Game Discussions carrier command 2

If you’re playing Gaea Mission, ensure you’ve got Deadly Islands installed and don’t bother with the campaign - and make sure you check out all the DI settings, I managed to virtually cure the Walrus’ path finding issues by setting an increased route sample rate, for example.

As for CC2 single player, there are only a few stations to use and I reckon if you’re used to flight sims then you’ll not have many issues - the problems come from the keys required to access everything and the way the control scheme is set. I’d be happy if I could walk up to a station, left click a few things and then right click myself away from the station focus. As it stands, you’ve got to repeatedly press ESC to back out which I find annoying.

There seems to be needlessly convoluted controls to do simple things, and different controls for doing similar things in different settings (eg. you can use mouse wheel for zooming on display screens, but you need to use “z” when using a vehicle weapon).

I’ve only played a couple of short sessions but I can see a really good game in there trying to emerge from its crap-controls-cacoon 😅 I’ve just taken a snow-bound island in the midst of a lightning storm that rendered my ship guns inoperative and having to bring my carrier closer to shore because the sea-swell was restricting my vehicle launches. I could see these changing weather states on my ship sensors but blithely sailed into them anyway - I like how this mixed up my initial normal gameplay of Naval Gun Support everything to smithereens from kilometres away 😁

I think the weakness in the controls becomes apparent in Single Player - if you were in a Multi session then I suppose you’d only be concentrating on one set of controls.

My advice is to wait and see what the Devs are going to do next - feedback on Steam seems pretty unanimous regarding controls (and the rubbish VR!) 👍
I bound middle mouse button to exit key. That works out OK. For some reason it wouldn't let me bind M4 to it.
I also don't see myself becoming any better flying with the keybinds - tho you always improve with practice.
 
The good:
The good part is it has a number of options for coop play. Buddy lasing, camera targetting, that stuff. Also the explsions are nice. Very satisfying ship artillery. Map gets re-created every new start. Wind and currents play an important factor in strategy and tactics.
Huge waves, carrier is tiny boat now.
Sound could be improved, especially the mixing, I can still hear the carrier engine from CC1 when I think back. Shouldn't dominate so much. It's got some nice effects.
Broad arsenal to pick from should allow fun by experimentation. Already saw someone sank the enemy carrier within the first game hour - by boarding it, lol.
Basically the ingredients of a epic strategy campaign are there:
Powerful carrier, many ways to go, you pick your targets, enemy menace creeps closer. The unlock system was a thing I liked in Gaea Mission, but the random factor undoes it in CC2. GM, I picked upgrades based on the map and strategies I wanted to employ - that was the great part, I worked it out and reaped the rewards.
I can see easy ways to adress that - already ppl posting how to unlock stuff by editing save file. Or just play with more assets unlocked and roll dice at campaign start instead.
The music isn't that hot but there is a dynamic system for when things get dramatic - I like that. The muzak cranks up and I run around like chicken "What I do!?"
Still haven't jumped the ship
 
I loathe the unlock system. So I looked at the lua scripts. You know the feeling when you have an idea how to fix a thing but no idea how to do it? The holomap e.g. There is this dude who already made some UI stuff, like adding type of island and difficulty to the holomap. I wanna do just the same thing and have a line, icon display what the island would unlock.
That's all I'd do. Just an UI change. But I have no idea how. Because I have no idea of Lua and no idea what the script can actually call. I know they can call some blueprint variable because I see it sometimes. It is probably trivial, but not for me.
Just a fricken UI change - but with gameplay impact.

I hacked the scripts to unlock everything. Yeah - that is a cheat. Changing the UI would preserve the unlocks, still rando, but you could see and plan your campaign. Like a hike or journey.
 
Well, I pulled the trigger on buying this game on Sunday. As always, I didn’t get nearly as much time as I’d liked, but in the time I did have, it did make an impression.

1) I love the ocean currents. It makes navigating more interesting, and makes the decision on where to “park” my carrier more interesting as well. My first island assault ended up with my carrier drifting over to a completely different island while I was distracted. ;)

2) The “long travel times” I’d heard about were relatively short IMO. Barely enough time to scout ahead and plan my assault, and those were “easy” islands.

3) This game really needs more rebindable options, especially the vehicles. Their default key binds were counter-intuitive IMO.
 
I’ll have to be flashing it up again to test the new patch:

Fix - Added server checks for blueprint unlocks so modded clients can't produce items that haven't been unlocked yet
Fix - Vehicle attack orders no longer retarget onto their own vehicle if target vehicle was destroyed
Fix - Added additional physics to drydock elevator to make it harder to fall off
Fix - Barges try to separate from each other when colliding
Fix - Torpedoes now expire after 10 mins
Rework - Barges can no longer damage other barges
Rework - Barges can be manually controlled
Rework - Improved carrier screen rendering performance

VR

Feature - controller binding labels describing control schemes (now contextual / relevant)
Feature - VR settings menu
Feature - adjustable world scale
Rework - controller rays now activate on screen interaction rather than hover (to be consistent with SteamVR)
 
Well, I pulled the trigger on buying this game on Sunday. As always, I didn’t get nearly as much time as I’d liked, but in the time I did have, it did make an impression.

1) I love the ocean currents. It makes navigating more interesting, and makes the decision on where to “park” my carrier more interesting as well. My first island assault ended up with my carrier drifting over to a completely different island while I was distracted. ;)

2) The “long travel times” I’d heard about were relatively short IMO. Barely enough time to scout ahead and plan my assault, and those were “easy” islands.

3) This game really needs more rebindable options, especially the vehicles. Their default key binds were counter-intuitive IMO.
I beached my carrier.
 
Ah... the fickleness of procedural generation. My first game has ended with my Carrier adrift without power, due no convenient fuel sources near my starting island. The "nearest" (I use the term loosely) source of fuel had two heavily defended islands in front of it, and by the time I had fought my way to them, my main gun had run dry, I was low on IR missiles, and the five islands I'd owned were... inadequate to meet my resupply needs. Meanwhile, the enemy carrier had captured eight.

Still had fun, though. :D

Now, I get to roll a new map, and put what I'd learned to good use. ;)
 
Ah... the fickleness of procedural generation. My first game has ended with my Carrier adrift without power, due no convenient fuel sources near my starting island. The "nearest" (I use the term loosely) source of fuel had two heavily defended islands in front of it, and by the time I had fought my way to them, my main gun had run dry, I was low on IR missiles, and the five islands I'd owned were... inadequate to meet my resupply needs. Meanwhile, the enemy carrier had captured eight.

Still had fun, though. :D

Now, I get to roll a new map, and put what I'd learned to good use. ;)
Try rolling fewer islands. Like 32. 64 leads often to empty BP drops. You can also ignore islands in between.
Did you spend all the fuel in the starting stockpile? You can also reduce consumption by goong slower, using currents.
EDIT: I should add that I'm not sure if picking fewer islands results in higher BP density. All I know is the islands and blueprints are seeded. BP unlocks are saved in savefile. But it won't hurt looking with an extra couple eyes, since I rolled lucky on my current campaign and intend not to restart it (yet again).
 
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I figured trying myself a quick custom map with only 32 islands and 4 - 5 starting islands and it looks indeed you will start out with more BPs unlocked. I guess that means that at world gen you get the BP distributed more "evenly" with less duds per island.
 
New patch: UI at logi screen displays now BP that will be unlocked on capture of enemy islands. A gamechanger.

9:30 hours new campaign, I decide to make coffee while going to a air island to unlock Mantas. I had just completed 4 shield island whcih provided me with badly needed torpedoes. Now with a stock of 100 torpedoes I would be able to tackle any sea threat. I hear the music changes in the headphone that I just took off. It's a new tune unheard before. I grab my headphones again and indeed it is a theme variant - more dramatic. Enemy carrier? I rush to the controls and check the map. Yellow square - it is carrier indeed. I turn the fat pig around and hit parallel course, activate weapons and prep the torpedoes. I fire salvo after salvo spending about 20 of which some 16-18 must've hit and it goes down.
So watch out for the 9:30 mark or once you feed up on lots of stuff - carrier may come for you - it was heading kinda due south - maybe for my stockpile? Went past couple of my other islands.
The UI change is a boon and makes the campaign so much better.
 
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