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Carrier command 2 blueprints6/4/2023 ![]() ![]() Click on an island to assign it to you (ACC Epsilon in blue), you ennemy (ACC Omega in yellow), or neutral (in red). The map can be manipulated with the scrollwheel (zoom) and drag'n drop. I will probably add a button to do it easily from the application. The blueprints can be all unlocked, but it can be done once. this one is a little more confusing, as the format is binary, the blueprint unlocks work by laying out in binary each item ID sequentially over 7 bytes (or a total of 56 bits for binary on/off status) 4. ![]() You can then modify whatever you want in the inventory. Find your team section again and this time look at the unlockedblueprints section 3. You can select it in the drop down list (the first one is selected). Of course, you must have Carrier Command 2 installed on your computer in order for the app to work (unless you will have an error). Add resource and production capacity to the islands.Originally posted by WombatScat:Dude awesome work!ĭownloaded the file, however how do I actually launch the Editor?ĭownload the zip file above. ![]() The minus side of Gaia mission were that the ♥♥♥♥♥♥♥ blueprints existed at all outside of the asinine "campaign game" and the fact that if your carrier wasn't parked by an island, said island didn't really exist.ĭrop the blueprints. The plus side of Gaia mission was that it had beautiful islands, the ability to launch multiple aircraft and ground vehicles at the same time, and a production system that looked at production capacity and resource availability after you found all the blueprints. I haven't played that much of Carrier Command 2 since the ocean currents don't allow my carrier to approach certain islands near my start point (unlike my machine counterpart, who spawns with no interfering currents that I can tell from the map) and since it's an absolute crapshoot about what I may or may not be able to build after I conquer any given island, I have no idea what I'll gain from the resources I'll expend (ammo of various types and fuel, if nothing else) to take that island over. ![]() In terms of manufacturing, the Carrier Command 2 devs managed to take the worse aspects of the original Carrier Command and the Gaia Mission version. () You won't even have the blueprints to build more of the stuff that nonetheless was magically part of your carrier's initial load, which is really messed up. You might not get any blueprints at all when you conquer an island. The system desperately needs to be changed. When most islands could either contain something incredibly useful or something totally useless (or nothing at all) then there is no longer any meaningful decision to be made about which to attack, it's just blind luck.Īnd even if you don't want to tell the player what an island has, there are so many ways you could resolve the problem, shuffle in duplicate blueprints, offer the player a choice of blueprints when they conquer an island, allow the player to purchase blueprints using credits, associate blueprints with each other so you're more likely to find related blueprints together (eg: in the distribution of the blueprints, increase the likelihood that the 40mm ammo will end up close to the 40mm cannons). Currently you're just flailing in the dark, a small munitions island might give the incredibly useful in any scenario 20mm ammo, or it might give you smoke ammo when you have no smoke launchers (and the blueprint for them is on the opposite end of the map). On the top left of the island, on what looks like a small island with 2. If you're going to have a pre-ordained distribution of the items across the islands, then you should at least tell us what's on a given island so we can create some sort of plan of attack. Here are the locations where i found the blueprint parts: - Temperate : Beacon. Good game, like it a lot, but the blueprint system is so terrible that it almost ruins the whole thing. ![]()
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