New mech purchase simplified to the maximum, no memory consumption at all. Number of potential abl commands doubled (was 256, now 512). 5 new mechs (Fafnir and Lupus by Karl, Intruder and Thug by magic and MsdCat MkII by MCO team)? Set of Rollins buildings and some other buildings (i.e.
#Mechcommander 2 omnitech original campaign free
All buildings can be free from object2 (object numbers start is at 2500, original buildings will be left in object2) All vehicles are free from object2.pak (object numbers start is at 2000). A modification of rollins message box implemented. Mechs are free of object2.pak (object numbers start is at 1200). Formation key is "K", press to cycle through formations. That way you can shift damaged units back in formation and put undamaged in front. Unit roster is no longer sorted you can change as you wish. Jump distance reduced for heavier mechs, more tons - lesser jump distance. 4 existing sensor levels are based on sensor skill value. Sensor specialty skill and Jump specialty skill are now obsolete. Skill try for sensors and jumping based on current sensor and jumping skill value. a different purchase system (different from what we plan, so this one is obsolete/outdated) 70 vehicles (including variants) featuring different chopters, powered armor types or the vehicle probs movable. 75 different mechs (more than 90, if you take Clan variants into account). Here is the list of features which made it into the alpha build :
Right at the start, I want to thank Magic for his outstanding work, and his agreement to join into our project here. It's time for our next update, and as promised, this time it's a big one Magic has prepared his newest version of his Mechcommander 2.5 code, which is now being officially assimilated as the Mechcommander Omnitech Alpha build. Though I will also watch this thread of course, so if you have question, you can of course ask them here. Be sure to check out our moddb profil too for additional info and upgrades, or lurk around in our forum. So, without any further introduction, I would like to present you our latest news, together with the fully working alpha release download. And since the community around this really great game is near extinction, I would like to make a few public announcements on, to bring back some life to it I have seen, that already a fan has made it here before me, which really makes me happy, because it's proofs my theory that there would be still a lot of interest in this game once it got awaken. A few Mechcommander fans and myself have teamed up for a combined effort to create a new Mechcommander Project. As one of you, I would like to make a little advertisment here, if you allow.