ZacheryTheKamelide

Chief Petty Officer
I'd Figure screw it, imma just post about my upcoming Wing Commander Multiverse Project anyways, but due to not being able to find a good mission editor or source port of WC's 1 & 2, i am unable to start this as of now.

The New Wing Commander (NWC for short) takes the Wing Commander franchise to a whole new level with 67 action-packed missions. A new enemy that utilizes both Kilrathi and Confed ships. New Characters from other Universes (SEGA's Sonic The Hedgehog and Nickelodean's TMNT). And a new sector to explore (The Argent Sector).

I have yet to write a story on it but as i work on the mission maps to the game i will start to have it develop in my head.

I will also update this post anytime something big or new comes around.
 
How will that work ? Sonic and Turtles in the WC universe?
If we're talking gameplay wise, this will be a traditional wing commander Space Combat Simulator, but there have been multiple games that have done TMNT and Sonic collabs, like World of Tanks and Rocket League for example, so i figured, WHY NOT!? let's have a Wing Commander mod try this.
 
Well I am not sure about how that will work but it is your project and you can do whatever you want. I am curious about the result. Keep us informed
 
Why are you crossing franchises? I can see using characters inspired by those franchises, but directly ripping them into the game does not bode well, IMHO. As for this new enemy using both confed and Kilrathi ships, why not develop new craft for them to fly? Also, it sounds like you want to do this in the original engine. Why not take it to the FS2-SCP project? There is already a mod with Klavs (RIP) designs you could build from.
 
oh? i do have Klav's Designs already for Wing Commander Saga if THAT's what your talking about. and using WCS would mean essentially combining assets from WC's 1 & 3. but which mod are you talking about though? cause i am curious to know what said mod is.
 
A heck of a lot of stuff is hardcoded in the EXE; that's why Secret Mission 2 and SO1/2 had to be separate EXEs, so they could change some of that hardcoded logic/content. About the best you can hope for with WC1/2 is remixing the existing stuff, e.g. you could replace a pilot, adding a new one is borderline impossible (at least in WC1, I'm less sure about WC2). Missions can't really be expanded beyond what appears in the stock games, and so on. Some of the stuff about the campaign structure is near enough to unmoddable; it's quite restrictive - WC2 is definitely more flexible but it's also way more complicated.

Anyway having said that, I'm not trying to discourage you... Even with WC1/2 there's plenty of scope for modding, but you'll want to design upwards from the limitations I think, otherwise any idea will quickly run into probably-unsolvable issues. WCToolbox is still the main tool to use for data modding; it looks like that mission editor above is a wrapper over that.

I'm not familiar with the FS2-based WC stuff really but it seems infinitely more moddable - and has the strong advantage of actually existing. I want to get Confederation out there (designed from the ground up for modding), but I only have the vaguest timeline of "it'd be nice if it happened this year"; it's vapourware until it's not. :D
 
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