Mechcommander OmniTech is a standalone game based on Mechcommander 2 shared source code release by Microsoft. A game based in the universe of a great and fun franchise, a game with lots of tactical components and full of possibilities. There is no need for Mechcommander 2 installation nor disk.

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Mech Commander Omnitech 628 (This is another release without testing - no testers interested and I have no time) Exodus Campaign expanded story by Marceror! Further expanded with in-mission weapons salvage. Many bug fixes including resolution detection. Logistics screens are changed, new art for buttons. New weapon icon files and new different portrait pics for Artillery, Repair, Minelayer, Scout, new Pictures for old MC1 pilots, improved in mission icons set by Tiberius 44.

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Mech Commander Omnitech 628

(This is another release without testing - no testers interested and I have no time)

Exodus Campaign expanded story by Marceror! Further expanded with in-mission weapons salvage.
Many bug fixes including resolution detection.

Logistics screens are changed, new art for buttons.

New weapon icon files and new different portrait pics for Artillery, Repair, Minelayer, Scout, new Pictures for old MC1 pilots, improved in mission icons set by Tiberius 44.

List of ALL changes since 559:

- Editor change - max size of trees in forest tool changed from 1.75 to 2.
- Compass removed from the game. Fix - mech inventory list box (change from 556).
- Resolution limited to 2048x1536 for 4:3 (5:4) and 1920x1080 for wide resolutions. Engage/disengage radius in pbrain changed.
- No Ammo icon added to pilot icon - if any weapon is out of ammo - show no ammo icon. All buttonlayout files changed. No ammo icon added to jumpjeticon.tga
- Contact - new way for scaning. Pilot radio sensor contact message moved.
- Pilot sensor skill increase adapted for new radio sensor contact.
- Reference to loadscreen removed from saveload.
- Sensor system changed for new contact.
- Repair ALL button is back to mechbay.
- Sensor ranges extended.
- Resolutions fix.
- Mech list box selection in mechBay screen fix
- Mechicon changed - pilots_med and pilots_l2 files are obsolete
- Deployment layout in mechbay and pilot ready screens changed for large icons.
- Layout changes in mechbay
- Only one file for button layout - buttonlayout.fit...
- All buttonlayout_XXXX.fit files removed - not needed any more.
- Objectives bar image replaced with image from tacmap_frame.tga
- Pilot salaries changed - salaries are paid after successful mission.
- All pilots that are deployed have their salaries doubled.
- Pilot_ready screen - 2 text boxes added for total salaries and projected balance (credits - total salaries).
- Mech maintenance cost added to the game - paid after every successful mission (1% of the total cost of all mechs in inventory).
- Pilot_ready screen - added text box for mech maintenance and balance subtracted by it.
- Mechbay and pilot_ready screens changed - salaries, maintenace and projected balance.
- Formations bug fix.
- Pilot ready screen pilotHireButton changed (new old art) and there is red rect outline if there are new pilots for hire.
- New editor version - resource points can go below zero.
- MCO is using different objectives file - changes from the editor - read and write negative numbersfor objectives.
- Mission briafing screen changed - 3 tabs for mission briefing text, tactical info and additional info.
- New blurb5 added to the editor (ver 120). Blurb3 is used to append text to mission briefing. New tab mission description, shows mission description text. changed Button_13.
- Font for mission briefing text changed (size 14 instead of 11). All blurb texts must have at least one line larger then list box width or the text will show only first line.
- Objectives and camera will update only if mission briefing tab is pressed.
- Resource points for objectives are added to objective strings in mission briefing screen.
- Several new fonts added to the game.
- Units face the direction of the deployed unit for its drop zone.
- Editor changes - 3 edit boxes moved up.
- Cougar and Shadowcat mech config changed (CSV) - clan FF armor.
- Font changes in mission briefing screen.
- New icons for FF Armor and dbl HS, All clan mechs configs changed - clan FF armor.
- Exodus campaign missions cahnged - expanded story by Marceror.
- Bugfix in adding salvage components after mission.
- new mc2res.dll - weapon stats changed/fixed.
- Mechlab screen changed: rotating weapon model removed, mech model added, payload area moved.
- Only one ECM and one Probe can be added to mech in mechlab.
- All mech_A.tga files removed - obsolete.
- Mech turn rate is calculated per tonnage.
- New Union dropship added.

NEW Textures and Buildings

- Cliffs texture pack by Karl.
- Port Arthur gates, walls, control buildings, HQ, billboard and Kurita control buildings by Karl.
- New weapon icon files and new different portrait pics for Artillery, Repair, Minelayer, Scout, by Tiberius44.
- New Pictures for old MC1 pilots by Tiberius44.
- Improved in mission icons set by Tiberius 44
- New (old) art for "back" and "next" buttons transfered from work project.
- New (old) art for Logistic screens buttons.
- Tacmap frame... New file Tacmap_frame.tga added to art folder.
- Karls buildings: Block, Blocksmall, PA_ Heavy, Medium and Light post. Changed PA_HQ and PA_turretcontrol. Billboard fix
- New building Hangar3
- Bear copter prop model.

- NEW ABL commands
--------------------------------------------------------------------
isrepairbay(PartID);

PartID - number from the editor for buildings.

example:
if (not isrepairbay(53139)) then

Effect: True if building is repair bay.
---------------------------------------------------------------------
NEW ABL command:
rechargerepairbay(PartID);

PartID - number from the editor for buildings.

example:
rechargerepairbay(53139);

Effect: Rechardes depelted Repair Bay building (it can also set any other building to be repair bay).
--------------------------------------------------------------------

Comments
Chaotic-Entropy
Chaotic-Entropy

Huh... on the third pirate mission where I am supposed to protect a convoy, enemies show up immediately and destroy the convoy with LRMs before I am able to get anywhere near it.

Not sure what I'm supposed to do there.

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lempereur
lempereur

It take me a few hours but I find a way :)

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Chaotic-Entropy
Chaotic-Entropy

And that way was...?

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carmenlestoreadors
carmenlestoreadors

I am promoting Omnitech on the HBS BattleTech community forums.

I am interested to be a tester.

I also find the difficulty in the third mission highly absurd as LRMs can take out the slow moving ambulance that leaves from near the Hunchback and is annihilated without a thing you can do once the LRMs are in the air.

Oh and if you sacrifice mechs to draw off the Clanners... surprise there is a third group coming!

There are IMO, better ways to introduce challenge and replayability than demanding twitch reflexes for a tactical/strategy game... this is not what MechCommander players seek when choosing this title.

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Chaotic-Entropy
Chaotic-Entropy

Yes! Me too for the third mission. It's just insta-death and game over. No way to avoid it for me. : /

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Guest
Guest

Thank you for taking the time to create this, I haven;t been this happy in years!!

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Guest
Guest

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