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Forum nameMechCommander 2
Topic subjectUnofficial Expansion files 10/02
Topic URLhttp://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=15&topic_id=3886
3886, Unofficial Expansion files 10/02
Posted by crowfoot, Mon May-21-07 10:40 AM
*** NEW -- the starred file is new since the last update (09/18). If you add that, you are current as of 10/02

From a fresh install of MC2, this is the order the files should be extracted in. When extracting files you should let everything overwrite previous files.

Browse/Extract to the base MC2 folder (Program Files/Microsoft Games/MechCommander2 or wherever you put it). The extractor will place files into the proper folders if you do that correctly.

Install (extract) in this order:

(1) Unofficial Expansion 1.0
*** (2) Patch 1v2
(3) Carver V (to purchase new 'Mechs there)
(4) CarverV New Start - Player starts with Razorback, Firestarter and Jenner (and 6000 RPs)
(5) Exodus 2.0


**** Warning

These missions are designed to be difficult -- extremely difficult. Salvage and resources are low. The challenge is to complete the mission regardless of your low pilots, 'Mechs, and resources.
3912, RE: Unofficial Expansion files 10/02
Posted by Jager, Sat Oct-11-03 07:21 AM
What's new on this one?

Jager

Out of chaos came a voice: "Smile, it could be worse." I smiled and it became worse.
3915, RE: Unofficial Expansion files 10/02
Posted by crowfoot, Sat Oct-11-03 08:47 PM
there was a missing file in the previous patch. This is the second version of the patch. It fixes some prices on the weapons (they were too expensive).
3953, RE: Unofficial Expansion files 10/02
Posted by Cindar, Fri Oct-24-03 09:04 PM
The first time Magic expanded the game, he added a "fix" that gave all the normal starting pilots back to Carver V campaign and also gave back normal c-bill and RP amounts. Is there something sililar here?

3957, RE: Unofficial Expansion files 10/02
Posted by crowfoot, Sun Oct-26-03 11:06 PM
Tell me what file (by filename) you are referring to, and I can tell you if it's still part of the up-to-date files. This recent batch of files was to fix the above noted problem, and to compile a bunch of files into fewer files.

If it was something recent, it's probably still in there.
3958, RE: Unofficial Expansion files 10/02
Posted by Magic, Mon Oct-27-03 12:35 AM
Quote
The first time Magic expanded the game, he added a "fix" that gave all the normal starting pilots back to Carver V campaign and also gave back normal c-bill and RP amounts. Is there something sililar here?


There is no fix for that. You will have to manualy delete all CV purchase files (in your MC2\data\missions folder) starting from purchase01 to purchase24.

That way you will get all the pilots back but you will loose expansion mechs for purchase.

Magic
3960, RE: Unofficial Expansion files 10/02
Posted by ngtm1r, Mon Oct-27-03 01:48 AM
I seem to remember a fix for that myself...
Maybe it wasn't one you made, Magic.

Captain J. E. Searcy
1st Platoon, C Troop (Dead Last), 4th Battalion (The Last), 'Mech Regiment
Pesht Armored Cavalry
5025, RE: Unofficial Expansion files 10/02
Posted by redclio1, Mon Oct-23-06 03:36 AM
I have just installed MECHCOMMANDER2 after a few years not playing it, but after i have installed in and click play, it does nothing!!!
I am running windows XP, can anyone help?

3985, RE: Unofficial Expansion files 10/02
Posted by DataDevil, Fri Oct-31-03 02:15 AM
Okay...I'm a little confused, can anyone tell me what I'm doing wrong?

I'm really looking forward to playing both the Carver and Exodus campaigns with the new mechs, but it isn't working well for me. I followed the five steps, but I didn't get paid enough to salvage any mechs after the mission. My C-bill rewards for Carver mission 1 were all measured in the 100s, and I started mission 2 with 600 resource points--not enough to call up anything. After I captured several resource buildings in Carver 2, I was able to salvage some mechs on the battlefield--but when I got down to 14000 RPs, I wasn't allowed to call another salvage chopper. It's like the c-bill and resource point settings are off by a factor of 10 or something. Did I miss a step in the install?

-=dd=-
3987, RE: Unofficial Expansion files 10/02
Posted by Gades7, Fri Oct-31-03 09:53 AM
that's because they are and the chopper thing is cause you only get like six pilots in the entire carver campaign
3991, RE: Unofficial Expansion files 10/02
Posted by DataDevil, Sat Nov-01-03 01:28 AM
Okay...I figured out the "six pilots" thing after I posted here and before I read the response...and the gist I'm getting from reading through the messages here is that if I want to try out Majic's incredible collection of "new" mechs on Carver, I need to do it with the six pilots I'm limited to. Okay, if them's the rules, I'll play within them.

I guess my question then becomes "why do I start with unuseable RPs?" If RPs are earned and spent in increments of 1000, why would I start a mission with only 600? Nothing I do is going to bring that 600 up to a spendable level, so they'll be coming home with me. Why not start with 1000? Or even 0?

-=dd=-
3996, RE: Unofficial Expansion files 10/02
Posted by Cindar, Mon Nov-03-03 09:00 AM
Magic has reduced all c-bill/rp values by a factor of 10, so if a mission would normally start you with 6000rp to use, you'd get 600rp using Magic's expansion.

You have to REALLY like playing with short resources because you WILL be playing alot of missions over and over again due to losing equipment to Magic's uber-opponents(opposing 'Mechs, vehicals and pilots are all far better than in MS version of the campaign). Also, because you are short on pilots, you wont be getting some of the stronger 'Mechs that you will need later in the campaign. I didn't play far enough into it to see if you got the extra pilots after mission 17 (when you defend the city) and the one where you rescue Rooster and his pals (I think mission 21). If you get them, it should help you out. You probably do, since you get Steel and Claymore when you are supposed to.

Cindar
3997, RE: Unofficial Expansion files 10/02
Posted by c7ph3r, Mon Nov-03-03 07:29 PM
Yeah? what good does 600 RP can do for me? Well at least it can buy me a repair truck to complete the kick-ass missions Magic laid on Exodus. Those darn scimitars are really a pain in the butt to click on.

Regards,

c7ph3r
3998, RE: Unofficial Expansion files 10/02
Posted by Cindar, Tue Nov-04-03 09:09 AM
"Yeah? what good does 600 RP can do for me? Well at least it can buy me a repair truck to complete the kick-ass missions Magic laid on Exodus. Those darn scimitars are really a pain in the butt to click on."

Well, Magic's intent was to significantly increase the difficulty of the missions. I'd say he succeeded. If you win with Magic's version, you kick'd a$$. That level of difficulty is not for everyone (it wasn't for me, for example), but some folks love it.

As to what good 600rp does.....not much, but you still get 10,000 for each resource building you cap. Its just starting values and mission rewards that were reduced.

3992, RE: Unofficial Expansion files 10/02
Posted by wolfman, Sat Nov-01-03 06:30 AM
There is an alternative for you to try.

Use wolfman-x. It is based on MAGIC's great inventory expansions (like mechs, turrets, vehicles) but does use all the original MS warrior and purchasing files. It is just simpler to use and gives more fun unless you like the kick of handling short resources.
You need a clean MS MC2 installation and then Magic's xpack inventory and wolfman-x. The last two can be found on my page. :-)

wolfman-x is easy to install, has additional inventory from other sources, gives you full access to copters and to around 50 semi-professional missions.
4000, RE: Unofficial Expansion files 10/02
Posted by Shrike01, Tue Nov-04-03 10:37 PM
I like the increased difficulty. I played through the original without losing any pilots, and barely even had a Mech drop (except, I think, on the last mission and the Liao Palace mission). I refused to play the original on Elite, though, because I thought it was ridiculous that a Centipede was taking 5 shots from my Bushwacker's PPCs and Autocannons to destroy. :o
4056, RE: Unofficial Expansion files 10/02
Posted by Wadmaasi, Sat Nov-22-03 09:51 PM
+late-to-party

Do these 5 files also contain all the corebrain/AI fixes Magic did that are documented and available at www.dropshipcommand.com/magic?
4057, RE: Unofficial Expansion files 10/02
Posted by crowfoot, Sat Nov-22-03 11:30 PM
Yes.

And that reminds me! All those links are broken.

Thanks :)
4058, RE: Unofficial Expansion files 10/02
Posted by Wadmaasi, Sun Nov-23-03 09:26 AM
Quote
All those links are broken.Thanks :)

The links in the original post in this thread? I downloaded all the files before I posted.
4059, RE: Unofficial Expansion files 10/02
Posted by crowfoot, Sun Nov-23-03 12:31 PM
no, magic's page at dsc.com/magic -- they link to the old locations.
4060, RE: Unofficial Expansion files 10/02
Posted by Wadmaasi, Sun Nov-23-03 04:25 PM
Quote
no, magic's page at dsc.com/magic -- they link to the old locations.

Oh, gotcha.

Thanks for replying the first time around, BTW.
4063, Er...only 2 salvages per mission?
Posted by Wadmaasi, Mon Nov-24-03 05:29 PM
So I'm on mission two. Salvaged two Urbies. Blew away two more, not to mention the three Firestarters lying around, but I can't salvage any of them. I have 30.6k resource points, but the salvage craft is greyed out. )=

Is that something Magic did? Can I undo it w/o reverting back to base MC2?
4064, RE: Er...only 2 salvages per mission?
Posted by ngtm1r, Tue Nov-25-03 12:56 AM
You got your pilots nerfed, remember?
You have like three of them.

Captain J. E. Searcy
1st Platoon, C Troop (Dead Last), 4th Battalion (The Last), 'Mech Regiment
Pesht Armored Cavalry
4065, RE: Er...only 2 salvages per mission?
Posted by Wadmaasi, Tue Nov-25-03 03:18 PM
Quote
You got your pilots nerfed, remember?You have like three of them.

Oh, is that what it was? Just no more pilots? *heh* OK, makes sense. Thanks.
4396, RE: Unofficial Expansion files 10/02
Posted by NFIH, Tue Apr-20-04 06:50 PM
What happens if I install just the first two files, the expansion and the patch? Will the AI in the original game play smarter? (I'm not too keen on playing Carver with the "new" pilots because it makes the game hard in a way that's not fun--near invincible Fire Ants? Please.)

4408, RE: Unofficial Expansion files 10/02
Posted by qtv, Mon Apr-26-04 09:04 PM
Hi,

Noobie here,

Is this still the correct order as at March 2004?

Also, Is it possible to get the new mechs without having a low number of pilots or is it a tradeoff?

Can I get the better ai without the new mechs or fewer pilots? How difficult is the new ai to beat-perfect/undying fire ants like metioned in the post?

Can I install exodus without any other patches?
4409, RE: Unofficial Expansion files 10/02
Posted by poison, Mon Apr-26-04 10:33 PM
Hi,

Not sure I understand the first question.

To the second questions: The answer will depend on the campaign that you download and who is doing it.

You get low number of pilots if you are playing Magic's exodus campaign. I think You can play skirmishes (solo missions) and get all the pilots. I am not sure if you get all the pilots with the purchase patch for Carver V. And if you download from Wolfman, you may get extra pilots in some of his solo missions (no campaigns yet... I am waiting for his, by the end of May)

In other words it will depend on the developer.

The third question:
I think the brain patch is still there, also wolfman and Mechlab have some brain patches too. I think the brain patches make the enemy pilots less dumber (they follow blindly the first mech they detect, without caring about the other mechs shooting at them). I have not seen the super fire ants, with the exception of playing at the elite level, and that existed with the original MC2.

On the last question:
The original exodus was done before the new mechs, I am not sure if any website has it. Then magic made his expansion and changed exodus to have the extra mechs. And, I believe the new exodus calls for the new mechs or it will crash if it can not find them. Following patches corrected some issues with the Jenner, so you may want to get that one, and then there was one or two patches that you don't need them to play: changing the cost of the mechs, and tweaking the difficulty to the easier side; exodus is a bit on the harder side compared to Carver V.

Poison or Fish.
4411, RE: Unofficial Expansion files 10/02
Posted by qtv, Tue Apr-27-04 12:53 AM
Thanks for the reply.

I'm slowly getting a better understanding.

The first question relates to the order for installation. It's also a bit confusing what patches should be applied given the other patches (not mentioned in this thread) that seem to be available. It also relates to my question on the thread:

"New here and need help w/expansions..." that is 3/4 down the front page, that never got answered.
4412, RE: Unofficial Expansion files 10/02
Posted by crowfoot, Wed Apr-28-04 11:09 AM
Quote
Thanks for the reply.I'm slowly getting a better understanding.The first question relates to the order for installation. It's also a bit confusing what patches should be applied given the other patches (not mentioned in this thread) that seem to be available. It also relates to my question on the thread:"New here and need help w/expansions..." that is 3/4 down the front page, that never got answered.




Install (extract) in the order given at the top of this thread. This expansion was not designed to be compatible with any other patch/mod, although you will find that a few people have borrowed Magic's modifications.

Basically, if you want to use any other patches, you need to remove what was changed with this expansion, THEN install the other patch/mod.

This expansion is designed to be Uber-difficult.
4421, RE: Unofficial Expansion files 10/02
Posted by Magic, Tue May-04-04 01:58 AM
Quote
Hi,Noobie here,Is this still the correct order as at March 2004?Also, Is it possible to get the new mechs without having a low number of pilots or is it a tradeoff? Can I get the better ai without the new mechs or fewer pilots? How difficult is the new ai to beat-perfect/undying fire ants like metioned in the post?Can I install exodus without any other patches?


Sorry for the late response, I was far avay.

No it is not possible to get new mechs for purchase without having a low number of pilots.

You can go to your mc2\data\missions folder and delete all files from purchas01.FIT to purchase24.FIT.
This way you get all the original purchase files and pilots but you lose new mechs for purchse.

Magic
4442, RE: Unofficial Expansion files 10/02
Posted by bountyhunter, Thu May-27-04 06:06 AM
just wondering but is it possible to make the missions a little less hard? cuz i tried it and t was WAY to hard.


"I am the hunter and you are the hunted."
4443, RE: Unofficial Expansion files 10/02
Posted by poison, Thu May-27-04 10:09 PM
I am sorry to said this Bounty hunter, but what set Magic's work apart, was its thougness. And my hope is that the next one, when it comes, will be as hard and challenging as exodus.

Poison.

Or Fish?
4519, RE: Unofficial Expansion files 10/02
Posted by Futher Bezluden, Tue Aug-10-04 05:36 PM
How about this for a novel approach.

Someone host them all on the same location. Sadly, the way things are spread out all over the place makes me a bit dizzy trying to figure out just what the heck to download, what to install/unistall before installing... ect...

4444, RE: Unofficial Expansion files 10/02
Posted by Magic, Fri May-28-04 12:03 AM
OK, for those of you who want more pilots and easier Exodus campaign:

1. Adding more pilots

Go to your MechCommander2\data\missions folder and find files from purchase01.FIT to purchase24.FIT.

Open those files with notepad/wordpad and add pilots in the pilot section.

If you want to add pilot (palerider) for mission 12 you must edit purchase12.FIT. Simply add:

st PilotXX = "pmp_Palerider"

XX is the next number in the pilot list.

Please note that you must add that line (pilot) to all later purchse files.

2. Increasing the amount of starting Cbills

Go to your MechCommander2\data\campaign folder and find file exodus.FIT

Open exodus.FIT with notepad/wordpad and find the line:

l CBills = 150000

(starting 150,000 Cbills)
Change the number to anything you want (add one or two zeroes).

This should make the Exodus campaign much easier.

Magic
4452, RE: Unofficial Expansion files 10/02
Posted by bountyhunter, Sat May-29-04 10:28 AM
ty magic hopfully ill win now ;-) i hope... :|
PS: what if i want all the mechwarriors for the missions?
Also what about RP in-game can i fix that to my advantage too?
reply soon :)

"I am the hunter and you are the hunted."
4453, RE: Unofficial Expansion files 10/02
Posted by bountyhunter, Sat May-29-04 11:23 AM
AH help when i start the exidous campain when its done loading a error pops up! help me fix this problem.
Heres what it says: :SYNTAX ERROR data\missions\warriors\a_0_1-infantry-guard.abl-(type 13)Undefined identifier"magicattack"

"I am the hunter and you are the hunted."
4460, RE: Unofficial Expansion files 10/02
Posted by Magic, Sun May-30-04 11:58 PM
Quote
AH help when i start the exidous campain when its done loading a error pops up! help me fix this problem.Heres what it says: :SYNTAX ERROR data\missions\warriors\a_0_1-infantry-guard.abl-(type 13)Undefined identifier"magicattack""I am the hunter and you are the hunted."


This error means my patch is not installed (expansion). You have to install in correct order (above) and please make sure that The path to your MC2 install folder is coprrect.

Since you was able to start mission one you installed Exodus correctly. In order to play Exodus you must install Expansion, it wont work with other mods/patches.

Magic
4462, RE: Unofficial Expansion files 10/02
Posted by bountyhunter, Mon May-31-04 06:31 AM
ty man working great now :-)(playing in back-ground wins first mission YAY :7)

"I am the hunter and you are the hunted."
4454, RE: Unofficial Expansion files 10/02
Posted by Brain_Failure, Sat May-29-04 11:29 AM
You would have to add all the pilots to all the purchase files.

As far as RP's you would have to open each mission,in the editor, individually and go to ( I believe) Mission/settings to add more resource pts. Or open the mission fit file in windows explorer and add it there.
4455, RE: Unofficial Expansion files 10/02
Posted by bountyhunter, Sat May-29-04 11:43 AM
ah i c now ty and what about me error problem? its a real bug:-(

"I am the hunter and you are the hunted."
4457, RE: Unofficial Expansion files 10/02
Posted by Brain_Failure, Sat May-29-04 02:26 PM
Well as best as I can tell is that one of your infantryman, in the first mission, brain is not functioning the way it should. This could be because the file is corrupted. The only solution that I know right off hand would be to delete the exodus files and reinstall them. If you knew which infantryman it was you could open the mission up in editor and erase the offender. Otherwise Magic or others will have to give you more advanced advice.
4502, RE: Unofficial Expansion files 10/02
Posted by BillN, Tue Jul-06-04 07:44 PM
Just a THANK YOU to Magic and DSC for providing these files. Installed just expansion and exp patch. What a difference!

First time I took an Urbanmech on a mission. Usually just sell them and the FireAnts off. But can't afford that anymore. Great job with the hovercraft zipping around.

Been a long time since I have caught myself chanting "Don't blow up! Don't blow up!", after my guys take down a mech. Those who remember trying to get the MadCat in the original MC know what I mean.

Thanks again for making an okay game much, much closer to the Mechwar experience as read in the paperbacks.

4525, RE: Unofficial Expansion files 10/02
Posted by Brian5001, Sun Aug-15-04 03:55 PM
I too love the expansion. The thing that really attracted me was the new weapons and 'mechs. It is like MechWarrior 4 in MechCommander 2. :D :D :7 :7 :7
4531, RE: Unofficial Expansion files 10/02
Posted by AU_Wolf, Tue Sep-07-04 01:27 PM
I do not know of any commander who, having enough resources to do the job for real, would not use those resources. Mission 4, I think it is, where you have to rescue and escort the ambulances, you're allowed 85 tons to complete the mission. In the first place, the proper 'mechs have not been provided to give you the possibility of an even 85 tons, so you are required to go with less. Ridiculous. Now, we're faced with a Timberwolf and several other 'mechs which I did not take the time to look over and identify because I was too busy trying to get my ass, and that convoy, out of there as fast as possible.

The very first target for the Clanners is one of the ambulances, which means you cannot complete the mission properly. If you want a playable, and completable, scenario for everyone, not just you, Mister Wizard, rebuild it so you can have, at least, 90-100 tons of 'mechs. Then, once the 'mechs actually meet up with the convoy, have the convoy begin to move out immediately. How dumb.
4533, RE: Unofficial Expansion files 10/02
Posted by Magic, Fri Sep-10-04 12:59 AM
Well you get that Hunchback at the beginning of the mission.

The only thing you have to do is to salvage it then run to rendesvouz point.

The other two should go after the two mechs positioned east of the pirate base.

Difficult? Yes, but simple (every mission in Exodus v2 have a simple solution).

Magic
4534, RE: Unofficial Expansion files 10/02
Posted by JediDrakeDok, Sat Sep-11-04 10:44 PM
so this exodus v2 is it new or what i have beat a version of it but that was 2002-2003. And it is great to hear from you magic from what you said last it maybe that your life is settling down.
well whatever.
:D
4535, RE: Unofficial Expansion files 10/02
Posted by Brain_Failure, Wed Sep-15-04 05:46 PM
The first version was the one where you started out with two Fireants and salvaged a Centurion in mission 2 , the mission where three clan mechs(Firemoth, Shadowcat and Cougar B) slug it out with the pirates. At least thats what I remember, my disc shot craps or I would look it up in the game. Nice missions!
4536, RE: Unofficial Expansion files 10/02
Posted by Brain_Failure, Wed Sep-15-04 05:54 PM
In I belive in mission 2 you can salvage a Cougar B and Shadowcat by ignoring the centurion and crossing your fingers and hope the Scat falls out of pirate sensor range and with most of its weapons intact. This will happen about once every 8 or 9 missions or so. So you salvage the Scat and take on the pirates . This is discussed better in this thread earlier I believe or in one of the older threads.

Also if you are really adventuresome you can skip the Hunchie and after taking out the enemy Wolfhound and Hunchback and Firemoth, by the marker, go back and try to salvage a clan mech at the base.
4539, RE: Unofficial Expansion files 10/02
Posted by akalalis, Fri Oct-15-04 02:06 AM
My solution was kind of unique - I took nothing but light mechs - three of them, if memory serves (don't ask how I got three of them - I did not cheat (I was slick on mission 2 or 3, and did something unexpected and quite possibly dumb, but it netted me some lights)) - had one book towards the base, and the other two cross over after some mechs across the ravine (if this is this mission I remember). When I hit the base with my one, the other two where engaging the mechs on the other side - this allowed them to savage one of the mechs (I think I took both out with that set, but I dunna remember). The Hunchback I took and set it to guard the lead convoy vehicle, and the lighter mech acted as rear guard while evryone moved out.

I forgot to meantion having taken the turrt controls, there by prolonging the delay the attacking mechs had until the Falcons could arrive and right them.

I think I also tried to sneak in and salvage one of the mechs they had - I don't think I ever succeeded in that.

By the time they where done beating on each other, the convoy had reached the extraction point (I think there was one more mech sitting in wait there that I had to ax), and my own mechs where not far behind, thus ending the mission.

In some cases, it is wisest to break your forces into two. Or, lets split up, we can do more damage that way.

Akal Ashata Alis
4540, RE: Unofficial Expansion files 10/02
Posted by Cindar, Fri Oct-15-04 11:13 AM
Salvaging a Clan 'Mech is usually very simple:

1. approach the base with your fastest 'mech
2. when it picks up enemies on sensors, have it lead them away
3. have your other mech (you did bring two; didn't you?) cap the turret if necessary and then choose your prize. Salvage a mech and move it away from any enemies.
4. wait for the mission to end

Voila!

One thing: you have to kill the Hunchie, Javelin and FireMoth as fast as possible. Not a problem if you got the SCat from mission two :)

Sometimes, there are only one or two beat-up clanners left at the base or they may even still be fighting! Those times I indulge myself and try and kill 'em to get my pilots' skills up (and for fun). If you do this, be sure about the time or you'll miss your salvage opportunity.

Cindar
4638, RE: Unofficial Expansion files 10/02
Posted by Fragmentation, Sun May-01-05 02:25 AM
I never installed any unofficial expansion files for MC2.

When I install these files and let them overwrite things will it get rid of the default MC2 single player missions and replace them with these new unofficial expansion missions?... or do these expansion files only overwrite old version expansion files?

I don't want to ruin/delete any part of my default game, but I really want to expand it with stuff like this expansion and new missions

Please reply soon, Thanks
4642, RE: Unofficial Expansion files 10/02
Posted by Magic, Wed May-04-05 12:02 AM
No the original solo campaign will be there, it will be more difficult.

Magic

PS: you can always uninstall, delete and reinstall the game.
4648, RE: Unofficial Expansion files 10/02
Posted by GIcat, Wed May-04-05 11:26 PM
Ok, I have just started playing the expansion....but I am already having the time of my life. This is practically a whole new game on, even having to relearn the damage ratios of the weapons. Overall, i love it, and I want to thank you, and anyone else who may have worked on it, for spending the time to create something such as this for people like me to enjoy.:-)


Ok, checked out the encyclopedia.....and I am sooo happy. You re-named the (damned) Uller back to its' rightful name of Kit Fox! (my favorite mech from MW2 Merc)
4820, RE: Unofficial Expansion files 10/02
Posted by DeathFX, Tue Jan-24-06 04:14 PM
hi. i added the carver v and carver v new start patches. In the first mission I obviously killed mechs but stats recap showed my pilots destroying vehicles only, no mechs. in the second mission I wasted 4 urbies and 3 fireants. the stats recap showed 1 urbie and 2 fireants getting creamed. what gives?
4896, RE: Unofficial Expansion files 10/02
Posted by Flashhawk, Sat Mar-25-06 10:30 AM
Ok now comes a bummer..:)
Since MS has opened MC2 for download, i am into using there Meshes for creating papermechs... what that is?
Think of it as something like the guys here did with the homeworld-game-data:

http://paperstarships.tengun.net/

So the sourcecodemeshes work. Now i found your Unoffizial Pak and the one from Wolfman-x and i wondered if i can open these meshes too.. nope, i cant becouse they arent in .ase anymore. So who can help me out on this? i would realy like to get my hands on these mechs/meshes..:)
Thanks in advance
Flashhawk
4934, RE: Unofficial Expansion files 10/02
Posted by wolfman, Mon May-01-06 04:11 PM
Microsofts release of the source code of MC2 contains the ase files.
4938, RE: Unofficial Expansion files 10/02
Posted by Flashhawk, Fri May-05-06 11:05 AM
@ Wolfman
Yeah i know that, but i wanted to know how i can get access to the Meshes and skins that are included in the unoffical Mechpack that Magic has created. Maybe Magic himself can give me a headup. BTW the MC-Reader Software that someone here on the forum created and hosts doesnt work on my machine...
So please help me out on this :)
Flashhawk
4933, RE: Unofficial Expansion files 10/02
Posted by Black_Knight, Sun Apr-30-06 11:04 PM
Having an issue with the Multiplayer not working between two LAN computers. Crashes on the client everytime, host PC is fine.

Installed MC clean on both PC's, then the Unofficial Expansion, then the patches listed above. Same crash everytime in MP, having to do with this message:

STOP : WeaponHitChunk.build: damage round error
Address : 0x00512C16
Location : Assert()+0x36
File : C:\mc2build\mechcmd2\MCLib\err.cpp(34)

Any ideas, or is this Unofficial Expansion not made for multiplayer?
5011, RE: Unofficial Expansion files 10/02
Posted by Gades7, Sun Sep-17-06 07:42 PM
Hello all

I keep getting this error and was wondering if there is a way around

SYNTAX ERROR data\missions\a_0_5.abl - (type 13) Undefined identifier "forcewithinarea"

thx for help
5113, RE: Unofficial Expansion files 10/02
Posted by antimech, Sun May-20-07 08:41 PM
Hey I installed the first two patches so far, but not the last three. I really like it so far. It feels a lot closer to the "real" Battletech universe with the new tweaks. Before the add on, enemy mechs seemed to blow up way too easily, making the game rather boring. :) I also like how machine guys actually use ammunition now (perhaps they were energy machine guns in the original MC2).

I'm wondering if there is a more detailed rundown of the changes each file makes to your game. I assume all the modifications are somewhere in the mc2\data directory? If so, maybe you can back up the data directory before installing to avoid having to delete the entire game and reinstall from scratch to try other mods.

Originally I was trying to find a way to just upgrade the AI brain without making too many other tweaks to the game. I really appreciate the increased difficulty, I have a feeling the designers felt MC1 and MCG were too complicated and thus dumbed down the combat system and AI to appeal to casual gamers. My only gripe so far is the lack of resource points for salvaging. It really feels like a waste to leave behind so many dead mechs on the field because you don't have the RPs to salvage them. It feels a little unrealistic to leave so much good hardware behind, but this is mainly a problem built into MC2 unfortunately. I was wondering if it might be possible to increase the cost of repairing to keep the difficulty high, but reduce the cost of salvaging to allow for at least one or two salvages in the field for each mission. I still noticed the AI can get stuck on following one unit around blindly, on Mission 5, but overall the game feels much more balanced. Great work!
5114, Deleted message
Posted by antimech, Sun May-20-07 08:42 PM
No message
5213, RE: Unofficial Expansion files 10/02
Posted by mathwizi2005, Sun Nov-04-07 01:08 AM
Every time I click a link, it says "404 file not found" error
Can I get a link to the files?
(it comes up on every link)
5214, RE: Unofficial Expansion files 10/02
Posted by mathwizi2005, Mon Nov-05-07 12:34 PM
forget it
I used Safari instead of IE or firefox and Safari wasn't set to accept files
5233, RE: Unofficial Expansion files 10/02
Posted by Jacob Chulainn, Wed Jan-02-08 08:14 AM
Does that patch file fix the sensor bug that turns units invisible?

If I launch a sensor probe that overlaps at all with the sensor readout from one of my own mechs enemies tend to turn invisible on radar, and the battlefield when I am in visual range.

I have to let the units auto defend in order to destroy the units, then their bodies pop back into view for salvage. It's annoying because you can't use called shots when it occurs.
5269, RE: Unofficial Expansion files 10/02
Posted by starguitar, Tue Dec-16-08 11:00 PM
I also noticed that mechs that you salvage in a mission are essentially blind. Their radar doesn't work, and they cannot see enemies even when being shot at. This isn't a problem if you have at least one mech that you started with at the beginning of the mission, as the salvaged mech can use their sight, but especially with the increased difficulty associated with the expansion I find that this situation comes up frequently.

I just wanted to know if there's something I could do to fix this "blindness" issue.
5280, RE: Unofficial Expansion files 10/02
Posted by Madcat Madness, Sat Aug-01-09 09:15 AM
Hi Exodus Campain is nice 2 play but i have one problem , after the first mission i cant buy anymore new mechs and a lot off wappens disapers and dont come back. is this a bug ?
ps: sorry for my theribele english its my 4t languege
5281, RE: Unofficial Expansion files 10/02
Posted by AJ-BRAXX, Wed Oct-07-09 08:19 PM
Can someone pleasetell me what is going on with the error code thats coming up at the extraction point at the end of campaign eight.
5283, RE: Unofficial Expansion files 10/02
Posted by Magic, Tue Oct-27-09 12:29 PM
Quote

Can someone pleasetell me what is going on with the error code thats coming up at the extraction point at the end of campaign eight.


Its been a long time since mi last visit here.

Can you plese copy and post here the error message?

magic
5290, RE: Unofficial Expansion files 10/02
Posted by SpartanPanda, Thu Jan-14-10 01:41 AM
Hey guys, good job on the expansion made me play MC2 all over again,just a quick question,when i try to add pilots in the purchase files and go to save it pops an access denied warning message, i am using win 7, any ideas?

Obviously i am not exactly a computer wiz :-)
5291, RE: Unofficial Expansion files 10/02
Posted by Viper, Thu Jan-14-10 04:42 AM
Quote

Hey guys, good job on the expansion made me play MC2 all over again,just a quick question,when i try to add pilots in the purchase files and go to save it pops an access denied warning message, i am using win 7, any ideas?

Obviously i am not exactly a computer wiz :-)


Are you logged in as administrator? If not, then log in as one. Next right click on the file and choose properties. Look to see if the file is set to "READ ONLY". If so, turn that off. Then when you save it you can overwrite the original file.
5292, Pictures of a Rebellion..The Dirtlands Crash (mission 5)
Posted by bobbybushay36, Mon Jan-25-10 01:28 AM
Why can I only take 100 tons, and when I launch the mission, it says "mission failed" as soon as the game comes on?
5293, RE: Pictures of a Rebellion..The Dirtlands Crash (mission 5)
Posted by wolfman, Thu Jan-28-10 10:20 PM
Quote

Why can I only take 100 tons, and when I launch the mission, it says "mission failed" as soon as the game comes on?

I recommend you visit my forum to read all the support for this campaign.:-)
5294, RE: Pictures of a Rebellion..The Dirtlands Crash (mission 5)
Posted by Batman562, Wed Mar-17-10 02:52 PM
I am new to this forum, and I have a problem running MC2. I can't get the game to work on my Dell 3000. It starts fine. but when the first mission staets, it locks up. I have a pentium 4 with a nivida gforce 8400 vidieo card. Does anyone have the same problem? I need help! Thanks.
5295, RE: Pictures of a Rebellion..The Dirtlands Crash (mission 5)
Posted by wolfman, Fri Mar-19-10 10:41 PM
Quote

I am new to this forum, and I have a problem running MC2. I can't get the game to work on my Dell 3000. It starts fine. but when the first mission staets, it locks up. I have a pentium 4 with a nivida gforce 8400 vidieo card. Does anyone have the same problem? I need help! Thanks.

It sounds like you have this issue with the original MC2 without any expansion or campaign from other authors, correct?

If you run MC2 on the machine the first time it happend a lot before that people waited for a while but became impatient and rebootet.
For some reason it can take severl minutes until a simple dark screen turns into the start screen. Make sure you gave it enough time and wait for 5 real long minutes. Give it a try.:-)
5296, RE: Unofficial Expansion files 10/02
Posted by DarkAngel_85, Sun Mar-28-10 05:12 AM
ALRIGHT im new to this and wat not so heres my big question. If i were to install these expansion and patch files from Magic on to my 3 computers at home, will all 3 be able to play via LAN ok?
5297, RE: Unofficial Expansion files 10/02
Posted by wolfman, Sun Mar-28-10 02:25 PM
Quote

ALRIGHT im new to this and wat not so heres my big question. If i were to install these expansion and patch files from Magic on to my 3 computers at home, will all 3 be able to play via LAN ok?

I can't tell for Magic's expansion for sure.
If you install the original MC2 + wolfman-x (rev35) on each computer you definitely can play multiplayer in your network with all new mechs including aircrafts and get plemnty of new multiplayer maps included already.

I guess Magic's expansion loaded on top of thhe original MC2 will allow multiplayer gaming as well.

Multiplayer does not work for any MC2 version that has been freshly compiled from the source code (like all my MC2X versions) because the source cade does not include important multiplayer code.

Be aware that some downloads try to tell you that you download the original MC2 for free. If it is a hack it is illegal. It might be just a fresh compilation of the source code without changes or additions. Then it is worthless because you get less than the original game and can not use it for multiplayer either.

Know what you download and install.:)
5298, RE: Unofficial Expansion files 10/02
Posted by DarkAngel_85, Tue Mar-30-10 03:06 AM
Interesting...I have the game itself (bought it a long time ago) but what I did was that i created an image of the game with Alcohol in one computer and the other one uses the CD. Does this affect it at all?

Magic's is only for single player, I just found out. Gonna try yours Wolf, ;)

MechWarrior FTW!!!!!!

PS: hope that MW 5 that Smith and Tinker are working on goes as planned cus its gonna be sick