Emmanuel: That looks good.
Battletech
Moderator: Moderators
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Archangel of Death
- Posts: 854
- Joined: 28 Jan 2005, 18:15
@ Jasper Ward: We really could use you for rules on weapons and such (exactly what are the rules on how LB-X cannons and MGs work). Currently I think we also know next to absolutely zip about Battlearmor/infantry rules and weapons (what the heck is a "Gyrojet rifle"?), so you'd be a big help if you have rulebooks covering that.
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jasper_ward
- Posts: 11
- Joined: 21 Nov 2005, 11:44
hey, I'll get back to you on the LBX, i always uss guass instead, it just easier, and more damage for the slots, but, Machine Guns fire twice per turn with 2 damage per fire, and if you give me an email i'll send the book about Battlearmor and infantry, theres volumes of info that i can't even start to tell in these forums
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Okay, i've heard about it but i haven't messed around with that lol.
Btw you can thank Jasper_Ward for pointing me here. :)
Some of my work:

More at this site, all the buildings were modelled and textured by me:
http://www.battletechmodproductions.com/btgenerals/
Thanks to ImageShack for Free Image Hosting
Btw you can thank Jasper_Ward for pointing me here. :)
Some of my work:

More at this site, all the buildings were modelled and textured by me:
http://www.battletechmodproductions.com/btgenerals/
Thanks to ImageShack for Free Image Hosting
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
We have wiki!
http://taspring.clan-sy.com/wiki/Battletech
Add your models to the list if you please!
http://taspring.clan-sy.com/wiki/Battletech
Add your models to the list if you please!
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smokingwreckage
- Posts: 327
- Joined: 09 Apr 2005, 11:40
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jasper_ward
- Posts: 11
- Joined: 21 Nov 2005, 11:44
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Archangel of Death
- Posts: 854
- Joined: 28 Jan 2005, 18:15
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Masse: lol, i'm just a humble modeller/texturer, i can't code well so it'll be up to the code monkeys.
smokingwreckage: The Capellan Solution, or TCS is the Generals mod i'm part of. See the link i posted up there.
Archangel of Death: As far as i saw there's an exporter for 3dsmax, so it won't be a problem. I just don't have other import/export programs like Deep Exploration.
Lol, I've no doubt the Spring engine is more flexible than the Generals one, but as it is now Generals has all the props, textures, scripts, terrain etc. we need, and requires alot less work than a mod for Spring. And we have fans who want to see it done.
Also note I don't speak for the rest of the TCS team regarding contributions, i'm can only offer the stuff i made; if you want their models and textures you'll have to ask them.
smokingwreckage: The Capellan Solution, or TCS is the Generals mod i'm part of. See the link i posted up there.
Archangel of Death: As far as i saw there's an exporter for 3dsmax, so it won't be a problem. I just don't have other import/export programs like Deep Exploration.
Lol, I've no doubt the Spring engine is more flexible than the Generals one, but as it is now Generals has all the props, textures, scripts, terrain etc. we need, and requires alot less work than a mod for Spring. And we have fans who want to see it done.
Also note I don't speak for the rest of the TCS team regarding contributions, i'm can only offer the stuff i made; if you want their models and textures you'll have to ask them.
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jasper_ward
- Posts: 11
- Joined: 21 Nov 2005, 11:44
Hey, everyone, I set up a sinple temporary web page at geocities, it will allow up to 5 meg downloadable files, so I will also edit my Battletech RPG game on sourceforge to also host files, and I will link when ready, I'll keep looking around to see if there is any better way of hosting for free
http://www.geocities.com/badazzflyboy87/
its basic, so don't hate it yet, will take input if you guys want to give input, or have a better idea, it just seems wierd that this mod doesn't have a site, I'll put in a screenshot section soon, so if you want to email images for me to put on the site, then I'll put them in within this month
http://www.geocities.com/badazzflyboy87/
its basic, so don't hate it yet, will take input if you guys want to give input, or have a better idea, it just seems wierd that this mod doesn't have a site, I'll put in a screenshot section soon, so if you want to email images for me to put on the site, then I'll put them in within this month
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jasper_ward
- Posts: 11
- Joined: 21 Nov 2005, 11:44
Once you guys have something to show (the screenshots by bobthedinosaur are amazing and very impressive), you might consider asking the Battletech Mod Productions site for hosting/listing. It looks like they're very willing to help out fledgling battletech mods.
I'm not a battletech fan (just never played the games) but I sure would love to drive a few mechs around in Spring, so best of luck.
I'm not a battletech fan (just never played the games) but I sure would love to drive a few mechs around in Spring, so best of luck.
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jasper_ward
- Posts: 11
- Joined: 21 Nov 2005, 11:44
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Archangel of Death
- Posts: 854
- Joined: 28 Jan 2005, 18:15
Carby: Great to have you on board. If you have msn or yahoo messenger you can get those from my profile and add me.
I've got a question for all you Battletech masters to mull over for a while: How should I do the artillary weapons in Spring? My current source has range measured in maps (whats a map? 100 hexes? 200? 1000?), which effectively means massive range. If maps are large enough 8000 range on a long tom may not be that bad for static turrets, but then of course you have mechs like the hollander. Also they have massive damage and low ammo, which defies entry into the maintaining damage per turn system (6 seconds chosen as a "turn" for now, then fudging damage and reload off of that) I was using for the more conventional weapons.
Mull it over and give me any ideas you come up with.
I've got a question for all you Battletech masters to mull over for a while: How should I do the artillary weapons in Spring? My current source has range measured in maps (whats a map? 100 hexes? 200? 1000?), which effectively means massive range. If maps are large enough 8000 range on a long tom may not be that bad for static turrets, but then of course you have mechs like the hollander. Also they have massive damage and low ammo, which defies entry into the maintaining damage per turn system (6 seconds chosen as a "turn" for now, then fudging damage and reload off of that) I was using for the more conventional weapons.
Mull it over and give me any ideas you come up with.
