Author Topic: News 10022014  (Read 2438 times)

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Offline magic

  • Moderator
  • 211
List of changes after 304:

WHAT IS NEW

- Salvage pilot selection list box player can select pilot for in-mission salvage.
- Formations button added to control gui, connected with hotkey K. Added formations descriptions.
- Xna is completely removed from the game.
- I made an universal brain file and how to make purchase files TXT
- LogisticsPiot - read ID from pilot file. Unique pilot ID added to all Pilot files.
- Start Camera direction is in the direction of the first players unit.
- New Pilot Hire Screeen, hire additional pilots. You can hire as many as you want, but you will have to pay them after each mission.
- New sound effects for Autocannons, Lasers, MGs and Gauss.
- Vehicles can repair in Vehicle Repair Bay.
- Buildings can now have up to 3 different (max 4, 2 nodes use first) activity effects. Required ActivityEffectID, ActivityEffect1ID and ActivityEffect2ID
in building FIT file (object). Required activity nodes in model file: activity_node, activity_node1, activity_node2
and activity_node3.
- New building texture for city4storyH (wolfman), new 4 story building Filmstudio (texture by wolfman)
- New textures for cityBlock6Story2 and cityBlock6Story3 (by wolfman).
- Minelayer can be repaired in Vehiclw Reapir Bay and be minelayer again after repairs.
- Repir truck can be repaired and recharged in Vehicle Repair Bay.
- Old Specialty skills removed,
- 3 new specialty skills added: Ballistic, Energy and Missile. Calculated per shots fired and shot hits. Can raise hit chance up to 10%.
- Pilot ready screen - attribute metters for specialty skills added.
- If pilot is on the roster and in purchase file dont create purchase entry for that pilot.
- Gate object fix - not reading gate name from file.
- Turrets object fix - not reading turret name from file.
- Turret shot animation added.

WHAT IS CHANGED
- Thor UV fixes.
- Formations fix - folow first lead in selection.
- ABL command settxtbuildingname fixed.
- Pilot Ready screen changed - button for Pilot Hire Screen added.
- Save game format changed.
- salvage craft deploy sound changed and matched with changes for pilot salvage selection.
- Omen mech fix (300 les polys (2000)), omen shadow model (298 polys), Omen spotlight fix..
- Mech rapair bay is now closed when empty.
- Mech Bay fix, Mech Bay Texture Fix, Mechwarrior Barracks Texture Fix.
- New RepairBay texture.
- Better laser effects.
- Jagermech3 texture fix
- Better Awesome texture.
- Better Portable repair Bay Texture.

NEW MODELS
- Hellbringer.
- Warhammer.
- Gargoyle (magic, used ThorCs model as reference).
- Bushwacker (902 polys).
- Mechwarrior Barracks model.
- Mech Bay.
- Timberwolf model and animation (12 weapon nodes)
- Catapult redesign - 9 weapon nodes.
- 2 new city2story buildings (wolfman).
- Heavy, Light and Medium copter props by wolfman and me.
- Atlas model and texture.
- MadCat MK2 model (12 weapon nodes), animation and texture.
- Tunnel (texture by wofman).
- Forgotten Davion, Liao and Steiner diagonal walls.
- Marauder model and animation (10 weapon nodes).
- Victor model (9 weapon nodes).
- New mech Thunderbolt (9 weapon nodes)

NEW Building set based on one texture:
- Vehicle Reapir Bay and animation.
- GateControlMCG.
- medium wall, medium Gate.
- Light Gate and Wall.
- CannonTurret with shot animation.
- HeavyCannonTurret with shot animation.
- PPC Turret.
- LRM turret.
- Turret control.
- MW Barracks.
- Animated model powergenerator.
- animated Artillery turret.
- MechHangar
- Command Center


 
Hey magic, first i'd like to say thank you for all the hard work. I'm a long time follower since early beta and i'm always glad to see you keeping the game alive.

Just a few questions if you don't mind.


"- New sound effects for Autocannons, Lasers, MGs and Gauss."

Ok so this isn't a question. Just THANK GOD for MG sound effect change!


"- Old Specialty skills removed"

Just curious does this mean all of them including the mech type affinity and sniper skills?


"- 3 new specialty skills added: Ballistic, Energy and Missile. Calculated per shots fired and shot hits. Can raise hit chance up to 10%."

I like this idea, a lot actually. Question though.. If the game calculates on shots fired does it give a "weight" based on the type of gun used? Example; Since an ultra light autocannon fires much faster it's "shots fired" stat only increases by one per shot, while a heavy autocannon increases the "shots fired" stat by ten points.


Finally, do you have an idea of when this will be released? Eagerly awaiting any and all updates.

Thanks again!

 
*Adds play MC OmniTech on the TODO list*

 

Offline Graywar

  • 22
Sounds great! Any idea when the new Version will be out?
« Last Edit: February 16, 2014, 11:05:11 am by Graywar »

 
Thanks magic for keeping up with this.

With the way MWO and Tactics is going this may be the only place I can get a Mech Fix that's any good.  Love your work man.

 

Offline magic

  • Moderator
  • 211
Hey magic, first i'd like to say thank you for all the hard work. I'm a long time follower since early beta and i'm always glad to see you keeping the game alive.

Just a few questions if you don't mind.


"- New sound effects for Autocannons, Lasers, MGs and Gauss."

Ok so this isn't a question. Just THANK GOD for MG sound effect change!


"- Old Specialty skills removed"

Just curious does this mean all of them including the mech type affinity and sniper skills?


"- 3 new specialty skills added: Ballistic, Energy and Missile. Calculated per shots fired and shot hits. Can raise hit chance up to 10%."

I like this idea, a lot actually. Question though.. If the game calculates on shots fired does it give a "weight" based on the type of gun used? Example; Since an ultra light autocannon fires much faster it's "shots fired" stat only increases by one per shot, while a heavy autocannon increases the "shots fired" stat by ten points.

I tested this in game (MG has the fastest rate of fire), you are correct. But if you outfit your mechs with MGs and Lt ACs the mission will be much harder. Increased difficulty compensate for higher rate of fire, plus you need a lot of "hits" to get one point (one point from 3-4 missions). In other words, you can get the skill faster with smaller fast fire weapons but the missions are definitely harder. This is for the player to decide.

Finally, do you have an idea of when this will be released? Eagerly awaiting any and all updates.

Thanks again!

Release date is unknown, I have too much work lately.
There is no MCO team - never was, its all up to me.

ALL old specialty skills are removed:

There will be some new weight class skills:
- Light - your pilot will collect points for driving a light mech in mission (1 point per mission up to 10 max) - decrease hit chance up to 10%.
- Medium,
- Heavy,
- Assault.

If your pilot drives light mech in one mission he will have 1 point (of 10 max) in light mechs specialty. Every point will decrease chance to be hit by 1% (up to 10% max).

The same pilot can drive medium mech in next mission and he will get 1 point in medium mechs specialty.

If you have 30 missions campaign your pilot can have 10 points in 3 weight mechs classes. So he can have 10 points in Light mech specialty and in the same time 10 points in Heavy class and 10 points in assault class.

So YES, pilot will gain skills through the campaign - like gunnery...

**Will pilots be able to have skill in each weight class then, possibly maxing out all four classes if enough missions are available?

Yes that is the general idea, since you usually start campaign with light mechs, light class will be useful at the beginning and as you progress through the campaign, your can put your pilot in heavier mechs and he can gain specialty skill for another class.

There will be no range specialtys, those will overlap with missile, energy and ballistic skills and every weapon have its own min and max range.
Put your pilot (missile specialist) in Catapult with LRMs and he will have up to 10% hit chance at long range. If you apply long range specialty you will have another 10% (cumulative 20%) and that in not good. Since I abandoned "short","medium","long" concepts for weapons there is no chance to calculate ranges that way. In other words your pilot will have his long range hit chance boosted.

Put the same pilot in Catapult with SRMs and he will get his bonus at short range.

Missile, energy and ballistic are much more useful the old short,medium, long skills and cover all autocannon, ppc, laser skills.

The worst of all was skill award system in old MC2, you get ppc or Heavy AC skill when your pilot becomes elite. In that time you usually dont need it...

 

Offline Timerlane

  • 27
  • Overseer of Slag Determination
Late post(I sincerely haven't looked in here in quite a while), but all sounds great. I always kind of hated the way the original specialist skills were set up.

ER Lasers, Lasers/Heavy Lasers, and Pulse Lasers were all different skills(mostly annoyed over Lasers and ER Lasers being separate, when PPC Specialist covered regular and ER PPCs), and always thought that having one of the AC Specialist skills should at least apply a reduced bonus to ACs of one class heavier/lighter, to make it more worthwhile.

It also made me wonder if/how the new weapons were keyed to specialist skills(i.e. Were Arrows covered by LRM Specialist? MRMs? Heavy Gauss for Gauss Specialist?).

Obviously, this simplifies things a bit.

 

Offline magic

  • Moderator
  • 211
There are:

- energy weapons specialists - cover all energy weapons.
- missile weapons specialist - cover all missile weapons.
- ballistic weapons specialist - cover all ballistic weapons.

Arrow and LRM are covered by missile weapons specialty.

Gauss and Heavy Gauss are covered by ballistic weapons specialty as well as all cannons.