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MechCommander Modding / Re: Original Campaign Merge - Discussion
« Last post by RizZen on Today at 02:03 AM »
Oh that is definitely possible. But it would mean creating a new campaign with new missions though.
The starting conditions and shop can be made clan for players and all enemies in missions will be IS. Yeah it is much work - but not more than anything else you wanna change on MC.
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MechCommander Modding / Re: Original Campaign Merge - Discussion
« Last post by Gunner on Today at 12:20 AM »
I agree with you about the overloaded mechbay starts. Makes no sense having 10-12 mechs (ESPECIALLY heavy and/or assault mechs) when you only have 3-4 pilots - and most of them are green!

The clan starts are a good example. Starting the original merge with a few light mechs like I mentioned (Shadowcat, Cougar, Uller), is one thing. Starting with a Madcat and a Thor too is a bit of overkill.

Starting the expansion with them is a bit different. You start with a few seasoned pilots who can handle the larger mechs, so the Thor and Madcat are not so "out of place" there, but again, an overloaded mechbay is a bit too much.

I would suggest 4-5 light-medium mechs for the original with a few clan mechs as mentioned (Shadowcat, Cougar, Uller), and 6-8 mechs for the expansion, with just a few clan mechs to start (Shadowcat, Thor, Madcat or Vulture?) The rest of the mechs should be IS mechs.

This looks like a unit who has had a few victories and acquired some salvage, but not too much.

I would really like to see a version of the game where the player uses all clan mechs/inventory versus an opponent who uses all IS mechs/inventory - but that would probably be a LOT of work to pull that off.
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MechCommander Modding / Re: Original Campaign Merge - Discussion
« Last post by RizZen on Yesterday at 12:56 PM »
MCG-DH v3.0 - Savegame Download
This is better then any old Mad-Cat patch. The alternative starting combos are giving players a personal choice. Easy campaign start or nightmare conditions! It´s your choice! - For myself: Im preferring empty mech-bays at the beginning. The manually build-up is too much fun to me - that´s why i don´t like to start with an overloaded MechBay.


All people who write walk-throughs:
Please don´t stop. I already have walkthroughs for almost any mission but im holding back some cause i would like to see better ones. Some of the walk-through guides i have only contain one sentence and are not very helpful at all. So all people who give hints here will be recognized when the campaign-threads are updated with complete walkthrough informations about the whole game.
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MechCommander / Technical Issues of an old game!
« Last post by RizZen on Yesterday at 12:24 PM »
Technical Issues of an old game!


MechCommander Gold - Desperate Measures v1.8 was released 1999. There came up several new Windows systems and other OS since MCG-DM was released. Through all that Versions MechCommander survived - with casualties. The editor for example can only be used on a physical install of MechCommander. Windows 98 up to Windows 7 user found solutions to physically install the game. Windows 8/10 users actually can not properly physicall install - but they can play the game with a pre-installed game folder. So for first that is reason, editor doesn´t work on new OS. The only system i can run it is a physical Windows 98 system, Pentium-II processor.
So why i´m telling that? MCG-DM v1.8 was the last official release for MechCommander. It got abandoned. A pre-installed game folder came up for vanilla game (2001-2006), three new pre-installed standalone versions where released by magic around 2006 with six more campaigns available to play. 2017 i released the first in-official Update for raw original pre-installed game folders. Some months later i introduced MechCommander Gold -Darkest Hours - Standalone & The-Repulse Standalone.

Well all those versions have one in common: Bugs, crashes and several technical issues, especially when it comes over to how to use resolutions right on MechCommander and how to workaround certain and reproducable bugs. Certain objects and waypaths, certain actions in MechBay while configuring Mechs - can cause game into crashes. I will try to elaborate the most important of them by giving handy workaround solutions to evade crashes before they happening.



The most important bugs / critical situations


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MechCommander Modding / Re: Darkest Hours v4.0 - Ideas & Improvements
« Last post by RizZen on Yesterday at 08:43 AM »
That would be possible to do. But would be MUCH - i MEAN A SHIT LOAD of work. Cause you will have to upgrade ALL mission briefings, including ALL start files that contain any catapult ... this may last 6-12 months of work for one person.

There are some different procedures possible to do to realize it. The most convenient one would be for me creating a new *.fit file - means creating a new mech with the same datacore like standard Catapult. Cause we have three different kinds that would mean creating three complete new catapult.fit files for Mission.fst.

When this is done they just exist in game. But they wont be used. To be used you need to open the extracted files of the related missions and changing the file link to standard catapult to a file link to the new models. Then the mission must be compressed again to show update ingame.

Atleast this would be the easy way - but it´s still much work. One problem will be that the missions in Darkest Hours where made by different developers - and they used different ways to introduce units into battlefield. This must be considered while updating the files, otherwise changes will f**k game up and it will only crash as result.
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MechCommander Modding / Re: Darkest Hours v4.0 - Ideas & Improvements
« Last post by wherewulf on Yesterday at 08:18 AM »
How difficult would it be to modify the default loadouts of enemy mechs so the IS models had a mix of Clan tech and IS tech?
Like make the default Clan Catapult loadout Clan LRMs but everything else IS or something like that. It never made sense to me that the Clans would reuse IS mechs but not try and retrofit any of their superior equipment onto them.
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MechCommander / Five steps to success!
« Last post by RizZen on 19 Apr 18 »
Five steps to success!

1. Command & Control

Quote
" There's no one way or right way to win each of the missions. Mech Commander is a game about real strategy and tactics, and the true experience of command."
 Jordan Weisman, co-creator of the original BattleTech board game and Mech Commander.

There you have it, straight from the horse's mouth. You won't win in Mech Commander without careful consideration of tactics. Mech Commander rewards thoughtful gameplay and often severely punishes the impetuous commander.

You should probably plan on spending about half an hour planning time berfore launching into battle.

Read the mission briefing.

Read it carefully. You usually have two or three primary objectives in each mission. Don't forget that the objectives are available in summary form on the Multi Function Display (MFD) once you have landed.

Quote
"Military Intelligence... a contradiction in terms?"
 Popular aphorism

Most of your missions are not of the "destroy everything" variety, in fact avoiding contact with the enemy is usually a necessity. You usually command a "lance", which is a squad of 4 Mechs, so you will be out gunned and out numbered in most missions.
Bear in mind that a briefing is a series of educated guesses as to what you will encounter on the ground. The Fog of War hides many terrors, so expect to be surprised.



2. Weapon requirements

Weapons come in two basic flavours:

  • Beam Weapons ... and ...
  • Projectile Weapons
  • Loadouts


  • Beam Weapons

In the past the development of Beam weapons is that they needed enormous energy sources. These energy sources tended to be bulky and heavy. Today's Mechs have solved this problem with the use of compact fusion reactors.
The seond main problem with beam weapons, and this remains, is they need time to deliver the energy on target.
We can usually assume that the prospective target will not oblige by standing still!

Pulsed Lasers deliver more energy per unit of time than conventional lasers but still fal far short of the efficiency of a projectile weapon.


Delivering some energy!
Quote
"A weapon is merely a device for delivering energy to a target."
MiGMan from a speech to the Inner Sphere Academy.

In the most basic of terms, the beam weapon has to heat the target until damage occurs. Therefore lasers are best deployed in groups, as one laser alone is more likely to cause aggravation than the spectacularly fatal damage we seek in battle. The main advantage of lasers is that as long as the Mech's fusion plant is running, they won't run out of ammo.


  • Projectile Weapons

The time honoured way of delivering destruction is to send a small, dense package at high velocity.... e.g. the gun
Even better if the projectile itself contains a charge which explodes on contact... the cannon.
The main disadvantage of projectile weapons is that they will probably run out of ammunation just when you need it most!



  • Loadouts

Balance the loadouts of each Mech, and within a lance. Make sure they can defend at close range as well as attacking at long range. Also bear in mind that it takes time to fire a different weapon... so you might be best off using only one type within each range.. short, medium and long. This topic is one area where art comes into play. The situations are so fluid that you will have to develop your own style of command and favoured weapon combinations.


Short Range Missile pack

Hunchback Mech unit



3. Select Your Mech Warriors

Duke Nukem types need not apply for command positions! Your MechWarriors will supply the guts... you supply the brains! Mech Commander is not a game of sacrificing mindless minions. Your warriors have their own distinct personalities and attributes. Get to know them.

Knowing the sound of their voices helps to sort out what is often very dense voice traffic in battle. Your Mech Pilots are already elite members of the militrary, but there is still no substitute for experience under fire. Therefore take the rating "Green" as a relative one, all the pilots are competent drivers and professional soldiers.

Pilot Attributes
Pilots will suffer battle fatigue if you send them on more than two consecutive missions... watch the red dots above the pilot picture. Six dots indicates a well rested pilot.


Pilots Stats




4. Select your Route

Remember that no plan survives contact with the enemy, but if you send your Mechs into battle with no plan at all... you'd better start writing those letters to relatives!

  • Print out the mission map prior to launching
  • Mark high ground as Observation points
  • Mark bridges and paths through forest as chokepoints
  • Plan routes to the mission objectives
  • Avoid roads as enemy vehivles will likely be patrolling these
  • Use the all-terrain capabilities of your Mechs, including the ability of some Mechs to jump over obstacles
  • Pick a key terrain objective for each movement stage. e.g. "move to the intersection" or "move to the hill"
  • Always have an alternate route planned in case the preferred route gets "too hot".
  • Mark alternate routes with a dotted line

Taking out a bridge with large artellery strike

Sometimes you will have fire support available in the form of small and large artillery strikes. These are good for taking out enemy defenses, slowing an enemy attack or destroying bridges.



5. Tactical acting in missions

  • Recon & Onboard Sensors
  • Manoeuvre & Troops in Contact
  • Fire support & Combat Engineering

Recon

Visual recon
Nothing yet beats the "Mk I Human Eyeball" for getting a positive ID on enemy targets.
Use the high ground. Line of sight increases dramatically from elevated positions in Mech Commander.
Most maps will have vantage points from which you gain valuable overviews of the battlefield. Also remember that artillery strikes can't be targete wihout a clear line-of-sight to the target.

Use the MFD
Use the Multi Function Display ... a lot! After a couple of days of playing (and copping a hiding) I realised that I had been neglecting the MFD map.
The mouse was busy darting abput the tactical map and never seemed to make it up to the MFD.
Learn the keyboard shortcuts (or use a Saitek PC Dash) to control the MFD and Mech movement commands. This allows your mouse cursor more time on the tactical display, designating targets and destinations.

Sensor Contact to the south and visual contact to the North East.
Quote
"If we know that our own men are in a condition of attack, but are unaware that the enemy is not open to atack, we have gone only halfway towards victory."
Sun Tzu - "The Art of War" ~500 BC

An online database is available through the MFD. Use it to get data on enemy vehicle and Mechs. Use the database to plan attacks to take advantage of gaps in the enemy weapons ranges.


Onboard Sensors

On-board sensors combine input from:

  • Infra Red - IR
  • Seismic - listening for footsteps, a high tech variant of the old American Indian ear-to-the-ground trick
  • Magnetic Anomaly Detectors - MAD
... and present the contact as a verbal warning and a contact bearing on the MFD.
Degradation of your sensor coverage occurs as the Mechs move, depending on your pilot's experience level.

Sometimes brigade will supply additional recon assets, which can be accessed via the support menu on the MFD.


Manoeuvre

To select a group of Mechs use the function keys F1 to F4.
To select individual Mechs it is usually quickest to click on the icons at the bottom of the screen. When you select a Mech it will show as a green light on your MFD.
Move to specific terrain objectives: hilltop, river bend, intersection. Give your troops a definite destination, check your sensors and prepare for the next move.
Use available cover forests and "dead ground" behind hills are effective at hiding your movements from enemy view.

Power Down
When Mechs are inactive for a period, e.g. when wating for the results of recon efforts, power down (Page Down key) to minimise chances of detection by enemy sensors.
Quote
Be before the enemy in occupying the raised and sunny spots.
Sun Tzu "The Art of War" ~500 BC


Bounding overwatch
Advance using Bounding Overwatch. One element A remains stationary and provides covering fire for the manoeuvering element B. Then the elements swap roles, element B providing cover for element A as it moves.

Attack
A deliberate attack on an enemy installation requires planning. Try to capture Turret and Gate control buildings.


Troops in Contact

  • Mech versus Mech
  • Press F1 to F4 to select your attacking Lance
  • Designate the target with Mouse(click)
  • Your Mechs will move in and attack
  • Select one Mech from the control bar
  • Designate for Medium or Long range Attack: M or L Keys
  • For saving Ammo use the A Key - only energy weapons will be used then
  • Select a closer Mech and move it quickly to the rear of the enemy (where the armour is thinner)


  • Crippling for Salvage
If combat is progressing well:
Press Num/Kpad 1/3 - Designate for a leg shot to immobilise
OR press Num/Kpad 8 - Designate for a head shot


  • Mechs versus Vehicles
Individual vehicles don't pose much of a threat, but they can wear your Mechs down and deplete valuable ammunition.
If time permits:
  • Get info on the vehicle I
  • Check it's weapons range
  • Fight it at a range where there is a gap in it's weapons coverage
  • Concentrate firepower by ordering all Mechs to destroy the vehicle


By getting in close the Mechs have managed to damage this MadCat.


Fire support


  • Fire Support is called in via the MFD
  • Note that you must have visual contact with the target area
  • Large or small Artillery strikes will demolish a bridge
  • They cause a fair amount of damage to light Mechs, but minimal damage against heavy Mechs
  • A cluster of vehicles is a prime target for an artillery strike


Combat Engineering

Capture supplies and Buildings
Be constantly on the lookout for enemy structures with salvageable parts inside. Pass the mouse cursor over structures and the salvage icon will appear if there are parts inside.
Of course your Mechs don't actually carry the parts out in a little Red Wagon! They mark them for retrieval by salvage teams.
Containers often contain weapons, which are valuable as the Clan variants are usually lighter than their Inner Spehere relatives.

Repairing Mechs
Take a Refit Truck when they are available.
They cost 4500 resource points and are not recovered from the mission, but if you anticipate a slugfest it's a worthwhile write-off. It also saves you on repair bills after the mission, more importantly it means you can take potent weapons such as the Gauss Rifle and Autocannon and reload during the mission. Enemy repair bays are also capturable, though they have a finite repair capacity.

Minefields
The minelayer costs 9000 resource points, but it can be invaluable, especially against enemy vehicles.



by Migman
9
Blow stuff up! This game is " Easter Egg Heaven!

I found myself wondering aloud at the details.

"Wow, look at the details!" I said to myself.

Blow up a vehicle and the crew run away, cranes loading trucks which bounce as the gravel falls in, trees getting knocked for six by running Mechs, distinctive footprints for different Mechs, fences getting trampled and so the list goes on.

There's a lot of stuff you can "interact with" (Blow up!)... this is a war zone after all.

But real people live here too (real small people). You might come charging over a hill and find yourself (your Mech, that is...) tramping through a shopping mall or stepping in a swimming pool next to a manor house!

FASA have created intricate and richly detailed landscapes for you to indulge your explosive escapades!



I found myself playing missions over and over just to get a good look around the neighbourhood.



by Migman
10
MechCommander

Sit in air-conditioned comfort aboard an Inner Sphere Command ship and sent squads of Mechs into battle on the planet below.

Why not?

I'd spent many days and nights giving orders in Command and Conquer, Red Alert and Dark Reign. What could be so difficult? I was soon to find out......

Remember that scene in Starship Troopers where the first invasion of the Klendathu planet is under way and our intrepid troopers run over a hill... smack bang into a horde of Warrior bugs?



Remember that gut-writhing, butt clenching, clammy palms experience?

After a while in the MechCommander hotseat I sure remembered!

Being new to the MechCommander universe (my excuse and I'm sticking to it), the Mechs under my command were constantly and repetitvely battered to pieces by the enemy clan Mechs. Arms and legs blown off, armour shredded, weapons shattered, my team was lucky to limp home with their chassis intact....... and this was on the first two missions!

by Migman
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