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.
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.
updated with missing files, lemme know if anything isn't working! Install directly into the /MechCommanderOmnitech folder. This mod overwrites many files...
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...
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
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!
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.
I will give it a look.
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.
So is it the names of the pilots? Then tell me what to fix, there are only two names as I remember.
Each pilot name in the file starts with "pmc", change that to "pmw"
Ahhh, that surprised me too, but I thought that it should be :))
1
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?
Mission 8 is missing two files aswell,
by the loos of it.
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 :(
Installer will be updated shortly