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Games PC Mechcommander-goldMechCommander Gold [PC Game]

Developed by MicroProse Software - Hasbro Interactive (1999) - 3D Real-Time Strategy - Rated Teen

Incoming transmission. Your orders to return back home have been rescinded. Even though Operation Bulldog was a success, there is still a threat. Namely, Smoke Jaguar member Col. Marcus Kotare. He has taken control of the planet Cermak. It is an old Star League outpost and he has probably taken it for a reason. You are to infiltrate and re-take the planet. Also, the termination of Col. Marcus Kotare is essential. Good luck Commander, you'll need it.

Details
Platform: PC
Developer: MicroProse Software
Publisher: Hasbro Interactive
Release Date: 1999
Controls: Keyboard, Mouse
UPC: 076930998700

 

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doc0

SUPPLEMENTAL BRIEFING

****CLASSIFIED COMMUNIQUE****
Commander, as I stated in the vidcom, I am canceling your orders to return home. I know this is very tough on moraleyou and your men deserve some R&R after your distinguished service in the attacks on the Clan Homeworlds. But I know that you understand the need to finish the job: to eliminate this threat to the Inner Sphere once and for all. On a positive note, Battalion has sent some new Mechs and weapons your way that should help bolster spirits some.
Three new Inner Sphere Mechs and the specifications for three new Clan Mechs. Six new vehicles. Five new weapons. The waypoint feature. The ammo conservation fire command. Difficulty level settings. Fire support mission hotkeys (for large and small artillery, sensor probes, and camera drones).
In addition, Commander, keep your troops at combat readiness with Mission Editor. Create new solo or multiplayer missions on either Port Arthur or the latest battlefield, Cermak. Mission Editor includes:
Terrain, overlay, and building palettes for maximum geographic and structural flexibility. Toolbars that allow you to manipulate your map in a variety of ways. Unit and vehicle palettes through which you can detail variants, orders, speed, and colors, to name a few. Objectives tools through which you can mastermind a scenario and play it out.
Good Luck and Good Hunting, Colonel Reese
1999 Microsoft Corp. Developed by Microsoft Corporation. Published by Hasbro Interactive, Inc. BattleTech, MechCommander, MechWarrior, BattleMech and 'Mech are trademarks or registered trademarks of FASA Corporation and Microsoft Corporation. Microsoft, MS, Windows, and the Windows logo are either registered trademarks or trademarks of Microsoft Corporation in the US and/or other countries. BattleTech material 1998-1999 FASA Corporation. Used under license. MicroProse is a trademark of Hasbro Interactive or its affiliates. All other trademarks are the property of their respective holders.
MECHCOMMANDER DESPERATE MEASURES

GETTING STARTED

Please follow the instructions below to install MechCommander Gold. References in the manual to MechCommander Desperate Measures should be read to mean MechCommander Gold.
MECHCOMMANDER DESPERATE MEASURES SYSTEM REQUIREMENTS
MechCommander Desperate Measures requires the following minimum system requirements:

133MHz Pentium Windows 95 or Windows 98 32MB RAM Super VGA graphics (640 x 480 x 256 colors) Quad-speed CD-ROM drive Hard drive (210MB free) DirectX-compatible sound card
The following system requirements are recommended: 166MHz Pentium 64MB RAM 8x-speed CD-ROM drive Hard drive (620MB free)
The following system requirements are required for multiplayer: Null-modem serial cable; or Windows-compatible 28.8kps modem or faster; or Local area network using IPX or TCP/IP; or Internet play requires a true TCP/IP connection
INSTALLING MECHCOMMANDER DESPERATE MEASURES
You do not need to have the original MechCommander game installed on your computer in order to install MechCommander Desperate Measures.
To install MechCommander Desperate Measures
1 Place the MechCommander Desperate Measures disc into your CD-ROM drive. 2 If AutoPlay is enabled, click Install MechCommander Desperate Measures, and then follow the instructions that appear on the screen.
3 If AutoPlay is disabled, double-click the My Computer icon on your desktop, double-click the icon for your CD-ROM drive, and then double-click the MechCommander Desperate Measures icon. When the Setup screen appears, click Install MechCommander Desperate Measures, and then follow the instructions that appear on the screen.
When asked which files you would like to install, be sure to check the box for Install Required Files. If you wish to create your own missions, check the box for Install Mission Editor.

To create a new mission

1 Choose either Multiplayer Mission Editor or Solo Mission Editor at the first dialog box. 2 Select New Mission at the next dialog box. 3 Select a locale (Port Arthur or Cermak) and Terrain at the next dialog box. Then use the slider bars to specify Water, Forest and Hill Coverage. Note that water coverage is mutually exclusive with forest and hill coverage. Click the OK button to continue. 4 After the Mission Editor loads, apply your terrains, overlays and buildings. If you want to place walls, runways, etc. where they normally cannot go, use the Force palette to force them onto the map. 5
From the Units palette, select the classes, teams and variants for the computercontrolled units. You have a total of 45 Mechs and vehicles to allocate between Allied and Enemy teams. To make changes to a units settings, double-click that unit. To set mission objectives, select Objectives from the Mission menu. If you are creating a multiplayer mission, set objectives for both Team 1 and then Team 2.
8 To set mission parametres such as resource points and drop weight, select Settings from the Mission menu. Type in a briefing for the mission by clicking the Player Briefing button. If you are creating a multiplayer mission, select Settings and create Player Briefings for both Team 1 and Team 2.
9 To place at least one Drop Zone for your units, select Drop Zones from the Mission menu. If you are creating a multiplayer mission, place three Drop Zones each for Team 1 and Team 2. 10 To save your mission, select Save from the File menu and type a name for your mission no longer than eight characters.
For more information about how to use the Mission Editor, select Help Topics from the Help menu. The Help topics include design tips, keyboard shortcuts, troubleshooting tips and explanations of error messages. You can also right-click on an object (such as a unit) and then select Help from the pop-up menu.

Creating a Map

You can customize the terrain for your mission. The Tactical Map gives you an overall view of the mission map. Select Tactical Map from the View menu. Click anywhere on the Tactical Map to zoom to that spot on the regular map. To view the gridlines on the map, select Gridlines from the View menu. To zoom the map in, select Zoom In from the View menu or press the PLUS key. To zoom out, select Zoom Out or press MINUS. The Map Features Palette lets you add various elements to the map: Terrains, Overlays, Force, Buildings and Units. Select Map Features palette from the View menu. Click on a palette tab, click on an item on that palette and then click on the map to place that palette item. If a map tile is already selected, clicking a palette item will place that object on the selected map tile. Drag an element along the map to create a path of that item. The Terrains palette offers different terrain types such as Grass and Dirt. The Overlays palette adds elements such as Forest and Roads. Use the Force palette to break the normal map rules. Choose from the various buildings from the Buildings palette. Select Mechs and vehicles from the Units palette. For more information about the palettes, see the Help file.

Player Briefing

Click on the Player Briefing button in the Settings dialog box to write the text for your own mission briefings.
Mission Title provides a brief title for the mission. Objectives lists the objectives in the order in which they must be completed. Description describes the overall mission. Tactical Warnings provides intelligence reports and other critical information. Tactical Notices provides information about unit and weapon strengths.

Drop Zones

Select Drop Zones from the Mission menu to display the Drop Zones cursor. Then click on the map to set landing points for each players or teams forces. Solo missions must contain at least one Drop Zone. Multiplayer missions must contain three Drop Zones per team. A solo mission or Team 1 Drop Zone is indicated by a green and yellow icon. A Team 2 Drop Zone is indicated by an orange and red icon.

Your Mission File

Use the File menu to create, open, save and compress your mission file.
New creates a new solo or multiplayer mission file. Open loads a previously saved mission or map. Save saves your current map, including its mission data. The file is saved to your C:\Program Files\MicroProse\MCX\Data\Terrain folder. Save As lets you save your map and mission data under a new file name. Write Distribution File (DPK) compresses an already saved map and mission data into a DPK file, which you can then share with other players. Missions you create with the Mission Editor are displayed in the Select Mission list. Missions created by other people or on other computers must be converted from a DPK file to be displayed in the Select Mission list. For information on how to convert a DPK file, refer to Using DPK files to Share Missions in the Help file. Save Map Only saves just the map without any mission data. Exit exits the Mission Editor.

NEW MECHS

ComStars intelligence has done its work and obtained the specs for three new Clan Mechs. BattleMech manufacturing concerns throughout the Inner Sphere have independently responded with three new Inner Sphere Mechs. Get to know these specs: Youll need them. Payload capacity is the total tonnage available for components (including weaponry). Reminder: Sensors, active probes, and electronic measurement systems are limited one per Mech. Class encapsulates Mech tonnage, maneuverability, armour, and standard armaments to describe the combat role of the Mech: Light, Medium (Med), Heavy (Hvy), and Assault. Structure indicates how much damage a Mech can withstand: Light, Moderate (Mod), Heavy (Hvy), and Very Heavy (V Hvy). ****TACTICAL NOTICE**** During a mission, to reallocate units and vehicles among Force Groups, select the units, press CTRL+F1, CTRL+F2, CTRL+F3, or CTRL+F4 (where F<n> indicates the Force Group number to which you want to assign the selected units), and then click a unit to make it the leader.

Inner Sphere Mechs

Stiletto Bushwacker Mauler

Clan Mechs

Shadow Cat Nova Cat Turkina

STILETTO

INNER SPHERE LIGHT 35 TONS

VARIANT ARMOUR COST

PAYLOAD CAPACITY VARIANT A/J: 17.5 VARIANT W: 20.5

36m/sec

WEIGHT

35 Tons

ARMOUR

STRUCT

Basic Armament
1 Streak SRM Pack, 3 LRM Racks, 1 SensorIntermediate 1 Large Pulse Laser, 2 LRM Racks, 1 SensorIntermediate 1 Streak SRM Pack, 3 LRM Racks, 1 SensorIntermediate

WEAPON

The fastest Mech in the Inner Sphere arsenal carries an Intermediate Sensor for advance warning of opponents near range. Its speed gives it unparalleled ability to evade combat with sufficient weaponry to extract itself from a skirmish while damaging opponents. A good unit for scouting or recon missions, the Stiletto may be the Inner Spheres answer to the Clans Uller, although its reliance on ammo-based weapon systems make it susceptible to resupply failures. Version Manufacturer: Coventry Metal Works Armour Source: Unknown Communication System: Unknown Targeting and Tracking System: Unknown

i STILETTO BUSHWACKER

MAULER

SHADOW CAT

NOVA CAT

TURKINA

BUSHWACKER
PAYLOAD CAPACITY VARIANT A/J: 29.5 VARIANT W: 33.5
INNER SPHERE MEDIUM 55 TONS

24m/sec

55 Tons
1 Laser, 1 SRM Pack, 1 LB-X Autocannon, 2 LRM Racks, 1 SensorBasic 2 Lasers, 1 SRM Pack, 1 LB-X Autocannon, 2 LRM Racks, 1 SensorBasic 1 Laser, 1 SRM Pack, 1 LB-X Autocannon, 2 LRM Racks, 1 SensorBasic
Built with flexibility in mind, the Bushwackers default weapons mix is quite lethal against Inner Sphere opponents, although comparable Clan weapon systems out-range the Bushwacker by up to 50%. A fast, maneuverable Mech with a versatile design, use Bushwackers with Autocannons to attack Clan units at close range through difficult terrain. Version Manufacturer: TharHes Industries Armour Source: Unknown Communication System: TharHes Euterpe HM-14 Targeting and Tracking System: TharHes Ares-8a

i BUSHWACKER

INNER SPHERE VERY HEAVY 90 TONS
PAYLOAD CAPACITY VARIANT A/J: 63.5 VARIANT W: 76.5

15m/sec

90 Tons

Assault

1 Large Laser, 2 LRM Racks, 2 Light LB-X Autocannons, 2 Light Gauss Rifles, 1 SensorBasic 2 Heavy LB-X Autocannons, 1 Large Laser, 1 Large ER Laser, 1 Light LB-X Autocannon, 2 Light Gauss Rifles, 1 SensorBasic 1 Large Laser, 2 LRM Racks, 2 Light LB-X Autocannons, 2 Light Gauss Rifles, 1 SensorBasic
An assault-class Mech produced under high security by the Draconis Combine, the Mauler is proportionally smaller than the Atlas, its 100-ton cousin. The Mauler delivers a high volume of armour-shredding firepower at a long range, due to the LB-X Autocannons found in each variant. Version Manufacturer: Luthien Armour Works Armour Source: New Samarkand Royal Communication System: Sipher Security Plus Targeting and Tracking System: Matabushi Sentinel

i MAULER

Inner Sphere Mech Comparison Chart
Weight (tons) Speed (m/sec) 15 15

BattleMech

Commando Firestarter Raven Stiletto Hollander II Centurion Bushwacker Catapult Jagermech Awesome Mauler Atlas
VARIANT ARMOUR WEAPON JUMP COST 26780 WEIGHT 35 Tons 35 Tons 35 Tons CLASS Light Light Light SPEED 36m/sec 36m/sec 36m/sec ARMOUR Mod Light Light STRUCT Mod Mod Mod JUMP Long Long Long
VARIANT ARMOUR WEAPON JUMP COST 35950 WEIGHT 55 Tons 55 Tons 55 Tons CLASS Med Med Med SPEED 24m/sec 24m/sec 24m/sec ARMOUR Mod Mod Mod STRUCT Hvy Hvy Hvy JUMP Short Short Short
VARIANT ARMOUR WEAPON JUMP COST 65220 WEIGHT 90 Tons 90 Tons 90 Tons CLASS Assault Assault Assault SPEED 15m/sec 15m/sec 15m/sec ARMOUR Hvy Mod Mod STRUCT V Hvy V Hvy V Hvy JUMP Short Short Short

CLAN MEDIUM 45 TONS

PAYLOAD CAPACITY VARIANT A/J: 29.0 VARIANT W: 36.5

45 Tons

27m/sec
2 Clan ER Lasers, 2 Clan Large Pulse Lasers, 1 Clan SensorBasic 1 Clan ER Laser, 3 Clan Large Pulse Lasers, 1 Clan SensorBasic 2 Clan ER Lasers, 2 Clan Large Pulse Lasers, 1 Clan SensorBasic
Technically a heavy scout, the Shadow Cat is well armed and armouredideal for hazardous recon missions teamed with other light- or medium-class Mechs as part of a command Star. The Clan Nova Cats apparent response to the Wolf Clans Fenris Mech, it accelerates to top speed at an astonishing rate and was used to overwhelm the forward observation posts at Luthien as they relayed reports of oncoming enemy. Its default configuration leaves it vulnerable to indirect fire. Version Manufacturer: Unknown Armour Source: Unknown Communication System: Unknown Targeting and Tracking System: Unknown

i SHADOW CAT

PAYLOAD CAPACITY VARIANT A/J: 54.0 VARIANT W: 58.0

CLAN HEAVY 70 TONS

21m/sec

70 Tons

1 Clan Heavy Flamer, 3 Clan Pulse Lasers, 2 Clan Heavy LB-X Autocannons, 1 Clan SensorBasic 1 Clan Pulse Laser, 4 Clan Streak SRM Packs, 2 Clan Heavy LB-X 1 Clan Heavy Flamer, 3 Clan Pulse Lasers, 2 Clan Heavy LB-X Autocannons, 1 Clan SensorBasic
A short-range killing machine, the Nova Cat was designed to butcher anything that gets too close. In 3059, the Nova Cat first saw battle against the Smoke Jaguars as part of Operation Bulldog. Here the Nova Cat proved its awesome long-range firepower, but during the Operation several Nova Cats were captured by the Smoke Jaguar Clan. Periphery sources suggest that Nova Cat variations have been added to Clan arsenals. Version Manufacturer: Barcella Alpha, Irece Alpha Armour Source: Unknown Communication System: JNE Integrated Targeting and Tracking System: Build 2 CAT TTS

i NOVA CAT

CLAN HEAVY 95 TONS
PAYLOAD CAPACITY VARIANT A/J: 74.5 VARIANT W: 81.0

95 Tons

1 Clan Pulse Laser, 2 Clan LB-X Autocannons, 2 Clan Lg ER Lasers, 2 Clan LR Missile Packs, 2 Clan Lt LB-X ACs, 1 Clan SensorBasic 1 Clan Pulse Laser, 2 Clan LB-X Autocannons, 2 Clan ER PCCs, 2 Clan LR Missile Packs, 2 Clan Lt LB-X ACs, 1 Clan SensorBasic 1 Clan Pulse Laser, 2 Clan LB-X Autocannons, 2 Clan Lg ER Lasers, 2 Clan LR Missile Packs, 2 Clan Lt LB-X ACs, 1 Clan SensorBasic

104710

The Clans Turkina assault-class Mech carries crippling long-range firepower and can smash anything that gets too close. The Turkinas flexible weapon system packs exactly twice the punch packed by the primary configuration of the Thor, but it accomplishes this with only 40% more weight. The increased use of energy weapons in the Turkina is in direct response to the Clans defeats on Tukayyid, where ammo resupply efforts failed. Version Manufacturer: Unknown Armour Source: Unknown Communication System: Unknown Targeting and Tracking System: Unknown

i TURKINA

Clan Mech Comparison Chart
Weight (tons) 95 Speed (m/sec) 15
Uller Cougar Shadow Cat Hunchback IIC Vulture Loki Thor Nova Cat Mad Cat Masakari Turkina
VARIANT ARMOUR WEAPON JUMP COST 40870 WEIGHT 45 Tons 45 Tons 45 Tons CLASS Med Med Med SPEED 27m/sec 27m/sec 27m/sec ARMOUR Mod Light Light STRUCT Mod Mod Mod JUMP Med Med Med
VARIANT ARMOUR WEAPON JUMP COST 66210 WEIGHT 70 Tons 70 Tons 70 Tons CLASS Hvy Hvy Hvy SPEED 21m/sec 21m/sec 21m/sec ARMOUR Hvy Mod Mod STRUCT Hvy Hvy Hvy JUMP Short Short Short
VARIANT ARMOUR WEAPON JUMP COST 90190 WEIGHT 95 Tons 95 Tons 95 Tons CLASS Assault Assault Assault SPEED 15m/sec 15m/sec 15m/sec ARMOUR V Hvy Hvy Hvy STRUCT V Hvy V Hvy V Hvy JUMP Short Short Short

NEW WEAPONS

As I mentioned earlier, we have new weapons for your forces. FedCom engineers continue to refine weaponry to replace aging Inner Sphere weapon systems in all three armament types: ballistic, energy, and missile. Field modification kits have been issued and the new weapons are available from regimental inventory. Ammo conservation mode software has been retrofitted in all deployed Mechs. For information on mode use, review the Tactics technical information.

HEAVY THUNDERBOLT

COST LOAD VAL RECYCLE DAMAGE RANGE
Salvage sec (slow) 12 (very heavy) Medium
This launcher fires one medium-range, Mech-crippling missile over obstacles. It cannot arm itself at targets within 50 metres. It is not available in the Battalion Inventory and must be obtained through battlefield salvage. It carries limited ammo. (32 shots)

LB-X AUTOCANNONS

Light COST LOAD VAL RECYCLE DAMAGE RANGE 3560 9.5 1.75 sec (v fast) 0.5 (v light) Long
Medium 8480 14.sec 2 Medium
Heavy 12850 19.sec 5 Short

Tons Hvy Tank 15m/sec Mod
1 Particle Projector Cannon 1 Large Pulse Laser 2 SRM Packs

PILUM HEAVY TANK

This version of the Pilum Heavy Tank trades some of its firepower for a larger power plant, making it faster than any vehicle in its weight class. Its impressive flanking speed of 65kph makes it the fastest of the heavy tanks, yet it is still able to take significant damage and maneuver. Its firepower is limited, however.
Tons Hvy Tank 18m/sec Mod

WEAP/COMP 6 LRM Rocks

ALACORN MK VII HEAVY TANK
A Star Leagueera design first deployed in the Periphery, General Aleksandr Kerensky took hundreds of Alacorns with him at the time of his Exodus. The Alacorn packs reasonable speed, superior armour, and a terrifying punch into one sleek package with three Gauss Rifles mounted on a rotary turret that provides a full 360-degree firing arc.
Tons Assault 12m/sec Hvy 3 Gauss Rfls

AMMO TRUCK

The Ammo Truck is a small, reasonably fast, vulnerable vehicle capable of replacing a Mechs ammunition on the battlefield. Deploy it as you would the Refit Truck; move it near a Mech until the Repair Icon (a wrench) appears, and then click that Mech to reload its ammunition. Clever MechCommanders have used its combustible payload as an offensive weapon. If the vehicle is destroyed, the ordnance it carries will explode, damaging everything within the blast radius.
Tons Light 18m/sec Light None

TACTICS

Lastly, Commander, you have no doubt seen the medias recent focus on the evolution of modern military tactics. As hinted in the reports, Inner Sphere military establishments developed strategies that enable frontline commanders, such as yourself, to more effectively deploy forces and resources under their command.

WAYPOINTS

Waypoints give a commander greater control over his units movement by setting a specific series of points for them to automatically follow, thus freeing up the commanders attention for other units. There are four different types of waypointswalk, run, jump, and minelayerand you can place a total of 16 waypoints in any order. Units traverse waypoints by the shortest possible move path. For example, if cliffs are directly between two waypoints, the units must move around the cliffs. Therefore, by placing more waypoints, you gain more control of the move path. For example, you may have a jump-capable unit walk to the first waypoint, run to the second, jump to the third, and run to the fourth.

To create waypoints

1 To create a walk waypoint, press and hold CTRL, or F9, while you click the waypoint location on the main screen.
or To create a run waypoint, press and hold CTRL+SPACEBAR, or F10, while you click the waypoint location on the main screen. or To create a jump waypoint, press and hold CTRL+J, or F11, while you click the waypoint location on the main screen. or

To create a minelayer waypoint (mines are laid as the vehicle follows the move path), press and hold CTRL+F while you click the waypoint location on the main screen.
2 Repeat step 1 as necessary for each waypoint you want.
You can assign a move path to any number of units at one time, using the standard selection methods. If a group of units is selected, the lead unit will move to the waypoints first. You can view a units move path lines by pressing and holding CTRL. You can add waypoints to an existing move path at any time. The new waypoints are added to the end of the orders queue. You can clear a units move path by selecting that unit and pressing BACKSPACE. Waypoints may be placed in unrevealed terrain; they appear above the black background, similar to sensor traces. You can place waypoint markers while the mission is paused. Once a waypoint marker is laid, it cannot be moved. Units will begin following their move paths when the mission is resumed. This is helpful in organizing simultaneous movement. Once a waypoint marker is laid, it cannot be moved. While CTRL is pressed, you cannot assign targets or capture a unit. If a unit following a move path receives a new order, movement, or attack, the move path and its waypoints are cancelled. If attacked while executing a walk waypoint, the units behave identically to units walking in MechCommander. They will stray off their move path until the combat is resolved. If a unit cannot reach a given waypoint, it will behave identically to a unit that cannot handle a move order. To set a move path through burned forest, place waypoints just before the burned forest, just after the burned forest, and then toward your final destination. You may play the original MechCommander campaign using waypoints.

AMMO CONSERVATION MODE
To give the commander greater control over his resources in combat, he can order units to fire energy weapons only, conserving precious ammunition until it is truly needed. Energy weapons are those with an unlimited supply of shotsfor example, Pulse Lasers, Heavy Flamers, and Particle Projector Cannons. Ammo weapons are those that fire a limited supply of shots or salvosfor example, Gauss Rifles, Autocannons, and Missile Packs.

To order ammo conservation mode
Hold down A and then, on the main screen, click the enemy you want to hit with energy weapons only. The cross hairs will appear orange.
To clear all orders, including ammo conservation mode, press BACKSPACE. If a unit in ammo conservation mode receives a new attack order, ammo conservation mode is cancelled and the unit will fire all of its weapons. If a unit has only ammo weapons and is given the ammo conservation mode order, that unit will not fire (as if it were out of weapons). A commander orders a group of units to use ammo conservation mode in the same manner he would make any other order. If one of the units in the group has only ammo weapons, then that unit will not fire (as if it were out of weapons). You may play the original MechCommander campaign using ammo conservation mode.

DIFFICULTY LEVELS

MechCommander Desperate Measures offers three levels of gameplay: easy, regular, and hard. These levels can also be used to play the original MechCommander missions.
1 On the MechCommander Desperate Measures main menu, click Preferences. 2 Under Difficulty, click Easy, Regular, or Hard.
Note: You can change level difficulty before you start a mission or between missions. If a mission proves to be too challenging, you can lower the difficulty setting, win the mission, and then return to the former difficulty setting for the next mission.

KEYBOARD COMMANDS

Combat/Tactical
Assault from current location Assault from long range Assault from medium range Assault from short range Attack head Attack left torso Attack right torso Attack centre torso Attack left arm Attack right arm Attack left leg Attack right leg Order ammo conservation mode
C+Left mouse button L+Left mouse button M+Left mouse button S+Left mouse button 8+Left mouse button 7+Left mouse button 9+Left mouse button 5+Left mouse button 4+Left mouse button 6+Left mouse button 1+Left mouse button 3+Left mouse button A+Left mouse button
Keyboard Commands continues.

Fire Support

Fire support gives the commander greater control over his combat resources. Launch small artillery strikes, large artillery strikes, sensor probes, and camera drones by pressing a key on the keyboard (not the numeric keypad) and clicking the mouse on the targetno wasting time moving the cursor to the multifunctional display (MFD). When a fire support hotkey is depressed, the corresponding button is highlighted on the MFD per the RUN, JUMP, and GUARD hotkeys in original MechCommander. The fire support cursor may be moved until it is deployed by clicking the left mouse button.

Drop small artillery strike at cursor Drop large artillery strike at cursor Drop sensor probe at cursor Drop camera drone at cursor
1+Left mouse button on target 2+Left mouse button on target 3+Left mouse button on target 4+Left mouse button on target
Note: You must press a number key each time you want to drop artillery and so forth. For example, to drop three small artillery strikes, you must press 1 and click the left mouse button once on each of the targets.

Orders

Hold fire/stop Guard Capture Repair/refit Lay mines Power up Power down Eject
BACKSPACE G+Left mouse click on target Left mouse click context-sensitive cursor on item Left mouse click context-sensitive cursor on item F+Left mouse button PAGE UP PAGE DOWN HOME+Left mouse button

Unit Control

Reassign Force Groups Select all units in battlefield view Deselect all units Get information on unit
CTRL+F1 through F4 E Right mouse button on battlefield view I+Left mouse button

Moving Units

Move half-power Move full-power Jump (jump-enabled Mechs only) Create walk waypoint Create run waypoint Create jump waypoint Create minelayer waypoint
Left mouse button SPACEBAR+Left mouse button J+Left mouse button CTRL or F9 CTRL+SPACEBAR or F10 CTRL+J or F11 CTRL+F

Battlefield View

The commands in this section can be triggered by pressing the appropriate key on either the keyboard or the numeric keypad.
Zoom view in Zoom view out Scroll down Scroll up Scroll left Scroll right
PLUS SIGN MINUS SIGN DOWN ARROW UP ARROW LEFT ARROW RIGHT ARROW
Multifunctional Display (MFD)
Open/close MFD Open MFD (Briefing Active) Open MFD (Information/ Briefing Active) Open MFD (Map Active) Open MFD (Salvage Active) Open MFD (Chat Active) (multiplayer missions only)
ALT ALT+B ALT+D ALT+M ALT+S ALT+C
Open/close MFD (Command Palette) TAB

Tactical Map

Scroll down Scroll up Scroll left Scroll right Zoom in Zoom out

EMAIL Alternatively you can email our Technical Support operators: uksupport@hiuk.com WEBSITE http://www.hasbrointeractive.com To ensure a prompt reply please summarise your issues as concisely as you can, giving details, as above, of the game, the problem or error, any circumstances that you feel relevant and your particular computer system. We will endeavour to return your mail within the day. All letters should be addressed to: Hasbro Interactive (Europe) Customer Support The Ridge, Chipping Sodbury South Gloucestershire BS37 6BN England, UK CUSTOMER SERVICES - AUSTRALIA If you have problems and require assistance you can contact our Customer Services: Phone: 667 (calls charged at $1.50 per minute, a higher rate applies to mobile and public phones).

NOTICE/WARRANTY

1. LICENCE The software and all images, photography, animations, video, audio, music and text contained on the enclosed CD-ROM and this manual, (together, 'the Product') are protected by copyright and other intellectual property rights which are owned by or licensed to Hasbro Interactive Limited of 2 Roundwood Avenue, Stockley Park, Uxbridge, UB11 1AZ ('Hasbro'). Hasbro grants to you as the original purchaser of this Product a non-transferable right to use the Product for your own personal and private use and not in connection with any business activity. Unless otherwise permitted by law, no part of this Product may be copied, reproduced, translated, modified, decompiled or reduced into any electronic or other form without the prior written consent of Hasbro. You may not rent or lease, or sell or transfer copies of the Product or any part of it. 2. WARRANTY Hasbro warrants to you only that for a period of ninety days from purchase the Product will perform substantially in accordance with the specifications set out in this manual and that the original CD-ROM disk itself will be free from defects in materials and workmanship. During this period the Product, if defective, will be replaced free of charge if returned to Hasbro at Caswell Way, Newport, Gwent, NP9 0YH, together with a dated proof of purchase, a brief description of the defect and the address to which it is to be returned. Any replacement will be warranted for a further 90 day period. This warranty does not affect your statutory rights in any way. This warranty does not apply to defects caused by misuse, neglect, incorrect installation, damage, alteration, repair or excessive wear. 3. LIABILITY Except as stated at 2 above, all conditions, warranties, terms, representations and undertakings express or implied, statutory or otherwise, in respect of the Product are expressly excluded. Hasbro's liability to you shall under no circumstances exceed the original retail price of the Product and Hasbro does not accept liability for any indirect or consequential damage or loss (even if it is aware that the possibility of such damage or loss) including lost profits or revenues, or for any damages, costs or loss incurred as a result of loss of time or data or from any other cause. Nothing set out above shall limit or exclude the Hasbro's liability to you for death or personal injury resulting from its own negligence or any other liability not capable of exclusion or limitation by law. If you do not agree to be bound by these terms, you should immediately return the Product to Hasbro at Caswell Way, Newport, Gwent, NP9 OYH, together with a dated proof of purchase, for a full refund.

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MECHCOMMANDER KEYBOARD FUNCTION CHART

i COMBAT/TACTICAL

Assault from current location Assault from long range Assault from medium range Assault from short range Attack head Attack left torso Attack right torso Attack centre torso Attack left arm Attack right arm Attack left leg Attack right leg Order ammo conservation mode C+Left mouse button L+Left mouse button M+Left mouse button S+Left mouse button 8+Left mouse button 7+Left mouse button 9+Left mouse button 5+Left mouse button 4+Left mouse button 6+Left mouse button 1+Left mouse button 3+Left mouse button A+Left mouse button 1+Left mouse button 2+Left mouse button 3+Left mouse button 4+Left mouse button BACKSPACE G+Left mouse click on target Left mouse click context-sensitive cursor on item Left mouse click context-sensitive cursor on item F+Left mouse button click PAGE UP PAGE DOWN HOME+Left mouse button on unit CTRL+F1 through F4 E Right mouse button on battlefield view I+Left mouse button on unit Left mouse button SPACEBAR+Left mouse button J+Left mouse button CTRL or F9 CTRL+SPACEBAR or F10 CTRL+J or F11 CTRL+F PLUS SIGN MINUS SIGN DOWN ARROW UP ARROW LEFT ARROW RIGHT ARROW ALT TAB ESC or PAUSE ENTER

i FIRE SUPPORT

Drop small artillery strike Drop large artillery strike Drop sensor probe Drop camera drone

i ORDERS

Hold fire/stop Guard Capture Repair/refit Lay mines Power up Power down Eject pilot

i UNIT CONTROL

Reassign Force Groups Select all units in view Deselect all units Get information on unit

i MOVING UNITS

i BATTLEFIELD VIEW
i MULTIFUNCTIONAL DISPLAY (MFD)
Open/close MFD Open/close MFD (Command Palette)

i SYSTEM COMMANDS

doc1

for /L %n in (0, 1, 1) do solextract start0.pkk %n file%n.txt
The above command will extract all files from the PKK and call each fileX.txt where X is the index number in the PKK. The above command works like this: The for /L part tells the command shell we want to count something. The %n part is going to represent the number that is being counted. The in (0, 1, 1) part tells the command how we want to count and works like this:
in (start #, increment by, last #)
In other words, if the indices were from 0 to 10, we could extract those by using in (0, 1, 10) etc. The do part says what to actually do each iteration count. The last part looks an awful lot like the previous command. In fact it is the same, as the actual iteration number will replace the %n before it runs the command. This is what running that command looks like:
Tip Note how each iteration runs the do part of the command as if we typed each in individually. Of course, with only two entries in this PKK file, this wasnt strictly required, but I wanted to show the possibility.
Lets examine the two files extracted. The first file, called file0.txt is the master starting condition definition file. Lets rename it to masterdef.txt. This will be the first file to be changed when we get to modifying the starting equipment. This file will also need to be changed when giving players starting MechWarriors and assigning them to pre-allocated mechs. In other words, this is going to be a very important file so lets just skim through this file and get to know it a little first. The first section, called [General] is defining a few things. First up is the master purchase file. It turns out this entry isnt actually used for the purchase list at all, but for a few other things. We wont be changing this entry in this tutorial. The next entry seems rather odd. I am not really sure what it is used for, but we can specify a string here, though obviously it doesnt seem to really matter as the campaign is running without a hitch already. The next entry, MissionNumber, seems to be indicating what mission this file is for. As this is the campaigns starting file, leave this at 0. The same can be said for LastScenarioTime and LastLogisticsTime. All three of these entries are likely used for save games. Remember that a PKK file is really nothing more than a save game that is loaded prior to running the campaign. The next section, [Planet], is defining the planet (i.e. Port Arthur or Cermak) that the mission is for, or so it would seem. Remember back while creating the maps, I mentioned about starting an expansion campaign if the first map was a Cermak map or original campaign if the starting map was a Port Arthur map. I also promised to say how to get around this. This section is what allows us to do this. The Setting entry in this section needs to be set to 0 if the user campaign is overriding an original campaign, and set to 1 if overriding the expansion campaign. Failing to do this can confuse the game as it will attempt to use files from the other campaign. As the campaign I'm building in this tutorial is overriding the original campaign, make sure the Setting entry is set to 0. The next entry is rather interesting. The Solo entry is set to true. Since these files were copied from the solo missions.SOL file, it makes sense that this entry indicates that this is a solo mission, but the campaign has run successfully without changing this entry. It turns out the game only looks for this entry when loading a solo mission. The

game completely ignores this entry when running a campaign. We can safely remove this entire line now, though obviously it doesnt hurt to leave it in. In the next section we find Aha! Resource Points! This entry is defining how much money to give out at the start of the campaign. Lets set this to half a million just for laughs. The remaining entries I wont comment on just yet, but they are related to allocating Components, MechWarriors, Mechs, and assigning MechWarriors to Mechs. At the very end of the file, right after FITend, you may see a couple of garbage characters. These can be deleted, though they will have no effect if left in. Save the file. Lets now take a look at file1.txt. First, rename it to initstore.txt, then open it in a text editor. This file is the initial purchase file (hence why we renamed it). It lists all the Mechs, MechWarriors, Vehicles and Components that will be available in the store when the campaign is started. It is fairly self-explanatory as the names make some sense, the rest can be figured out. The only thing that needs explanation is that a value of 1 means unlimited, while any other number indicates that only that number of the specific item is available for purchase. The section of the file dealing with the MechWarriors can be a little confusing, but, as this is dealt with in the next step, you can mostly ignore it. For now, all Im going to change here is to make only two Commando-As available for purchase. Under the Mech0 heading, change the TypeAAvailable to 2, and set the Type Js and Type Ws to 0. Time to repackage the files. For this use the makesol tool. Using this tool will require a list of files to include in the final packed file. So first, using a text editor, create a new text file. The name isnt overly important, put dont go calling it the same as one of the other files. As there are only two files to package up, we just need to make two lines in the file list. However, it is not enough to simply put the names of the files to add. The tool is also capable of compressing the files before packaging them up. Since this can be done on a per-file basis, the tool expects a special command character at the start of the line telling it what to do with the file, then the name of the file separated from the command with a space. In short, the file list we need to create will look like this: c masterdef.txt c initstore.txt

purchase file for the next mission indicates 2 Commando-Ws, then the net result is that the store will have 4 Commando-Ws. This also means there is no way to remove mechs from a store once they are added in (except by the player buying them up of course). Well time to get our hands dirty. First, go back to that working folder created in step 4. Since the file needed to be changed is already extracted from the PKK, thats the one to edit. Open initstore.txt in a text editor. This is the initial store. Ive decided to only make a few things available in the store. But as this is a rather long file, Ill simply mention what Im going to change, and you can look at the final version of the file in the appendices. First, set the TypeAAvailable, TypeJAvailable and TypeWAvailable entries for all the mechs to 0. This will remove all mechs. Then go back and find the entry for the Bushwacker and make 2 Type-As and 2 Type-Ws available (In the next step, we will see how to properly identify a mech from its profile number and vice-versa, but for now, simply use the comments in the file to find the appropriate mechs). I dont actually want any vehicles in this campaign, so for all the vehicle headings, set the NumAvailable to 0 as well. For components, set the NumAvailable to 0 for all except for the following: 8 Pulse Lasers, 2 Heavy Flamers, 4 Large Pulse Lasers, and 4 PPCs (not the ER-PPCs). Now for the list of available MechWarriors. These entries act a little differently than the previous ones. Note that there are only two entries under each Warrior heading. Namely Profile and Status. The profile entry is the filename to a MechWarrior profile file. To find out who an entry actually represents, we use the filename in the Profile entry and use the following table. The profile entry is really the filename of a warrior profile file (more on this later). But the filename is constructed like this: PMWnnnnn.FIT Where nnnnn is a 5 digit ID representing the warrior in question. This ID number will equal one of the numbers in the following table. Just read off the name to find out who it is (you can ignore the.FIT part for now). The names marked with (Ex) at the end are the updated MechWarrior profiles used in the expansion.

Beast Hawk Siren Rooster Isis Gunman Mystique Skater Spice Baron Fiend Ronin Gator Rebel Hunter Lynx Hitman Countess Scarab Outlaw Falcon Burnout Goblin Mantis Dragon
Blaze Thunder Paingod Firestorm Vixen Siren (Ex) Rooster (Ex) Isis (Ex) Gunman (Ex) Skater (Ex) Countess (Ex) Scarab (Ex) Mantis (Ex) Dragon (Ex) Blaze (Ex) Thunder (Ex) Goblin (Ex) Spice (Ex) Baron (Ex) Fiend (Ex) Ronin (Ex) Gator (Ex) Rebel (Ex) Hitman (Ex) Burnout (Ex)
The Status entry tells the game how to treat this warrior. Valid values are in the following table. 4 Available for hire Hired Dead Dismissed (sold back) Unseen
Now obviously, we dont want to be killing off or dismissing warriors right from the start, so the only values that are of use to us are 0 and 4. The value 1 may come in handy later, but ignore it for now, as this will introduce unneeded complications. If a given MechWarrior should be available for hire, set their status to 0. If they are to be hidden from the hiring list, but need to be available later, set the status to 4.
For this campaign, I decided to have Beast (51), Gator (63), Hunter (65) and Hitman (67) available for hire at the beginning, all the others will be set to Unseen status. Save the file. Now for the per-mission purchase files. As mentioned, each mission map has its own purchase file, but they are additions to the base store allocations. So the easiest thing to do is to simply take the file just edited, save it as purchase00.fit to create the first missions purchase file (remember that the file must exist, but the real data is in the initstore.txt just edited. Then make the changes and additions we want for the next mission, save it as purchase01.fit, etc. It is a good idea to reset all the components, mechs and vehicle counts to 0 before doing the changes. For this campaign, Im going to add two ER-PPCs and an Atlas-W for mission 2, but no additional hardware at all for mission 3. I will add Blaze (76) as available for hire for mission 3 however. See if you can work out the details yourself. Compare your results with the listings in the appendices. When all three purchase files (purchase00.fit, purchase01.fit and purchase02.fit) are done, copy them into the {MCX}\data\missions folder. Also remake the Start0.PKK file and copy it over to the {MCX}\data\savegame folder. OK, lets try out this new version. Coming in, it looks like the store is all set as was wanted. The Warriors selected are available, as are the mechs and equipment. After playing the first mission, an Atlas-W is now available, as are the ER-PPCs. The rest is as it was before. Exactly what was wanted.

Where nnn is the vehicles ID number from the table below. And like the mechs, the vv part is the variant. Normally this will be 0, but the third column shows the variant defined for a given ID (if any) and the name of the variant as it isnt always the same as the default one. So the Bulldog is ID 208, and there are no variants, so it is 0. This gives a filename of PV20800.FIT. Strip off the.FIT and we have the name of the profile entry above. Table of Vehicle IDs and variants Vehicle Name 200 Switfwind 201 Rommel 202 MobileHQ 203 Fuel Truck 204 Elem. Carrier 205 Harasser 206 APC 208 Bulldog 209 SRM Carrier 210 LRM Carrier 211 Mobile Artillery 212 Artillery Loader 213 Shrek 214 Saracen 215 Towed Turret 216 AeroSpace Spotter 217 Striker 218 Pegasus 219 J. Edgar 220 VonLuckner 221 Condor 222 Ordnance Truck 224 Salvage Rig 227 Light Transport 228 Mine Sweeper 229 Mine Layer 304 Semi Tractor 305 Flatbed 306 Farm Truck 307 Car 308 Sports Car 309 Sports Car 310 Car 311 Hover Limo Var. Variant Name

Mobile Artillery

Armored Car
Armored Flatbed Armed Farm Truck
Vehicle Name Limo Sports Car Car Car Sports Car Car Car Savannah Master Sports Car Salvage Truck Refit Truck Refit Truck Ambulance Centipede Regulator Manticore Pilum Alacorn Ammo Truck

Variant Name

(Note that I havent tried all these vehicles, these are just the vehicles I found in the mission.fst file) That should be it for getting a vehicle into the inventory, so lets try adding one already assigned. Once more, open masterdef.txt and find the [AssVehicles] section and change the number of assigned vehicles to 1. Now add another vehicle entry, again as if we were continuing the vehicle section like this: [Vehicle1] ul PacketNum = 5 Note that we are still continuing the packet numbers. Now let's add a Swiftwind as the assigned vehicle. As we did with assigned warriors and mechs, we need the vehicle profile. So as I've just explained above, we figure out the file to extract from mission.fst and discover that it is PV20000.FIT. Extract it and open it up in the text editor (I called mine the obvious Swiftwind.txt). Again, as with the mech and warrior profiles, we must edit this file for our use. It turns out these profiles require a little more editing than the others.
First, we must find and remove the following entries (all in the [General] section): ID, VehicleTypeID, ResourcePoints, BattleRating, Morale, and MoraleModifier. Now add the following four entries: b b b b Assigned=TRUE NotMineYet=FALSE Deployed=FALSE Required=FALSE

Change the Starting Music You don't have to be stuck with that same old music track the editor slaps in you know. Open your mission's.FIT file and look for the heading [Music]. The entry scenarioTuneNum can be changed from 0 to 23. Granted some of these are less appropriate since some are the victory music etc. But you don't have to be stuck with the same old tune all the time.
Step 8: Packaging it All Up This is it, the final step. The campaign is working as intended, but it is spread out across various files throughout the data folder. For solo missions, the map editor does a fine job of creating distribution packages (.DPK files). But for a user made campaign with multiple maps, the editor isnt adequate. So instead, we will package this all up using my tools. I will explain two methods for packaging the campaign. The first will be a generic method, but will need to be installed manually by any player wanting to use it. However, I will discuss a few method to consider to get around this limitation. The second, though a little more complex to setup, will use a method that will allow the player to use my campaign package installer to install the campaign as either an original campaign or an expansion campaign. Before we delve into package making however, lets examine what the game is going to expect. This will help us understand what is needed in order to create a proper package. When the game starts the original campaign, as explained earlier in this document, the game first looks for the file MechCmdr1.fit. Currently we have the version of this file for our campaign in the {MCX}\data\missions folder, but where was the original file that the game used before we made our user campaign? The answer is that it resides in the mission.fst file with many of the other files the game uses (we've already used this file when we extracted the mech and warrior profiles in step 6). The game always looks for its files first in the {MCX}\data folder (and sub-folders) and if not found, scans through the list of FST files that it knows about. At start-up, the game scans the game's root folder looking for any file with the.FST extension and opens it as one of the FST files it can use. The game always opens all FST files that it finds since this is done at game startup. So from our perspective, we can view the FSTs as a kind of virtual disk drive the game uses (this is just a simplification, but a useful one). This means that we can put our files in one or more FSTs and the game will find the files, but we must make sure that the game opens our FSTs before it opens the game's original ones or the game will use the original version first. We can ensure this by noting that the game will open the FSTs in alphabetical order. Programmer Note The game actually uses the Microsoft specific C functions _findfirst() and _findnext() on *.fst when scanning the game's root folder. This has the side effect of opening the FST files in alphabetical order.

Copy the tool makefst.exe into the work folder. Now from the {MCX}\data\missions folder, select all files that have your map names in them (in my case, this is all files that have map1, map2, and map3 in the names) and move (not copy) them to the data\missions folder in your work folder. Also move the MechCmdr1.fit (or xMechCmdr1.fit) and the purchase files we made (for this example campaign, they are purchase00.fit, purchase01.fit and purchase02.fit). This is quite a few files as these include a bunch of.ABI and.ABL files among others. Move all the files with your map names in {MCX}\data\missions\warriors folder and move data\missions\warriors folder in your work folder. them from them to the the
Now move all the files with your map names from the {MCX}\data\terrain folder and put them in the data\terrain folder in your work folder. Also copy or move the start0.pkk (or xstart0.pkk if using the expansion) file from {MCX}\data\savegame to the root of your work folder. (You may want to also copy the original start0.pkk back, but do still keep the backup copy around).
List of files for the tutorial campaign Here is the list of files that I copied for this tutorial campaign. data\missions\campaignmap1.fit data\missions\campaignmap2.fit data\missions\campaignmap3.fit data\missions\map1.ABL data\missions\map1.FIT data\missions\map1.txt data\missions\map1_INIT.ABI data\missions\map1_LOP.ABI data\missions\map1_MP.ABI data\missions\map1_STR.ABI data\missions\map1_VAR.ABI data\missions\map2.ABL data\missions\map2.FIT data\missions\map2.txt data\missions\map2_INIT.ABI data\missions\map2_LOP.ABI data\missions\map2_MP.ABI data\missions\map2_STR.ABI data\missions\map2_VAR.ABI data\missions\map3.ABL data\missions\map3.FIT data\missions\map3.txt data\missions\map3_INIT.ABI data\missions\map3_LOP.ABI data\missions\map3_MP.ABI data\missions\map3_STR.ABI data\missions\map3_VAR.ABI data\missions\MechCmdr1.fit data\missions\purchase00.fit data\missions\purchase01.fit data\missions\purchase02.fit data\missions\warriors\map1Params.fit data\missions\warriors\map2Params.fit data\missions\warriors\map3Params.fit data\terrain\map1.bdg data\terrain\map1.dat data\terrain\map1.elv data\terrain\map1.fit data\terrain\map1.gmm data\terrain\map1.log.tga data\terrain\map1.obj data\terrain\map1.pre
List of files for the tutorial campaign data\terrain\map1.tga data\terrain\map2.bdg data\terrain\map2.dat data\terrain\map2.elv data\terrain\map2.fit data\terrain\map2.gmm data\terrain\map2.log.tga data\terrain\map2.obj data\terrain\map2.pre data\terrain\map2.tga data\terrain\map3.bdg data\terrain\map3.dat data\terrain\map3.elv data\terrain\map3.fit data\terrain\map3.gmm data\terrain\map3.log.tga data\terrain\map3.obj data\terrain\map3.pre data\terrain\map3.tga

Use this list to build tutorial.cdp and we are done. We have a single file that can be distributed and installed using installCDP or a front-end, and it can be either an expansion campaign or an original campaign at the user's choice. Further, the campaign can be removed by installCDP as well making it much easier for the user to deal with our campaign. Extra Details for our Campaign: There is one last thing we can do that would be a nice touch that I havent mentioned yet. How to change the look of the button in the main menu so the user can immediately see what campaign is loaded in which slot. This little trick will work regardless of the method used to package things up. In your package work folder, under the data folder, crate a folder called art. In this folder, we will put the edited button images. The.TGA images for the buttons can be extracted from the art.fst file. The filenames are:
Expansion Campaign button: mm_xbh00.tga // Normal button mm_xbn00.tga // Grayed-out (disabled) button mm_xbg00.tga // Pressed button Original Campaign button: mm_xbh01.tga mm_xbn01.tga mm_xbg01.tga // Normal button // Grayed-out (disabled) button // Pressed button
Add the images to the data\art folder and then add the appropriate images to the desired FST file list(s). For instance, you would add the line c data\art\mm_xbh01.tga to add the normal button for the original campaign. Of course, also add the other images as appropriate. The correct FST to use will depend on the packaging method you decided to use. For the generic package method: Edit the images for the button of the campaign you are overriding and include it in your campaign FST. For the CDP package method: Edit both versions of the buttons. Put the expansion button images in the x_*.fst and the original campaign button images in the o_*.fst. The button images all have palettes, so you should preserve this color palette when editing the button images. Now when your campaign is installed, the name of your campaign will appear on the correct button in the main menu. Something to note if you do edit the.TGA images. When I tested this, the image came out inverted in game after I saved the edited version. If this happens, merely flip the image vertically and re-save. Though I do not know which font the game developers used for the text on the buttons, I have found a font that closely matches it (though not quite correct). Try the Franklin Gothic Medium Condensed font with italics and a 21 point font size. This comes very close to matching the original button font. Of course, there is nothing that says you must stick to that font.
Final Words Well, that about wraps it up for this tutorial. I hope the information in here is clear enough, I do have a tendency to ramble at times. Some of you may have noticed that this tutorial is called Part 1. It is indeed. Part 2 of the guide is about the ABL scripting language. It is effectively a reference guide for the ABL language and the built-in functions available. Part 3 is about more advanced features for campaigns, most of which require some form of scripting. As of this writing, Im planning a fourth installment for creating custom content for MechCommander Gold campaigns, and also a fifth installment on global edits (changes that affect the whole of the game) and hacks both to the game executable and from within using ABL scripts. The rest of this document is the appendices. They contain complete file listing for the files edited in the other steps, as well as a collection of all the tables seen throughout the guide. -Cmunsta

Appendix 1: Step 2 File Listings Listing of MechCmdr1.fit:
FITini [HeapInfo] ul heapSize = 8192 [Movies] ul numMovies = 5 st st st st st movie0 movie1 movie2 movie3 movie4 = = = = = "logos1" "opening" "credits" "closing" "credits"
[Scenarios] ul numScenarios = 3 ul LastScenario = 2 st Scenario0 = "map1" st Scenario1 = "map2" st Scenario2 = "map3" [OpInfo] l Scenario0Operation l Scenario0Mission = l Scenario1Operation l Scenario1Mission = l Scenario2Operation l Scenario2Mission = // name of the scenario file

= = = 2 2

[GameSegment0] ul GameState = 0 ul NextGameState = 10 ul NextGameSegment = 1 ul SmackerMovieId = 0 ul ScenarioId = 0 [GameSegment1] ul GameState = 3 ul NextGameState = 16 ul NextGameSegment = 2 ul SmackerMovieId = -1 ul ScenarioId = 0 [GameSegment2] ul GameState = 11 ul NextGameState = 16 ul NextGameSegment = 3 ul SmackerMovieId = -1 ul ScenarioId = 1
[GameSegment3] ul GameState = 11 ul NextGameState = 16 ul NextGameSegment = 4 ul SmackerMovieId = -1 ul ScenarioId = 2 FITend
Appendix 2: Step 3 File Listings Listing of map1.fit
FITini // ----------------------------------------------------------------// // Mission Name: map1 Creation Date: 8/19/2008 // // ----------------------------------------------------------------[Output] [GameScale] f WorldUnitsPerMeter = 5.01 f MetersPerWorldUnit = 0.2 ul Duration = 60 f CycleLength = 0.125 [Artillery] l NumLargeStrikes = 0 l NumSmallStrikes = 3 l NumSensorStrikes = 0 l NumCameraStrikes = 2 [ElementSystem] ul ElementHeapSize = 358399 ul MaxElements = 2500 ul MaxGroups = 1000 [CraterSystem] l NumCraters = 100 ul CraterShapeSize = 20479 st CraterFile = "feet" [ContactManager] l MaxContacts = 1600 [PotentialContactManager] l MaxPotentialContacts = 500 [Smoke Manager] l NumSmokeTypes = 2 l MaxSmokesPerType = 100 ul SmokeSphereHeapSize = 50000 [Smoke0] l SmokeType = 11 [Smoke1] l SmokeType = 12 //For 90 Pixel mechs
[CameraSystem] ul CameraHeapSize = 8191 st CameraFileName = "cameras" [ObjectSystem] ul ObjectHeapSize = 1535999 ul ObjectTypeHeapSize = 716799 ul NumObjects = 5000 st ObjectFileName = "object2" [SpriteSystem] ul SpriteHeapSize = 524287 st SpriteFileName = "sprites" ul SpriteManagerHeapSize = 2097151 ul SpriteDataHeapSize = 65535 st ShapeFileName = "shapes" [SpriteManager] ul LegHeapSize = 1572863 ul TorsoHeapSize = 2097151 ul RightArmHeapSize = 786431 ul LeftArmHeapSize = 786431 ul TotalMechs = 19 ul Use90Pixel = 1 [TerrainSystem] st TerrainFileName = "map1" st TacMapGifName = "map1" [PaletteSystem] st PaletteSystem = "Palette" [Music] uc scenarioTuneNum = 0 [CollisionSystem] ul XGridSize =24 ul YGridSize =24 ul GridRadius = 200 ul MaxObjects = 300 ul MaxCollisions = 100 ul MaxPending = 40 ul CollisionHeapSize = 16383 f WarningDist = 250.0 f AlertTime = 2.5 ul NumAlerts = 20 [SensorContactShape] st shapeName = "blip" [ABLibraries] st Library0 = "orders" st Library1 = "miscfunc" [Script] st ScenarioScript = "map1"

[Mech11] //Mauler (IS) l TypeAAvailable = -1 l TypeJAvailable = -1 l TypeWAvailable = -1 st TypeAFile = "PM112100" st TypeWFile = "PM112400" st TypeJFile = "PM112300" [Mech12] //Atlas (IS) l TypeAAvailable = -1 l TypeJAvailable = -1 l TypeWAvailable = -1 st TypeAFile = "PM109100" st TypeWFile = "PM109400" st TypeJFile = "PM109300" //VEHICLES [Vehicle0] // Savannah Master l NumAvailable = -1 st Filename = "pv31900" [Vehicle1] // J. Edgar Light Hover Tank l NumAvailable = -1 st Filename = "pv21900" [Vehicle2] // Pegasus Light Scout Tank* l NumAvailable = -1 st Filename = "pv21800" [Vehicle3] // Saracen Hover Tank l NumAvailable = -1 st Filename = "pv21400" [Vehicle4] // Striker Light Tank l NumAvailable = -1 st Filename = "pv21700" [Vehicle5] // Harasser Light Missile Tank l NumAvailable = -1 st Filename = "pv20500" [Vehicle6] // Condor Heavy Hover Tank l NumAvailable = -1 st Filename = "pv22100"
[Vehicle7] // SRM Carrier l NumAvailable = -1 st Filename = "pv20900" [Vehicle8] // Minelayer* l NumAvailable = -1 st Filename = "pv22900" [Vehicle9] // Minesweeper* l NumAvailable = -1 st Filename = "pv22800" [Vehicle10] // Bulldog Medium Tank l NumAvailable = -1 st Filename = "pv20800" [Vehicle11] // Rommel Medium Tank l NumAvailable = -1 st Filename = "pv20100" [Vehicle12] // Von Luckner Heavy Tank l NumAvailable = -1 st Filename = "pv22000" [Vehicle13] // LRM Carrier l NumAvailable = -1 st Filename = "pv21000" [Vehicle14] // Schrek PPC Carrier l NumAvailable = -1 st Filename = "pv21300" [Vehicle15] // Swiftwind Scout Car* l NumAvailable = -1 st Filename = "pv20000" [Vehicle16] // Refit Truck* l NumAvailable = -1 st Filename = "pv32300" [Vehicle17] // Centipede l NumAvailable = -1 st Filename = "pv33300"
[Vehicle18] // Regulator l NumAvailable = -1 st Filename = "pv33400" [Vehicle19] // Manticore l NumAvailable = -1 st Filename = "pv33500" [Vehicle20] // Pilum* l NumAvailable = -1 st Filename = "pv33600" [Vehicle21] // Alacorn* l NumAvailable = -1 st Filename = "pv33700" [Vehicle22] // Ammo Truck* l NumAvailable = -1 st Filename = "pv33800" //COMPONENTS //short range [Componant0] //Pulse Laser (IS) uc ComponantID = 144 l NumAvailable =-1 [Componant1] //Short-Range Missile Pack (IS) uc ComponantID = 123 l NumAvailable =-1 [Componant2] //Laser (IS) uc ComponantID = 143 l NumAvailable =-1 [Componant3] //Streak Short-Range Missile Pack(IS) uc ComponantID = 125 l NumAvailable =-1 [Componant4] //Heavy Flamer (IS) uc ComponantID = 147 l NumAvailable =-1

[Componant19] // Beagle Probe (IS) uc ComponantID = 37 l NumAvailable =0 [Componant20] // Guardian ECM (IS) uc ComponantID = 38 l NumAvailable =0 [Componant21] // Light LBX AC(IS) uc ComponantID = 107 l NumAvailable =0 [Componant22] // LBX AC(IS) uc ComponantID = 108 l NumAvailable =0 [Componant23] // Hvy LBX AC(IS) uc ComponantID = 109 l NumAvailable =0 [Componant24] // Light Gauss(IS) uc ComponantID = 99 l NumAvailable =0 [Componant25] // Long Tom Cannon(IS) uc ComponantID = 160 l NumAvailable =0 [Componant26] // X Pulse(IS) uc ComponantID = 139 l NumAvailable =0 [Componant27] // Rail Gun uc ComponantID = 98 l NumAvailable = 0 //pilots [Warrior0] //Beast st Profile = "pmw00051" l Status =0 [Warrior1] st Profile = "pmw00052" l Status =4
[Warrior2] st Profile = "pmw00053" l Status =4 [Warrior3] st Profile = "pmw00054" l Status =4 [Warrior4] st Profile = "pmw00055" l Status =4 [Warrior5] st Profile = "pmw00056" l Status =4 [Warrior6] st Profile = "pmw00057" l Status =4 [Warrior7] st Profile = "pmw00058" l Status =4 [Warrior8] st Profile = "pmw00059" l Status =4 [Warrior9] st Profile = "pmw00060" l Status =4 [Warrior10] st Profile = "pmw00061" l Status =4 [Warrior11] st Profile = "pmw00062" l Status =4 [Warrior12] st Profile = "pmw00063" l Status =0 [Warrior13] st Profile = "pmw00064" l Status =4 [Warrior14] st Profile = "pmw00065" l Status =0 [Warrior15] st Profile = "pmw00066" l Status =4
[Warrior16] st Profile = "pmw00067" l Status =0 [Warrior17] st Profile = "pmw00068" l Status =4 [Warrior18] st Profile = "pmw00069" l Status =4 [Warrior19] st Profile = "pmw00070" l Status =4 [Warrior20] st Profile = "pmw00071" l Status =4 [Warrior21] st Profile = "pmw00072" l Status =4 [Warrior22] st Profile = "pmw00073" l Status =4 [Warrior23] st Profile = "pmw00074" l Status =4 [Warrior24] st Profile = "pmw00075" l Status =4 [Warrior25] // Blaze st Profile = "pmw00076" l Status = 4 [Warrior26] st Profile = "pmw00077" l Status =4 [Warrior27] st Profile = "pmw00078" l Status =4 [Warrior28] st Profile = "pmw00079" l Status =4

[Warrior29] st Profile = "pmw00080" l Status =4 FITEnd
Listing of purchase02.fit
[Mech4] //Hollander (IS) l TypeAAvailable = 0 l TypeJAvailable = 0 l TypeWAvailable = 0 st TypeAFile = "PM103100" st TypeWFile = "PM103400" st TypeJFile = "PM103300" [Mech5] //Hunchback (IS) l TypeAAvailable = 0 l TypeJAvailable = 0 l TypeWAvailable = 0 st TypeAFile = "PM104100" st TypeWFile = "PM104400" st TypeJFile = "PM104300" [Mech6] //Bushwacker (IS) l TypeAAvailable = 0 l TypeJAvailable = 0 l TypeWAvailable = 0 st TypeAFile = "PM111100" st TypeWFile = "PM111400" st TypeJFile = "PM111300" [Mech7] //Centurion (IS) l TypeAAvailable = 0 l TypeJAvailable = 0 l TypeWAvailable = 0 st TypeAFile = "PM105100" st TypeWFile = "PM105400" st TypeJFile = "PM105300" [Mech8] //Catapult (IS) l TypeAAvailable = 0 l TypeJAvailable = 0 l TypeWAvailable = 0 st TypeAFile = "PM106100" st TypeWFile = "PM106400" st TypeJFile = "PM106300" [Mech9] //Jagermech (IS) l TypeAAvailable = 0 l TypeJAvailable = 0 l TypeWAvailable = 0 st TypeAFile = "PM107100" st TypeWFile = "PM107400" st TypeJFile = "PM107300"
[Vehicle16] // Refit Truck* l NumAvailable = 0 st Filename = "pv32300" [Vehicle17] // Centipede l NumAvailable = 0 st Filename = "pv33300" [Vehicle18] // Regulator l NumAvailable = 0 st Filename = "pv33400" [Vehicle19] // Manticore l NumAvailable = 0 st Filename = "pv33500" [Vehicle20] // Pilum* l NumAvailable = 0 st Filename = "pv33600" [Vehicle21] // Alacorn* l NumAvailable = 0 st Filename = "pv33700" [Vehicle22] // Ammo Truck* l NumAvailable = 0 st Filename = "pv33800" //COMPONENTS //short range [Componant0] //Pulse Laser (IS) uc ComponantID = 144 l NumAvailable = 0 [Componant1] //Short-Range Missile Pack (IS) uc ComponantID = 123 l NumAvailable =0 [Componant2] //Laser (IS) uc ComponantID = 143 l NumAvailable =0 [Componant3] //Streak Short-Range Missile Pack(IS) uc ComponantID = 125 l NumAvailable =0
[Componant4] //Heavy Flamer (IS) uc ComponantID = 147 l NumAvailable =0 [Componant5] // Heavy Autocannon (IS) uc ComponantID = 102 l NumAvailable =0 //medium range [Componant6] // Autocannon (IS) uc ComponantID = 101 l NumAvailable =0 [Componant7] // Large Laser (IS) uc ComponantID = 140 l NumAvailable =0 [Componant8] // Large Pulse Laser (IS) uc ComponantID = 142 l NumAvailable =0 [Componant9] // Particle Projector Cannon (IS) uc ComponantID = 145 l NumAvailable =0 //long range [Componant10] //Light Autocannon (IS) uc ComponantID = 100 l NumAvailable =0 [Componant11] // Long-Range Missile Rack (IS) uc ComponantID = 120 l NumAvailable =0 [Componant12] // Light Ultra Autocannon (IS) uc ComponantID = 103 l NumAvailable =0 [Componant13] // Large ER Laser (IS) uc ComponantID = 141 l NumAvailable =0

uc[2] Component:9 = uc[2] Component:10 = uc[2] Component:11 = [RightArm] uc CASE = uc CurInternalStructure = uc HotSpotNumber = uc[2] Component:0 = uc[2] Component:1 = uc[2] Component:2 = uc[2] Component:3 = uc[2] Component:4 = uc[2] Component:5 = uc[2] Component:6 = uc[2] Component:7 = uc[2] Component:8 = uc[2] Component:9 = uc[2] Component:10 = uc[2] Component:11 = [LeftLeg] uc CASE = uc CurInternalStructure = uc HotSpotNumber = uc[2] Component:0 = uc[2] Component:1 = uc[2] Component:2 = uc[2] Component:3 = uc[2] Component:4 = uc[2] Component:5 = [RightLeg] uc CASE = uc CurInternalStructure = uc HotSpotNumber = uc[2] Component:0 = uc[2] Component:1 = uc[2] Component:2 = uc[2] Component:3 = uc[2] Component:4 = uc[2] Component:5 = // Inventory // Other [Item:0] uc MasterID =
255,0 255,0 255,9,0 2,0 2,0 2,0 20,0 255,0 255,0 255,0 255,0 255,0 255,0 255,10,0 3,0 3,0 255,0 255,0 255,11,0 4,0 4,0 255,0 255,0 255,0

//Fusion Engine

[Item:1] uc MasterID = Actuator [Item:2] uc MasterID = Actuator [Item:3] uc MasterID = Actuator [Item:4] uc MasterID = Actuator [Item:5] uc MasterID = [Item:6] uc MasterID = IS Mech Sensor [Item:7] uc MasterID = //Gyroscope III [Item:8] uc MasterID = //Shoulder [Item:9] uc MasterID = //Shoulder [Item:10] uc MasterID = [Item:11] uc MasterID = [Item:12] uc MasterID = //LifeSupport // Weapons [Item:13] uc MasterID = uc FacesForward =

//Cockpit //Basic

//LRM/5 1
[Item:14] uc MasterID = uc FacesForward = [Item:15] uc MasterID = uc FacesForward = [Item:16] uc MasterID = uc FacesForward = [Item:17] uc MasterID = uc FacesForward = [Item:18] uc MasterID = uc FacesForward = [Item:19] uc MasterID = //Large Pulse Laser uc FacesForward = [Item:20] uc MasterID = //Medium Laser uc FacesForward = // Ammo [Item:21] uc MasterID = l Amount = [Item:22] uc MasterID = l Amount = [Item:23] uc MasterID = l Amount = [Item:24] uc MasterID = l Amount = [Item:25] uc MasterID = l Amount =
//LRM///LRM///LRM///LRM///LRM/143 1
//LRM/5 Pack -1 //LRM/5 Pack -1 //LRM/5 Pack -1 //LRM/5 Pack -1 //LRM/5 Pack -1
[Item:26] uc MasterID = 5 Pack l Amount = FITEnd

220 -1

//LRM/
File listing of filelist.txt (with assigned vehicles)

 

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