Author Topic:  MCG-DH - Fullversion V3.0 & 3.3 Development archive  (Read 35669 times)

10 Jul 18

Reply #30

Offline ELIDON

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I can't win Op2Mission10. 
I Kill/Destroy all enemy and structures but Obiettivo 1 don't green.

What's the bug?

10 Jul 18

Reply #31

Offline RizZen

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Destroy all power producing structures on the map and you will see.

"I destroyed every building..."

IS

obviously a lie.

« Last Edit: 6 Dec 18 by RizZen »

11 Jul 18

Reply #32

Offline nefo

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I can't win Op2Mission10.
I Kill/Destroy all enemy and structures but Obiettivo 1 don't green.

What's the bug?

I hit the same problem. It turns out that you need to destroy literally every power generating building on the map. There's one or two near where you are first deployed that is far away from the map marker. See my message here:
« Last Edit: 6 Dec 18 by RizZen »

18 Jul 18

Reply #33

Offline Kurotabo

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I've been having issues with calling for cockpit shots during the second mission. I charge the Hollander II, hover over the enemy, hold 8 on the keypad, and click. My units just suddenly stop, and refuse to fire. Am I doing anything wrong? They just refuse to shoot.

18 Jul 18

Reply #34

Offline Gunner

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How are they fitted out? If they have all short range weapons and are at long range, this will happen. It will also happen if they are very close and only (or mostly) have medium or long range weaponry.
* * *
One other reason it could happen would be if you are giving an 'energy weapons only' command to mechs armed with ballistic weapons (missiles & guns, instead of lasers & PPCs).
There are two rules for success:
1.  Never tell everything you know.

19 Jul 18

Reply #35

Offline Kurotabo

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Everyone has SRMS, lasers, and the Firestarter has a PPC. They don't even move, just stand there. I move them all right next to the Hollander II, and they just sit and twiddle their thumbs while he fires his single laser. What key is to switch between the " X Weapons only"? I hit the 8 key on the numpad, which I read in the manual targets cockpits.

19 Jul 18

Reply #36

Offline Gunner

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Trying to target specific parts - though it sounds good - rarely ever works for this game. Not sure why they even mention it, as the odds of actually killing a mech this way are next to impossible in reality.
* * *
Possibly you are too close? Don't really have an answer for why they won't fire. A better tactic is to use the waypoint function and have your mechs keep circling as they fire. This makes it harder for the opposing mech to get a weapons lock on your mechs while they chew him up,
* * *
I forget the key for energy weapons only fire. I believe it is the "A" key. It's in the manual. Anyway, hold that key and target the enemy mech with the mouse cursor and your mechs only fire non-ballistic weapons (no autocannons, missiles, etc.).
There are two rules for success:
1.  Never tell everything you know.

19 Jul 18

Reply #37

Offline MachineGod

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Hey Rizzen, it's MachineGod from Youtube.

Something I'd like to see come of this mod is an expansion of the era-appropriate weaponry available such as Rotary Auto Cannons, Light/Snub PPC, Heavy Lasers, Arrow IV Missiles, Machine Guns, Micro Lasers, and Heavy PPC. And if possible, some new mechs that would also be in use at this time period such as the Marauder, Highlander, Annihilator, Nova, Storm Crow, Blackjack, and Super Nova. Also, I've been playing ahead while at work just to see exactly what changed, and I've noticed some bugs/typos etc. I'll point them out in my lets play. Episode 3 should be up tonight at some point!
« Last Edit: 19 Jul 18 by MachineGod »

19 Jul 18

Reply #38

Offline MachineGod

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I've been having issues with calling for cockpit shots during the second mission. I charge the Hollander II, hover over the enemy, hold 8 on the keypad, and click. My units just suddenly stop, and refuse to fire. Am I doing anything wrong? They just refuse to shoot.
I have noticed this too, they stop in place to be able to aim better and will fire from their current position while aiming for the cockpit. It was like this in the base, unmodified game as well. The only time you should be using that option really is if you REALLY want to try and salvage a mech, as the ''cockpit shots'' are still entirely dependant on enemy movement and pilot gunnery skills to be successful. I think I've only ever pulled off one before with an ERPPC shot by a modified Hollander II W to a FireStarter W.

20 Jul 18

Reply #39

Offline Kurotabo

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Really? They outright just stop moving, stop firing, and just stay still. I can't figure out why. Just deleted the game and doing a fresh install.

28 Jul 18

Reply #40

Offline zocom7

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I like the way how this game is compiled. Although not perfect, the one issue remains with all of the single-player missions. The secondary/optional objectives somehow must be completed in order to finish the mission. It's a pain doing them when I did some of the early missions in-game. To the OP, Please fix.

21 Nov 18

Reply #41

Offline RizZen

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Secondary objectives question
@zocom7: There is no possible solution. Sometimes when i work with the game editor and extender - it works - sometimes it doesn´t. There is no REAL reasonable explanation - only that editorwork in general sucks because it is buggy like hell and often crashes in between or when saving a mission. It is simply out of my programming skills to find a solution for that.
The "secondary" objects could be edited by hand - then it would definitely work - but i promis there are only a handful secondary objects that don´t work - for example the one in Mission 1 of the Original Campaign merge. It would be easy to change the entry that is responsible for broken mission objects - hard is - to implement this into the existing full version. The mission files need to be extracted first - then i need to find out again in which file the wrong entry is (will be the master mission files 99%) - they can be edited then. But then you need to recompress the whole mission files again into ONE package and this package needs to be converted to MCG-File formats... so in the end - ONE SINGLE ENTRY TO CHANGE is HOURS OF WORK.
The only way to get me doing this is a list of missions that need entry changes. It is much easier then because i can do the repetitive actions to all files in a row - step by step - - so many words just to point out: I need time to it. One day would never be enough. And at the moment i really dont know when my time allows it again to focus in programming for several days again. So no time for me left at the moment to do any of it.


Aiming specific mech parts question

@Kurotabo: I tested it many many times now. The mechs DON´T stop firing... - but the fire rate drops enourmously when you order your squad to target a specific mech part. Most prefer head - the head has the lowest chance for a hit. The body/torso has a higher chance to hit. Now the important message:
The mechs will shoot ONLY with a 100% hitting chance when you order them to target specific mech parts.

That means:
That lower the shooting skill is - that less shots will come out. When targetting head - there will comes less shots out of your mechs too. For that reason - ONLY FOR THAT REASON it gives the player the picture that their squads don´t shoot when targetting specific mech parts is used.

Aslong there is no more additional order - the mechs will stop moving (the only thing that rises the chance of hitting) to get maximum hitting chance for their own capacity.

As soon you give them additional orders - their priority changes - they will hit for the head/torso whatever - in priority - but will ALTHOUGH shoot when there is no 100% chance of hitting the specific mech part.

So - i dont know how many times i will repeat how aiming works in MechCommander - but i hope one day one of my "hitting" romans will people make understading how aiming works on MechCommander.

Reinstalling doesn´t help, changing parameters doesn´t help.

Understanding helps! Learning how to aim right helps! Skilling your warrior´s accuracy helps!

That better your Mech Lances / Warriors are - that more you will learn how to aim specific mech parts. And with all of that information keep in mind that the chances to hit certain mech parts are always lower than hitting in general... but the chances of looting mechs from the battlefield will be higher when you aim right.


Edit: The Updating - Files question

In general i published all updates the way that older files need to be replaced with newer ones. There is no need to delete older files or other files...
« Last Edit: 12 Dec 18 by RizZen »