"Thinking about trying Wolfman's - Pictures of a Rebellion Mod"
I'm thinking about trying it, but I want to double check the install order (I tried to post this on wolfman's forum for this mod, but I got a permissions error).
Anyhow, what it appears I need is:
--Mechcommander 2 (clean install - I'll delete my old MC2 folder, just to be safe) --"wolfman-x" - revision 35 (NOT wolfman-MC2X - revision 9, right? This is the main component I'm wanting to double check). --Pictures of a Rebellion Mod, whatever the latest version posted is.
Does this sound right? Anything I'm leaving out? I just plan to play the mod, I don't plan to do any modding myself, if that's of any relevance.
#1. "RE: Thinking about trying Wolfman's - Pictures of a Rebellion Mod" In response to Reply # 0
I still can't post over at Wolfman's board, so here's another post that probably no one will ever read, heh.
I went ahead and installed Wolfman's PoaR rebellion mod, just assuming (hoping) that I got the install right. I just started mission 2, and before I waste too much more time, I notice that one of my objectives is to "capture" a hangar to get a couple of mechs added to my crew. Well, since infantry and vehicles are unable to capture things, I'm just curious how I'm supposed to accomplish that. Perhaps a silly question, but it's just not readily apparent to me.
My hope with this mission is to not enter into any sort of combat until I've picked up those mechs, so if I'm supposed to be shooting things up prior to getting the mechs added, someone please let me know. So far, just having my infantry humping the hangars hasn't gotten me anywhere!
#5. "RE: Thinking about trying Wolfman's - Pictures of a Rebellion Mod" In response to Reply # 4 Sun Jul-29-07 07:13 AM by Marceror
Thanks Wolfman. I finished mission 2 last night. I really enjoyed the change of pace this mission offered. You've really captured the feeling of being outgunned and starting from basically nothing.
I entered the mission with a Trooper light tank and 10 infantry. And one of the first things I see is a Clan Assault mech!! (powered down thank, god)
It took the infantry for bloody ever to move from place to place, but I "role played" my way through, eventually picked up 2 of the junkiest mechs I've ever laid eyes on, hehe. I guess if a mech pilot was to patch together a mech from junk parts, that's what it would be like. Of course, they were piloted by 2 of the most impressive mech warriors I've ever seen in the game (if you were a mechwarrior wolfman, is that really how you see yourself ).
Battles were a rush with that crew, especially taking on the 2 50 ton clan mechs (I'm not recalling what they were, Enforcer? Dragon? Well whatever they were). I kept my locusts at point blank range the whole time so the worst it could generally do was fire its SRM weapons.
One note, however, is that part way into the mission my infantry and trooper lost the ability to fire (yes, I set the game to unlimited ammo, per your recommendation). Thankfully the locusts did not succumb to this, but taking out swarms of infantry and apcs with 2 machine guns only was very, very, very slow. I'm not sure what caused the issue with the rest of the crew, but it began when I encountered the second 50t mech. I ran my mechs up into point blank range, just like I had with the first 50t mech, and brought my infantry and Trooper in next. The rebel mech just stood there, not firing at all, and when my infantry and Trooper got into range, they just ran around, not firing either. I could still hear them saying things like, "two more months to retirement," and "I've got him," and "I've got my finger on trigger" etc, but not a single shot was fired. Wierd. Every battle thereafter my infantry and trooper could not fire.
Any idea what that's all about? And does that happen throughout the game with non-mech units I bring into a mission?