Ideally the developers will just provide an option when setting up a new game for which blueprints you want each team to start with. Command and Control Take command of a carrier and operate its systems to launch your offensive and conquer the Archipelago. READ: Carrier Command 2 Basic Guide For Carriers The easiest way of setting up a network that works on its own, is connecting all islands to one Warehouse, and having all your needs fulfilled by that one warehouse. True to MicroProses heritage, Carrier Command 2 is all about meaningful decisions. Someone with more time than me can probably to figure out which bits match which blueprints if you don't want to enable everything and make a calculator app to generate the bytes for the save file. Carrier Command 2 is Strategy, Planning and Teamwork on a scale that is both engaging and manageable. Turning on blueprints that don't exist doesn't appear to hurt anything so you are turning on all blueprints flipping all the bits to 1 which is represented as a byte of "255". Here we come to an end for Carrier Command 2 Basic Game Information FAQS Weapons Guide Defenses Explain hope you enjoy it. Carrier Command 2 is a real-time strategy game that puts the player in command of a futuristic carrier able to deploy a vast array of aircraft and amphibious units. Carrier Command 2 is quite the odd game as it undoubtedly has ambition, and the concepts that it brings to the table are fresh, interesting, and potentially revolutionary due to the focus on. It requires 7 bytes to store the 51 blueprints if you use 1 bit per blueprint.ħ bytes * 8 bits per byte = 56 possible bits. It appears the game stores which blueprints are unlocked as a packed bits. When you load the save game all the blueprints will be unlocked. The player(s) will be something like below with different values depending on which you have unlocked,ĪI team will be empty list, you can ignore them.īelow is the standard starting blueprints values: įor each player you want to give all blueprints too change it to : Islands passively provide an unnamed currency to you every day. They are the short term goals to help you build the resources necessary to take on the enemy carrier, who is attempting to do the same as you. Vitals Carrier Command 2 Guide
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