- #MECHCOMMANDER 2 OMNITECH WONT START HOW TO#
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Also we have already quite a lot of new models, mechs and buildings already ingame and working We have the sourcecode, partially commented from the original MS programmers. Its just for fun, and working in the HLP Community is pretty fun too, since it's a very friendly place. The game will be given away as freeware, so we cannot offer any payment at all. So, Missions will then come from alone, since certainly o lot of people will want to make campaigns then, and even some from the team including me are doing that in their offtime already :) That way, the game will then be open to all the fans who have their own idea for a Battletech RTS Campaign. Our goal is, to make the game find it's way to nowadays technic, make it better moddable, and enhance it with features, that were left out or could not be done in the past. Our project goal is NOT to create a release with a new campaign, or a updated campaign from the original (which sucked a little in the story).
#MECHCOMMANDER 2 OMNITECH WONT START HOW TO#
But I have time, and I'm now modding games for many years now (being a member of the WingCommanderSaga project for the freespace engine), also due to my reallife I know how to organize and lead a team, though I mostly count on a "democratic" way of doing that :) The interest is still great, so we have a good chance, even though it will be a lot of work. So I made a proposal of a combined modding project in one of the last active boards, to revive the game to something more modern and more easy moddable game. Since I always loved Battletech, and the idea behind the game, I thought it would be a real big loss if this game will sink and get forgotten in the depths of the internet. But suprisingly, MS was so kind and released the sourcecode, and even a few modding projects came out and proofed that changes are possibles, and new units can be created (there are already quite a lot actually). Unfortunately, the fact that the game was practically not moddable, lead to a early extinction of interested modders. But the idea of having a Mechwarrior RTS game is still in many heads, and is also receiving quite a lot of interest. A game that offers a lot of possibilities, though unfortunately the business plans from the publisher and the technic available at the release time didn't allow the game to grow to something really special. I'm sure most of you know Battletech, and maybe even Mechcommander 2.
My name is Michael,36, from germany, founder of the new "Mechcommander OmniTech" Project. MCORel.CT (18.Mechcommander OmniTech, a revival Project for Mechcommander 2
#MECHCOMMANDER 2 OMNITECH WONT START PC#
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Non-friendly damage mod Scales damage dealt to units not on the same team set to 100 for instant kills. Friendly damage mod Scales damage dealt to units on the same team set to 0 for god mode. Jump jet range mod Scales jump jet range for your own units I tested only 3.0, did not go higher, so be careful. Resource Points for your infinite support needs. Infinite ammo in case you turned it off in the menu.
Team Weight Limit mod so you can scale the team weight limit (a.k.a.
#MECHCOMMANDER 2 OMNITECH WONT START PATCH#
Just go to component purchasing and tap CTRL+ALT - it will refill both yours and the stores' available items currently visible (flip over all the tabs if you want to patch all).
Minimum Equipment You'll need this to build the perfect mech as equipment is scarce. There's a single AOB script included, which will provide you with the following: The engine has been updated to run on modern OSes, so no messing around with this one - it ran in 1920*1200 just fine, I saw stuttering only on the last mission of Exodus. Following MC2, I pulled the latest build (that is, v559) of OmniTech from ModDB and I made an AOB script for this build - might work with others (or crash them).