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Roguemek Legacy


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#21 Mechteric

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Posted 23 October 2013 - 10:52 AM

View PostRasfaratu, on 18 October 2013 - 12:15 PM, said:

Also: Dropping as a medium mech only to be spawned next to a king crab :(


lol, that does happen! I just died in my Stalker to a wolfhound because he touched off an SRM ammo explosion in my arm :(


View PostRasfaratu, on 18 October 2013 - 12:15 PM, said:


Sadly it makes me wish there was a RPG mode, where it was an open world and you had to kill mechs for salvage to pay for repairs and ammo. ;)


I'm hoping to do just that, but its a very lofty goal indeed!

#22 Kraven Kor

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Posted 23 October 2013 - 12:30 PM

You made a hex grid using squares... and it just broke my brain seeing how simple it was to do so.

Mind = Blown.

Suggestion: Campaign.

Lot of work, but would love to see a full campaign where you start out as lowly Whitworth pilot (or another meat for the grinder type common mech) and then work up to bigger mechs, your own lance, company, etc. Full salvage and contract rules.

Would be awesome.

#23 Mechteric

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Posted 31 October 2013 - 10:31 AM

View PostKraven Kor, on 23 October 2013 - 12:30 PM, said:

You made a hex grid using squares... and it just broke my brain seeing how simple it was to do so.

Mind = Blown.

Suggestion: Campaign.

Lot of work, but would love to see a full campaign where you start out as lowly Whitworth pilot (or another meat for the grinder type common mech) and then work up to bigger mechs, your own lance, company, etc. Full salvage and contract rules.

Would be awesome.


That is kind of where I'd like to see it going, but I got a long way to go! My ultimate goal is randomly generated missions with random campaign like MW2: Mercs.

#24 Mechteric

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Posted 16 November 2013 - 08:02 AM

Just uploaded the latest version, the map is now randomly generated each game! Yet another big thanks to the MegaMek developers for their open source code!

http://minimek.sourceforge.net/


Note: if you played the game before, your browser may have cached some files and the game board may appear broken. If this happens just force your browser to reload with Shift+F5.

#25 Davoke

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Posted 16 November 2013 - 10:22 AM

I'm still figuring it out, but i like it. Good work, I entirely neglected to read the instructions and still managed to rip half of an Imp away with a Hatchetman before deciding i needed to be productive today. ;)

#26 MoonUnitBeta

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Posted 16 November 2013 - 02:13 PM

this is pretty fun! ;) i like it

#27 Jarl Dane

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Posted 16 November 2013 - 03:49 PM

Some enterprising young artist should make a sprite pack for this game..

#28 jns

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Posted 16 November 2013 - 04:12 PM

Love what you've done! Just played 3 matches and almost won one with some hard kicking 30 tonner! I'm sure 30 somethings and older will appreciate this game!

#29 Mechteric

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Posted 16 November 2013 - 04:48 PM

View PostMech The Dane, on 16 November 2013 - 03:49 PM, said:

Some enterprising young artist should make a sprite pack for this game..


I'm planning to use the MegaMek sprites at some point in the future ;)

#30 Mechteric

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Posted 25 November 2013 - 07:50 AM

I have completed the "final" version of RogueMek! You now have the ability to make your own custom battle scenarios! You can set team numbers on yourself and any number of bots that you wish. Mechs on the same team will start in the same section of the map together. The AI bots are the same as before however, so you can't command them, they just won't shoot at mechs on the same team.


* by "final", I mean that I'm not going to add anything new to the classic ASCII version of the game and will be moving towards a 2D sprite version with more bells and whistles!

#31 kevin roshak

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Posted 25 November 2013 - 08:12 AM

i enjoyed this. thank you for a wonderful distraction from my paper i need to finish lol

#32 Mechteric

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Posted 08 April 2014 - 03:26 PM

I've pushed a long awaited update just now!

- Tracked down and fixed the negative elevation display bug. It had a 5% chance of creating negative elevations, so now they will be properly set to positive numbers when that does happen.

- Fixed heat sinks not in the legs not giving extra heat dissipation when in level 2 or deeper water depth

- I've put back in the old Arena map since the AI seems to handle it better than random elevation. You can still launch battles in a randomly generated map, but to do so you'll need to pick that option in the Custom Battle menu.

- Minor improvements to AI decision making skills.

#33 DLFReporter

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Posted 08 April 2014 - 11:35 PM

Awesome update!
Please keep up the good work. I'm really enjoying myself and will forward this to all my 'old' friends. ;)

#34 Karl Marlow

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Posted 09 April 2014 - 10:55 AM

View PostSteinar Bergstol, on 18 October 2013 - 01:01 AM, said:

Love the look of it. Brings me back to my days on the Battletech MU*s back in the 90's. Love it!



I miss the old MU*'s Those were alot of fun,

#35 LoPanShui

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Posted 09 April 2014 - 11:24 AM

This thing is ridiculously fun. Almost one my first match as a Phoenix Hawk, but a damn Grasshopper crit my cockpit right atthe end.

#36 LoPanShui

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Posted 09 April 2014 - 12:54 PM

And just won as a Hunchback! Turn one I found myself standing four hexes away from a Yen-Lo-Wang, so I alpha'd him and he vanished in an ammo explosion before he even got a chance to move. Then I started chasing after a Warhammer and noticed a King Crab stealing all the kills. SCARY! So there's this Longbow being chased by a Warhammer, and I'm chasing the Warhammer, and the King Crab is chasing me. NOT AWESOME. The Longbow is pelting this Warhammer, but the Warhammer is winning, then BAM! King Crab turns and knocks the Warhamemr out in one hit. The Longbow, out of prime range for the King Crab, starts pelting him with LRMs while I turn and pop a few cautious shots from the cover of the woods. Three turns later and the King Crab is down. Turns out a Hunchback is fully capable of chasing down and murdering a Longbow on open ground, who knew?

End result: 2 kills for me, completely out of AC/20 ammo and the remains of a Longbow cockpit on the bottom of my Hunchie's foot. VICTORY FOR STEINER!

#37 Mechteric

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Posted 15 June 2014 - 05:00 AM

Just released a minor update, when I tried playing as the Annihilator which has only 1 AP per round, I found it was unable to enter or exit even level 1 depths of water. I discovered some logic that was increasing the AP cost too much when moving around water so I've fixed it and updated live. Enjoy!

http://minimek.sourc...ge.net/RogueMek

Edited by CapperDeluxe, 15 June 2014 - 05:05 AM.


#38 LoPanShui

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Posted 15 June 2014 - 04:38 PM

Thanks dude. Your game is my goto killing time at work activity.

#39 Blood Rose

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Posted 17 June 2014 - 01:37 AM

View PostGoManGo, on 08 September 2013 - 07:17 AM, said:

Come play this======real fun game.

Oh, I do. When my brain is dead and I don't want to actually think.

#40 Mechteric

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Posted 24 July 2014 - 05:52 AM

I'm starting up my next RogueMek project, currently learning Grails to get server side integration. Trying to go for a persistent pilot model, server side gameplay, 2D sprites, and maybe... just maybe multiplayer :P





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