This is another standalone version. This is the only existing standalone version that has had originally an MC1 game folder as backbone. This version is totally patched to v1.8 - in spite of it's campaign. - You play TheRepulse - instead of the expansion campaign here.
"TheRepulse is just a demo mod of a standalone version that finally never where released. But those eight missions are real fun and they did much micromanagement on their maps. I cant say if there is any map in the conventional versions that show those death counts at mission ending. And it's a real vehicle slaughtery rope of mis."
For more information & content overview visit this page and look into the descriptions.
Have read several threads here. SeanLang great stuff! I also saw words of different people who ready to create (or creating already) something new for MCG. And I have a suggetion. But at first read something below...
Ten years ago a friend presented me a disk with Mechcommander Gold. My first acquaintance with the game started. At first I understood nothing in it (how much of the different components, mechs, vehicles, buildings!). But eventually when I had coped with them I completed the first solo map "AceHunt" with supreme effort. Then I started Expansion Campaign. I managed to complete the first mission of that with the tenth attempt! So, increasing my tactical throught I completed the first operation of this campaign, then the second, the third and, finally, the last fourth operation (it
took a LOT of time!).A fter this, I suddenly have found out the Original Campaign. I found it considerably easyer than Expansion one and I immediately felt they were of a differend kinds. But I can't define which of them is better. May be the first Original Campaign - because of its sluggishness and the gradual extension. But... but Expansion Campaign is more colourful and has a couple of a new mechs, vehs and weapons. And all of this is pretty cool, including BTW Aces appeared the lack of which was really observed in the Original Campaign! But Expansion Campaign seemed to me too short.
So, I finally have completed the both campaigns 5 (or 6) times in such a way that all the components and most of enemy mechs fell to my lot with the maximum preserved weapons and armor. There was no necessity at all to play it again. And, in July 2008 it dawned up me to create the third campaign having pluses of the preceding campaigns and avoiding some minuses of the both mentoned campaigns. I didn't like the short duration of EC, but at the same time I like it's additional components, units and colourful planet surfaces. And now I sure my addon will include more than 30 missions (final version).
Then I've found in the internet an interesting utility "MechCommander Editor Extender" which, in addition, enables to unite missions into operations and to link operations into campaigns. I studied MCEE and found out that there was no possibility according to it to make fully various gameplay, it was still impossible to create really interesting missions using only MCE and MCEE. MCEE lets to fill up the mines or bunkers with components and to set reward s for each competed objective. It wasn't enough to build interest maps. It still was an enigma for me how to change of the behavior of ememy units depending of a tactical situation and how to create different models of the more difficult enemies' behavior or even to unite objects into groups. It was totally impossible to do it using MCEditor and MCEE! Also it was impossible to control the movement of enemies or to synchronize their movement consisting such it was in the 2nd mission of Expansion Campaign using MCE with/or MCEE. If you paid attention to the game, you could have remembered that after having annihilated 2 of 4 Ullers the rest of their group run back to their disposition and then wait for the help for 2 minutes. And I began to guess that the secret is in… the mission scripts!
By numerous experiments and attempts to understand that happening in the scripts I tried to investigate this phenomenon. I began to understand that every mission has its own unique “textual” structure. In other words, scripts MUST be modified if you want to overstep the limits of the editor’s possibilities. It turned out that MCEditor writes scripts automatically for each mission depending on the parameters which you had ordered in the editor in the way of creation your own solo mission. But values of these parameters are poor – only 7 types of tactics, 3 sensors (short, med. and long). MCEE is able to change these parameters automatically too, but in some broadened limits than MCEditor does, but, as I already said before, it also has limits, and it isn’t good for me. I began watching the changes of the scripts making alteration changes in the editor for better understanding what commands and functions appeared in these scripts and for what they were responsible. Then, I began to write mission scripts manually. Yeah, manually, in text editor. Now, at present I’m sure I can create the additional campaign for MCG. I’m lucky that I had made acquaintance of the talent programmer and in the same time remarkable persion Cmunsta. He gave his consent to help me in mastering scripts. He wrote some very useful utilities, thanks to them I have the access to the FST-files’ internals. I think, without Cmunsta’s help project in creation of a full serious addon for MCG couldn’t have beed realized. StaticZ gave the 2nd breath to my work releasing some cool stuff I wanted to add in TR.
Demovervion 1.71 (includes 8 capaign missions and 1 cermak solomission) is ready but I need to get it from old computer (stayed before I moved with GF to other house). It still has a some bugs but demoversion is demoversion. Hope I will take it from there to upload it for you if few days.
“The Repulse” will be on the Port Arthur planet and include extra mechs and components from Expansion Campaign and, of course, something else!
In short:
I. Final version of TR will include some new weapons, which were not in MCG:
1) Small Laser - ?
2) Ultrafast Automatic Shotgun - large ?
3) Plasma Gun (aka light flamer - dam. 2,5, rec. 4, middle range)
4) Devastator (Railgun sux!)
4) Clan Light TBolt (dam. 4, rec. 3, long range)
5) There will be AmmoPacks. This is special kinds of components, they don’t shoot and aren’t sensors, but they are sort of suitcases with additional shells, rockets, or weapon rounds to which the name of AmmoPacks corresponds. For instance AmmoPack for Gauss adds 16 Gauss ammo (if this weapon is already in armament, of course). Its weight is 8.25, i.e. the half of the very Gauss weapon.
AmmoPacks are suitable nearly for all weapons in the game and can be used only once. All AmmoPacks have their weapons’ weight, divided to 2. It’s impossible to purchase them (there are not any AmmoPack in purchase list), only way to take them is to capture some enemies’ bunkers.
II. Parameters of all LBX Autocannons are corrected. Now these weapons are proportionally powerful in comparision with other kinds of guns. For example, IS Lt. LBX does 1.00 projectile damage +
0.50 from chaingun, IS med. LBX – 4.00 (proj.) + 2.00 (chaingun) and IS Heavy LBX – 10.00 (proj.) + 5.00 (chaingun) of damage.
III. Three new combat vehicles: Wrecker, Dominator and Cassowary.
IV. The parameters of some components are corrected:
C/SRM Pack weights 2.5 tons.
(In the description of LRM-Rack the damage will be indicated correctly (this weapon does namely 3.00, not 1.00)
V. There is one annoying defect in MCG gameplay: if the enemies’ units found out turret control or sensor tours, previously captured by the player, they began attacking these buildings. BUT!!.. But it DOEDN’T concern component bunkers and mines w/resourses! I feel, that the enemies’ units are not interested in it! And I strongly decided to correct this misunderstanding in my addon – it is necessary to apply more forces to guard captured buildings if you want to preserve seized components, because enemy will try to destroy these buildings immediately as only reveals them!
VI. “The Repulse” will include maps of different size on PA planet, but there will be possible to use "expansion" mechs too.
VII. The game will be in the original manner.
About my suggetion in above. Guys i think it will be great to unite with you to create one large mission pack for Mechcommander to work on it together. I stopped developing 1,5 years ago because it was impossible to place dirty underlays near houses in PA missions and some other important stuff like components. But now it seems to me with StaticZ exe-patching skills the problem can be solved.
Hi LipSheZ. I think, you've been posting at mechcommander.org back in 2008... Cmunsta was there, as well as me
Quote from: LipSheZ_rus on March 18, 2014, 05:57:20 AM
bbc_standard_quote wrote: Then, I began to write mission scripts manually. Yeah, manually, in text editor.
Yeah, Notepad++, ABL/ABX/ABI UDLs, and go! Engine-build parser will do the rest. Editor is only good for doing maps... and that's it.
Quote from: LipSheZ_rus on March 18, 2014, 05:57:20 AM
bbc_standard_quote wrote: There is one annoying defect in MCG gameplay: if the enemies’ units found out turret control or sensor tours, previously captured by the player, they began attacking these buildings. BUT!!.. But it DOEDN’T concern component bunkers and mines w/resourses! I feel, that the enemies’ units are not interested in it! And I strongly decided to correct this misunderstanding in my addon – it is necessary to apply more forces to guard captured buildings if you want to preserve seized components, because enemy will try to destroy these buildings immediately as only reveals them!
Well, original enemy units behavior is:
- simple (partially caused by simplified mission design),
- predictable,
- doing nothing when nearby units are slaughtered (including team mates!),
- doing nothing when vehicles are captured.
I've been trying to address those problems in my M0101 sandbox, and I think, I successfully did that (mostly). Tried to figure out "global" solution for "attack vehicle if captured" - adding AttackObject function to every unit script is ugly. AI seems to ignoring captured vehicles even if they switched sides. Anyway, will need to start kinda "MCG: Scripting" thread... some day...
Also, it's great that StaticZ is doing exe hackery!
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