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Messages - SerEdvard

Pages: [1] 2 3 ... 8
1
MechCommander / Re: Mechcommander Reddit
« on: 30 Jan 15 »
Awesome, see you there!

2
Hello, glad to hear there's another MC fan out there!  I worked on the weapon rebalance mod and have a working knowledge of how the other MCG mods work, so I'll take a stab at answering your questions.

1) Changing the stats of any mech in the game is very easy to do, so although there isn't a mod that I know of that fixes the Centurion tonnage, this would be an easy thing to do.  I can put it together for you if you'd like.  But before I do, there's a couple odd details because of how the mech stats work, so let me know what you have in mind... Specifically, MCG only takes tonnage into account for the pre-mission drop weight limit preparation.  Tonnage isn't actually related into the stats of the mech like speed, armor, weapons, etc like it would be in TT;  for example, MCG would allow you to mod the Centurion to be a 50 ton mech and able to carry 200 tons of weapons if you wanted.  So, question for you is, if the tonnage of the Centurion is reduced by 5 tons, do you want to keep the other stats (speed, armor, weapons) as is, or reduce them also accordingly?  (in other words, you could change the Centurion to be 50 tons instead of 55 and all leave the other stats unaltered, if you want)

2) I have not played the expansion mod you refer to, but I have a working knowledge of how to do the add the expansion content to the base game and it can be done fairly easily.  It's a straightforward mod to change mechs you start the game with, or replace any enemy mechs/vehicles/salvage containers with something different on a mission-by-mission basis.  It's a little trickier to change the purchase lists in the mech bay so that expansion content X becomes purchasable after mission Y, but this can technically be done as well.  So yes, everything you say is possible, and since all of the enemy units and salvage containers are all pre-determined, it would be entirely up to the modder to decide what and where to insert expansion content.  I can write a mod to do this too, if you'd like.

Please forgive the walls of text, I have a tendency to give over-complicated answers to simple questions.  ;)

3
MechCommander / Re: Weapon Rebalance
« on: 19 Jan 15 »
Here's a Google Drive link to download the weapon rebalance mod:  https://drive.google.com/file/d/0B1VkMJotxpbPZ2d1M3ducl9ZTTA/view?usp=sharing

Includes a readme with instructions for easy installation.

4
NGNG News / Re: Town Hall w/ Russ Bullock
« on: 16 Dec 14 »
Nice!  Thanks for hosting this! 

CW has been a big hit so far and PGI deserves a weel-earned round of applause for delivering it, but you know us mechwarrior are impossible to please and always want more... Sooooo a coule questions for Russ:

- Will dropship mode make its way into general queue, non-CW games?

- Any plans to mix dropship with existing game modes; either within our outside of CW?  e.g., dropship-assault, dropship-conquest, dropship-[new game mode X], etc

- Any thoughts on expanding invasion mode to include optional pre-objectives for the attackers to destroy?  E.g. air traffic control that moved the defender's spawn further back, supply depot that decreases defender spawn rate, turret control tower, etc

Thanks!

5
BattleTech: Domination v3.0 Tactical is now available for purchase and download!!!

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BattleTech(TM): Domination is a fan-created, deck-building card game for 2 players set in the popular Battletech™ universe. 

In Battletech: Domination, each player starts with an identical, very small deck of weak cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. These cards represent military units (BattleMechs, vehicles, and infantry), support cards, and resource cards that the player will use to build an army, develop an economy, and battle his opponent. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to total domination over their opponent. The player with the biggest deck at the end of the game wins! However, any Overrun cards that accumulated in the player's deck from combat with his opponent will count negative against his score.

------------------------------------------------------------

Disclaimer: This is an unofficial, unauthorized, non-profit, fan-made game and is in NO WAY associated with The Topps Company, Inc. or Catalyst Game Labs. It is a pure labor of love! Battletech, ‘Mech, and MechWarrior are registered trademarks of the The Topps Company, Inc. I do not claim any credit for the artwork used in the game. I have obtained permission from the original artists for use of their artwork whenever possible.

THANK YOU to the artists who gave me their blessing to use their amazing artwork in Battletech: Domination: Alex Iglesias (FlyingDebris), Anthony Scroggins (ShimmeringSword), Florian Mellies (SpOoKy777), Kristian Borg (Punakettu), Chris S (colourbrand), and others...

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BTD v3.0 TACTICAL keeps the core gameplay and most of the cards the same as previous versions, but makes some pretty dramatic rules changes to make the game more streamlined and dynamic, easier to setup and store, and much much cheaper to buy/print because it requires far fewer cards than previous versions.

So what's changed with v3.0?
- New, streamlined combat mechanic --> Instead of scrapping cards, losing battles results in gaining new Overrun cards into your deck, which clog your deck and count negative towards your score, but can be removed for a penalty
- New randomized, dynamic 9-card Supply Grid --> each game will feature many more unique cards for greater card and deck-build diversity
- No more Supply piles --> 5 copies of each card is not required, so the entire game fits into 3 54-card decks with over 80 unique cards (just 162 cards total for the full card set, instead of 500+ in the previous versions)

So what's the new content with v3.0?
- New card type (Overrun cards), with 4 new cards
- New artwork for the Base cards
- Several new cards created specifically for the Tactical version, including Shadow Hawk, Arrow IV Battery, and Mobile HQ
- New 2-page Quick Play Rules

BTD v3.0 game page on BoardGameGeek: http://boardgamegeek.com/boardgame/146964/battletech-domination

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BTD v3.0 Tactical is available for purchase from Artscow!

Deck 1 of 3 (base cards): http://www.artscow.com/gallery/playing-cards/battletech-domination-v3-base-cards-2m8fasshxflf
Deck 2 of 3 (supply + overrun cards): http://www.artscow.com/gallery/playing-cards/battletech-domination-v3-supply-cards-of-mqcl6la6tb56
Deck 3 of 3 (supply cards): http://www.artscow.com/gallery/playing-cards/battletech-domination-v3-supply-cards-of-s8mz72mctei3

All 3 decks (162 cards) are needed to play the game.  Each deck costs about $12, so the total cost will be about $36 plus tax and S&H.

Use coupon code SHIPPED20 for FREE SHIPPING! (expires 11/30)





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Downloads

Full Card Set - DIY Printing (14MB pdf):
[Google Drive] https://drive.google.com/file/d/0B1VkMJotxpbPcF9fcUN2YjBjaWc/view?usp=sharing

Full Card Set - Card jpegs for uploading to a printing service (23MB zip):
[Google Drive] https://drive.google.com/file/d/0B1VkMJotxpbPVVVDc0M2YU1WOHc/view?usp=sharing

Quick Play Rules (1.5 MB pdf):
[Google Drive] https://drive.google.com/file/d/0B1VkMJotxpbPVlRXZmV0TkMyR3c/view?usp=sharing

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Quick Play Rules

Page 1:  http://cf.geekdo-images.com/images/pic2318340.jpg
Page 2: http://cf.geekdo-images.com/images/pic2318341.jpg





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Full Card Set Images

Click below to see all 80 unique cards!  (Warning: Numerous large image files)
Spoiler: show















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Thanks for reading!

Cheers,
Scott

6
Hi everyone,

Apologies for not posting on this thread for a while, but I've been very busy working on a new version of BattleTech: Domination, which I am calling the BTD v3.0 TACTICAL version.  This new Tactical version keeps the core gameplay and most of the cards the same as before, but makes some pretty dramatic rules changes to make the game more streamlined and dynamic, easier to setup and store, and much much cheaper to buy/print because it requires far fewer cards than before.   

So what's new with v3.0?
- New combat mechanic --> Instead of scrapping cards, losing battles results in gaining new Overrun cards into your deck, which clog your deck and count negative towards your score, but can be removed for a penalty
- New randomized, dynamic 9-card Supply Grid --> each game will feature many more unique cards for greater card and deck-build diversity
- No more Supply piles--> 5 copies of each card is not required, so the entire game fits into 3 54-card decks with over 80 unique cards (just 162 cards total for the full card set, instead of 500+ in the previous versions)

New content in v3.0:
- 4 brand new Overrun cards
Spoiler: show





- Updated Base cards to include artwork:
Spoiler: show





- Several new cards created for the Tactical version, including:
Spoiler: show




- Many cards revised to include the latest and greatest BattleTech fan art!


Want to know more?  Here are the Quick Play Rules for BTD v3.0 TACTICAL version:

http://cf.geekdo-images.com/images/pic2305215_md.jpg

http://cf.geekdo-images.com/images/pic2305216_md.jpg


Page 1: http://cf.geekdo-images.com/images/pic2305215.jpg

Page 2: http://cf.geekdo-images.com/images/pic2305216.jpg

I expect to have v3.0 ready for release at the end of the month (November).  WHen it is released, I will upload the cards to Artscow, save the custom deck designs and share the links, so that anyone who wants to purchase a professionally-printed copy of the game can do so (should cost around $40 for the decks, plus S&H).  I will also post an updated Vassal module for online or solo play.

I'll make a new post in this forum when I'm ready to release v3.0, but until then I wanted to give those who are still following this thread a quick preview of whats to come!  I'm very excited about v3.0, and I hope you are too.  :) 

7
MechCommander / Re: Weapon Rebalance
« on: 17 Sep 14 »
Here's a quick summary of the weapon rebalance philosophy:

- Increase overall weapon ranges to correspond to larger visible battlefield increased screen resolution
- Increase weapon accuracy penalties at medium and long range brackets
- Give each weapon unique short/medium/long range brackets to diversify weapon capabilities and give them different niches/roles
- Damage and recycle time tuning to buff/nerf under/overperfoimg weapons
- Keep load values unchanged form vanilla MCG

Here's how each weapon type was affected:

Lasers:
- Low max DPS
- Moderate range
- Good accuracy only at short ranges

Pulse lasers:
- Higher DPS but half the range of regular lasers

PPCs:
- Low max DPS
- Longish range
- Somewhat in inaccurate at all ranges (narrow optimum range bracket)

Ballistics:
- High max DPS
- Moderate/Long range
- good accuracy
- Limited ammo, but slightly more than vanilla MCG

SRMs:
- High max DPS
- Very short range
- Very inaccurate
- Streak SRMs still always hot but weigh more

LRMs:
- Low max DPS
- Long range
- Moderate/good accuracy
- Large min range bracket


8
NGNG News / Re: Mechcommander Pixel Porn
« on: 17 Sep 14 »
Dems some sweet pixels!

Not sure what's up with the maxed out pilot skills... I didn't mess with pilot skills at all,but the same thing happened for me. Very strange.

9
Hey Crit!  I'm always down for a game. Perhaps sometime this weekend?  It's a holiday weekend, so hopefully we can find time to meet for a game or two.  :)

Have you downloaded the Vassal program and BTD module yet?  Let me know if you need help finding it or sent tingling up. And I suggest reading the game rules if you haven't already, as the Vassal module doesn't enforce any rules.

10
I'm not entirely sure how skills improve between missions, but I think it has to do with how much damage they do or how many shots they hit, and just not purely kills.  One thing to try is always get as close as you can to your targets.  There are significant range penalties to weapon accuracy as range increases, but pretty much all weapons except long range weapons will have a higher chance of hitting the closer you are to the target.  So try to get your green pilots right up next to their targets so they're not suffering from range penalties in addition to their innate suckiness.

Clan mechs are not necessarily better than IS mechs, just different.  For example, the Clan Hunchback IIC carries more weapons but less armor than the IS Hunchback.  Clan weapons, on the otherhand, are universally superior to their IS counterparts, either by doing more damage for the same weight or the same damage for less weight.  Always use Clan weapons over IS weapons whenever you can.

For detailed stats on mechs and weapons, go here:  http://www.sarna.net/wiki/MechCommander_(Video_Game_Resource)


11
MechCommander / Re: Salvage levels
« on: 21 Aug 14 »
Sorry for the late reply, somehow I missed your first message.  Nice work getting the gamesys.fit extracted... that was the hard part.  All you have to do now is put a copy of your modded version of gamesys.fit into C:\...\MecCommander\Data\Missions folder (create these folders if they don't exist) and your version will automatically overwrite the data in the mission.fst.  No need to repack your version into mission.fst.  This works for pretty much any files extracted from fst files (mission.fst, art.fst, etc.).  The game knows to look in through the Data subfolders and use any standalone files before loading the packed fst files.

Hopefully that'll fix it for you, let me know if you still have problems!

12
Howdy and welcome!

Which parameters in gamesys.fit did you try to alter?  Some of the values aren't actively used by the game, or are used in non-intuitive ways, so just want to make sure you're trying to change values that will affect the game.

Just to make sure the game us using gamesys.fit properly, try changing these parameters to some arbitrarily high number:

Code: [Select]
l BonusPointsPerTon = 1000
...then play through a mission with less than max drop weight.  If you didn't get a big increase in RP rewards at the end of the mission for being underweight, then something's not right. 

Good luck!

13
MechCommander / Re: Salvage levels
« on: 31 Jul 14 »
There is a parameter in the gamesys file that determines the % chance that you will salvage a destroyed enemy mech at the end of a mission. There are different %s preset for each difficulty level... I don't remember the exact numbers, but it's something like 50% for easy and 40% for normal.

When a mech us salvaged, you always will salvage all intact weapons on the mech at the moment it was destroyed. I don't know the specific videos you're referring to, but if the used a lot of mines to defend the farms then it's likely that many enemy mechs were destroyed by losing their legs so their weapons would be left mostly intact. This wouldn't affect the likelihood that you will salvage the mech though, you're just more likely to get more weapons from the mechs you do salvage.

The %salvage can be changed if you have an unpacked gamesys file and changing the parameter. I used to mess with this a lot when I was working in the NGNG modding project. I would set it to 100 so that I would salvage every destroyed mech for testing purposes. 

TL;DR:  yes, this can be changed but you have to mod one of the game files to do it.

14
Things I'd definitely like to see:

- Better 3D models and textures for everything, obviously.

- Refinement in the camera system, possibly locked camera angle but with a significantly larger field of view.  (Does the game really benefit from full 3D camera?)

- Longer time-to-kill for most combat, especially mech v mech.  Things seem to die very quickly.

- Longer weapon ranges to increase average engagement distance and increase value of long-range weapons

- Slower mechs to increase value of maneuvering/flanking

- Add missing weapons from TT

- Make default mech configs more closely resemble TT

15
Hi Foust,

Actually, the green munitions symbol is a relic of previous versions of the game and was removed in the latest version.  Munitions was a separate resource like the red LosTech resource that was provided by Munitions Factories (in addition to the 2 Industry).  However, I decided to remove it entirely from the game after determining that it just added to the complexity of the rules but didn't affect gameplay or really add to the game at all.

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