

#MECHCOMMANDER 2 OMNITECH CARVER 5 CODE#
Hopefully we (the MC2 lovers) will be able to do the campaign.In 2006, Microsoft released a portion of the source code along with most game assets (i.e. Mission 2 is barely possible, I've done it once or twice though (nowdays I just "fix" it because I don't have the time to waste doing it over and over and over and over and over and over and over and over and over).ītw I will be uploading my campaign ideas and getting a file sharing account. Not only, but your idiot pilots will not stop targeting the bloody vehicles.To secure a Pollux, you have to kill the pilots.You have to salvage Executioners, which requires a BroadSword.You have to equip a BroadSword, which needs 300 ton, yet you only have 100.You have to equip a BroadSword, which requires you sell everything you own.You have to move a BroadSword, which (for me at least) can't move anywhere besides a straight line.I had to fix two or three missions in Pictures of a Rebellion. So, as said, they're like apples and oranges. Links: Wolfman-x forums: (dormant, but has tons of info) Warlords of the Rim Colonies moddb page: The editor is more organized and more user friendly, with many side tools to save you tons of trouble in creating good missions to play. The editor can allow usage of vehicles, infantry, dropships, and aerospace.

They're created by Starfox and Rollin respectively. Rebirth and Borderworlds are very interesting campaigns and more related to the battletech universe, they are also somewhat easier but still very hard. Triple campaign edition is beyond difficult, it's very hard. I suggest starting with Dead End campaign, then maybe Mother's Clan campaign, Driftwood campaign, and Houdini campaign later. Even Wolfman himself has said before that it's almost impossible to win in some of his missions.

Campaigns are very very very very very (cannot emphasize on how hard some of them are), as you don't have enough resources in some, some are just super difficult and require really good gaming experience with it, etc. Warlords of the Rim Colonies add a few awesome components however, look at the moddb page. However, with the first few run-throughs of each, most bugs will be ironed out and it's a lot better and fluent to play through most MC2X missions/campaigns Wolfman makes. Campaigns are in separate files, and will take a lot of space up. Mechs come from MCO, but maybe have revisions and such, so not the same exactly. (I mean rapid fire Gauss? AC20 with no ammo and no heat, and basically one shot anywhere is an instant kill?) If some of the weapons were in Mechwarrior Online, the QQ level would be over9000, literally. A lot of very overpowered mech variants and weapons. Less Battletech related, but still related in general. Links: MCO forums: (somewhat active) MCO moddb page: MCO gamethrough of Carver V (older edition): Bert Bargo (he used to game in MWO as well, but he didn't like the direction it was going and gave up on it): It will allow more mech selection (like the Thunderbolt and Stalker when MC2X don't have them) however. The editor is not so organized, so be careful around it. The editor cannot, I repeat cannot, allow you to control vehicles, infantry, dropships, or aerospace, at least without super amounts of coding. Campaigns are hard due to the lack of general resources in most, but not all campaigns (very especially MW2 Mercs and Exodus). Also, most campaigns allow you to keep resource points left over. Most campaigns and run-throughs are dependent on purchasing one by one (like this game and MC1). Update posts are there, but it'll take very long to get another version out or even never, as mostly Magic is still working on it by himself (could be wrong here). Campaigns are sometimes buggy due to not all bugs ironed out and not all of them are made by the actual production team (The only campaigns that instantly come with the version 304 is Mechwarrior 2 Mercs and Exodus). Campaigns must be separately downloaded into one big file (easily corrupted, but takes much less space to run all of them). (Raven IIC here also created a few models, like the Champion). Many mechs and stuff, and models/mechs more updated, as the producer (Magic) contacts people/creates them himself and models are created faster. MCO and MC2X differences: (just for future reference)

They cannot work together (missions created in MCO vs MC2X can't be transfered.) Mechcommander Omnitech and Wolfman-x (MC2X) are two very different things. Can this work with Mechcommander Omnitech?
