Hosted Projects - Non-FreeSpace > MechCommander OmniTech
MCO 628
RustyDios:
Loving the GUI visual style and current stability of this release Magic. Not too keen on the blue colour, I might change it.
Also well done on cutting out all the "dead weight" files. The MechLab/Mission Screens etc all look amazing. I still think the entire game needs to be "mirrored" though, it should be available on the left > purchased/set on the right (minor grievance with the layout since MC2). The loading screen looks completely odd. Mine is just a blank black screen, did the new loading screen images get put in yet?
Working fine so far on Windows 10 with no crashes.
Great work... finally MCO is playable for me again :)
Now to continue (re-building) my campaign... just after I play through Exodus again... ...
Fellhanded:
Just finished the new Exodus. Simply superb. That campaign can be brutal.
Thank you for the time the team took to make it and continually refine it.
captainslide:
Hi Magic,
I don't know how I missed this update for so long. Probably dementia setting in.
I downloaded it last night and played through to mission 4 in Exodus. I must say the new interface and fonts makes the whole UI much clearer to read and use. I like the additions of maintenance and pilot pay. Makes the game play much more like you are trying to run a Merc Company.
If you want to make the game tougher/more realistic getting rid of automatic weapon repair/replacement would be the final feature needed for true economic management.
Keep up the good work it's much appreciated.
PS if you need testers hit me up.
netbrad:
So I know I'm a little late to the party in playing this mod but Exodus mission 3 has an issue. No matter how fast I move the mechs the ambulance inside the "fort" gets pasted before it leaves the concrete. I've followed the video to the second and have tried the solution below but nothing seems to work. What am I doing wrong? Is there a timing bug? I think the trigger might be sensor contact with the 2 mechs in the Southeast and not the nav point because the Clans have shown up as soon as I get a radar ping on those 2 mechs.
Solution I've tried:
http://www.hard-light.net/forums/index.php?topic=85287.0
zzc:
--- Quote from: netbrad on January 10, 2018, 12:39:21 pm ---So I know I'm a little late to the party in playing this mod but Exodus mission 3 has an issue. No matter how fast I move the mechs the ambulance inside the "fort" gets pasted before it leaves the concrete. I've followed the video to the second and have tried the solution below but nothing seems to work. What am I doing wrong? Is there a timing bug? I think the trigger might be sensor contact with the 2 mechs in the Southeast and not the nav point because the Clans have shown up as soon as I get a radar ping on those 2 mechs.
Solution I've tried:
http://www.hard-light.net/forums/index.php?topic=85287.0
--- End quote ---
The new range mechanism. I just played the campaign and the ambulance moves safely away.
==============
What a great game. Too bad M$ didnt follow this. They made a great game in MC1 and MCG but nerfed everything so badly for MC2.
The short medium long range mechanism was absolute rubbish. I believe the use of proper distance is from MC1, correct me otherwise.
The only good thing abt MC2 was the mechlab where you could put anything anywhere, as long as it fit within the payload grid. MC1 was closer to battletech rules iirc.
Its got all the teething problems of a work in progress, but considering there is only a single active coder, I think its very well done.
And a great Exodus story. It didnt make much sense in MC2, but now everything segues neatly.
I'll just say; use quick save OFTEN.
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