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Editing MechForce (Video Game)

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==Overview==
 
==Overview==
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It's based on FASA Level 1 set and consists of:
 
It's based on FASA Level 1 set and consists of:
  
1) MechForce (the virtual tabletop game itself)
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1) MechForce (the tabletoplike game itself)
  
 
2) Factory (to create, modify and repair 'Mechs) (not provided in the shareware version)
 
2) Factory (to create, modify and repair 'Mechs) (not provided in the shareware version)
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3) Map Editor (to create/modify custom maps)
 
3) Map Editor (to create/modify custom maps)
  
4) CombatOrders (to create/modify scenarios and missions)
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4) CombatOrders (to create/modify scenarios=missions)
  
5) ConfigEd (a simple front-end to the installation settings)
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5) ConfigEd (a simple frontend to the installation settings)
  
 
6) Warrior (to create, modify and repair Units/Warriors)
 
6) Warrior (to create, modify and repair Units/Warriors)
  
It is pretty close to the original FASA rules published up to 1986 (Standard Engine, no Ferro-fibrous, no Endo Steel, no ER weapons, no Gauss, single heat sinks only) and is in most points canon. It is only capable of using BattleMechs (no AeroTech, SpaceTech, CityTech, ProtoTech, Vehicles, Armor...). Gameplay could be saved (a save penalty is used for each save) and difficulty (easy, normal, heavy, suicidal) could be chosen on each mission. Character and group development is nearly unlimited (tested: 450.000 XPs reached and 1.800 games played). Each Mission is limited by the (RAM amount each) opponents by the RAM of the Amiga, so in the 1988 version (V3.6x) it was advised not to start with more than 7 'Mechs in one game (with 2MB Chip RAM 10 'Mechs in two units works flawlessly).
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It is pretty close to the original FASA rules published up to 1986 (Standard Engine, no FerroFibres, no EndoSteel, no ER weapons, no Gauss, single heat sinks) and is in most points canon. It is only capable of using BattleMechs (no AeroTech, SpaceTech, CityTech, ProtoTech, Vehicles, Armor...). Gameplay could be saved (a save penalty is used for each save) and difficulty (easy, normal, heavy, suicidal) could be chosen on each mission. Character and group development is nearly unlimited (tested: 450.000 XPs reached and 1.800 games played). Each Mission is limited by the (RAM amount each) opponents by the RAM of the Amiga, so in the 1988 version (V3.6x) it was advised not to start with more than 7 'Mechs in one game (with 2MB Chip RAM 10 'Mechs in two units works flawlessly).
  
 
==Details==
 
==Details==
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-The AI engine is limited on some cases (jump capable 'Mechs always jump when possible, all 'Mechs try to rush to your place even fire support or long range 'Mechs, sometimes 'Mechs concentrate on one spot when it'd not see/find the opponent). On the other hand, the AI takes advantage of concentrating fire on one opponent, apply modifiers when chance is too low. Tries to reach some points at the same time so that not a single one is especially exposed.
 
-The AI engine is limited on some cases (jump capable 'Mechs always jump when possible, all 'Mechs try to rush to your place even fire support or long range 'Mechs, sometimes 'Mechs concentrate on one spot when it'd not see/find the opponent). On the other hand, the AI takes advantage of concentrating fire on one opponent, apply modifiers when chance is too low. Tries to reach some points at the same time so that not a single one is especially exposed.
  
-The factory is on some points not canon (e.g. allows a 4,9ton overweight and no limit to how much armor you apply to each spot (the standard double of the internal structure is not used), so you could create unique designs. A 'Mech is limited to ten weapons as well.
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-The factory is on some points not canon (e.g. allows a 4,9ton overweight and no limit to how much armor you apply to each spot (=2*Internal structure is not used), so you could create quite unique designs). A 'Mech is limited to ten weapons maximum.
  
-no real campaign editor to knit more missions into one row.
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-no real campaign editor to knit more missions into one row
  
 
-Technicians gains very low XPs so it took very long (~20*) to reach veteran or better
 
-Technicians gains very low XPs so it took very long (~20*) to reach veteran or better
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-Superhuman Warriors (Attribute level 12 with role modifiers -2) are possible on both sides
 
-Superhuman Warriors (Attribute level 12 with role modifiers -2) are possible on both sides
  
-A very rare AI function (for most games) gives the possibility for AI opponents to 'flee from combat':
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-A very rare AI function (for most games) is the possibility for AI opponents to 'flee from combat':
 
     a) too fast hit ratio on himself
 
     a) too fast hit ratio on himself
 
     b) early critical hits (head, leg)
 
     b) early critical hits (head, leg)
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'''Difficulty:'''
 
'''Difficulty:'''
This is a simple multiplier to your tonnage, while the level of the opponents are not influenced by the multiplier, with skills varying wildly.
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is a simple multiplier to your tonnage (the level of the opponents are not influenced by the multiplier, but the skill vary wildly)
  
 
easy ~0,7
 
easy ~0,7
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The shareware version only contained about 40 'Mechs separated into light/medium/heavy/assault classes and contained the most known "Succession Wars" 2780 'Mechs.
 
The shareware version only contained about 40 'Mechs separated into light/medium/heavy/assault classes and contained the most known "Succession Wars" 2780 'Mechs.
  
The licensed version came with about 150 'Mechs including the 'Unseen Ones' and a few Clan 'Mechs with Level 1 tech.
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The licensed version came with about 150 'Mechs including the 'Unseen Ones' and a few (later CLAN) names with Level 1 tech.
  
You could set up in each of the four folders up to 245 'Mechs from which the AI draws the opponents pool.
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You could have in each of the four folders up to 245 'Mechs each from which the AI derives the opponents (computer as opponent) from.
  
  
 
'''Gameplay:'''
 
'''Gameplay:'''
-creation of warriors to do single plays (no Repair/Modifyshop is then available but full repair); a unit is the next step if you want to have control over stock, modify and enhance your unit to play with + choose 'Mech from selection; with a unit or with enough C-Bills you can sell the old one, salvage it with a unit selection and buy a new one.
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-creation of warriors to do single plays (no Repair/Modifyshop is then available but full repair); a unit is the next step if you want to have control over stock, modify and enhance your unit to play with + choose 'Mech from selection; with a unix or with enough C-Bills you can sell the old one (or salvage it with a unit selection) and buy a new one.
  
 
-choose between Arena, simulator, roving and mission mode + difficulty level + different units
 
-choose between Arena, simulator, roving and mission mode + difficulty level + different units
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b) do the manual repair for the whole company in one go
 
b) do the manual repair for the whole company in one go
  
c) make expensive (and not-canon) upgrades and allow campaigns, safe modified standard 'Mech models
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c) make expensive (and not-canon) upgrades and allow campaigns, safe modified standard 'Mech modells
  
 
d) import of other 'Mech designs/missions/maps (most expanded version is from Joona Palaste)
 
d) import of other 'Mech designs/missions/maps (most expanded version is from Joona Palaste)
  
The four plugins (partly shareware itself) commonly known are called tec2war, HQ, MechForceHQ and Headquarter.
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The four plugins (partly shareware itself) I know are called tec2war, HQ, MechForceHQ and Headquarter.
  
 
==Version History==
 
==Version History==
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The Factory allows you to create any engine for the 'Mechs (e.g. a Pitban 195 engine). It's based on seconds/per move, which seems a very old formula used by the FASA team in the beginning until standard engine ratings took over.
 
The Factory allows you to create any engine for the 'Mechs (e.g. a Pitban 195 engine). It's based on seconds/per move, which seems a very old formula used by the FASA team in the beginning until standard engine ratings took over.
  
Before it was named MechForce, Mr. Reed called it BattleForce and published Versions prior to V3.6
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Before it was named MechForce Mr. Reed called it BattleForce (maybe from Battledroids?) and published Versions prior to V3.6
  
The successor is called MechCombat and starts with V4.x, while same in style, naming, gameplay and GUI it integrated Clan elements and enlarged the board.
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The successor is called MechCombat and starts with V4.x, while same in style, naming, gameplay and GUI it integrated Clan elements and enlarged the board
  
 
==Get the game going on today computers==
 
==Get the game going on today computers==

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