Archives by Day

April 2024
SuMTuWThFSa
123456
78910111213
14151617181920
21222324252627
282930

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)

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

Advertising

As an Amazon Associate, we earn commission from qualifying purchases.





'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.


More articles about Carrier Command: Gaea Mission
blog comments powered by Disqus