Carrier Command 2

Carrier Command 2

Different Islands
27 Comments
Darloth  [author] 14 Jun @ 9:26am 
You should probably just use Luz's island mod instead of this one - this is out of date and does bad things with the barge spawn. I still like some of the things achieved here, but it was made when we couldn't easily see what we were doing, and more recent island mods are probably better.
Darloth  [author] 19 Dec, 2023 @ 1:17pm 
(Obviously one solution is just don't make the home island bigger. But then NONE of the desert canyon islands are bigger, and they're my favourite type and also look lovely when made bigger... so I didn't solve it that way.)
Darloth  [author] 19 Dec, 2023 @ 1:02pm 
Yes, sadly :(

The barge spawns at a set position, but the islands generate a little different every time.

Sometimes, the barge spawns underneath the enlarged island. Sometimes, the barge spawns inside a mountain, and occasionally explodes before you can even turn the radar on. These are unfortunately not fixable as far as I can tell, but I would love it if someone finds a solution.
Zyhgar The Phoenix 18 Dec, 2023 @ 10:31pm 
Is it normal that the barge just sometimes doesn't spawn ?
rusty 27 Mar, 2023 @ 11:06pm 
Is it possible to make an island where the command center is underground? It'd be fun to assault with ground vehicles
Darloth  [author] 28 Jan, 2023 @ 3:21am 
Problem is I don't get to adjust the seafloor, I get to adjust the scale values for the perlin noise generator used eventually to make the island terrain. If I change it it changes other stuff as well, and these values have produced what I think are the most interesting islands. If I go back to updating this mod I will have a go at making the depth chart line up a bit better though - will have to see if I can get differentiated islands without also ruining it.
KDR_11k 28 Jan, 2023 @ 2:31am 
Hm, maybe adjust those seafloors so their spikes line up with where the old floor used to be rather than their valleys?
Darloth  [author] 28 Jan, 2023 @ 2:29am 
Sadly, no, I can't do that. At least, I don't think I can. Maybe it would be possible to fake it, we do have control over the lua UI that renders the ocean depth display, but I don't know how to make it actually accurate. I'm just glad the sonar is actually dynamic instead of guessing based on what the depth 'should' be.

Probably means the depth display is wrong in vanilla as well, just LESS wrong.
KDR_11k 27 Jan, 2023 @ 4:10pm 
Neat but can you adjust the ocean depth display to match the new seafloors? Jagged sea floors can reach above the water line even when the depth display claims it's all clear, making it hard to tell where you can place the carrier for your next attack. The sonar kinda shows it but it also tends to give false readings when the ship is tilted by a wave and of course only works at super short ranges...
Darloth  [author] 14 Jan, 2023 @ 3:03pm 
Should I have taken before and after screenshots of all of the islands and maybe even drawn red circles around perceived differences? I mean, absolutely, if this were a commercial product I was attempting to market. I did consider doing it, but I'm doing this for fun, and trying to get even one or two properly -good- screenshots already became a lot of not-fun, so I stopped. I'd happily include vanilla/modded comparison screenshots other people take if you want to show them off though.
Darloth  [author] 14 Jan, 2023 @ 3:00pm 
I mean the random generation of the islands is ALREADY a bunch of repeating templates, but they're small enough and frequent enough that you don't notice much.

I'd love to have added more tiles (especially taller ones), but I don't think it's possible, when I tried it wouldn't read new files :(
Even if it is possible, it requires more work than I have available at the moment, and given my attempts to get just a slightly tweaked tile working failed, I didn't see it worth the time.

The mod changes the random generation parameters of the islands, so that it generates them in different shapes and sizes, and uses a different subset of the available tiles. Fundamentally nothing has changed, but in practice the different uses of tiles make the islands look in my opinion more distinct from one another.
Commander Wiggley Biggley™ 14 Jan, 2023 @ 7:54am 
does this change the random gen of the islands or is it a bunch of repeating templates?
Desasunda 9 Dec, 2022 @ 12:40am 
Make an Atlis island from Arma 3 ;)
☪Al3xM3rc3r0✠ 10 Nov, 2022 @ 5:49am 
i would like do mod like this with civ houses and stuff.
Valor 29 Jun, 2022 @ 11:43pm 
Excellent work! Hoping sometime in the future we'll get access to editing AI scripts so that we can modify patrols and such.
Darloth  [author] 16 Jun, 2022 @ 4:46am 
Oh yeah, I knew I was forgetting something. But, the update has fixed the bug! This entirely new known issue is much less of a problem - you can ignore the lift and just go to the bridge by walking through the vehicle bay, and the campaign works - I checked that.

Unfortunately the lift isn't in the same coordinate system as the rest of the models and stuff, so I can't just add the same value - I must use trial and error to get it lined up. This means start a game, leave the bridge, check where the lift is, adjust value, start a new game, walk to the back of the carrier again, check where the lift is -now-, and so on, repeat maybe 20-30 times until I get it lined up just right. I can do it. Eventually I probably will, but the lift is a luxury and I just can't right now :)
[KOLA] Kohllah Studios VT 16 Jun, 2022 @ 4:18am 
alright, you're gonna hate me. the distance change was good, maybe too good, but it seems that the elevator didn't go with the dock so its a small march to activate it so i can continue the career tutorial.
Darloth  [author] 15 Jun, 2022 @ 6:18am 
Ok, I think I've fixed it by increasing the distance the carrier and drydock spawn at - they're past what I believe to be the edge for the furthest the island can make any land at. Unfortunately I can't seem to test it because my islands never seem to generate a spur in that direction. If you've had problems with land being there, have another go and report back please.
cruddiestmonk26 11 Jun, 2022 @ 3:14pm 
same for me can't get my carrier out of it's dock because theirs land in the way
Darloth  [author] 11 Jun, 2022 @ 5:10am 
It must be generating differently on your computer then. I tested a lot to ensure that wouldn't happen... and for me it doesn't, ever. Still, if you're having that problem then other people are -also- having that problem and hopefully later today I'll just give up on a nice scenic launch spot and push the launch bay way out to sea. I'll leave the scenic start as a config file.
[KOLA] Kohllah Studios VT 9 Jun, 2022 @ 1:17pm 
what i mean by blocked is there is a bit of the starter island is in front of the carrier spawn and if i launch the carrier it hits it and i cant move it out. i am using the default campaign settings
Darloth  [author] 9 Jun, 2022 @ 6:09am 
Also, -blocked-? Wow. What settings are you using? I tested extensively at the lower island numbers and that seems fine, and even on campaign / 64 islands I only sometimes get a small collision and a bit of repair work to do. Wasn't actually aware it could be unplayable or I wouldn't have left it that way... it's possible that the island generation depends in part on some seed value which is unique to different computers, because I haven't come across any island configurations that were outright blocked.
Darloth  [author] 9 Jun, 2022 @ 6:03am 
@QuoralBEEF - yes, there is, but it's fiddly. I'm going to try and include some different config files for the mod that allow it to work better for different island configurations. It can be quite random what shows up based on seed values I honestly don't really understand. The barge is always at risk of being stuck though, and only save editing can really 'fix' that as far as I'm aware.

In short, you need to edit the drydock's mesh and carrier attachment position values, tx and tz specifically. Make them large enough and the carrier will spawn far out to sea. It won't look pretty but it will work. Sometime in the next week or so I'll make an update with config values that fit better with large maps or, indeed, just a spawn that's waaay past the island to avoid any possibility.
[KOLA] Kohllah Studios VT 8 Jun, 2022 @ 7:16pm 
Is there a way to fix the carrier spawn for career? every time I start a new campaign with this mod, the carrier spawn is always blocked and I cannot play
1PennyKing 3 Jun, 2022 @ 11:08pm 
@Darloth

Saw your comment about the xml not properly loading in the game on the dev-site. I was really hoping to do the exact same thing as you.

Go +1 Feature #2292 "Custom moddable content" on their website. :)

It would be easier if the game was more open source.:steamhappy:
Darloth  [author] 2 Jun, 2022 @ 7:23pm 
For now just island sizes. I'm currently testing some changes to increase the number of airfield buildings and turrets around the command center, but I don't think I can do anything to increase the number of patrols.
Mr Elusive 2 Jun, 2022 @ 6:05pm 
Quick question; does this mod increase the number of enemy units on the islands as well? Or does it just increase the island sizes?