Patch 1.05 Changelog
- Fixed player becoming stuck on a bridge in the Vattland FPS mission of the Gaea Mission Campaign
- Enhanced strategy AI logic for attacking and defending islands
- Added optional tech level setting for the Strategy game
- Improved Enemy carrier equipment logic
- and more…
Patch 1.04 Changelog
- Added better mod support (mod packages may now be loaded through exe parameter)
- Fixed chapter 2 campaign blocker (cutscene playback in FPS mission after Chapter 2 timeout)
- Fixed Outpost objective
- Fixed Aurora cutscene playback while on Thermopylae
- Stockpile now starts set as mining type island
- Strategy game now ends correctly after carrier is destroyed and the whole map is captured
- Fixed enemy carrier disappearance after the "End classic campaign" dialog
Patch 1.03 Changelog
- Fixed startup shader cache problem (thanks to Species1571)
- Fixed walrus hook bug (Drop sometime caused walrus to capsize)
- Fixed incorrect cutscene playback after completing Thermopylae mission
- Fixed current objectives and waypoints on the Outpost in Gaea Mission campaign
- Strategy Game now ends after capturing all islands and destroying enemy carrier
- Enemy carrier no longer "disappears" after capturing all islands in Strategy game
- Enemy carrier now replenishes units it abandoned on the island during retreat
- Enemy units are no longer present on neutral and friendly islands
- Fixed crash in Gaea Mission on Taksaven
- Fixed Achievements Face Off, Titanic, Revenge Is Sweet.
- Fixed Stockpile is now correctly selected upon start of Strategy Campaign with only 1 starting island
- NEW - Island info now displays icons with relative production and mining "power" of selected island
- Fixed crash on application start on some machines ("Cannot load materials file materials/materials.h" bug)
- Fixed crash in Strategy campaign (Production Advisor)
- Enemy carrier/strategic AI improvements:
- production logic improved
- improved "Choose next island to attack" logic
- improved barque handling
- improved carrier repairs
- Removed panning while zooming in/out in strategy map.
- Added shortcut in Vulcan mission (1st mission of GAEA Mission)
- Ratio slider in strategy game is split into two parts - APA ISLANDS COUNT and UEC ISLANDS COUNT.
- Removed tutorial notice dialog in strategy campaign.
- ID numbers of enemy carrier units are no longer displayed on the map.
- Enemy carrier will not run away when the player arrives to defend his island
- Enemy carrier units are undocking properly
- The stockpile relocation time now depends on the distance between islands
- Arrow keys are now bindable in Controls options
- HMHD missile will be transferred from stockpile onto carrier correctly.
- "V" key will stop the carrier but not instantly.
- Island stop blinking exactly when the enemy stops the attack on the island.
- Fixed random crash after any carrier destruction.
- Cutscene with Aurora will be played only once.
- Marshes upgrade can be found every time.
- Coolant container will not disappear after island is captured.
- Removed tutorial hints on Arachnid when recapturing island from APA in chapter 3.
- Cutscene of sinking enemy carrier will always be played when the enemy carrier is destroyed
- Fixed pathfinder island data
- Improved walrus pathfinding on wild terrain
Based on the 1988 groundbreaking classic, 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 six 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 demo introduces players to Carrier Command: Gaea Mission's unique gameplay as they lead two demo-exclusive assaults on the Thermopylae and Granite islands.
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 the first objective is completed, the demo fast-forwards to another island, allowing players to switch between driving Walruses, flying Mantas and ordering units via the tactical map. Overall, the full demo takes about 45 minutes to complete.
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