Author Topic:  MCG - Darkest Hours v2.0 dev  (Read 3510 times)

7 Apr 17

Reply #15

Offline SeanLang

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Am i allowed to introduce u as pilot?  8)

Do I get to record my lines?!

7 Apr 17

Reply #16

Offline RizZen

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Lol. Sound files will come up later. Artwork I try to finish earlier means pilots pics names, nameplates and descriptions.
« Last Edit: 25 Jun 17 by RizZen »

7 Apr 17

Reply #17

Offline SeanLang

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Lol. Sound files will come up later. Artwork I try to finish earlier means pilots pics names, nameplates and descriptions.

Sounds good to me!

8 Apr 17

Reply #18

Offline RizZen

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NEXT milestone to standalone version
v2.0 is ready to download (look opening post download area). - Download MCG-DH-v3.0 FullVersion -
I cant use this forum for upload anymore. Modfiles became to large for being attached. So please use the googledrive download and report if it works. I look for other platforms to offer standalone built later. Have fun playing. This merge isnt finished yet, cause some missions really are only dummies. But the way it is built now i can update your versions anytime and im willing to upgrade it further. The big advantage YOU have now is, that this version will be same as standalone version. You can say by enhancing your MCG Gamefolder you already upgraded it to a new level. Now enjoy & report me if there are any problems or bugs. I will see how solve them. I hope you like my Easter present, hehe.



New package includes in detail
- new artwork
Main menu redesign
New buttons for edited mod content
(All blue buttons contain not modded game features options and functions)
Main menu music file (optional)
Logistic menu music file (optional)
- resolutions for 3:4 monitors & widescreen
- +3 additional resolutions (including a no CD version for testing)
- +20 new mech warriors to play in both campaigns
- +89 missions total in two campaigns
- remastered original map scenarios and campaigns
- Xenocide & Bengal Campaigns
- X-Ray & DC Raid campaigns
- Exodus & Turncoat campaigns
- expansion campaign merging all big single campaigns ever made for MCG, the expansion includes campaigns
Original expansion (12 missions not ready yet)
DC Raid (6missions)
Turncoat(12 missions)
Bengal (12 missions)
all in all 42 missions when done (now it has 30 missions 12 original expansions in work)
- original campaign override merging all big original & user campaigns ever made for MCG, the override of original contains following campaigns:
Original missions (30 missions)
X-Ray (26 missions)
Xenocide (19 missions)
Exodus (14 missions)
89 missions total ready to play in a single campaign and in a playable order mixed like playing only short blocks of certain campaigns switching between stories. Last plans are complete artwork redesign, completing original missions remastering by scripting, balancing, introducing optional weapon, vehicle & tonnage mods (maybe mixed tech options later), standalone built, integrating last missing missions and campaigns of smaller builts such as mech warrior campaign missions or the Russian repulse mod, warrior artwork, warrior pics inmission & logistics. - DONE -
This makes MCG playable in a way I wished for myself as player. With this vision I started to mod the shit out of this retro game I loved so much. Making this mod is my tribute to this awesome real time strategy game.
I played and modded many games. Such as X-com, master of Orion, birth of federation, command and conquer, all editions till tiberian sun and many other games... ... but this is my personal masterpiece. Whenever I play mech commander now and in the future it won't be that old feeling like: I know the potential but the way developers did left many open wishes behind... - no it willbe a satisfying journey through battlemech universe basic stories compared in a single built mod upgrade what gives players nearly unlimited possibilities. Playing this and loving to play is the one thing. The other is to start modding yourself and form a game the way you want. But aslong I'm working on it I will do it this way, muahahahaha
- pilots skill bug is noticed (first 8 new pilots) - bugfix will come soon - DONE -
« Last Edit: 25 Jun 17 by RizZen »

9 Apr 17

Reply #19

Offline ice man

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This is really awesome! Thank you so much RizZen for all the work you did to bring this to us.


I am having a blast playing through this game again.
« Last Edit: 9 Apr 17 by ice man »

10 Apr 17

Reply #20

Offline RizZen

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Ty mate, your feedback is my motivation  8)

Therefore the skillbugfix is out ealier
You find a readme how to install. If you already have downloaded a patch of mine once you know how it works. (Easy copy & paste)
Finished remastering Operation 1 & 2 today. Later updates of these missions will follow but this can last some time. *.abl scripting missions to add what can not be done by editor or extender i will do later per hand manually in *.fit files. To spare time i try to let write most of the code by editor by bringing him to the limit he can offer for each existing map. Some maps are already finished missions but in some maps there need units to be added and some brainfiles fixed. The way i do i try finish game this way players can already play similar hehe. So when you start playing my mod the first 40 missions you wont really notice much differences from the real campaigns. Some warriors from ingame missions need to be added later but be patient im still working on all of this.

And added a complete remastered original Operatin 2, Missions 1-6.
Other Map upgrades will follow:
Operation 3, Missions 1-6 (actually these missions 80% dummies)
Operation 4, Missions 1-6 (dummies with low unit count but much salvage)
Operatoin 5, Missions 1-6 (just for fun i did try to finish last missions, but they also need scripting later)
Later then expansion original will be introduced in expansion campaign:
Operation 1-3, each missions 1-4 (12 more missions later to play in expansion campaign of my modversion)
With Version 3.0 all 42 original missions are completely remastered! - DONE -
« Last Edit: 25 Jun 17 by RizZen »

16 Apr 17

Reply #21

Offline Sireyn

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Thanks for the awesome mod!

I do have a question about modding...

I was able to unlock the expansion mechs/components into the original campaign for this mod, though I'd like to have them unlocked mission by mission instead of unlimited or a preset starting amount. Where would I find the correct files to determine when mechs become available for purchase, specifically for your mod?

16 Apr 17

Reply #22

Offline RizZen

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In order to edit purchase-logistics you need to edit a bunch of files. That longer campaign is, that more files will have to be edited. In your case the files needed to change are:
Quote
--- Multi-Player Master-Purchases ---
data\missions\clanpur.fit - general clan shop (must be synchrone to other purchases)
data\missions\ispur.fit - general IS shop (must be equal to other purchases)

--- Solo-Missions (Single-Player) Master-Purchase ---
data\missions\netpur.fit
data\missions\purchase.fit original purchase master
--- Single-Player Original Campaign Merge Purchase mission files ---
data\missions\purchase00.fit all original campaign purchase files
data\missions\purchase01.fit
data\missions\purchase02.fit
data\missions\purchase03.fit
data\missions\purchase04.fit
data\missions\purchase05.fit
data\missions\purchase06.fit
data\missions\purchase07.fit
data\missions\purchase08.fit
data\missions\purchase09.fit
data\missions\purchase10.fit
data\missions\purchase11.fit
data\missions\purchase12.fit
data\missions\purchase13.fit
data\missions\purchase14.fit
data\missions\purchase15.fit
data\missions\purchase16.fit
data\missions\purchase17.fit
data\missions\purchase18.fit
data\missions\purchase19.fit
data\missions\purchase20.fit
data\missions\purchase21.fit
data\missions\purchase22.fit
data\missions\purchase23.fit
data\missions\purchase24.fit
data\missions\purchase25.fit
data\missions\purchase26.fit
data\missions\purchase27.fit
data\missions\purchase28.fit
data\missions\purchase29.fit
data\missions\purchase30.fit
data\missions\purchase31.fit
data\missions\purchase32.fit
data\missions\purchase33.fit
data\missions\purchase37.fit
data\missions\purchase38.fit
data\missions\purchase39.fit
data\missions\purchase40.fit
data\missions\purchase41.fit
data\missions\purchase42.fit
data\missions\purchase43.fit
data\missions\purchase44.fit
data\missions\purchase45.fit
data\missions\purchase46.fit
data\missions\purchase47.fit
data\missions\purchase48.fit
data\missions\purchase49.fit
data\missions\purchase50.fit
data\missions\purchase51.fit
data\missions\purchase52.fit
data\missions\purchase53.fit
data\missions\purchase54.fit
data\missions\purchase55.fit
data\missions\purchase56.fit
data\missions\purchase57.fit
data\missions\purchase58.fit
data\missions\purchase59.fit
data\missions\purchase60.fit
data\missions\purchase61.fit
data\missions\purchase62.fit
data\missions\purchase63.fit
data\missions\purchase64.fit
data\missions\purchase65.fit
data\missions\purchase66.fit
data\missions\purchase67.fit
data\missions\purchase68.fit
data\missions\purchase69.fit
data\missions\purchase70.fit
data\missions\purchase71.fit
data\missions\purchase72.fit
data\missions\purchase73.fit
data\missions\purchase74.fit
data\missions\purchase75.fit
data\missions\purchase76.fit
data\missions\purchase77.fit
data\missions\purchase78.fit
data\missions\purchase79.fit
data\missions\purchase80.fit
data\missions\purchase81.fit
data\missions\purchase82.fit
data\missions\purchase83.fit
data\missions\purchase84.fit
data\missions\purchase85.fit
data\missions\purchase86.fit
data\missions\purchase87.fit
data\missions\purchase88.fit
data\missions\purchase89.fit
data\missions\purchase90.fit
data\missions\purchase91.fit

--- SoloMission & Single-Player Master Purchase files for mission order ---
data\missions\soloispurchase.fit
data\missions\solopurchase.fit

--- Single-Player Expansion Campaign Merge Purchase mission files ---
data\missions\xpur.fit Expansion Purchase master
data\missions\xpurchase00.fit all Expansion purchase files
data\missions\xpurchase01.fit
data\missions\xpurchase02.fit
data\missions\xpurchase03.fit
data\missions\xpurchase04.fit
data\missions\xpurchase05.fit
data\missions\xpurchase06.fit
data\missions\xpurchase07.fit
data\missions\xpurchase08.fit
data\missions\xpurchase09.fit
data\missions\xpurchase10.fit
data\missions\xpurchase11.fit
data\missions\xpurchase12.fit
data\missions\xpurchase13.fit
data\missions\xpurchase14.fit
data\missions\xpurchase15.fit
data\missions\xpurchase16.fit
data\missions\xpurchase17.fit
data\missions\xpurchase18.fit
data\missions\xpurchase19.fit
data\missions\xpurchase20.fit
data\missions\xpurchase21.fit
data\missions\xpurchase22.fit
data\missions\xpurchase23.fit
data\missions\xpurchase24.fit
data\missions\xpurchase25.fit
data\missions\xpurchase26.fit
data\missions\xpurchase27.fit
data\missions\xpurchase28.fit
data\missions\xpurchase29.fit
data\missions\xpurchase30.fit
data\missions\xpurchase31.fit
data\missions\xpurchase32.fit
data\missions\xpurchase33.fit
data\missions\xpurchase34.fit
data\missions\xpurchase35.fit
data\missions\xpurchase36.fit
data\missions\xpurchase37.fit
data\missions\xpurchase38.fit
data\missions\xpurchase39.fit
data\missions\xpurchase40.fit
data\missions\xpurchase29.fit

Warrior Files
data\missions\warriors\PMW00064.FIT - the warrior files ive edited in my mod
data\missions\warriors\PMW00067.FIT
data\missions\warriors\PMW00068.FIT
data\missions\warriors\PMW00069.FIT
data\missions\warriors\PMW00070.FIT
data\missions\warriors\PMW00072.FIT
data\missions\warriors\PMW00074.FIT
data\missions\warriors\PMW02000.FIT
data\missions\warriors\PMW02001.FIT
data\missions\warriors\PMW02002.FIT
data\missions\warriors\PMW02003.FIT
data\missions\warriors\PMW02004.FIT
data\missions\warriors\PMW02005.FIT
data\missions\warriors\PMW02006.FIT
data\missions\warriors\PMW02007.FIT
data\missions\warriors\PMW02008.FIT
data\missions\warriors\PMW02009.FIT
data\missions\warriors\PMW02010.FIT
data\missions\warriors\PMW02011.FIT
data\missions\warriors\PMW02012.FIT
data\missions\warriors\PMW02013.FIT
data\missions\warriors\PMW02014.FIT
data\missions\warriors\PMW02015.FIT
data\missions\warriors\PMW02016.FIT
data\missions\warriors\PMW02017.FIT
data\missions\warriors\PMW02018.FIT
data\missions\warriors\PMW02019.FIT

Purchase/Logistics - Description - Unit index file
data\objects\desc.fit - descriptions

These are the files to change the general database. To get no errors atleast masterdefinition and purchase definition file of each start0.pkk/xstart0.pkk needs to be updatet otherwise changes wont show up ingame but some nice logistics crashes. Hope it helps.
Edit: Ahh forgot to say in my mod these files are packed as *.FST files. The file you are looking for is 01_PuWa.fst -> it contains all shopfiles for campaigns and updated data for warrior pilots. Later vehicles and mechs can follow. You can simply extract the files from the PuWa fst with cMunsta tools.
Im thinking same way like you want to make some changes there too. But to have that finished already it would need one more of my kind ^^


For direct chat contact visit mcg on line
Line Group - Social&Gaming Chat Messenger
« Last Edit: 25 Jun 17 by RizZen »

16 Apr 17

Reply #23

Offline Sireyn

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Thanks! This is exactly the information I needed. I'm also attempting to merge the mech tonnage fixes into your mod wherever I see the opportunity. So far its a pretty fresh experience in mechcommander, keep up the awesome work!

17 Apr 17

Reply #24

Offline RizZen

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I would like to keep the gameplay of my mod 99% vanilla, including vehicle, weapon and tonnage mod for example. Aslong not enough people tested them I only will offer them as optional updates soon. They should simply work by installing without any further settings.

On my turntable at the moment
- *.abl scripting on Original Missions 01-30
- introducing the missing 12 Expansion Original Missions to the expansion campaign merge
- *.abl scripting on Expansion Missions 01-12
The editor & extender make some trouble working together need to change the order im handling the remastering process. I found out that editor cause problems that moment you verify deeper changes with extender. It seems if you have to do first all what u can do with editor, then doing work on the extender and last step working in abl libraries of missions. If you abl first the extender and editor refuses to work on, if you first do editor then extender but go back doing changes with editor the editor crashes. So I'm forced to that order:
3 Phases of Existent Missions - Recreation for Remastering process
1. Editor work -> introducing see if works

2. Extender upgrade -> I introducing see if salvage and other upgrades work
3. Abl scripting -> manually writing/correcting editors and extenders "bugs", files & finishing the codes they can't handle -> introducing, testing, rebalancing and see if works... when 3 of 3 phases are passed the missions are ready to be introduced without bugs or deeper issues.
So it's still a long journey that's why I introduced the finished merges and warriors first, it was "the easy" step, if u can call so. - DONE -


End of day
Remastering process part I finished for expansion missions 1-9. After I finished the editor process I will only add salvage with extender and update mod with the pre-built original missions. When introduced mission 01-42 of Ultimate Expansion campaign will be done. - DONE -



Task for next days
- Finishing remastering process part I - DONE -
- creating 12 new purchase files for expansion - DONE -
- updating expansion campaign master.fit with new missions - DONE -
- recreating working start files for campaign - DONE -
- starting process part II - extender mission objectives payment, salvage in detail (forgotten salvage structures) preparing file for *.abl scripting process part III (total recreation & balancing) - DONE -


Future plans
- process part III by a longtime run - DONE -
- new artwork - Partitionally DONE -
- complete mission briefings update changing ops and mission numbers to be synchronized with savegamefiles to -Still Future Task-
- adding last missing (not working) mission from X-Ray campaign - DONE -
- making 10 more missions for original merge (myself this time - new maps / scenarios / story / video -Still Future Task-
- adding 58 more missions to expansion - to play along after regular storyline ends. -Still Future Task-


18.04.
- only 03/04 of expansion left for process part I - DONE -
- Part II - extender work starts tomorrow - DONE -
-  introducing working Mission Prototypes in mod Expansion then - DONE -
« Last Edit: 25 Jun 17 by RizZen »

22 Apr 17

Reply #25

Offline RizZen

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 8)
Managed to finish remastering processes part I&II on following Expansionmissions
Operation 1 - mission 1-4 - DONE -
Operation 2 - mission 1-3 - DONE -
They are ready to be introduced into mod. Last missions gonna get to part II of the remastering process are:
Last mission from op2 - DONE -
Operation 3 - mission 1-4 - DONE -
So only 5 missions left for me to recreate. - DONE -
After this I make 12 new purchases for expansion and put them into existent campaign of 30 missions. - DONE -
But they are not finished yet. Process part III, the final remastering via abl scripting will be the last step. - DONE -


Orders here
- place units which are missing - DONE -
- recreating last missing mission objectives - DONE -
- fixing salvage bugs (all containers and salvage buildings should contain equipment now) - Still on list -
- fixing missing building links like turrets or perimeter alerts of missions - DONE -
- overworking all artificial intelligences by upgrading mission brains of existent original missions. - DONE -
When this is done the original missions should work like vanilla with some small edits based on that some things may not be possible to recreate 1o1 - ... - and then I'm starting to add missions at the end of the existent campaigns with the task to enlarge each campaign up to 100 playable missions. This will include a new story placed in this battle Tech universe. This story I try to make 100% clean matching the existent story without logic errors by messing original story up.


Edit
Op1 expansion - DONE -
Op2 expansion - DONE -
Op3 X - 03/01 - DONE -
Op3 X - 03/02 - DONE -
Only two missions to recreate and bring to abl level.
03/03 & 03/04 -  - DONE - - DONE - ^^
+ 12 new purchase files and final expansion campaign of mod will be introduced. - DONE -
Purchase files
xPurchase29-40 created for expansion orginal - DONE -
And new XMechCmdr.fit - update expansion to 41 missions - DONE -
If everything works fine on Friday the last massive milestone to standalone game version of retro MCG will be done. For all existent requested source from community... wait till mod built update is done. - DONE -


I will upload
- remastered cmunsta tools - DONE -
- remastered pkk work tools - DONE -
- all remastered missions source (for giving supporters a try to change the missing mission objectives for mod to be finished earlier) - DONE -
- all purchase source & some descriptions - DONE -
The later updates will contain many solo missions although from ultimate campaign to be able to play as single scenarios or short campaigns. It is also possible to recreate each single campaign ... may loose autosave function then in solo-mission feature. - DONE -.
« Last Edit: 25 Jun 17 by RizZen »

25 Apr 17

Reply #26

Offline RizZen

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It´s Done!

Finally merged succesful ALL original campaigns & the most famous user campaigns for MCG ever made:
XXL Original Campaign, Xenocide, X-Ray & Exodus as one campaign overriding original campaign with 89 missions total!
XXL Expansion Campaign, Bengal, DSC-Raid & Turncoat as one campaign overriding expansion campaign with 41 missions total!
- Recreated all 42 Original Missions in one Mod
- remastered all purchase data files
- added 88 new purchase mission files into existent system
- added 20 new pilots total
- remastered 15% of original mission objectives and units
- packed 100% salvage on original missions
- remastered original campaign
- remastered expansion campaign


- remastered expansion campaign original missions for ultimate expansion merge
- created ultimate expansion merge (41 missions and 3 Operations)
- edited and updated mission Turncoat 03/04 - you dont get 4 Allies at the beginning. HITMAN, HUNTER, HAWK & BEAST forced errors... so i took them and their catapults out. Therefore you start with +260 tons of dropweight and can use 12 mechs instead of only 8 in this mission. This should compensate the missing warrior gifts.
- remastered all expansion purchase files and corrected many bugs






Next steps before final standalone will be done
- finish work on 20 new warriors - DONE -
- introducing new warrior artwork - DONE -
- introducing new warrior assigned artwork - DONE -
- introducing new warrior descriptions - DONE -
- reworking main menu artwork - DONE -
- balancing purchases (alpha version is unbalanced and overloaded with some items, this will change) - DONE -
- renaming Ultimate mod (which was the mod for original game folder) to "Darkest Hours" (will be the standalone name of this new evolved MCG version fanmade) - DONE -



And then
- new story - Still planned future content -
- new missions (approximately 20 new missions till final new campaign built is done (maybe 50 missions depends on some developments) - Still planned future content -
- final remastering original missions forming them as close to original game physics like playing them vanilla by a long time run or faster when community helps. I will upload all original mission .abl files then to help supporters with abl experience to create or offer the files they need to change and edit missions in order to make them complete. Which will be a lot of work... still. - DONE 100% -



Where it leads to now
The task I have is to create a better then "original" game folder. It will not only contain the ultimate campaigns but also a big load of solomissions to play. Alone the original missions I've recreated to be usable and editable for users contain 42 new solo missions. At the moment for most the start budget isn't enough to play it as solo mission successful but I plan to change that giving each mission a unique starting equipment later. Also smaller campaigns like the Russian repulse or a never finished mech warrior campaign I will try to introduce Map-Packs containing more than 100 SOLOMISSIONS and 130 Single-Player campaign missions. So this will be a new heavy weight point of focus soon and the following:
Finally I try to make ALL missions I can MULTIPLAYER (64 Missions) compatible. This would bring up many new multi-player maps to compete soon. So my new standalone will contain all of this and will be usable for multi-player too. This always was one of my main interests. The work on multi-player part of game I will simply enjoy after walking through this nightmare creating the biggest ever existent single campaigns that game ever had. Enjoy this MechCommander Gold Version now being one of the first playing a complete remastered retro game coming as standalone soon. My personal Masterpiece.

Regards RizZ
« Last Edit: 25 Jun 17 by RizZen »

26 Apr 17

Reply #27

Offline RizZen

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Keep in Mind that the +20 New Warriors only work in Single-Player and Solo-Mission Features. On Multi-Player they are not released yet.


- new warrior pictures for logistics & in-mission
- new warrior descriptions
- new puwa.fst, new rizzart.fst
- pure artwork patch

For complete MCG Darkest Hours MechWarriors Overview look here.
« Last Edit: 25 Jun 17 by RizZen »

5 May 17

Reply #28

Offline RizZen

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In order to make my mod multiplayer compatible i have got the mixedtech patch from legend of mech commander online and build files which make mod multiplayer compatible with new master purchases for multiplayer, is and clan side and solomissions. This download can be downloaded and already used. I need many people to test these files in order to see if they work properly. If not i will take out some things of purchase again but with these files your being able to use all things in multiplayer and solomissions now with that patch - this gives you as players the full potential game offers to use ingame:

--- Download MCG Darkest Hours with integrated Mixed Tech ---


These files are just prototypes. - DONE - MixedTech is already part of game content v3.0 - They get more important later when mod goes online and multi-player as standalone. At the moment it is not quite clear what way it goes to make it multi-player usable cause there are different solutions at the moment. One solution would be great, bringing the existent multi-player community to full support and testing the remastered version I'm working on - or leaving them as they are with their modified game version and multi-player doing a vpn client for my mod only. It really depends on legend and his community where it goes. But the files I'm doing and the update I primary focus on MCG ultimate. And I never did anything else.
Integrating legends online community into mod is the fastest way to get it online that's why I'm trying it. The problem at the moment is that legend is an alpha animal and I am an alpha animal. He wants something. I want something. I offer a solution where all can be happy with when it works later but he only wants his version updatet. At the moment I'm working out a mixed tech patch for existing multi-player from MCG online com just to show them what is possible. For mod these files already done and it's the stuff u can download above. It's the backbone for integrating multi-player later.


Latest Notice
First noticed bug: Rename "MCXMultiplayer.exe" to MCX.exe otherwise gameranger refuses to take exe file for starting multiplayer. As hotfix a new mcx.exe who works with gameranger will come out next. Means the patch will be updatet with mp exe correct file name. - Problem solved in v3.0 -
Second bug: Different players using same pilots may cause errors. This isnt quite tested but if it happens or turnout that using same pilots by different players during a session mixed tech patch needs another update to work - cause then warriors needed to be splitted into two sides. - Problem solved in v3.0 -
Third point: Each multi-player mission has its own mpk file to use in savegamefiles folder. It may be necessary to extract all mpk files, update their initstore and recompress them to mpk then. If it's needed I will bring it up with other fixes above this week. After I have done these three tasks and patched up mod with it it will work on gameranger playing multi-player like you can already do with the Multi-Player game folder I listed in my download section. - Problem solved in v3.0 - Multi-Player works on Gameranger now -
« Last Edit: 25 Jun 17 by RizZen »

12 May 17

Reply #29

Offline RizZen

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Mod Feedback
I've got positive feedback from all sides. Multi-player works. So using this mod and updating to latest version 2.0d or above makes Mod Multi-Player compatible to gameranger. I recommend always using latest Version of Darkest Hours for Multi-Player for having lowest error-count.



Ultimate now contains
- 89 original missions total
- 41 expansion missions total
- 130-133 solo missions soon (need to be activated - will be a *.sol file update)
- 46 multi-player scenarios to play
- optional background music for main screen and logistics
- +20 new warriors to use
- remastered mixed tech patch for multi-player
- new game exe for gameranger (start game on gameranger by giving gameranger path to MCX.exe & opening or joining existing game)
Hope to see you on gameranger soon ;)





- CLOSED -


For watching ongoing development go to New Standalone Version - Development Thread (v3.0) or have look into MechCommander Darkest Hours Guide.
« Last Edit: 25 Jun 17 by RizZen »