Battletech/MW mod collaboration?

Sorry, I don't have that one Tilarium. 2750, 3026, 3050 and 3055, plus 1641 and 1645. But if you can find me a web ref, or are willing to scan/post the images I'll be happy to try them. As far as MUnits, it sounds good but as I have had no luck to date converting single units I'd have to defer that to bhiita or zulu9812, who I believe (read hope) will be helping do the conversions.
 
madcat.jpg
Mad Cat from MechCommander
maddog.gif
Mad Dog from Mech Commander
nova.gif
Nova Cat from Mech Commander
mech101.jpg
Macross Mecha
mech202.jpg
Another Macross Mecha
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Robotech Valkyrie
 
I'm sure its posted somewhere in the forum, but off the top of your head, does anyone know what the maximum number of units Civ can handle is?
 
Dunno about that one but Ive been thinking about this project too. I love battlemech because it the one futuristic type game that doesn't have aliens; It makes it more fun I think.

I could do some multi unit infantry, reduced to 25-50% normal size, you would get the inpression of the swarming against the mechs.
 
Thats good to hear....cus first kick at the cat-

Civilizations: 12
The Capellan Confederation, The Drakonis Combine, The Federated Suns (Commonwealth), Free Worlds League, Lyrian Alliance, ComStar, Clan Blood Spirit, Clan Cloud Cobra, Clan Ghost Bear, Clan Jade Falcon, Clan Steel Viper and Clan Wolf. We can always add others later.

City names to mainly be taken from planet names from the conquest marches or from the universe map.

Units:
Elementals plus unique house infantry's (the sugesstions for MUnits make sense)
Settler
Labourer/Worker/Serf (preferably MUnit with soldier)
Some kind of freight/Transport (already have found an IS Transport, just have to clean it up)

Gnd Combat Vehicles 33 (so far)

Long Tom Artillery
Marksman Artillery
Thor Artillery
Beagle Hover Tank
Gabriel Hover Tank
Kanga Hover Tank
Lightning Hover Tank
Zephyr Hover Tank
Rotunda Scout Car
Behemoth Tracked Tank
Burke Tracked Tank
Chaparral Tracked Tank
Fury Tracked Tank
J Edgar Tracked Tank
Magi Tracked Tank
Puma Tracked Tank
Rhino Tracked Tank
Schrek Tracked Tank
SRM Launcher Tracked Tank
Zhukov Tracked Tank
Cyrano VTOL
Nightshade VTOL
Ripper VTOL
Demon Wheeled AFV
PKRT5 Wheeled AFV
Bandit
Challenger
Condor
Demolisher
Hetzer
Partisan
Srtriker
Corsair

Mechs: 80

Baboon
Behemoth
Atlas
Awesome
Battlemaster
Berserker
Blood Asp
Cyclops
Goblin
Highlander
King Crab
Kodiak
Longbow
Stalker
Sunder
Thug
Victor
Archer
Avatar
Cataphract
Catapult
Crossbow
Crusader
Grasshopper
Guillotine
Jagermech
Marauder
Quickdraw
Rifleman
Rifleman IIC
Thunderbolt
Warhammer
Warhammer IIC
Firestarter
Flea
Hollander
Jackal
Jenner
Jenner IIC
Locust
Locust IIC
Osiris
Ostscout
Piranha
Raven
Stinger
Urbanmech
Wasp
Assassin
Blackjack
Bushwhacker
Chimera
Crab
Griffin
Hatchetman
Hunchback
Nobori-nin
Phoenix Hawk
Raiijin
Scorpion
Shadowcat
Shadowhawk
Whitworth
Wolverine
Blackhawk
Dashi
Dragonfly
Gladiator
Loki
Madcat
Man o War
Masakari
Ryoken
Thor
Vulture
Argus
Executioner
Tarantula
Thanatos
Uziel

Aerospace: 18 (again, so far)

Overlord Dropship
Lion Dropship
Avar
Bashkir
Visigoth
Chippewa
Gotha
Hammerhead
Hellcat
Ironside
Luzifer
Sholagar
Sparrowhawk
Stuka
Swift
Warrior
Yellowjacket
Zero


No naval vessels yet but I'm still hunting. They were'nt major players that I remember in BTech.
I'm sure I've missed someones fav' mech so speak up. It'll pretty well be impossible to follow the BTech storyline 100% acurately, but .... so what. )
If anyone has ideas for modifications of the tech tree, city improvements or wonders, shout em out.
 
OK, have most of the Elemental ready for animating, kinda have the shadow prob worked out (not sure if its dark enough tho) but now the laser has dissapeared. It uses pure red, can one of you guru's tell me if the conversion will pick it up or will it be lost in the magenta background? (Its in the pic, believe it or not)
 
It could be the problem that you have is that the ambient light set too high, so even with the main light switched off, the scene would stil be lit up (A torch casts no shadow if it is used in the midday sun). Try turning that down if you can.

I think perhaps you should try to make the unit lists shorter, There is, I think, no upper limit to the number of different unit you can add, but I'm pretty sure that the game slows down somewhat when you add too many.

Also remember that many of those vehicles/mechs have similar overall combat abilities, They would be different in Mechwarrior but how would you make them different in CIV III? For instance you may have two mechs, one with energy weapons and one with missiles and autocannon, the projectile weapon armed mech could opperate for a long time without overheating, but would run out of ammo eventualy, while the energy weapon mech would not run out of ammo, but could overheat if used too much in combat. Just how would you show these differences in CIV III statistics?
 
Oh and if you wnat to keep the laser, make it green, and if you want it red later Some one can easily do a colour replace operation on the storyboard.
 
Thanks much for the suggestions, I'll be giving them a try right away.
As far as number of mechs, yes it is fairly large, but part of what we were looking at was having many of the mechs unique to only one or 2 civs, several that would be common for IS/Clan, and a few that would be common to all. Without taking the weapons systems into account (at least in as complicated a way as you would have to in BTech/MW), that concept meant that each civ would need several of each class (light, med, heavy, assault). And I was also hoping that they would be dependant on the tech tree, but thats a part of the mod I havn't developed much yet. But your point is noted and taken, if it will slow down the game then by all means just use that list as a starting point and help me whittle it down.) I can start with those models, get some help converting them to Civ units (nudge, nudge, wink, wink), then we can add em till we're happy. Or just keep em for others to add or delete as they like
 
Actualy, mechwarrior does not lend itself all that well to the Civilization formula; In the era of the clan invasion the settling of a new world would be rare, most of the good worlds already having been settled, or being too far away to be part of the "inner sphere" trade network made possible by the comstar network.

When I followed the link in this thread to the mechwarrior site, I found that the latest incarnation of the mechwarrior game is quite different from how I remember, things having moved on somewaht since the clan invassion (my only experience of mechwarrior is from the PC games mechwarrior 3 & 4). The game has been adjusted to make it simple for kids, by plunging the inner sphere in to a "dark age" where true battlemechs are rare and most of the war machines used are coverted industial mechs. This is obviously to make the rules simpler to understand and apeal to a younger age, but it has its good points too. What it reminds me of is the early years of expansion and collonization of the inner sphere, before the battle mechs were invented and most combat units were tanks and planes, and the infant form of the battlemech, the converted industial mech!

This is an age that lends itself much better to the civilization model, when faster than light transport ships from earth were moving to new planets and begining to compete in the rush to grab land and collonize the worlds of the future. You would even have a proper tech tree, with the converted industrial mech slowly evolving in to the battlemech. Obviously this era would require more work, as new units would have to be build from scratch, but with Pierniks hover tanks and Neomegas future units soon to be released along with his scenario, some big early gaps could be filled.

Here is a image of one of the converted industrial mechs, I'd love to model some of these!
 

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Absolutely, the most recent vers of BTeck are far and away different from the "classic" Btech (and Mechwarrior is nothing more that a BTech "pilot" sim IMUO) and yes, trying to follow the true BTech storyline from the IS wars, civil wars thru the Clan invasions to the current "Dark Ages" really wouldn't be adaptable in Civ. I do think, however, that a basic mod using the BTech concept may be do-able, and maybe later on, scenarios based on specific battles/conflicts. Or maybe I'm wrong (betcha THAT'd be a first (heavy sarcasm)).;)
 
Yup, changing the ambiant light seemed to help some with the shadows, thanks Smoking mirror. Have to see how changing the laser turns out next.
 
Looks good! You may want to split the animation, use the first half, where he readies the weapon, as the fortify and then the attack could be the firing of the laser. That way when he is given fortify orders he will raise his arm, ready to defend. And when attacking, the fortify is always played before the attack.
Also you may want to make him smaller, the finished battle suit should be much smaller than the mech, and although you could do this with the storyboard editor, the laser beam would still dissapear a few centimeters away from the model. If you make him small to start with but have a big frame, the laser beam would extend a long way from the model, it would make it more realistic.
 
Geez, where were you at 2AM when I was running into probs Smoke;) Again, suggestions taken. Being new to these anims, I was still thinking about them individually even tho I've read Dark Sheers tut about 5 times now. Back to the anim board, hopefully to fix it this time.
 
Smoking Mirror, zulu tells me you may be able to help with the latest prob. He's found that much of my .flc/SBB probs were due to filename probs, but I also have a prob getting the 255/0/255 color background needed.
The floor is set to material with 255/0/255 for diffuse, ambient and specular, with a self-illumination of 50 and opacity of 100. There are 3 omnis, 1 for shadows and 2 with no shadow, as shown in the other pics. So far, the best I can get is a background around 254/80/254. Guess my question is, is that close enough, and if not, any idea what setting I missed or should change.
 
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