In this campaign I want to create a special situation for the MechCommander that takes responsibility for the success of the campaign.
The goal is to regain control of the Rim Colonies by defeating three allied but not befriended warlords. Each warlord rules a planet, which are as different as the warlords are.
You will leave with three dropships and 16 pilots; you can not influence nor change this.
You can load your dropships with up to 1200 tons of dropweight limit and assign the 12 pilots for the first mission deployment.
Your campaign fails if you lost all three dropships.
Dead pilots can not be replaced.You will meat a few trustworthy allies at Iron Moon, the starting base of your campaign, far, far away from home. Salvaged units can be added to your campaign resources. Tactics becomes more important as resources can not be replaced or fixed easily at the Rim.

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2 comments by wolfman-x on Jun 9th, 2015

After around three years of working on the campaign itself and implementing huge amounts of new features and inventory into the gaming system the campaign release is coming up shortly.

  • Last pass through testing with release candidate in progress.
  • One larger random issue remaining that I will continue to hunt down and try to eliminate prior release.
  • Overall I am happy with the status and the stability.
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wolfman-MC2X (R32)

wolfman-MC2X (R32)

Mar 10, 2015 Full Version 35 comments

wolfman-MC2X is an extended MC2 gaming and mission design environment. It contains all latest additions and bug fixes and is the base for the upcoming...

Post comment Comments  (10 - 20 of 46)
NadeMagnet69 Nov 22 2014, 3:15pm says:

When I try to launch a mission I get
Nested exception!- Cause EnterWindowMode
Error No software rasterizer available at 0x0

+1 vote     reply to comment
wolfman-x Creator
wolfman-x Nov 22 2014, 7:06pm replied:

What is the resolution of your screen/system.

I get this error message solely when I try to run the game in 4k resolution.

+1 vote   reply to comment
NadeMagnet69 Nov 22 2014, 10:14pm replied:

In game it says resolution and the GPU selection is set to automatic. In the prefs.cfg and options.cfg it was set to 0 and I tried editing it to 7 for 1920x1200. Same error. Tried to mirror the prefs and options of R31 with the R20 that comes with Dark grey Border Worlds. No luck. In the r20 the options to change resolution show up in game and I can launch its missions no problem.

0 votes     reply to comment
NadeMagnet69 Nov 22 2014, 10:15pm replied:

Edit: I have a big monitor so my default resolution is 2560x1440 so I think the auto detection is trying to run the game at that resolution.

+1 vote     reply to comment
NadeMagnet69 Nov 22 2014, 10:35pm replied:

Edit: So I set my default display resolution through windows to 1920x1200 and the mission launched. Yay I can play! Would still like to know if there is something I can set to turn off the auto detect so I can manually set mc2x resolution so I don't have to keep doing it before and after playing.

+1 vote     reply to comment
wolfman-x Creator
wolfman-x Nov 23 2014, 8:45am replied:

It is auto-detect from the list of implemented resolutions that the old gameOS of MC2 can support. Your initial resolution is not supported by the gameOS and by my code changes. I actually tried to implemented it and 4k and tested it with the error message you got. The gameOS would need changes to support higher DirectX versions etc. Currently 1920x1200 is the highest resolution supported. Any manual setting is taken out of the code and never worked well either. Auto-detect does check the set resolution or natural resolution of your screen and adapts all to it if supported. All game adaptions to your natural and set resolution 2560x1440 are implemented but the gameOS can not render it. Therefore it is not listed in the readme file as implemented resolution.

+1 vote   reply to comment
NadeMagnet69 Nov 23 2014, 1:41pm replied:

Ah. You should edit into the install instructions that native resolutions higher then 1920x1200 won't work and need to be changed with windows not with the txt files.

Oh well it's not like it's that big a deal to change it every time. This is the forth or fifth time I've come back to your work BTW. First time using a big monitor with it though. Been a fan of yours for a long time now. Don't think all your work is not appreciated. People like you are why PC will always be superior to consoles. Thanks

+1 vote     reply to comment
wolfman-x Creator
wolfman-x Nov 24 2014, 7:57am replied:

I will make it clearer in the Readme. Thank you for your feedback and support.

+1 vote   reply to comment
wolfman-x Creator
wolfman-x Nov 4 2014, 2:06pm says:

Check bug status report:

+1 vote   reply to comment
wolfman-x Creator
wolfman-x Sep 6 2014, 7:00pm says:

There is a revised version uploaded that includes 6 bug-fixes that had been reported till date. Just install on top of current MC2X(R30) installation.

+2 votes   reply to comment
wolfman-x Creator
wolfman-x Aug 30 2014, 6:38pm says:

I just released wolfman-MC2X (R30).

+2 votes   reply to comment
Guest May 20 2014, 1:35am says:

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wolfman-x Creator
wolfman-x May 20 2014, 7:58am replied:

I do not use windows 8; you should ask at the the Omnitech site.

+3 votes   reply to comment
wolfman-x Creator
wolfman-x Jul 10 2014, 2:31pm replied:

I actually run now a PC with win 8.1 Pro 64bit and MC2X works just fine like it always did on Win 7 or win XP.$
I do not know about MCO, but there should be no difference.
Ask at Omnitech forum.

+3 votes   reply to comment
wolfman-x Creator
wolfman-x Mar 7 2014, 7:42pm says:

Major breakthrough!
I was able to identify the Quicksave/Quickload issues for large mapsizes (terraingrid: 300x300). Not the amount of inventory or the complexity of the scripting was the issue but the absolute amount of movepath restrictions created by the terrain shape.

High terrain complexity + large terrain + lots of trees or buildings = amount of movepath restrictions. This at some point leads to Quicksave crashes.

Simpler terrain for very large maps resolves the issue. I have a design guidline now. Need to find the code parameters to fix for supercomplex terrains as well. The problem for practical purposes is resolved because I know now what the issue is and can create or repeat success or failure or design missions accordingly.

+4 votes   reply to comment
wolfman-x Creator
wolfman-x Mar 8 2014, 8:07am replied:

That confirms my observation and testing over a long time as well that the code is OK in general; crashes had always been mission specific and my latest proof is in full alignment with all my observations.

+4 votes   reply to comment
***Geroj*** May 17 2014, 8:16am replied:

Good to hear

+1 vote     reply to comment
wolfman-x Creator
wolfman-x Sep 7 2014, 12:54pm replied:

Hey; you asked for 2560x1440 resolution.
It is (unofficially) implemented but I could not get it to work. Can you check and tell me what happens on your machine?

+1 vote   reply to comment
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