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Rev:1.6 Boost

Revolution 1.6-6 is out now on the Steam Workshop for CC2 1.6-6 brings some subtle but useful quality-of-life changes for bridge screens. Capt Sidebar The first change you will notice is the captain’s station has changed. You are now shown a sidebar display of your active aircraft. For each aircraft you will see it’s ID,…
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Optimal Optimization

I’ve been working on some QoL features for Revolution. (I’ll do another post about those soon) and I’ve been resisting the temptation to make non-feature-style changes, that is, if I see some existing code scroll past that I’m not working on but I can see could be made better or cleaner, I have had to…
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Control Screen Tweaks

I have some QoL ideas in mind for the vehicle control screen (things aimed at making it easier for single player or short-crew deployed vehicle management) and for those ideas I need a few more places to display info or put buttons. In the image below I’ve decided to remove the large-munitions entries from the…
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Map Vector

A 1v1 CC2 map with 28 islands. Default LoadoutAll blueprints1 starting island each Both teams have fair access to aircraft early in the game.
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Map Trident

A 1v1v1 CC2 map with 30 islands. Full LoadoutAll blueprints1 starting island each All teams have fair access to aircraft early in the game.
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Another Mini Rev 1.6 update

A few small tweaks to the loadout preset buttons. You now get a hover-tooltip thing showing what each quick button is for (sorry, no localization yet, its on my TODO) Plus a new small feature from Dr-RadzalByte that allows you to copy/paste the loadout of units of the same type (copy a manta loadout to…
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Rev 1.6-3 Mini update

Rev 1.6-3 is out now. Get it as usual on Steam Changes HUD Control Helm HUD screen is disabled by default. You can easily turn it back on using the helm screen menu Bugfixes
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Rev:QoL

I’ve been thinking about a handful of basic quality-of-life changes. I will have a go at getting started on these soon, they won’t all be game altering as-such, but should make a few things easier Bridge HUD toggles Some people like the HUD, others less so. So I’m going to add a control switch that…
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Econ Brainstorm

All along since starting to think about a new “cargo” type I’ve had the nagging feeling that making unit production more complex, slower or harder won’t be that well received (or more fun). So I started thinking, what could some new resource/cargo/item be used to do, or be traded/spent to unlock. As I’ve probably posted…
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Designing Extra Cargo

In my earlier post Brain Dump: New Cargo I mentioned the idea of having more cargo types. In CC2 this isn’t as simple as adding something to a list, we don’t have access to that kind of modding (not yet anyway). So this is a LOT more complex. This is what I call a ‘Cooperative Cover’…

