Will9761, on 03 May 2014 - 02:30 PM, said:
Can this work with Mechcommander Omnitech?
Mechcommander Omnitech and Wolfman-x (MC2X) are two very different things. They cannot work together (missions created in MCO vs MC2X can't be transfered.)
MCO and MC2X differences: (just for future reference)
MCO:
-More battletech related
-Many mechs and stuff, and models/mechs more updated, as the producer (Magic) contacts people/creates them himself and models are created faster. (Raven IIC here also created a few models, like the Champion).
-Campaigns must be separately downloaded into one big file (easily corrupted, but takes much less space to run all of them).
-Campaigns are sometimes buggy due to not all bugs ironed out and not all of them are made by the actual production team (The only campaigns that instantly come with the version 304 is Mechwarrior 2 Mercs and Exodus).
-Update posts are there, but it'll take very long to get another version out or even never, as mostly Magic is still working on it by himself (could be wrong here).
-Most campaigns and run-throughs are dependent on purchasing one by one (like this game and MC1). Also, most campaigns allow you to keep resource points left over.
-Campaigns are hard due to the lack of general resources in most, but not all campaigns (very especially MW2 Mercs and Exodus).
-UI is 100% restructured.
-The K button has formations.
-The editor cannot, I repeat cannot, allow you to control vehicles, infantry, dropships, or aerospace, at least without super amounts of coding.
-The editor is not so organized, so be careful around it. It will allow more mech selection (like the Thunderbolt and Stalker when MC2X don't have them) however.
-The editor is less user friendly.
-Links: MCO forums:
http://www.hard-ligh...php?board=210.0 (somewhat active) MCO moddb page:
http://www.moddb.com...mander-omnitech MCO gamethrough of Carver V (older edition): Bert Bargo (he used to game in MWO as well, but he didn't like the direction it was going and gave up on it):
https://www.youtube....9IMXDgfK3yNleiX
MC2X:
-Less Battletech related, but still related in general.
-A lot of very overpowered mech variants and weapons. If some of the weapons were in Mechwarrior Online, the QQ level would be over9000, literally. (I mean rapid fire Gauss? AC20 with no ammo and no heat, and basically one shot anywhere is an instant kill?)
-Mechs come from MCO, but maybe have revisions and such, so not the same exactly.
-Campaigns are in separate files, and will take a lot of space up. However, with the first few run-throughs of each, most bugs will be ironed out and it's a lot better and fluent to play through most MC2X missions/campaigns Wolfman makes. Likely David's will be just a good.
-ui is just like MC2 without mods. I think at least. Warlords of the Rim Colonies add a few awesome components however, look at the moddb page.
-Campaigns are very very very very very (cannot emphasize on how hard some of them are), as you don't have enough resources in some, some are just super difficult and require really good gaming experience with it, etc. Even Wolfman himself has said before that it's almost impossible to win in some of his missions.
-I suggest starting with Dead End campaign, then maybe Mother's Clan campaign, Driftwood campaign, and Houdini campaign later. Triple campaign edition is beyond difficult, it's very hard. Rebirth and Borderworlds are very interesting campaigns and more related to the battletech universe, they are also somewhat easier but still very hard. They're created by Starfox and Rollin respectively.
-The editor can allow usage of vehicles, infantry, dropships, and aerospace.
-The editor is more organized and more user friendly, with many side tools to save you tons of trouble in creating good missions to play.
-Links: Wolfman-x forums:
http://z8.invisionfr...orum/index.php? (dormant, but has tons of info) Warlords of the Rim Colonies moddb page:
http://www.moddb.com...he-rim-colonies
So, as said, they're like apples and oranges. Or Locusts and Atlases.