Carrier Command 2 Cheat Codes

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Carrier Command 2 Cheat Codes
Nom du fichier : Carrier Command 2 Cheat Codes - Auteur : DAV - [PC]

Carrier Command 2 Cheat Codes

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Cheat Codes:
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Submitted by: David K.

Save Editing for Multiple Carriers
----------------------------------
Written by Darloth

A guide to editing a save file such that one player team has more
than one carrier, and the results of doing that in typical gameplay.

-=Introduction=-
This guide is to document the process of adding a second carrier
to a single team in a save of Carrier Command 2.

It’ll cover how to edit the save files in .xml format, what happens once
you’ve done that, and things to look out for.

-=Editing the Save=-
First, obviously, you’ll need to make sure you’ve got a save to edit.
Make sure you’ve saved the game, either from singleplayer or multiplayer
is fine.

-=Finding the save file=-
* Carrier Command 2 has saves in the appdata folder.
* Typically this will be found at
x:\users\[your username]\Application Data\Carrier Command 2\saved_games

The slots are numbered somewhat arbitrarily, and there’s nothing in the
saves themselves to tell you which file is which. To use the actual names
of the saves, you need to go up one directory to
\Carrier Command 2\persistant_data.xml and open that. It should be relatively
easy to understand with entries for each save slot and the associated name
with that save file.

For example:

[slot_16 time="1656253421" display_name="test" save_name="slot_16"]

refers to slot 16 with a save called ‘test’ in the game itself, along with
the time it was saved as a unix standard timestamp.

If you wanted to edit that save, you’d then go into the slot_16 folder and
open up save.xml in there.

-=Finding the carrier=-
Inside the save is a lot of XML. The parts we’re interested in are the
tags referencing the player carrier. These are the ones starting

v id="{id number}"

and the carrier has two such sections, one for core data like position and
what’s attached to it, and one for longer term game data such as what’s in
the carrier inventory. If it’s the team 1 carrier it’s easy, the vehicle ID
for that carrier is always 2, so a search for

v id="2"

will find both sections. For a multiplayer game you’ll have to do a little
more work, going on the definition index of the carrier which is 0, and the
fact that the state data for player carriers is the only block with a

gantry_crane_rotation
entry. Once you’ve found the ID of the carrier and both

-=Duplicating the carrier=-
Both v tags will need to be duplicated directly under the previous. If you’ve
never used XML before, the indentation is helpful but not vital, whitespace
has no meaning other than making it easier for humans to read. The opening
and closing tags are the part that matters, so your new

Duplicate both blocks for the new carrier, and update the id numbers to
something new. Most games seem to have ID numbers in the high hundreds, so
I suggest something like 3000 to ensure you won’t get an ID collision.

At this stage you also need to edit the coordinates of the new carrier so
that it doesn’t immediately collide with the old one. In the first v block,
look for the tags in this section. The first of them will
have exactly the same coordinates as the carrier as a whole, so you can
copy paste for those, but the others will need the same transform added on –
so if you added 1000 to the x coordinate, their own different x coordinates
will also need exactly 1000 added on. Failure to complete this step accurately
will result in explosions as you’ll either teleport back into the original
carrier, or rip the new carrier apart. Such are the risks of savefile quantum
cloning.

Also at risk due to quantum effects are the vehicles docked in your carrier.
If the original carrier had any vehicles assembled and docked, either surface
or aircraft, they will need to be deleted in the new carrier. This includes
the lifeboat, so there’ll always need to be at least a little work done here.

In the second vehicle block for the new carrier
(id 3000, and the
section, and remove all of the text in it all the way down to but not including the



line. This will stop them trying to launch from and generally existing in two places
at once, causing issues and explosions later on down the line. Any new vehicles
assembled from stores or flown over and docked from the original carrier will be fine.

Playing with multiple carriers
Getting onto the carrier

So you’ve loaded the save and found out that everything hasn’t exploded right away –
but now you’re on a new carrier with basically nothing on it. Well, teleporting to
the bridge brings you back to this carrier (the one with the highest ID, as far as
I can tell) so you’re going to have to walk, and probably swim a little.

Unless your helmsperson is good enough to get a high part of your carrier right up
against a low part of the other carrier, I recommend dropping into the ocean near
the rear of the carrier and climbing up through the walrus bay. It takes a little
walking and a lot of stair climbing to get to the bridge but it’s always open and
always works eventually.

-=Gameplay considerations=-
In general most of the game will support playing with multiple carriers rather well.
Support weapons will target from the closest ship with that weapon as they usually
do, and vehicles can just be told to land or take off from a specific carrier.

All vehicle control stations can control any vehicle on the team, but that’s more
of a benefit than having them separated.

Logistics, however, has an issue. There’s only one request queue, and the barges
will load anything requested and unload it to whichever carrier they happen to
visit first.

This means if a logistics officer on carrier 1 orders 50 torpedoes and sets the
barge to go to an island producing torpedoes, and then logistics on carrier 2 amends
that order to include 20 fuel and redirects the barge, they’ll be delivered all of
the torpedoes ordered by carrier 1 and loaded onto the barge, and carrier 1 will
never receive them, nor can you unload things back onto barges. As long as you’re
careful with this it is something that can be worked around, especially if you’re
making small requests and getting barges to handle those requests specifically.

You may wish to duplicate a barge (via the same method of finding it and duplicating
its two sections while changing the ID – the default barge ID is ID 3) or make one
early game, and certainly the logistics officers on both carriers will need to talk
to each other more than usual to avoid any accidental pickup of things someone else
wanted.

Vue : 1201 fois
Mise à jour : 2022.07.30



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