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accept (or restart) the random generated map (21*29 Hexes) choose between Arena, simulator, roving and mission mode + difficulty level + different units
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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. 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. The licensed version came with about 150 'Mechs including the 'Unseen Ones' and a few (later CLAN) names with Level 1 tech. The shareware version only contained about 40 'Mechs separated into light/medium/heavy/assault classes and contained the most known "Succession Wars" 2780 'Mechs. Is a simple multiplier to your tonnage (the level of the opponents are not influenced by the multiplier, but the skill vary wildly) A very rare AI function (for most games) is the possibility for AI opponents to 'flee from combat':Ĭ) most of the opponent force is disabledĭ) mission goal is no longer accomplishableĮxactly this function makes some missions very hard to fulfil! Superhuman Warriors (Attribute level 12 with role modifiers -2) are possible on both sides Technicians gains very low XPs so it took very long (~20*) to reach veteran or better no real campaign editor to knit more missions into one row A 'Mech is limited to ten weapons maximum. 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). The factory is on some points not canon (e.g. Tries to reach some points at the same time so that not a single one is especially exposed. On the other hand, the AI takes advantage of concentrating fire on one opponent, apply modifiers when chance is too low. 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). ) a real tabletop campaign could be played. Its ability to modify standard 'Mechs in a lot of ways and the mission editor makes it ideal for prolonged service. V4.0+ was already the successor MechCombat.
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The latest version is V3.77 from late 1990 and runs perfectly on UAE V3.x(+) on an emulated A500 (1MB) with two floppy drives (app+mechs) and AmigaOS V1.2 or higher. 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). Character and group development is nearly unlimited (tested: 450.000 XPs reached and 1.800 games played). Gameplay could be saved (a save penalty is used for each save) and difficulty (easy, normal, heavy, suicidal) could be chosen on each mission. It is only capable of using BattleMechs (no AeroTech, SpaceTech, CityTech, ProtoTech, Vehicles, Armor.). 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's based on FASA Level 1 set and consists of:ġ) MechForce (the tabletoplike game itself)Ģ) Factory (to create, modify and repair 'Mechs) (not provided in the shareware version)ģ) Map Editor (to create/modify custom maps)Ĥ) CombatOrders (to create/modify scenarios=missions)ĥ) ConfigEd (a simple frontend to the installation settings)Ħ) Warrior (to create, modify and repair Units/Warriors) MechForce is a tactical turn based 'Mech (Shareware) game for the Commodore Amiga home computer, written in 1988-1990 by Ralph H.