BattleTech

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CWolf

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  1. CWolf
    CWolf
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    As the mod is no longer in active development as of v1.1.3 I will no longer be taking any bug reports. Thank you.
  2. CWolf
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    I've just released the final Mission Control update v1.1.3. I'm glad so many people have enjoyed MC over the years. Take care and I hope you keep enjoying it.

    https://www.missioncontrolmod.com/blog/release-1.1.3
  3. jcarlc84
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    Is there a way to decrease or disable the amount of Additional "ally" lances since some battles are too easy to win because my lances outnumber the enemy lances?
  4. LK7H7
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    Amazing mod! The galaxy feels way more alive with this installed. The inclusion of the campaign maps in career mode and overall randomization factors on existing maps are a nice change of pace too. Kudos for including MW5 pilot portraits in your mod as well.
  5. fredgbrooks
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    Hi CWolf,
    I did the FP "The Opportunist" and I ran into the exact same problem described below by paulobrito: I have all of the upgrades for two lances, (and in fact have used two lances on common missions) I set up my two lances on board the Argo, but when I get to the planet, only one lance shows up. I am using your latest version of MC, I made the changes to MC and Bigger Drops (MC settings.json '"EnableAdditionalPlayerMechsForFlashpoints": true and In Bigger Drops settings.json "limitFlashpointDrop": false). If I knew what the official ID of the FP mission was I would create a file as you suggest as a work-around, but I do not know it nor do I know how to obtain it. Any luck in figuring out why the two global settings are not working for FPs?
    1. paulobrito
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      To know the ID of the FP mission, use BattletechSAveEditor and see the name in the last save.
    2. fredgbrooks
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      Hi paulobrito,
      Using BTSE I found the list of the mission names, for example, Assassinate_WarMachine. I guess the next step is to create the file as shown in CWolf's response to you. What directory do you then place that file in??
    3. paulobrito
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      'MissionControl/config/Contracts'
    4. fredgbrooks
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      Thank you very much!!
  6. Mythalore
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    Hi I really love using MC with the bigger drops mod but I am wondering if you could add a setting for allowing additional/larger lances in story missions?

    You mention not allowing it to maintain balance but tbh I don't care about balance and I'd much rather have the continuity of maintaining my lance size through the campaign as well as the random missions.

    If not is there some way I can edit the files myself to enable this?
    1. CWolf
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      Hey.

      No way to do it right now but I will consider adding it as an optional to the settings.json to let people like you turn it on if you want.

      Maybe for MC 1.1.
    2. daunteblack
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      Amazing mod, thank you for creating it.

      Just hoping to echo Mythalore's request. Hopefully this can be added to a future release.
    3. CWolf
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      I'll add it for 1.2 =)
  7. HotaruSuzume
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    Can the payment rates for eliminating support lances be edited?

    Also, a bug/oversight (I don't use Discord so I can't report it there): some of the configs in the AdditionalLances folder are missing certain lance weights at certain difficulty levels.
    - Difficulty 5 lists only medium for enemies, while difficulty 6 lists both light and medium. Looks like light is missing from difficulty 5.
    - Difficulty 7 lists light twice, then heavy for enemies. This is presumably meant to include light, medium, and heavy.
    - Difficulty 8 is missing medium for enemies, only has light and heavy.
    1. CWolf
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      Yes, payment rates can be edited. Please check the documentation ( https://www.missioncontrolmod.com/docs/features/additional-lances ). You'll see a section in the example json called 'RewardsPerLance'. You can add this section to the AL configs to provide your own reward values.

      Thanks but these are not bugs or oversights. You're reading the config slightly wrong. I'll explain:

      [1] Difficulty 5 does infact list light lances which can be applied to enemies. Look at the top level 'LancePool' as this applies to both enemies and allies. You'll see the 'Generic_Light_Battle_Lance' there.
      [2] Difficulty 7 - you're right that it's specifying light twice in the enemies section, but again, look at the top level 'LancePool' and you'll see 'Generic_Medium_Battle_Lance' for both allies and enemies. I'll fix that repeat of light though.
      [3] Difficulty 8 - again, it's not missing medium. It's grabbing it from the top level 'LancePool'.

      Basically, the LancePools are 'additive' in nature and they get merged together and then a lance is selected for it. So even the repeat of the light lance in point [2] doesn't matter.

      Hope that helps clear things up.
    2. HotaruSuzume
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      I see. Thanks for the help and clarification!
  8. apsterling
    apsterling
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    Don't know if this is the right place to ask this. With bigger drops, i am unable to control my 8th mech, and i have all of the argo upgrades. Is there something in the files i need to change or did i not install it correctly?

    Nevermind, i figured it out
    1. HotaruSuzume
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      What did you do to fix it once you figured it out?
  9. paulobrito
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    using BEX-CE with MC 1.1.2 what changes I need to do in the settings for the WD FP let me use more mechs?
    Specifically, the penultimate mission?
    I have already researched/installed all the Argo upgrades and I can use the second lance in normal missions but on this one, I 'only' get the first lance and the drones.
    1. CWolf
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      Try setting in MC settings.json '"EnableAdditionalPlayerMechsForFlashpoints": true

      In Bigger Drops mod, change the settings.json value "limitFlashpointDrop": false
    2. paulobrito
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      Thanks for the quick answer. Problem is: I already have these variables that way.
      Maybe because the drones are in the mission they don't let the lance deploy?
      To be specific is the last mission you go against the Bauman group. In Mantharaka.
      I think is called HM7_showdown_1_3wayBattle.
    3. CWolf
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      Ok - those settings should be letting it work so I'll have to investigate. Maybe there's a bug there.

      If you want to do per-contract specific overrides you can take a look at 'MissionControl/config/Contracts' and there are two example files there. You can create a file with the contract ID as the name (e.g. HM7_showdown_1_3wayBattle.json) with the following settings:

      {
      "AdditionalPlayerMechs": {
      "Enable": true
      }
      }

      and that should do a per-contract override in the FP letting you use player mechs.
    4. paulobrito
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      Yep, that fixed the problem, thanks.
  10. CWolf
    CWolf
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    Just released MC 1.1.0 and two smaller hotfixes v1.1.1 and v1.1.2.

    This release focuses on better Flashpoint support, better configurability of MC and various features and bug fixes.

    https://www.missioncontrolmod.com/blog/release-1.1.0
    https://www.missioncontrolmod.com/blog/release-1.1.1
    https://www.missioncontrolmod.com/blog/release-1.1.2
  11. HaakonTheViking
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    Is it possible to add a "request employer support" button, which could enable or disable spawning of allied lances during a contract before it's started? Maybe for an additional fee or a drop in contract payout? In early game they are useful for soaking incoming fire but later get in the way and take way too much time to move, especially when using Bigger Drops. Yeah, I know the settings can be reconfigured manually, but I'm too much of a lazy ass to go through all mission prefs :D
    1. CWolf
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      Some people have requested a similar feature. I'm considering it but not sure yet :).
  12. clop10
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    Is it compatible with Battletech Advanced?
    Does it work in campaign?
    1. CWolf
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      It's already bundled in with BTA.

      It's intentionally disabled for story missions for balance reasons.