Changes made in the new version:
-- Jump Jets no longer have fuel -- they have recycle times instead (more like
the real game)
-- Works on 2.0+ Amigas!!
-- Computer mechs *SEEM* to act more intelligently
-- Nomenclature changed: Names of houses were changed (House Davion is now
Daedelus (Sp?) Corp, House Kurita is now Kanji Corp, etc); PPC now refered
to as 'plasma cannon'; other cosmetic changes to appease FASA
Other than that, it's the same old great game. One bug from the old version
made it to the new version -- critical hits still don't work right. If you
get a critical hit, the component hit (or the empty location) takes damage,
but the internal structure does not. This makes the AC/20 virtually useless;
you shoot a 20-ton mech in the arm, It gets the armor stripped, takes an
actuator hit, and the internal structure is untouched. This is especially
annoying if you get a head hit -- I've seen mechs take multiple head hits
and escape with nothing worse than a crit to life-support, when the head
should have been completly ripped off. Another rule not implemented is
clubs & hatchets.
FASA is being exceptionally stupid about this whole deal; Ralph isn't
stealing any money out of their pockets. Quite the opposite -- his game
can only increase interest in BattleTech. Case in point -- my ex-roommate
had never even *HEARD* of BattleTech before he played MechForce, but
after playing Ralph's version of the game, he ran out and bought over
$100 worth of FASA stuff. And as for copyright infringement, FASA is
hardly the one to talk -- they lifted most if not all of the artwork
for the first ed. of BattleTech (and it's predecessor, BattleDroids)
from the classic Anime series RoboTech. BTW -- That's why they changed
the name from BattleDroids to BattleTech -- the owners of the RoboTech
copyrights called foul.
If FASA were smart, they would work out a cross-licencing deal with Ralph,
similar to the one they have with Ral Partha (the company that makes the
BattleTech miniatures) I think it would be a win-win situation. For
example, they could cross-advertise: Ralph could include advertisements
for FASA products with his software, and FASA could advertise Ralph's
software in their products. Plus us consumers would come out ahead,
because then Ralph would be able to improve his game without worrying
about getting sued by FASA. It would be nice if Ralph could incorperate
3050 technology, infantry & elementals, buildings, vehicles, and all the
other neat optional rules. But this isn't likeley to happen until
Ralph & FASA resolve their little spat.
If anyone from FASA is reading this -- get a clue folks!!! Don't you
recognize free advertising when you see it???
If Ralph or a friend of his is reading this -- get a clue too!!! Make
friends with FASA. If you have to pay a (reasonable) royalty fee,
DO IT!!! With official recognition by FASA, your market could increase
greatly!!!
Come on guys, kiss & make up. There are alot of us out here who like
both your games -- don't force us to choose sides!!!
+-----------------------------------------------------------------------------+
|"Yield to temptation; it may not pass your way again." -- Robert A. Heinlein |
+-----------+-------+------------------------------------+--------------------+
| /// | Amiga | E-Mail: ee3...@witch.eece.unm.edu |Joseph T. Pepersack |
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| \\\/// | & | Mail : Albuquerque, NM 87106 | --hair; |
| \XX/ | A1000 | Voice : (505) 842-5138 | debt += alot; } |
+-----------+--------------------------------------------+--------------------+
|"Strange situations, wild occupations, living my life like a song" J. Buffett|
+-----------------------------------------------------------------------------+
Sorry Wally, but this is total bunk. Ralph fixed MechForce to work under 2.0,
but you have to register to get it. He still sells it, and there is a whole
area on the Hobbit Hole BBS to support his program. Sure he cannot include
FASA mechs, but anyone can go to a hobby store, purchase the FASA tech
supplements, and make their own with the MechDesigner that comes with the
registered program.
Jeff Hanna
Mechforce plays fine under 3.0 (aka A4000). You do need to
turn off the cache for the Factory and Warrior programs however.
Michael E. Stamps
***************************************************************************
* jl...@garnet.msen.com * Censorship can't eliminate evil, *
* * it can only kill freedom - Garrison Keillor *
***************************************************************************
* Evan Brave - Recon Lance Leader - 69th Strikers (Lightning Lickers) *
* ASN-21 Assasin 'Stimpy' *
***************************************************************************
Does anyone know when this will be released? I've been waiting for ages.
I had begun to think that the upgrade was just a myth.
Any news would be appreciated.
Michael E. Stamps
>Mechforce plays fine under 3.0 (aka A4000). You do need to
>turn off the cache for the Factory and Warrior programs however.
>Michael E. Stamps
Strange, but this is not the case on my 4000. My Factory, Warrior, and
Mechforce progs work fine, but the HQ, MapEditor, and ConfigEd progs will
NOT run, even with caches off, copyback off, and VBR out of fast mem.
But killaga makes 'em run just fine.
-CFK
--
=============================================================================
|| Charles F. Kane, esq. || ".sig?! We doan need no steenkeeng .sig!" ||
|| Amiga 4000, '040. || "Rosebud....." ||
=============================================================================
The version of Warrior and Factory I have have been powerpacked so
the cache may be for the powerpacking.
Config, HQ and MapEditor run fine.
What versions of everything do you have.
Michael E. Stamps
WHOA, Ian. You should check your facts before you send messages like this.
The latest version of MechForce (version 3.8) is made to work with 2.x
AmigaDOS.
As to FASA, Ralph was developing a version of MechForce specifically for
them. It conforms exactly to the BattleTech rules. Unfortunately, for
whatever reason, FASA decided to cancel the project. However, if you are
a registered owner of MechForce, you can get a "beta" version of this
project. It's called MechCombat. I believe it costs some $$$ to get it,
but it should have everything the BattleTech game has.
Actually, version 3.8 (and probably version 3.65) of MechForce do work with
WB 2.x. The other game is called MechCombat, not BattleForce. I have both
games.
>If anyone from FASA is reading this -- get a clue folks!!! Don't you
>recognize free advertising when you see it???
>
I'll second that motion!!
>If Ralph or a friend of his is reading this -- get a clue too!!! Make
>friends with FASA. If you have to pay a (reasonable) royalty fee,
>DO IT!!! With official recognition by FASA, your market could increase
>greatly!!!
>
I can't say I'm his friend, but I'm the original poster of the message.
Like I said, I work near him and I've talked to him on a few occasions.
From what he told me, MechCombat was being developed for FASA. They were
the ones who cancelled the deal, not him. That's why MechCombat is a
"beta" version; FASA would nail him if he tried to market it as a final
version. I agree, those FASA guys really screwed up. I guess they're
too busy working on those BattleTech centers.
The newest version of MechForce is v3.80, it works well under 1.2,
1.3, and 2.0. (dunno about 3.0). Also BattleForce was the old
version, not MechForce. He's also advertised a new version called
MechCombat, which is to include all the new technologies and be
totally configurable so you can create your own weapons and mechs.
Also he said he would include aeromechs, dropships, jumpships,
vehicles, and even quadmechs. Sounds great, but no release date.
Aaron
--
*******************************************************************************
* * *
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* Reply to: aedw...@saf2.hq.af.mil (134.205.1.222) * problem is a large one *
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*******************************************************************************
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*Tiger: DS, W+Bt, Y+G, .6, Y++, L-, C+, I+++, T+, A, E++ *
**********************************************************
#
#include std.disclaimer
#
I'm not sure what version I have, but it certainly does NOT work with 2.0.
I'm using an A500, with a SupraDrive 500XP, and have recently added a
SupraTurbo 28. I have 1 meg CHIP and 3.5 megs FAST RAM. And I got 2.0, and
tried Mechforce with it, long before I got the accelerator.
RC> As to FASA, Ralph was developing a version of MechForce specifically for
RC> them. It conforms exactly to the BattleTech rules. Unfortunately, for
RC> whatever reason, FASA decided to cancel the project. However, if you are
RC> a registered owner of MechForce, you can get a "beta" version of this
RC> project. It's called MechCombat. I believe it costs some $$$ to get it,
RC> but it should have everything the BattleTech game has.
Can someone please tell me Ralph Reed's Internet address (assuming he has
one). And while you're at it, please give me Jack Radigan's Internet address.
(I registered for Terminus at least a month and a half ago, and have yet to
receive ANY info at all. I could understand if the registered version isn't
ready yet, but at least he could contact his registrants and tell them.)
I tried calling Hobbit Hole last night (what a nightmare board THAT is to
navigate. SHEESH!) and could find little info on
Battle/Mech/BigFreakin'Bot/Force.
Thanks for all the info you guys!
Unfortunately, none of the programs return a 'version' number (I _HATE_
when programmer's don't use that!!!!), but the README.1ST file on my
registered disk says MECHFORCE V3.65 (c)1989. The other doc files
don't have version numbers except Map_Edit_Doc, which says MechForce 3.0.
The latest date in MF-News is February 18, 1990.
--
Ralph A.Barbagallo III_Only AMIGA Makes it Possible!_nug...@genesis.nred.ma.us
[ Amiga 4000/030, Amiga 500, Commodore 64, Atari 800XL, Atari 2600, 7800, ]
[ Lynx, Sega Master System, Genesis, Game Gear, NES, SNES, Game Boy, NEO GEO]
[ TurboGrafx-16/CDROM, Odyssey 500, ColecoVision, Vectrex, Intellivision... ]
This mech would be toast (literally) against my 100 tonner, the
Phoenix MkIV. Its main weapons are flamers and has 39 Heat Sinks.
The Raging Bull would be steak in seconds. :)
>In article <wally...@burner.com>, wa...@burner.com (Ian Feinberg) writes:
>|>
>|> Jeff, I am a registered Mechforce owner. I wonder if I'll get a discount
>|> for Battleforce? And unless Ralph has improved the Factory program, you still
>|> can't make some of the wilder, newers mechs.
>|> My favorite Mech which would never work in tabletop battletech, but works
>|> great in Mechforce, is a 100 ton monster called Raging Bull. It has only
>|> machine guns and fists for weapons, but it has the largest power plant, full
>|> jump jets, and doesn't need extra heat sinks. It works best with the recycle
>|> times turned off. I can haul ass across the board, and then beat the crap out
>|> of most any opponents. My main pilot was named Karate Kid.
>|> I had a whole team made up of these types of Mechs. They really wreaked
>|> havoc!
>|>
>|> Ian E. Feinberg
>|> AKA
>|> Wally the Intrepid
> This mech would be toast (literally) against my 100 tonner, the
>Phoenix MkIV. Its main weapons are flamers and has 39 Heat Sinks.
>The Raging Bull would be steak in seconds. :)
Obviously, you guys haven't gone beyond the 100 ton barrier. Ever try a BlueBird?
I like 'Heater' mechs myself. I've found a good combination is a
Plasma Cannon , 4 flamers and 35+ heat sinks. The cannon if they
stay out of range. The flamers for the in close work.
I'm really looking forward to the new version. I mailed off my request
today. Hopefully it will be here soon.
Michael E. Stamps
There is no release, per se. All you have to do is send $20 (if you're
a registered user) to:
Ralph Reed
P.O. Box 1497
Eglin AFB, FL 32542
MechCombat has been available for quite awhile now.
The version number is under the ABOUT menu pulldown. From what you've
written, you have version 3.65. The newest is 3.8. You can get it for
just the cost of shipping (if you're registered). Write to:
Ralph Reed
P. O. Box 1497
Eglin AFB, FL 32542
Are you talking about MechForce? It can't be played over the modem. The
version which can be put on FTP is not WB 2.x compatible. You can get
the latest version for $25 from:
>I like 'Heater' mechs myself. I've found a good combination is a
>Plasma Cannon , 4 flamers and 35+ heat sinks. The cannon if they
>stay out of range. The flamers for the in close work.
>I'm really looking forward to the new version. I mailed off my request
>today. Hopefully it will be here soon.
I am also looking forward to the new version. I made a mistake in my last
post though. The mech I was referring to was actually called a RedBird ;)
It is 245 tonnes (somewhere around there), has heavy armour, a couple of
Auto20's, a few lasers, tonnes of heat sinks and moves like a cat. I
beleive it has jumpjets, but you can only muster about 1 hex of flight.
There is truly no substitute for the mighty auto20. It is the equalizer.
>Auto20's, a few lasers, tonnes of heat sinks and moves like a cat. I
>beleive it has jumpjets, but you can only muster about 1 hex of flight.
>There is truly no substitute for the mighty auto20. It is the equalizer.
Have you considered what a fast mech with jump-jets and heat sinks (30 or so)
and about 10 flamers can do to an autocannon 20? Or any weapon with ammo for
that matter? Instant overheat, shut down, and explode. Plus it costs about
1/5th as much... so you could theoretically get 5 of 'em and really have fun.
Even if the 'big mech' gets lucky and gets off the first shot he isn't going
to take out all of them.
--
Conrad B. Dunkerson -- con...@novalink.com
Bertrand de Levinwir -- con...@usl.com
>In article <CD3KD...@ccu.umanitoba.ca> csh...@ccu.umanitoba.ca (Cyrus Shafai) writes:
>>Auto20's, a few lasers, tonnes of heat sinks and moves like a cat. I
>>beleive it has jumpjets, but you can only muster about 1 hex of flight.
>>There is truly no substitute for the mighty auto20. It is the equalizer.
>Have you considered what a fast mech with jump-jets and heat sinks (30 or so)
>and about 10 flamers can do to an autocannon 20? Or any weapon with ammo for
>that matter? Instant overheat, shut down, and explode. Plus it costs about
>1/5th as much... so you could theoretically get 5 of 'em and really have fun.
>Even if the 'big mech' gets lucky and gets off the first shot he isn't going
>to take out all of them.
In the version of Mechforce that I play, flamers have a very limited
range. I think its about 2-3 hexes. An AUTO20 has a 9 hex range. This
is a great advantage over a flamer. Then again, I've heard that later
versions of mechforce have flamers which have the equal range of an
AUTO20 (more or less). All I know is that with a single flamer shot, you
can't systematically remove extremeties. ;)
> In article <wally...@burner.com>, wa...@burner.com (Ian Feinberg) writes:
> |>
> |> Jeff, I am a registered Mechforce owner. I wonder if I'll get a discount
> |> for Battleforce? And unless Ralph has improved the Factory program, you still
> |> can't make some of the wilder, newers mechs.
> |> My favorite Mech which would never work in tabletop battletech, but works
> |> great in Mechforce, is a 100 ton monster called Raging Bull. It has only
> |> machine guns and fists for weapons, but it has the largest power plant, full
> |> jump jets, and doesn't need extra heat sinks. It works best with the recycle
> |> times turned off. I can haul ass across the board, and then beat the crap out
> |> of most any opponents. My main pilot was named Karate Kid.
> |> I had a whole team made up of these types of Mechs. They really wreaked
> |> havoc!
> |>
> |> Ian E. Feinberg
> |> AKA
> |> Wally the Intrepid
> This mech would be toast (literally) against my 100 tonner, the
> Phoenix MkIV. Its main weapons are flamers and has 39 Heat Sinks.
> The Raging Bull would be steak in seconds. :)
> Aaron
Actually, the multiple machine-gun concept works superbly at close range.
My Raptor (ha ha, guess where that came from..) is a 25-tonner fitted with 9
MG's and 1 flamer, and over 20 armour points on all areas bar the head. It
moves fast and hits hard - doing the equivalent of an auto-cannon/20, but
far more often and generating no heat.
Obviously it needs to get close - I generally get behind a mountain and wait
for the enemy to appear on top. I'm usually still status green when the
opposing mech shuts down from heat, and from then on it doesn't get up.
This 25-tonner regularly takes out over 100 tons worth of armour in the
Arena.
> --
> * SrA Aaron J. Edwards * Inside every small *
> * Reply to: aedw...@saf2.hq.af.mil (134.205.1.222) * problem is a large one *
RL.
--
This has been a dinosaur-free announcement.
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CS> Obviously, you guys haven't gone beyond the 100 ton barrier. Ever try a
CS> BlueBird?
Actually, almost all of my `100' ton mechs are really 104.9 tons.
>In article <wally...@burner.com>, wa...@burner.com (Ian Feinberg) writes:
>|>
>|> Jeff, I am a registered Mechforce owner. I wonder if I'll get a discount
>|> for Battleforce? And unless Ralph has improved the Factory program, you still
>|> can't make some of the wilder, newers mechs.
>|> My favorite Mech which would never work in tabletop battletech, but works
>|> great in Mechforce, is a 100 ton monster called Raging Bull. It has only
>|> machine guns and fists for weapons, but it has the largest power plant, full
>|> jump jets, and doesn't need extra heat sinks. It works best with the recycle
>|> times turned off. I can haul ass across the board, and then beat the crap out
>|> of most any opponents. My main pilot was named Karate Kid.
>|> I had a whole team made up of these types of Mechs. They really wreaked
>|> havoc!
>|>
>|> Ian E. Feinberg
>|> AKA
>|> Wally the Intrepid
> This mech would be toast (literally) against my 100 tonner, the
>Phoenix MkIV. Its main weapons are flamers and has 39 Heat Sinks.
>The Raging Bull would be steak in seconds. :)
>Aaron
You may find my DXM mk II a little harder to fry.
The stats :
6 Large Lasers
1 PPC
1 LRM 20
2 AC 20's
99 Armor in every external location (oops that gave it away, yes its
been filezapped 8-) )
99 Heat sinks (No matter how many you have you still have to make a
piloting skill roll at above 3000 heat)
And a movement rate of 1/1
Yes it may be cheating but it was great fun to create and it'll eat just about
anything, and as I only have the shareware version its the only way to create
other mechs.
Chuggles
How in the hell did you get a 245 ton mech?! I thought the max was 100, or
more accvurately, 104.9, tons. Does the new version allow this, or did you
`hack' the program?
Nope. Nothing hacking from this hacker. ;) Seriously, all I did was get
the newest version out their. It is European because you need to be in
PAL to run the Factory program, which is called "HeadQuarters" in this
one. Look for it on Aminet sites. I prefer the old version though, so
I'm willing to wait for a proper upgrade to work with the AGA chipset.
245 tons is false. I finally checked to make sure this time. There IS in
fact an assault mech called the BlueBird which weighs in at 215 tons. The
RedBird that I was referring to weighed in at 205 tons. Very big, nasty
machines! There are several mechs at 190, 160, 140, even 115 tons. Lot
of fun...
Actually, you could get your hands on HeadQuarters which is a front
end to MechForce. It will allow you to create mechs, warriors etc.
The bad news is that it is a little buggy. Also, the mech specs are
kind of supped up instead of the normal specs that Ralph's original
program uses. So, if you don't want to spend money to register for
MechForce, you could get HeadQuarters and use that. Last time I checked,
HeadQuarters was available on aminet for downloading via FTP.
Rob
--
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e-mail: rtu...@eureka.austin.ibm.com (WORLD)
e-mail: rtu...@austin.ibm.com (IBM)
e-mail: rtu...@ausvm8.austin.ibm.com (VM - ugh!)
aedw...@safmon1.hq.af.mil (SrA Aaron J. Edwards) writes:
> In article <wally...@burner.com>, wa...@burner.com (Ian Feinberg) writes:
> |>
> |> Jeff, I am a registered Mechforce owner. I wonder if I'll get a discount
> |> for Battleforce? And unless Ralph has improved the Factory program, you sti
l
> |> can't make some of the wilder, newers mechs.
> |> My favorite Mech which would never work in tabletop battletech, but work
> |> great in Mechforce, is a 100 ton monster called Raging Bull. It has only
> |> machine guns and fists for weapons, but it has the largest power plant, ful
> |> jump jets, and doesn't need extra heat sinks. It works best with the recycl
> |> times turned off. I can haul ass across the board, and then beat the crap o
t
> |> of most any opponents. My main pilot was named Karate Kid.
> |> I had a whole team made up of these types of Mechs. They really wreaked
> |> havoc!
> |>
> |> Ian E. Feinberg
> |> AKA
> |> Wally the Intrepid
> This mech would be toast (literally) against my 100 tonner, the
> Phoenix MkIV. Its main weapons are flamers and has 39 Heat Sinks.
> The Raging Bull would be steak in seconds. :)
> Aaron
ctually, the multiple machine-gun concept works superbly at close range.
My Raptor (ha ha, guess where that came from..) is a 25-tonner fitted with 9
MG's and 1 flamer, and over 20 armour points on all areas bar the head. It
moves fast and hits hard - doing the equivalent of an auto-cannon/20, but
far more often and generating no heat.
Obviously it needs to get close - I generally get behind a mountain and wait
for the enemy to appear on top. I'm usually still status green when the
opposing mech shuts down from heat, and from then on it doesn't get up.
This 25-tonner regularly takes out over 100 tons worth of armour in the
Arena.
--
> * SrA Aaron J. Edwards * Inside every small
> * Reply to: aedw...@saf2.hq.af.mil (134.205.1.222) * problem is a large one
L.
aedw...@safmon1.hq.af.mil (SrA Aaron J. Edwards) writes:
> In article <wally...@burner.com>, wa...@burner.com (Ian Feinberg) writes:
> |>
> |> Jeff, I am a registered Mechforce owner. I wonder if I'll get a discount
> |> for Battleforce? And unless Ralph has improved the Factory program, you sti
l
> |> can't make some of the wilder, newers mechs.
> |> My favorite Mech which would never work in tabletop battletech, but work
> |> great in Mechforce, is a 100 ton monster called Raging Bull. It has only
> |> machine guns and fists for weapons, but it has the largest power plant, ful
> |> jump jets, and doesn't need extra heat sinks. It works best with the recycl
> |> times turned off. I can haul ass across the board, and then beat the crap o
t
> |> of most any opponents. My main pilot was named Karate Kid.
> |> I had a whole team made up of these types of Mechs. They really wreaked
> |> havoc!
> |>
> |> Ian E. Feinberg
> |> AKA
> |> Wally the Intrepid
> This mech would be toast (literally) against my 100 tonner, the
> Phoenix MkIV. Its main weapons are flamers and has 39 Heat Sinks.
> The Raging Bull would be steak in seconds. :)
aedw...@safmon1.hq.af.mil (SrA Aaron J. Edwards) writes:
>In article <wally...@burner.com>, wa...@burner.com (Ian Feinberg) writes:
>|>
>|> Jeff, I am a registered Mechforce owner. I wonder if I'll get a discount
>|> for Battleforce? And unless Ralph has improved the Factory program, you stil
>|> can't make some of the wilder, newers mechs.
>|> My favorite Mech which would never work in tabletop battletech, but works
>|> great in Mechforce, is a 100 ton monster called Raging Bull. It has only
>|> machine guns and fists for weapons, but it has the largest power plant, full
>|> jump jets, and doesn't need extra heat sinks. It works best with the recycle
>|> times turned off. I can haul ass across the board, and then beat the crap ou
>|> of most any opponents. My main pilot was named Karate Kid.
>|> I had a whole team made up of these types of Mechs. They really wreaked
>|> havoc!
>|>
>|> Ian E. Feinberg
>|> AKA
>|> Wally the Intrepid
> This mech would be toast (literally) against my 100 tonner, the
>Phoenix MkIV. Its main weapons are flamers and has 39 Heat Sinks.
>The Raging Bull would be steak in seconds. :)
>Aaron
You may find my DXM mk II a little harder to fry.
The stats :
6 Large Lasers
1 PPC
1 LRM 20
2 AC 20's
99 Armor in every external location (oops that gave it away, yes its
been filezapped 8-) )
99 Heat sinks (No matter how many you have you still have to make a
piloting skill roll at above 3000 heat)
And a movement rate of 1/1
>Actually, you could get your hands on HeadQuarters which is a front
>end to MechForce. It will allow you to create mechs, warriors etc.
>The bad news is that it is a little buggy. Also, the mech specs are
>kind of supped up instead of the normal specs that Ralph's original
>program uses. So, if you don't want to spend money to register for
>MechForce, you could get HeadQuarters and use that. Last time I checked,
>HeadQuarters was available on aminet for downloading via FTP.
Actually, HeadQuarters is more than just a "little" buggy. It's crawling
with 'em. I can't help but see it as a cheap, over-produced rip-off
of a great game. Ralph Reed proved that it was possible to make a Mechforce
game that is system and os-friendly, with a standardized interface.
HeadQuarters goes entirely against this. It will not run on AGA machines
(you have to boot into an older chip-set). It takes over the system
(multi-tasking? Why would I want to do THAT!?!). It uses an extremely
inefficient input system; there is no mouse pointer, there are no
point and click menus, or even pull-down menus! The programmer put so
much time and effort into trying to make the damn thing LOOK good that
he sacrificed all usability.
IMHO, it's a sad non-substitute for Mechforce. The only thing going for
it is the souped-up mechs (I LOVE the Predator!!), and it sounds like we
may be getting that in the next version!!
One word: REGISTER! It's worth it.
Actually the Phoenix is 104.5 Tons. It makes it a hard mech to pilot
for the lower pilots tho. :)
Good advice. I only played with HQ long enough to reach out for
Ralph's address and send him $$ for the programs.
I was just pointing out that if you wanted to play with MechForce,
there was at least one front end that allowed you to do more than
kill off the mechs that come with the game. No comment as to the
quality of the front end :-)
What HEX editing you been doin'? The max mech allowed is 105 tons. (tho you can force
some a tad bit larger.) To get 245tons out of a mech would mean a major cheat.
And a Mech that big would be worthless, because the amount of Critical spaces would limit
the amount of weapons and heatsinks you could have. Get real, Quit cheating and play like
a man!!
;)
This man knows what he's talkin' about! Flamers are the most
devastating weapons within 3 hexes! Will put out just about any mech
out there. The bigest disadvantage is the 3 hex range. Get a
longrange mech to pound on the flamer mechs from a distance and the
games over for the short range flamer mech. (Thats why terrain is
such an important part of a flamer mech pilot training! )
:)
Seeya!
I am curious now... how can you get a 200 ton mech for example? Can
somebody please send me a sample mech to inspect with NewZAP?
Thanks,
Stefan
--
,-------------------------------------------------------,
|Usenet sgb...@charon.bloomington.in.us Stefan G. Berg|
|Internet sgb...@ucs.indiana.edu // AMIGA |
|Bitnet sgberg@iubacs GE Mail s.berg5 \X/ w/ bms |
`-------------------------------------------------------'
Ha! You wimp... :) the 10 Machine Gun fully armored 105 ton mechs
are still the best. You can make them fairly quick and once they get
close they just smash everything up with their jump jets. I just love
to play this solo with three computer players, set at suicidal. It
gets really neat when half a dozen mechs from 20 to 60+ tons come
racing towards you. One death from above does 15 points damage twice
to the upper part of a mech. You probably can guess what the chances
are of hitting the head once... and once is only enough. Cool thing is
that you can recover the mech with only its head ripped off... no
other damage. Grin.
In case some people haven't noticed yet, there are loads of Mechs
available on aminet or wuarchive. Also some maps are available. I
have a total of 592 mechs, 105 maps, and 51 orders on my hard disk
(~2MB). Only pitty is that the Mechforce decompression program
crashes on my 040. I need to disable the Copyback during
decompression.
As an alternative to MGs at close range is the AC/5 at long range. I use
a 100-ton mech with 4 AC/5s, x heat sinks (enough to cool all but 50 heat
per salvo) and movement a little less than 3/5, with max possible armor
after all this stuff. AC/5s recycle by default in about 15 (?) seconds, so
it can quickly destroy any armored mech. It also _seems_ (not definite)
to have a higher probability to hit the head when aimed shots are ON.
CK> Actually, HeadQuarters is more than just a "little" buggy. It's crawling
CK> with 'em. I can't help but see it as a cheap, over-produced rip-off
CK> of a great game. Ralph Reed proved that it was possible to make a
CK> Mechforce
CK> game that is system and os-friendly, with a standardized interface.
CK> HeadQuarters goes entirely against this. It will not run on AGA machines
CK> (you have to boot into an older chip-set). It takes over the system
CK> (multi-tasking? Why would I want to do THAT!?!). It uses an extremely
CK> inefficient input system; there is no mouse pointer, there are no
CK> point and click menus, or even pull-down menus! The programmer put so
CK> much time and effort into trying to make the damn thing LOOK good that
CK> he sacrificed all usability.
CK> IMHO, it's a sad non-substitute for Mechforce. The only thing going for
CK> it is the souped-up mechs (I LOVE the Predator!!), and it sounds like we
CK> may be getting that in the next version!!
I did just get the latest version of HeadQuarters from a local V\BBS, and
it came with a massive amount of Mechs, as well as MechForce. HeadQuarters
seems to run just fine, is TOTALLY mouse driven, and has some sweet music to
boot.
As for MechForce, I can't get it to work. It GURUs as soon as I try to
select a `mission' ie. Simulation/Training, Arena, Patrol, etc.. Anyone know
why this is?
IF MORE PEOPLE WORLD REGISTER, MORE GOODIES WOULD BE PRODUCED.
That out of the way, I just wanted to say that I hope this new mechforce
has more mech creation... ( I ***LOVE*** the way I can put the
weapons/heatsinks/and other things in the places *I* want.) Unlike that
stupid Headquarters, damn thing hardly works...
I hope to get a reply soon. (I send a return evelope, a blank disk, and
$2.00 to cover cost of shipping...)
I wish he was on this net! (Ralph Reed)
Dean
---
* AmiQWK II 1.0b *
-- Via DlgQWK v0.71a
>I am curious now... how can you get a 200 ton mech for example? Can
>somebody please send me a sample mech to inspect with NewZAP?
How could I send you 200 tons via E-Mail ???
Somebody got a clue ???
Sorry... couldn`t resist... :-)
>Thanks,
>Stefan
Andor
.---------//------------------------------------------------.
| \\ // | A4000/30 MMU/4/80MB AGA A2000/2/50MB ECS |
| \X/ | PC for the mass AMIGA for the powerusers |
| only Amiga | E-Mail: ich...@zam001.zam.kfa-juelich.de |
`-----------------------------------------------------------'
Yes, Flamers have a range of 3 hexes. But thats whay you use terrain
to hide from the big guns until you get to fry the big boys. :)
Flamers tend to detonate ammo and mechs frequently!!
You uuencode it... I have heard that people have sent whole planets
with that little program. It's quite neat actually... :) Come on...
somebody send please...
What the heck are you talking about? I've been posting info on the latest
version of MechForce and his new game MechCombat for weeks now. I've
talked to him on several occasions and I've yet to receive any indication
he's abandoning either game.
>In case some people haven't noticed yet, there are loads of Mechs
>available on aminet or wuarchive. Also some maps are available. I
>have a total of 592 mechs, 105 maps, and 51 orders on my hard disk
>(~2MB). Only pitty is that the Mechforce decompression program
>crashes on my 040. I need to disable the Copyback during
>decompression.
Yeah, I've got WAY too much Mechforce data on my HD too. :) As for the
decompress crashing, I solved that by permanently decompressing the
executables. They're compressed with PowerPacker, so with the right PP tool,
you can extract the original file.
I actually did this back when I was running on a 500, to save
the decompression time, but now it's saving my '040 too.
> As for MechForce, I can't get it to work. It GURUs as soon as I try
> to select a `mission' ie. Simulation/Training, Arena, Patrol, etc..
Anyone
> know why this is?
I don't know if this is the cause of your problem, but the same thing
happened to me until I raised the stack. I set it really high (about
300000), but I'm pretty sure it'll work if you set it a bit lower than
that.
Anyway, try raising the stack and see if that fixes the problem.
-- Via DLG Pro v0.995
\ Internet Address: cyril_...@agwbbs.new-orleans.la.us /
\ UseNet Address: rex!agwbbs!cyril_tircuit /
\ Wha, lamma sam faimp? /
: Are you talking about MechForce? It can't be played over the modem. The
: version which can be put on FTP is not WB 2.x compatible. You can get
: the latest version for $25 from:
: Ralph Reed
: P. O. Box 1497
: Eglin AFB, FL 32542
: Rich (cac...@gatetybrin.eglin.af.mil)
Gee, if you're going to do that, just do what I did when I created the
great and powerful PotatoSaladMech. 5000 points of armor in every location
(saves money on those nasty repairs), 2 AC20's, 2 LRM20's, 2 SRM6's, 2 PPC's,
4 ML's. 5000 Heat Sinks, and oh yeah, my PPC's do -20000 heat. After about
10 fights and it got kinda boring because it totally MASHED everything.
Scott Baxter
Oh cool... that worked just great on my machine. Well, let me ask
another question then. :) Has anybody figured out how to tell
MechForce to use a NTSC interlaced screen instead of a PAL interlaced
screen? I generally run PAL on my computer (I hate interlace and PAL
gives me more y-res than NTSC), but PAL interlaced flickers a whole
lot more and I don't need the extra points at the bottom.
I tried running AmigatoNTSC right before starting MechForce, but that
would somehow force my Workbench into NTSC mode (running AmigaToPAL
right after MechForce doesn't quite work right). Also I had some weird
crashes trying to do this. If somebody has some other neat idea,
please let me know.
Whoa! I missed this info..mind throwing a small report of it in??
---------------------------------------
rni...@imtired.com (Robert Niles)
ITM Distribution (In The MeanTime)
509-966-3828, Yakima, Washington
---------------------------------------
How does MechCombat work on your system. My version is very
buggy.
Michael E. Stamps
>Oh cool... that worked just great on my machine. Well, let me ask
>another question then. :) Has anybody figured out how to tell
>MechForce to use a NTSC interlaced screen instead of a PAL interlaced
>screen? I generally run PAL on my computer (I hate interlace and PAL
>gives me more y-res than NTSC), but PAL interlaced flickers a whole
>lot more and I don't need the extra points at the bottom.
>I tried running AmigatoNTSC right before starting MechForce, but that
>would somehow force my Workbench into NTSC mode (running AmigaToPAL
>right after MechForce doesn't quite work right). Also I had some weird
>crashes trying to do this. If somebody has some other neat idea,
>please let me know.
Well, I just turn on Mode Promotion. :)
Ahem. Sorry. Under 2.0, I've never seen MechForce open in PAL; but then,
I never ran my WB in PAL. However, I did have good luck with a pair
of simple little progs called PAL and NTSC, which just toggled the
screen back and forth. I'm sure they're on wuarchive or aminet somewhere.
I don't suppose you might like to post a uuencoded copy
of that Raptor mech, eh? I'd like to try it out.
|> This has been a dinosaur-free announcement.
|>
|> ========================== Generating: .signature
|> Richard Ling - colour analysis... complete
|> u914...@cs.uow.edu.au - clipping... complete
|> ========================== - rendering... 37.6%
Scott Nolan
sno...@marge.hq.af.mil
==============================================================
We are lucky we don't have as much government as we pay for!
- will rodgers
Many people complained that MechForce was not WB 2.x compatible. Ralph
upgraded it and (I think) added a little more to it. The latest version is
3.8 and is only available to registered users. Registration is $25. If
you're a registered user of an earlier version, then 3.8 is available
for the cost of shipping.
Ralph was working on a version of his game for FASA that strictly adheres
to the BattleTech gaming system. Unfortunately, FASA backed out of it.
He cannot market it commercially without FASA suing him, so he's selling
it as a "beta" test version (even though it's a finished product) to
registered MechForce owners. The game is called MechCombat and it goes
for $20. Note that you cannot get MechCombat without first owning
MechForce, even though each is an independent game. MechCombat works the
same way as MechForce, but it has a lot more mechs/technology. It is so
full of data that Ralph didn't have room to put docs on the disk.
If you want either or both of these games, you can write to:
I sent Ralph a letter with a return evelope, a brand new disk and two
bucks... I got a letter back but no new version! (Yes, I am a registerd
owner of the game) Anyway I'm sending in my $20 and should be getting my own
MECHBattle soon. (Slobber, pant.)
What's the latest? I think I asked him once about adding a modem
interface to the game, but he didn't seem interested.
---
Bob Campbell Student Assistant System Manager
High Altitude Observatory National Center for Atmospheric Research
*****
*|_o_o|\\ The Yeastie Boys Brewing Syndicate
*|. o.| || "Brewers do it in the car, boys."
| o |//
======
>What's the latest? I think I asked him once about adding a modem
>interface to the game, but he didn't seem interested.
I've never seen the game, but it sounds like it would make a great
modem game.
>---
>Bob Campbell Student Assistant System Manager
>High Altitude Observatory National Center for Atmospheric Research
--
Ross MacGregor | TeleLink Technologies, Vancouver BC
ha...@unixg.ubc.ca | and Fighter Duel Pro ace of the sky :)
I wrote him just over a week ago and he wrote right back. (Didn't include
the newest version of MechForce though) I've sent him another letter and I
too asked about modem support...
|> Ralph was working on a version of his game for FASA that strictly adheres
|> to the BattleTech gaming system. Unfortunately, FASA backed out of it.
|> He cannot market it commercially without FASA suing him, so he's selling
|> it as a "beta" test version (even though it's a finished product) to
|> registered MechForce owners. The game is called MechCombat and it goes
|> for $20. Note that you cannot get MechCombat without first owning
|> MechForce, even though each is an independent game. MechCombat works the
|> same way as MechForce, but it has a lot more mechs/technology. It is so
|> full of data that Ralph didn't have room to put docs on the disk.
|>
|> If you want either or both of these games, you can write to:
|>
|> Ralph Reed
|> P. O. Box 1497
|> Eglin AFB, FL 32542
|>
|> Rich (cac...@gatetybrin.eglin.af.mil)
MechCombat is not a 'finished product'. It still needs alot of work and
refinement. It crashes and has many missing features.
It's not a finished product but it is very fun. I'm hoping that we
can 'Beta' test this sucker enough so that Ralph will continue
improving it. I've got several suggestions. The biggest is
that this game is perfect for modem play. We really ought to encourage
him to take a look at that possiblity.
It is worth the extra 20.
Michael E. Stamps
I'll tell you what. If someone wants to get together a reasonable list of
bugs, I will act as the middleman. When I say reasonable, I mean don't
make it a gripe list. I'll take the items emailed to me and post it
to the system Ralph is on (I have access to it).