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Lance Command is a territorial warfare simulation based in the MechWarrior genre of online games, including 'MechWarrior 4: Mercenaries' and its expansions/mods. The league is presently retooling for use with the upcoming Crysis total conversion mod 'MechWarrior: Living Legends', which is currently in closed beta. Please feel free to register, look around, and check back often during our development.
'Website Update'
Broadcast 08-May-2009 06:23 by [88th] Stormin [-]
FYI...I have been primarily discussing the league status over at MWLL's forum via our community thread: http://www.mechlivinglegends.net/forum/index.php/topic,3868.0.html. I also occasionally look for input over there on certain aspects of the league, so give it a look if you have the chance.

So! Basically the MWLL development team has hinted in their forums that they may be planning on a different game mode that is more league friendly, and ultimately that is what we are waiting to hear more about. Unfortunately, they are talking sometime after the full public release and probably after other "backburner" projects, which is probably going to be a while. Still, it's good news that the devs at MWLL are at least considering league needs.

I'm still rounding out the automation using MW4's specs, but the overwhelming response there is that participation using MW4, even to beta the system and work out the kinks prior to MWLL's release, is going to be hard to sell. I am going to have to automate some things anyway, so I might just code some automated battle resolutions to get the bulk of the system up and running until we see MWLL. Might make for a cool solo mode later too.

Until then, I am primarily working on some projects that aren't affected by game type. The team manager is getting a much-needed complete overhaul and will finally include a custom rank system, a grouping system, and a proper invitation system. You'll also see some changes to user setup and probably more involved user profiles. The message system is still in pieces but should be pretty quick to get together. It just lacks recipient selection and some editor tweaks for browser compatibility.

That said, if you sign up and want to poke around, keep in mind you will probably see some errors, missing includes, etc. We're still not Firefox compatible if you dig far enough. If you actually see something that looks like a real bug, go ahead and send it my way either via our forum PMs, MWLL's PMs, or email support(at)lancecommand(dot)com. I would need to know any errors you receive, the time/date you received it, and what browser you are using.

Thanks again for your interest and show of support!
'MechWarrior: Living Legends'
Broadcast 21-Apr-2009 16:15 by [88th] Stormin [-]
Well, it looks like we have confirmation from the MWLL dev team that the mod will NOT include a no-respawn setting anytime "in the near future". Unfortunately, this means Lance Command will not work with the mod, unless we "either learn LUA scripting and C++ coding (ourselves) or find people capable of this and develop a game mode with the resources already available to (us) - the Crysis / Crysis Wars SDK and the respective game".

There was prior mention of no-respawn being included in Solaris mode, but that was a year and a half ago, and the objectives of the team appear to have changed.

Although I don't agree with the OP of the following thread (and I'm reluctant to post a link to it), here is where the confirmation is posted: http://www.mechlivinglegends.net/forum/index.php/topic,4350.msg55802.html#msg55802

This is a heavy blow for Lance Command, as the league depends heavily on specific inventory management which MWLL's current vision will not support. A no-respawn setting is needed to determine accurate equipment deployment and losses, as is the case with any territory-based league, such as a "planetary" league. I'm a little surprised it is now not planned for inclusion, as it represents a large part of the Mechwarrior/Battletech community, in particular those serious gamers that would help MWLL realize a long shelf life.

I will continue to watch MWLL to see if and when they decide to implement a no-respawn setting. If not, perhaps someone in the community would be able to tackle this task and make it available for all leagues' use. Lance Command is already a huge task for one person and I simply don't have the resources or the time to learn how to mod Crysis as well. If I did we would be talking far into the future, well past the crucial stage for league implementation for MWLL. If someone else DOES have the know-how and would like to take on this no-respawn project, please let me know! The community needs you!

Until then, I will continue to develop Lance Command for use with MW4 in order to get the league's core features up and running. There is at least some good news on that end...I have recently bridged the gap between movement and combat, and the battle interface is well under way. Once that is completed, plus a few front end tasks that I've left on the back burner, I think we would be ready for a small beta for interested parties.

This post is also available via our thread here on the MWLL forum.
'Milk and Cookies!'
Broadcast 27-Mar-2009 04:39 by [88th] Stormin [-]
Ok, well maybe not the milk, but it looks like due to unforseen circumstances LanceCommand.com is going to have to start serving up cookies. Just FYI...you'll need to have cookies enabled for the site to function without occasional hickups (well, known hickups anyway) like random logouts.
'Trudging Along...'
Broadcast 02-Mar-2009 02:19 by [88th] Stormin [-]
Well, I couldn't stay away, so I'm working on the MW4 end. Adding an MWLL gametype shouldn't be a huge deal, since I've already got it split out for different MW4 variations.

Right now I'm trying to get some of the map logistics smoothed out, as in when to do what as equipment is moved around the campaign map. Then it's on to fixing the battle interface I started 8 years ago. I'm also cleaning up a few of the front end items, like adding some sorting options to the directory listings, a completely redesigned reference manual (which will of course one day have real content), some tweaks to the profile display and cleaning up the team setup screens.

Hope to have something more concrete for all of you soon.
'Project on Hold?'
Broadcast 08-Feb-2009 07:16 by [88th] Stormin [-]
After careful consideration I have decided to wait until more solid information is available regarding MechWarrior Living Legends before continuing much further with this project. Although MWLL promises to be a fun and popular mod, the estimated release date has passed, and as far as I can tell there is no new projected date. After spending too much time in the MWLL forums, my best guess is late Spring '09 or possibly later considering the amount of polishing the dev team wants/needs to do.

I am still unsure as to how MWLL can fit in with the design of Lance Command. Very little data regarding match settings and options, maps, etc. has been released despite the interest in their forums. Additionally, I don't know how far MWLL intends to support their product after release, with new maps, models, or game updates. I do know that from what I can gather of the initial release, the game may just prove to be a fun multiplayer shoot out with limited options. We'll just have to see what happens.
'New Members'
Broadcast 05-Feb-2009 08:27 by [88th] Stormin [-]
I would very much like to thank you in your show of support by registering with MWLC. I discovered someone other than myself or my test handles signed up and ready to go, and I realized that I should probably explain a couple of things and keep you in the loop.

At this time, new members will have very limited access to the website. You may register, update your profile, create a team, manage that team, read the Field Manual, or take a look through the Terminal for things like this news post.

Access to higher functions requires administrator clearance. This simply allows me to test the back end automation during development. I do not have a target date in mind for Beta. When Beta does open, priority will go to the oldest and most active memberships. Meanwhile, if I need some quick help testing some things, I may ask if you would like to help participate. The current status of the league can be found on the front page at the login screen.

I invite you to join our forum to ask any questions or discuss your thoughts regarding this project. I am also quite active over at MWLL's community forum under the same callsign, Stormin', and some of the league's progress can be found there.

Again, thanks for registering and I hope to have something for you soon.
'Site Functionality'
Broadcast 05-Feb-2009 08:15 by [88th] Stormin [-]
Just FYI, I've had to deconstruct and reconstruct a good bit of the front end in order to get the website ready for Firefox. Things are coming along and a funtional fix is in place for some of the major culprits, but much of the site is in a state of flux. Additionally, I still have some graphics/text to update from the project's prior moniker, G2, or Genesis2. I apologize if you have noted such in your visit. There are also a few functionality errors that I just noticed and will get to when I get a chance. I took a break from the GUI for a short while to make some progress on the back end, and I think it paid off!
'New Campaign Type (of sorts)'
Broadcast 21-Jan-2009 06:43 by [88th] Stormin [-]
I've sorted through some old ideas and finally nailed down, in concept, a way of providing another 'realism' simulation to this league. Although part of the original league design, it represents considerable additional effort and unfortunately will mean some additional delay in development.

The map generation script was originally designed to create campaign maps of different sizes and shapes, which included rectangular, hexagonal, triangle, and inverted triangle. The latter two make for an odd campaign, but were originally added in the hopes that I could eventually generate an entire spherical surface. After some thought and a few eureka! moments, I've worked out a method of creating interlinking campaign maps to form a sphere, or more precisely, an icosahedron. For you old dice gamers that's a 20-sided sphere.



The above 'Planetfall' concept shows the exploded view of the icosahedron, broken into triangular slices which work perfectly with the existing system. Additionally, data from the adjoining hexes (each map is still divided into hexes) should be easily accessible for the map generator to carry on to the next campaign generation sequence. I think the result should be spectacular...a completely random generation of the entire surface of a planetary body, of which each little hex of that planet's surface is represented by an in-game map.

I have always felt that true 'planetary' leagues, and for that matter, BattleTech in general, lacked the realism of a true planetary conquest. I doubt a few 'mechs could take and hold territory on such a grand scale. This simulation should be a fun exploration of this 'what if' scenario!
'Website Performance'
Broadcast 15-Jan-2009 18:29 by [88th] Stormin [-]
Please pardon the little quirks you may be noting on the parts of the website. Many changes have been made in an effort to increase site functionality for browsers other than Internet Explorer. And since I'm testing this live, that unfortunately means that you get to witness the mess.

I am also implementing some ideas and upgrades over the old code base, and all the bugs have not been completely squished. If you have been following the progress of this site you may note some of these problems. If it appears to be a persistent issue, feel free to post about it in the forum.

Thanks very much for your patience.
'Project Under Development'
Broadcast 07-Jan-2009 02:47 by [88th] Stormin [-]
Thank you very much for your interest in LanceCommand.com. I hope that you enjoy what will hopefully be "something different" in the world of online league gaming.

At this time the league is still under development. As we do not have the particulars regarding what is actually customizable with respect to the MechWarrior: Living Legends mod for Crysis, the hooks from our existing automation to the game itself remain uncoded. And unfortunately, due to the type of gameplay that this league endeavours to accomplish, that is a pretty big part. This won't be your typical cookie-cutter ladder that can be easily adapted to new games. Much of the map generation, economy, and other variable processes rely heavily on actual knowledge of what the game will offer.

In the mean time, most of the front end GUI is totally useable, including maintenance of users, most of the messaging system (this "HPG Terminal"), the reference system ('Field Manual'), team creation and maintenance, and our forum. Feel free to register, log in, and use what you can if you want to explore. If you have already done so, thanks for showing your support!

You may notice the site having issues on occasion as I try to validate the code for browsers other than IE. I have been reluctant to do so as there are some things that you (or at least I) cannot do with valid markup. But as requested, I'll do what I can for those non-IE users out there. There is also some bug-chasing going on just due to the fact that I've dusted off a years-old pile of code and have attempted to make it work on a new server with a half-backed-up database. =) Plus I'm implementing a ton of streamlining ideas. So, if you notice anything persistent that needs attention feel free to drop me a note in our forum.
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