Carrier Command 2

Carrier Command 2

Ground Focussed Rebalance
27 Comments
Royal Dragon 27 Oct @ 5:52am 
oh thank you
Darloth  [author] 25 Oct @ 1:07pm 
Ah, I am wrong, it modifies a bomb.

The main change you'll be wanting to make it setting:
bomb_3_explosion_magnitude 40
and
bomb_3_explosion_damage_scale 1

that's what makes the heavy bomb have such a large radius with a falloff of damage. If you want the production changes and the longer TV missile range you should copy those across as well, they're:
tv_missile_max_range 25000.0
(although I have already extended them to 10km in this rebalance)
and
item_hardpoint_bomb_3_production_cost 10000

A good file merging program like Meld will help do this easily, but there's nothing stopping you opening the /content/scripts/constants.txt in notepad and just changing the numbers over by hand.
Darloth  [author] 25 Oct @ 12:58pm 
It's not directly compatible, they both change constants.txt, but you can make it happen yourself, it's just editing a text file.

Find out which values are different in the nuke mod, most likely the lines starting with: missile_?_explosion_magnitude, and change those values in the constants.txt of this mod, and it will be the way you want it.
Royal Dragon 25 Oct @ 7:49am 
does it work with the nuke mod if not you think you make it happen pretty please with 2 bears on top.
Darloth  [author] 13 Oct @ 11:07am 
Yes, it does. They don't change the same files, so technically it works, and I usually play with the Revolutions mod as well, so balance wise it takes the changes there into account. Thankfully, those changes are mostly to aircraft (and some groundcraft) mounting options, all of which help in general to push things a little in the same direction.

I made sure that everything would work with just this mod alone, but my preferred way of playing it would usually be this + revolutions + some stuff to make the ground vehicles faster in the water.
Broletariat 12 Oct @ 7:18pm 
Does this work with the Revolutions mod? On paper it does, but I am not entirely sure.
Darloth  [author] 8 Oct @ 6:16am 
If you're attempting to take a 3 shield island without at least a walrus or some solid fire support, I wanted it to be a struggle. Seals are no longer good enough for this. If you don't have Walruses or bears, you'll need to get some or kill most of the targets first. If you can't get any of them, then you will need a different approach. If there are no different approaches, then either the map you're playing on is too small, or you have lost strategically.

Seals with 30mm supported by a pair of razorbills with IR missiles can absolutely roll over a 1 shield island, and take 2 shield islands with some care and careful control. 2 shield islands can also be taken trivially with cruise missiles or 160mm shells from the carrier. Use those 2 shield islands to build things you'll need (such as Walruses) to take 3 shield islands, and so on. The mod probably does make the game harder, but it is optional, and aimed at people who already didn't like killing everything with air vehicles
Darloth  [author] 8 Oct @ 6:16am 
The decreased utility of the drone attack runs is sad, but I can't change that. They were never an amazingly efficient way to use the 25mm chaingun to begin with, and now in this mod they are probably useless in that role, at least when drone controlled. I accepted that to make the rest better. Drones can still engage just fine with missiles.

Razorbills are still very useful because they are both cheap and fast. Additionally, if you use them as close air support against things which are -already- shooting at your ground units, because the ground units should take longer to kill, they will not get shot as often. Typically, the best attack pattern is send in a couple of seals and fly the Razorbill behind them so the razorbill isn't getting shot but can unload a solid stream of 25mm shells at whatever starts shooting at your ground forces.
Darloth  [author] 8 Oct @ 6:15am 
Missile targetting has nothing I can alter or affect. It's poor, and that's sad, but we all have to live with it.

The 25mm aircraft chain gun was too powerful. I can still kill things with it at low altitude without losing a Razorbill as long as there's not too many targets (practice hitting things while maneuvering), but not as many things and not with 100% safety. Its previous position as the only thing you needed to clear entire islands was wrong, in my opinion. You're welcome to increase the damage slightly if you think you'd like it more, but it easily becomes too good again.

The increased anti-air ability of the 30mm gun is intentional, because it means ground support or missiles become -valuable- instead of a waste of time. You can spend missiles killing things safely should you need to.
For ever A 8 Oct @ 12:44am 
Moreover, due to some modifications, the aviation chain gun has completely lost its usefulness. The powerful anti-aircraft firepower of the 30mm gun makes it impossible for the carrier Sparrow helicopter, which is most suitable for using the aviation chain gun, to shoot at low altitude. The inefficient killing power of the aviation chain gun also means that fixed wing fighter jets cannot cause enough damage in the extremely short diving attack window period. At the same time, the 400 round spare ammunition becomes very insufficient, making the aviation chain gun completely a warehouse decoration.
For ever A 8 Oct @ 12:38am 
I really like the increase in missile damage, which means that infrared missiles can effectively cause large-scale damage to ground vehicles. However, the weak guidance of infrared missiles means that when players try to launch multiple infrared missiles simultaneously to attack multiple targets, there will be serious firepower waste. Five missiles hit the same Navy SEAL, while the other four Navy SEALs were unharmed.
For ever A 8 Oct @ 12:38am 
At the same time, due to the high strength of the 30mm gun, it is difficult for my walrus vehicle to even match the seal vehicle equipped with the same 30mm gun during the floating phase.
This means that without the help of more advanced ground vehicles, it will be very difficult for players to occupy a low defense island. Either expensive precision guided ammunition will be used to bomb, or ground vehicles will have to pay a huge price to forcefully capture, which will greatly affect the player's gaming experience, especially if there is no ground vehicle island near their hometown. This means that every ground vehicle loss of the player is irreparable.
For ever A 8 Oct @ 12:31am 
This is a great mod attempt, but I have found that there are still some areas where it may not fully meet its original design intent or seriously affect the gaming experience.
For example, in my actual use, I found that the strength of the 30mm gun is a bit excessive. The current 30mm gun is comparable to specialized anti-aircraft guns in air defense, and any flying vehicle with an altitude below 800m will be shot down without hesitation.
This has led to a serious problem, as the Sparrow helicopter has almost no place to use. Previously, it could carry aircraft guns, but now it can only serve as an inferior missile mount, as both the Albatros and Haiyan helicopters can completely replace its fire support function.
EgoistCat 31 Jul @ 5:24am 
nice one man
Boss Pasta 8 Jul @ 9:03am 
I can confirm that the GMSB does not interfere with this mod and vise versa. I may consider removing the speed buff as missile accuracy is a little wonky due to how fast they are though
Darloth  [author] 6 Jul @ 10:29am 
Gentle Missile Speed Buff doesn't actually alter the missile constants - it's from before they existed, so it alters the missile's physics objects to make the engines the missile have push on them more efficiently or something (I'm pretty sure physics shouldn't work like that, but in game it -does!- )

Unless they changed it already, Gentle Missile Speed Buff and all of the older missile speed mods will work with this.
Boss Pasta 6 Jul @ 8:07am 
Hey Darloth, this mod looks pretty great in terms of what it does. I would assume that it interferes with Gentle Missile Speed Buff and any other mod that alters missile constants?
jdmwood 22 Jun @ 1:25am 
Thanks that fixed it! Can also confirm on a new game this all works so was just a one off bug.

The mod feels great! Bears now actually feel like an actual tank on 2-3 star islands.
Darloth  [author] 15 Jun @ 4:03pm 
(If that bothers you, take something cheap and shoot yourself in the flight deck for a bit.)
Darloth  [author] 15 Jun @ 4:02pm 
If you had the previous version and updated to this newer version, then it'll fix itself once the 5000hp of 'extra' health your carrier has wears off. Uhhh... highly advanced ablative energy shielding. Invisible... electromagnetic barrier... dual layer composite...
jdmwood 15 Jun @ 9:56am 
Not sure if this is related but now I'm seeing that the main hull of my carrier never gets damaged - other systems get damaged down to 0% as normal but the main hull stays at 100%.
Darloth  [author] 14 Jun @ 9:22am 
Well I uploaded the new version. If as steam tends to do, it overwrites a game that you wanted on the old version, you can investigate the Change Notes section and there might be a way to download specific versions from there! If not, replace the constants.txt in this mod with the one found in the discussion post I'm about to make about it.
Darloth  [author] 14 Jun @ 8:27am 
I have a new version that I prefer with tweaked HP values. However, it will alter all old saves using this mod - all current vehicles will be harder, which includes probably every island defense unit out there. I could release it here and get it over with and all seventeen of you will just have to deal, or I could make a new mod but that's a hassle and pollutes the workshop with deprecated mods...
jdmwood 14 Jun @ 7:37am 
Incredible. I've been wanting ground vehicles to be viable for ages.
Darloth  [author] 13 Jun @ 4:23am 
Someone had the idea that I should make ground vehicles quicker to repair... well, that's not possible, but I could make -all- damage in the game less, and reduce the HP to compensate, which (since the repair rate is a flat amount of HP per second, somewhere around 5 I think?) would make the repair feel faster. The reason I didn't do that for this first release is that the tools we have to alter missile damage are less exact - I can make missiles do LESS damage, but I don't have hard numbers on how much less. That said, my next plan is to take everything and halve it, so ground vehicle chassis will feel like they repair twice as fast. Missiles should do half damage but it'll need a lot of testing to see whether that unbalances them and whether that can be fixed... still, it sounds possible, and it's probably what I'll do next if there's enough interest.
OrangeGills 12 Jun @ 10:37pm 
Hell yes, very excited.
Darloth  [author] 12 Jun @ 1:57pm 
There's probably some awful consequence I haven't found even though I tested some. Please let me know when you discover that firing a bear cannon at a carrier immediately causes volcanos to erupt with rainbow lava or something.