This is a 31 mission campaign integrated into the standalone extended gaming and mission development system wolfman-MC2X. wolfman-MC2X is based on the released source code for MechCommander 2.

Add file Report wolfman-MC2X-WRC-G
Filename
wolfman-MC2X-WRC-G.exe
Category
Full Version
Uploader
wolfman-x
Added
Size
806.15mb (845,307,727 bytes)
Downloads
477 (2 today)
MD5 Hash
7243c20e060dd89322d7fafe4e03340d
Embed Button
Embed Widget
Description

wolfman-MC2X-WRC-G ==> “ Campaign-Gaming-Only” Edition. Campaign (R2) based on MC2X (R34).

Preview
wolfman-MC2X-WRC-G
Comments
LordofGilneas
LordofGilneas

Errrrr, anyone else finding some difficulty starting the 31 mission campaign?

Reply Good karma Bad karma+1 vote
wolfman-x Author
wolfman-x

Press the big bar on the very top and the campaign starts or is it a technical issue?

the picture of the three warlords is the START button.

Reply Good karma+1 vote
Johivas
Johivas

I played omnitech 484 campaign then switched to this mod (version of the game) and I must say I like this one by far, with a little more work you could almost name it mechcommander 3...

I played the first 5 maps and they are absolutely gigantic, you can pass 3 or more hours playing one map, and you have more freedom (choice) of actions than the perfectly scripted maps of omnitech. You can choose between a few maps at each step of the campaign, and the graphics are far superior too, and unit diversity is surprising, you have helicopters, trucks, infantry, and you can bring them to battle like any mech (the best of these special units are found on the battlefield.

For the bad part, the start of the campaign is a little overwhelming, the principle is good, but i would prefer a more limited choice, not worse, just less. At the minimum i'd remove all the crap mech from the list, all those mech you can salvage regularly from the battlefield too, but that's just me.

I don't like pre-made pilots, i prefer them all fresh out of school, so I imported green pilots from another game...

There's a monetary loophole too, if you remove all drop weight from all the first maps, you'll get something like 50 millions, then do a mission, and when you come back, the drop weights will have reset itself to its initial values, so you can make another bunch of millions...

The Humvee crashes the game when you want to edit its weaponry (not that I would actually drive them around maps which seems to often contain around 100 mechs...

Trying to salvage commander f in the hailstorm map crashes the game, but you still can get it after the mission. Is commander f a guy or a truck?

Some rare sound effects are extremely bad. When you destroy a shed in Cliffton Sands you hear "Nia, nia, nia, nia, nia..." in a kid's voice that has nothing to do with the general sound feel of the game, it's so ridiculous I immediately felt bad, I just froze there for 5 minutes trying to cope with it, I tell you I was a hair away from dropping the whole mod, but I'm glad I didn't.

Reply Good karma Bad karma+1 vote
wolfman-x Author
wolfman-x

Thank you for your feedback.
The Humvee crash is created by a missing tga file in the package will be fixed in any later revision. Did not come up during my testing because it is unlikely to go there during campaign. The voice you heard is the taunting of Warlord Furia when you made a mistake by her perception.
Unusual voice but and unusual mean warlord as well.

The Commander F is a camouflaged Command Vehicle. I had this effect as well but not always and could not repeat the issue. No solution yet.

Money effect is new to me.

The pilot and equipment starting level is on purpose. Usually campaign begin with light mechs an green pilots. I did not want to do this again and the story is about a selected number of proven pilots sent to liberate the Rim Colonies. Thus starting with a few light mechs and green pilots did not fit.

These are the my explanations/views/actions around your valued feedback.

Thanks again

Reply Good karma+1 vote
Johivas
Johivas

Well, in the end I didn't demolish the 2 buildings where I heard "the voice", not because it's too much of a trauma, but because I thought it strange that they were not related to any objectives.

I salvaged a bunch of Guardians that have advanced clan sensors with the same range as the Tantal copter (really like those). Those Guardians would be my top option in the heavy category but I can't rearm them without breaking their sensor capability. I get a message saying I don't know the technology. Will I get the tech later?

Reply Good karma Bad karma+1 vote
wolfman-x Author
wolfman-x

First time I read about such issue. Can not answer question right now.

Reply Good karma+1 vote
Johivas
Johivas

I guess my game is totally broken then, because I just found the problem is generalized, sensors are totally messed-up. Someone else will have to confirm it, i'll wait for a patched version before playing again.

To test it, you have to start a new game, buy the 12 first mechs, modify their armament, and exit the game (important). When you come back, you will see that the sensor types of all your mechs is different than the mechs on the buying list, and a lot simply aint got sensors anymore, one even got a mc2xres.dll:47069 not defined sensor type! now, if you launch with those mechs versus the original, the originals will have their different size green circles, but launch with your rearmed mechs and they will all have the same basic sensor circle. What's more, if you send them to battle, some are totally broken and simply won't fire unless the enemy is very close.

As for the mechs salvaged on the battledfield, I found out that the hellfire have the same problem as the guardians when trying to rearm it. I get this message: "This unit uses weapon technology you do not possess yet. a variant cannot be saved until you capture the proper technology."

Reply Good karma Bad karma+1 vote
wolfman-x Author
wolfman-x

You are looking for two new spyplanes and they might be stored in hangars. To check you need to destroy the hangars.
Here most heavily protected hangars are simply filled with rocks to make you waste energy and resources. This leads to Furia's reaction once you are close to suspected hiding places but have not found the spyplanes nor a warlords hideout.

Reply Good karma+1 vote
wolfman-x Author
wolfman-x

Maybe the advanced sensors and the technology issues are connected. Will check next week.

Reply Good karma+1 vote
wolfman-x Author
wolfman-x

Check this file out, please. Move into missions folder.
Wolfman-x.net

Please let me know if this solves the sensor and technology issues

Reply Good karma+1 vote
wolfman-x Author
wolfman-x

Name that file "warlords-nopurchase.fit"

Reply Good karma+1 vote
Johivas
Johivas

No, doesn't seems to do anything. I don't know, if you tried what I said and didn't have my problems, then it may be a corrupt installation on my side. Thanks for trying to help me, but unless you or someone else reproduce my problems, then you shouldn't spend time on me.

Reply Good karma Bad karma+1 vote
wolfman-x Author
wolfman-x

WRONG:

warlords_nopurchase.fit

is correct.

And I always try to resolve observed issues to get better

Reply Good karma+1 vote
Johivas
Johivas

I tried "warlords-nopurchase.fit" as you initially wrote for no effect. Then I tried "warlords_nopurchase.fit" as you just wrote for no effect either.

I mentioned that the game must be restarted after saving a new variant of the mechs, for the sensors to go kaputt.

I still may be wrong, but I copied all what you posted to notepad, named the file as you said, and put it in the data/mission directory (which is empty btw, except for the "warrior" directory).

Reply Good karma Bad karma+1 vote
Johivas
Johivas

The 2 problems may be unrelated, i don't know, maybe your file repair the "missing tech" thing, but it didn't do it on my savegame. To fully test it, i'd have to restart a game and go play a map to salvage a problematic mech, and i'm not motivated to do so. The other problem (messed-up sensors for all new variant of starting mechs list after game restart) is easily tested as I already explained. I can explain it step by step if you want.

Reply Good karma Bad karma+1 vote
Stomprocket
Stomprocket

First off, I'd just like to say that I'm super impressed that you went to the trouble of creating this mod. I mean, a massive 30 mission campaign? who does that sort of thing anymore?

That said, I appear to have run into an issue on the Lake Blackwater mission.
All other objectives completed, I use the Savanah hovercraft to capture Leopard in the middle of the lake. I get the accept the popup message to capture another but... the other Leopard in there won't register as a capture target, merely an enemy that I can attack. Attacking, and eventually destroying it, fails the mission.

I've tried several variations on the attempt- using different unit compositions, completing objectives in a different order, bringing mechs nearby with BAP equipped(or keeping them away from the lake entirely), having unit slots available on the bottom tray or not, re-installing etc. It's the same result each time.

I.imgur.com

I.imgur.com

Is it possible I'm just being a derp?

Reply Good karma Bad karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

wolfman-x Author
wolfman-x

Looking at your pictures I see that you have no more open pilot slots on your forcegroup. Then the Dropship powers up but is not on your forcegroup, just a friendly unit. You salvaged some mechs and deployed a uw-specialist and captured the hovercraft. All good but no more forcegroup slot open that you can control.

If you did a quicksave somewhere before just eject the least important pilot/unit and try again without going through everything prior to that point in the mission.

Thanks for your feedback and for bringing this up.

Reply Good karma+1 vote
Leolancer
Leolancer

I get the same issue.
I captured the eastern and western outposts, salvaged one mech and lost another (so 12 mechs total), and have the savannah and a uw-specialist. Currently I have 3 open force slots and cannot capture the Leopard (already captured the "wreck" that was a false alarm).

Reply Good karma Bad karma+1 vote
Leolancer
Leolancer

Nevermind. I told the savannah to attack the dropship. At one point it moved to point blank range from the dropship, then the game read it as close enough and it was captured. (BTW, to others, go look at that dropship in the mechbay. VERY powerful, if you dont mind deploying a 300 ton flying "mech" :P)

Reply Good karma Bad karma+1 vote
unicum25
unicum25

I have a problem with this addon. In first mission of campaign , in first minute of the game, the game crashed (Windows 7 x64):
EXCEPTION : Attempt to read from address 0x00000004 in MC2XGAME! (+0xB410)
Address : 0x0040C410
Location : MC2XGAME! (+0xB410)

Full log:
Yadi.sk

Single missions goes without problems.

What can Ido with it? :(

Reply Good karma Bad karma+1 vote
wolfman-x Author
wolfman-x

Hmm? I have no idea right now.
The error message itself is nothing unfamiliar for any MC2 mod unfortunately. At the same time I never ever had at any mission start nor was it reported like this before. I develop and test mostly using a win7 64 bit PC.

Did you install it into any other already existing installation or mix with files from other mods or campaigns?
It needs to be installed into a clean folder (like D:/mc2x-wrc).

Otherwise I have no indication what could cause this.

I brought this up because you call it an "add-on" indicating something to be added to something else already installed.
It is no add-on but an independent stand-alone game,
Mixing with files from other revisions, installations, mods could definitely create such errors.

Reply Good karma+1 vote
unicum25
unicum25

I mean "standalone add-on".
The game installed in clean folder (you can see it in full log at link in my first post).

Reply Good karma Bad karma+1 vote
wolfman-x Author
wolfman-x

I understand. Thank you for clarification. Because this is absolutely new to me as you report it, I have no help to offer. I have not had nor heard about this error at such state of a mission before. I have no options to test or check anything either.

Reply Good karma+1 vote
Guest
Guest

How are you supposed to "Destroy the Northern Ammunitions Depot" in the Lake Blackwater mission? I cannot destroy anything in the Depot, just capture the resource Buidlings and the Building controlling the Turrets around the Depot.

Reply Good karma Bad karma0 votes
wolfman-x Author
wolfman-x

You can always destroy any friendly object by using "forced fire".

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
MechCommander 2
Developer
wolfman-x
Contact
Send Message
Homepage
Mc2x.net
Release date
Mod watch
Follow
File
Browse
Files
New
Add file
Report
Report
Share
Related Games
MechCommander 2
MechCommander 2 Real Time Strategy
Related Groups
wolfman-x
wolfman-x Developer & Publisher