units when he docks at a friendly island (if he is under-powered)
- If enemy carrier runs out of fuel when in battle with player there is chance he will receive a small amount of fuel to keep him going
- Initial warm up timer reduced - enemy carrier will come into play a little bit quicker at start of game
- Some minor adjustments to enemy carrier armour
v3.2
- Enemy carrier now receives manta reinforcements when defending an island he owns
- All player units now go to autopilot when the retreat cutscene starts (crash avoidance for player controlled unit on entering cutscene)
- Manta under direct control will now go to autopilot when switching to map (helps protect against accidental right click to map and crashing into terrain) it won't resume any existing flight plan unless you specifically issue the execute command
- Various other small changes and refinements
- Mod name now displayed on strategy game menu
v3.1
- Fixed a bug resulting from a torpedo kill
- More tweaks to torpedo damage
v3.0
- Armour settings and retreat action now work in conjunction with the default ai flee tactic - this means the enemy carrier is usually moving away at speed when/if a full retreat kicks in
- Lots of small changes to health/repair settings that effect the modded armour, retreat action, torpedo damage and ai flee tactic
- Stopped player carrier when retreat cutscene is initiated if it is too close (sometimes player carrier would crash into enemy carrier in cutscene which didn't look good)
- Removed previously added bonus armour code based on carrier to carrier distance that didn't make sense if you were attacking with manta/walrus units far away from your carrier
v2.4
- Added message to start of game to set the scene and so it is immediately apparent the mod is running
v2.3
- Tweaked torpedo damage making it harder but not impossible to kill the enemy carrier with torpedoes
- Put some extra safety in code to (hopefully) prevent a crash I experienced when killing the enemy carrier
v2.2
- More damage tweaks
- Armour bonus to enemy carrier when he is defending his stockpile island
- Improved code to play random well done message instead of always playing essi's
- Improved code to make enemy carrier select a random destination island after retreating back to stockpile instead of always travelling back to the same island
- Included readme file with install instructions and changelog
v2.1
- Added well done speech and music when carrier retreats
- And some minor damage tweaks
v2.0
- Improved enemy carrier armour making it a LOT tougher - recommend using heavy weapons to do damage!
- Added message when enemy carrier retreats
- When there are no more enemy islands at the end of the game you will receive sighting report messages to help locate the enemy carrier
- other minor adjustments
i want nemesis