This is a new campaign for MechCommander Omnitech.

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Welcome to Carver V

News

I made this campaign to give people a different experience in Mechcommander, that of a battalion commander of in Inner Sphere army. As such, you will have 36 mechs and 36 pilots at the beginning of the game (after the first four intro missions).

You play as Gerald Tarrant, CO of 2nd Battalion of the 1st Orloff Grenadiers. The game limits you to dropping only one company at a time (spoils the fun a bit), but I have tried to write these missions in such a way as to make the fact that you are only dropping 1/3 of the battalion make sense. The Grenadiers have been deployed to bring Carver V under Marik control, but not through outright conquest. Active in the Carver system are 2 warring Fedcom militias (Katina and Victor loyalists), Capellan nationalists, pirates, Comstar, and the Word of Blake. You will face a lot of enemies. Be prepared. Also, levels are wildly different in terms of challenge and style. In some, you will be outnumbered more than 10 to 1, others missions you will have numerical superiority. Some missions are heavily scripted, others very straightforward. Generally speaking, the aim is to not have the loss of a mech cause a cascade failure for the company you deployed.

Many of the in game stats are changed in this mod.

  • Mechs have been re-balanced with close to correct loadouts (no narc, ams, case, etc. so I change somethings and try to keep it pretty accurate)
  • As part of the re-balancing, new mechs have been renamed to better fit with what is in universe (and therefore something with a stock loadout I could copy). (No offence intended in modding the awesome mechs designed by the MCO team)
  • Many new variants added to mechs chassis
  • Max armor levels are standardized by weight
  • Armor numbers are 2x tt amounts (because, omg 36 mechs shooting kills mechs so fast)
  • Starting armor numbers for mechs are all rounded to the nearest 16, and addition armor goes on in amounts of 32 (std), 48 (FF), and 64 (C FF)
  • Weapon numbers have been overhauled. I tried to keep a semblance of balance between TT and the original MC2 numbers by having the damage over time = tt, but giving different systems very different fire rates
  • The notable exception to this is MGs and flamers. They now do near constant low grade damage that can add up very quickly (especially if the weapons are boated)
  • LBX weapons also do slightly more damage than tt, but this is to represent the ability to always choose the correct ammo to maximize the damage of a given shot.
  • Size of weapons is maintained from normal MCO
  • Tanks have been greatly improved across the board and several new chassis and variants have been added (but they share textures with other tanks. New tanks include but are not limited to:
    • Brutus (75t)
    • Po (60t)
    • Patton (65t)
    • 3 new variants of Vedette
    • 3058 variant of the Striker
    • SRM variant of the Drillson
    • Gauss Variant of the Rommel
  • Generally the scope of warfare is orders of magnitude greater than the original campaign. Don't take the fact that you are given 800 tons of drop weight to think you are going to breeze through a level.

Note: Given the large number of changes to mech, weapon, and armor stats in addition to the re-purposing of several units, this mod will negatively impact other campaigns. Some mech variants no longer exist and will cause errors in those other campaigns. Be warned.

Your mission on Carver V

Your mission on Carver V

News

Full briefing for the campaign and the first mission.

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CarverVredux.1.23

CarverVredux.1.23

Full Version 4 comments

updated with missing files, lemme know if anything isn't working! Install directly into the /MechCommanderOmnitech folder. This mod overwrites many files...

Carver5Redux

Carver5Redux

Full Version

Old file. See 1.2 Install directly into the /MechCommanderOmnitech folder. This mod overwrites many files and will affect units and weapons in other campaigns...

Comments  (0 - 10 of 34)
knofix3
knofix3

Hi,

Just a couple question I was meaning to ask regarding your campaign.

a) If mech is damaged during mission in a sense a weapon system is destroyed or a part of a mech is dismembered (eg. arm, leg etc.) is it possible to completely repair it?
As I have expirienced it - in certain cases the mech could not be completely repaired or even partially.
Is this a bug or is it so by design?

b) Does the campaing work with MCO 2.40?
I am not sure if the mech included in the campaign do exist in MCO 2.40 but after 2.40 the pilot skills have been revamped and pilots do not get certain skills after they advance (for example from "elite" to "ace" , which is a damn shame and breaks some game mechanics and makes the gameplay consequently lousy, so I abide from playing newer versions of MCO.

For testing purposes playing Carver Redux MCO 6.28 was used.

Thank you and best regards

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Drewbs Creator
Drewbs

Sorry for the delay in replying, the system doesn't email me when there is a message here.

a) Omnitech is somewhat bugged when you add armor in chunks larger than the standard (I don't recall the number off the top of my head). When you repair it gives the correct total hit points, it just allocates them in weird places. The options are to go back to the original armor numbers (which means Ferro and clan-Ferro give no bonus armor per slot) or deal with the weird distribution. As best I can tell this from the core game files and out of my control.

In addition to making Ferro useful, using the larger armor values makes mech much more durable and also allowing for a larger spread in weapon damages.

b) I do not think 2.40 has all the mechs or weapons that I used in the campaign. Thus I don't thing this campaign will work with that version. Feel free to try.

The one other area that may cause compatibility issues is the pilot files, you may need to edit them to make it compatible with the older version. Id just look at the pilot files from 2.40 and delete everything in mine that doesn't correspond to the 2.40 version.

Best of luck!

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Elwin123
Elwin123

Found another bug. After completing mission 14 and going to mission 15 briffing (Bull Jumped over the Moon), the game gives an error:
STOP: [ASSERT 0] Couldn't open file
Address: 0x00504B36
Location: MCOREL! (+ 0x103B36)
In a solo game, the mission works fine.

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Drewbs Creator
Drewbs

I will give it a look.

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Drewbs Creator
Drewbs

Mod is updated to fix that problem. I had changed the pilot file names after my bug checks and missed the old names in the purchase file for this mission.

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Elwin123
Elwin123

So is it the names of the pilots? Then tell me what to fix, there are only two names as I remember.

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Drewbs Creator
Drewbs

Each pilot name in the file starts with "pmc", change that to "pmw"

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Elwin123
Elwin123

Ahhh, that surprised me too, but I thought that it should be :))

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Elwin123
Elwin123

1

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eXterminuss
eXterminuss

Strange,
if i install the file acb_carver_05.abl is not being created, thus the mission 5 aint working.
Is that just for me?

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eXterminuss
eXterminuss

Mission 8 is missing two files aswell,
by the loos of it.

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Drewbs Creator
Drewbs

Yeah, it looks like I accidentally deleted those two when I was deleting the .old backup files that the editor makes when you save your work. Problem is solved with the new installer. Mission 5 in particular is not a good one to lack an .abl file, a good bit is scripted. That was a bad mistake :(

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Drewbs Creator
Drewbs

Installer will be updated shortly

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