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Carrier Command: Gaea Mission

Platform(s): PC, Xbox 360
Genre: Action
Publisher: Mastertronic (EU), Rising Star Games (US)
Developer: Black Element Software
Release Date: Oct. 2, 2012 (US), Sept. 28, 2012 (EU)

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'Carrier Command: Gaea Mission' (ALL) v1.06 Patch Available NOW

by Rainier on July 17, 2013 @ 4:29 p.m. PDT

Carrier Command: Gaea Mission is based on the original Carrier Command released in 1988, fully licensed and endorsed by its creators, and strives to deliver innovative and intense gameplay in a truly next-gen rendition.

Get the Carrier Command: Gaea Mission v1.06 Patch off WP (80mb)

Patch 1.06 Changelog

  • Improved Walrus assisting
  • Fixed Enemy carrier units were sometimes missing equipped weapons.
  • Fixed When the enemy finished building a Command Center on player's current island, player was unable to shut down firewalls.
  • Fixed Assert when enemy starts Command Center creation on player's current island.
  • Fixed Enemy carrier deployed units too far from player's carrier in a fight (and they don't take part in a fight).
  • Added Turbo and forsage and manta shield visualization into 3rd person view.
  • Fixed Units are destroyed directly after "yes" selection in "Abandon Units" dialog (not in tutorial mission till Outpost in GM Campaign).
  • Fixed Bug when player's carrier units dock instantly.
  • Fixed Current task setting in both campaigns.
  • Fixed "No Generic Mission" no longer visible in island info, shiplog screen etc.
  • Fixed New manta added to command bar (from carrier stock ) always has full fuel.
  • Fixed After capturing island which is changing its alignment the process is stopped.
  • Fixed After capturing island the autoaim no longer sticks on friendly target.
  • Fixed Objective "Build Command Center" will not be marked as complete when enemy builds a Command Center on the player's current island.
  • Fixed Island alignment icon will be hidden when the player leaves the island without a connection to his island.
  • Fixed Waypoints displaying in firewall mission when recapturing an island.
  • Fixed The strategy game will not end in an untimely manner - the player has to recapture all islands again (if the enemy takes some over after the player conquers all islands and doesn't sink the enemy carrier).
  • - Added new tech level step on strategy campaign starting screen (4) - all items available.
  • Fixed Removed some turrets on fulcrum island (Command Center Base).
  • Added "+" and "-" signs for production and mining in IslandInfo Screen in Gaea Campaign.
  • Improved Walruses from garages can be fitted with a weapon in the second slot (plasma, AA Gun etc.).
  • Fixed One turret on Bacchus is no longer under enemy control when the island is under the player's control.
  • Fixed Removed walrus from neutral Avernus.
  • Improved AI walrus pathfinding.
  • Fixed Missions with Firewalls and shield boosters can sometimes reduce telemetry range of carrier
  • Fixed HDR bug

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 moreā€¦

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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