I no longer support Nexus mods due to their recent actions and intent regarding modder control over their mods.
I am still actively developing Mission Control but I will not host it here. Please visit the following links to download the latest versions of MC. If you want to provide me with a bug report or feedback, please use github or discord.
Anyone else having bug with neutral spider mechs spawning randomly? It seems like Mission Control related, Spiders spawn near enemy mechs - tanks - turrets - objectives, they stand there and do nothing. They are vissible on map through fog-of-war as they are neutral and do not belong to any faction. I only encountered 1 spider spawn like that peer mission. I've also seen mechs "on radar" that seems to be located deep underground on some occasions?! If it happens those mechs also spawn 1 on a mission, seem hostile as i see them "on radar" as red, but do not attack and are not lnked to any objective. Both Spider bug and underground bug offten spawn at once in the same random missions, they don't spawn every time but it might happen in different place on the map so i'm not sure, as it stands i encounter them around 30-50% of the time.
Nothing game breaking, but wierd. I use mod with BEX CE...reported there too.
That is very interesting. I've not seen any reports of this but I believe you.
For my pathfinding tests I spawn a neutral Spider mech that 'walks' the routes very fast to find the right pathfinding. After I finish I clear it up. It's very probable in some situations this fails and leaves a Spider mech there.
How many Spider mechs do you see? How often do you see this happen?
I'll try to find time to investigate. Thanks for the info. If you happen to have any logs for this issue please drop them off in Discord for me https://discord.gg/22raTJh or email them to me (cwolfs[at]gmail.com).
There are some tweaks to help saves that arrived in earlier version of MC but more just trying to help ironman users recover their saves.
I don't think save support will ever happen - the problem is very complex for the payoff. Especially as a lot of other mods don't support save games either - so unless they all do then it's almost pointless one mod supporting it.
Yea... i read a lot about this, and also now did remember even old Pre-DLC Battletech had tons of Combat Save problems i myself encountered, just considered them low-stability related than game breaking. Learned to play without it as it does force you to become better player and not f*#@ around...just pity in those super long missions you can loose progress because "life" and such.
This game is indeed clusterfuck, isn't it? I love battletech & Mechwarrior, but as a 'game' - seriously... performance is s#*!, graphics is s#*!, stability is s#*!, honestly even simulation is a joke (physics is trash, also compare to each-single-one-bullet-simulation of Total Annihilation that did it in real time vs this Turn-Base), true mod support is allowed only by code-temper-monkey-magicians, balance is questionable. I even read one of unity topics from coder-magician related to memory-leak, and guy found tons of Engine related faults and flaws in game design, like Devs didn't exactly knew what they are doing with this project and used inferior tools.
Could you consider adding the manual deployment option from Roguetech as a fix for the issue where mechs from lance 2 sometimes land on terrain where they cannot move without jump jets? I would kill for this functionality. Well... maim maybe.
That feature is deeply embedded as part of CustomUnits (I think) - one of the RT mods. I wouldn't be able to integrate that easily. I could possibly integrate a similar feature but I don't think I'll get to it.
Do I need to start a new game for this to work in campaign story missions? It's not working for me as it is, I still can only deploy 4 mechs in story missions.
You can use Mission Control and enable/disable any settings without causing problems with in-progress games. It's important to realise the story and flashpoint support is off by default for balance reasons. You can turn it on though.
Go to the Mission Control mod folder, edit the file 'settings.json'. Set EnableAdditionalPlayerMechsForStory' to true.
For more info on the settings go to the website - www.missioncontrolmod.com
It's also important to know MC doesn't support combat save game loading so be careful with that.
I started a new game so it's taken me some time to get to the point where I have more than 4 mechs in a mission. I just started a story mission with this option enabled, and it still does not give me the additional mechs. Where I should have had 5 mechs I only have 4, could the bigger drops mod be overriding this? If not then the only other mod I have that could affect this would be the Advanced difficulty settings mod
Do you see the extra lance row in the lance screen?
In BD's settings.json, you'll want to make sure '"limitFlashpointDrop" : false' if you want to use it for Flashpoints but I pretty sure this doesn't affect story.
From MC, you'll need just the `EnableAdditionalPlayerMechsForStory` setting on and ensure you have v1.2.0 of MC.
I decided to check all settings again, and as it turn out this was my fault. I know I changed the setting, but I either forgot to save or somehow reverted the setting again. Just tested it again and can confirm that it works as intended.
Should have thought to check myself of course, but I was so certain I had it set right that I needed a little prodding to check again.
Since this is begin brought up, I'm having issues with the bigger drop mod. I see no way of posting this on githhub, no issue report option for this particular mod, Seeing as it has not been updated in a year I wonder if the mod is outdated and the author has left.
If I upgrade the drop size of the junkyard Leopard past the 3rd upgrade(7th mech) the game bugs out when I start a mission. I have mech pilots go missing, and being unable to assign pilots to mechs or mechs to pilots.
And in missions where you have some of the mech bays being locked(like "The B-team", and story missions where Lady Arano comes with you), these mech bay will instead be unlocked and pilots missing. If you try to assign a pilot to a mech in a slot where the pilot is missing, it will remove the mech, and if you then try to add a mech it will glitch out further making you unable to assign anything to it.
Short version is that any upgrades past 6 mechs will just break things. Would it be possible for you to add the additional 2 slots for this mod instead?
This sounds like the bug when you unlock a new Bigger Drops related upgrade. Sometimes it will really mess things up.
If you see this - try saving the game, loading the game (no need to quit BT) and it should fix itself.
The mod Bigger Drops isn't actively being developed anymore. There was a high level plan to absorb it into Mission Control (since it requires MC to work anyway) but it's not happened yet.
Thanks, that seems to have done it. Only started when I unlocked the 7th slot, 5 and 6 posed to problems.
I hope you follow through with that plan to incorporate Bigger Drops into MC, especially seeing as it's no longer being developed, never know when some future update to BT breaks it.
I had the itch to start modding again so I'm back at it.
I've just released Mission Control update v1.2.0. This fixes some long standing bugs like broken flashpoint support and also adds full story support (finally, right?). Read the full changelog below.
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?
A bit late I know but the docs for doing that are here https://www.missioncontrolmod.com/docs/features/additional-lances - especially for anyone else wondering the same.
Often this is when you're using Bigger Drops and you've unlocked an upgrade. You usually need to save the game, load the game (no need to close BT) and it works again.
390 comments
I am still actively developing Mission Control but I will not host it here. Please visit the following links to download the latest versions of MC. If you want to provide me with a bug report or feedback, please use github or discord.
Website - http://www.missioncontrolmod.com
Github - https://github.com/CWolfs/MissionControl/releases
Discord - https://discord.gg/22raTJh
I've also seen mechs "on radar" that seems to be located deep underground on some occasions?! If it happens those mechs also spawn 1 on a mission, seem hostile as i see them "on radar" as red, but do not attack and are not lnked to any objective.
Both Spider bug and underground bug offten spawn at once in the same random missions, they don't spawn every time but it might happen in different place on the map so i'm not sure, as it stands i encounter them around 30-50% of the time.
Nothing game breaking, but wierd. I use mod with BEX CE...reported there too.
For my pathfinding tests I spawn a neutral Spider mech that 'walks' the routes very fast to find the right pathfinding. After I finish I clear it up. It's very probable in some situations this fails and leaves a Spider mech there.
How many Spider mechs do you see? How often do you see this happen?
EDIT: Ouch...still not supported. Shit.
I don't think save support will ever happen - the problem is very complex for the payoff. Especially as a lot of other mods don't support save games either - so unless they all do then it's almost pointless one mod supporting it.
This game is indeed clusterfuck, isn't it? I love battletech & Mechwarrior, but as a 'game' - seriously... performance is s#*!, graphics is s#*!, stability is s#*!, honestly even simulation is a joke (physics is trash, also compare to each-single-one-bullet-simulation of Total Annihilation that did it in real time vs this Turn-Base), true mod support is allowed only by code-temper-monkey-magicians, balance is questionable. I even read one of unity topics from coder-magician related to memory-leak, and guy found tons of Engine related faults and flaws in game design, like Devs didn't exactly knew what they are doing with this project and used inferior tools.
https://www.missioncontrolmod.com/blog/release-1.2.1
It's not working for me as it is, I still can only deploy 4 mechs in story missions.
Go to the Mission Control mod folder, edit the file 'settings.json'. Set EnableAdditionalPlayerMechsForStory' to true.
For more info on the settings go to the website - www.missioncontrolmod.com
It's also important to know MC doesn't support combat save game loading so be careful with that.
I just started a story mission with this option enabled, and it still does not give me the additional mechs.
Where I should have had 5 mechs I only have 4, could the bigger drops mod be overriding this?
If not then the only other mod I have that could affect this would be the Advanced difficulty settings mod
In BD's settings.json, you'll want to make sure '"limitFlashpointDrop" : false' if you want to use it for Flashpoints but I pretty sure this doesn't affect story.
From MC, you'll need just the `EnableAdditionalPlayerMechsForStory` setting on and ensure you have v1.2.0 of MC.
I know I changed the setting, but I either forgot to save or somehow reverted the setting again.
Just tested it again and can confirm that it works as intended.
Should have thought to check myself of course, but I was so certain I had it set right that I needed a little prodding to check again.
Glad it works now!
If not, how do I install Bigger Drops? :S
Nvm, I got it. Yes, install BD from Github.
For others, the link to the release is here: https://github.com/BattletechModders/BiggerDrops/releases/tag/1.1.2
I see no way of posting this on githhub, no issue report option for this particular mod,
Seeing as it has not been updated in a year I wonder if the mod is outdated and the author has left.
If I upgrade the drop size of the junkyard Leopard past the 3rd upgrade(7th mech) the game bugs out when I start a mission.
I have mech pilots go missing, and being unable to assign pilots to mechs or mechs to pilots.
And in missions where you have some of the mech bays being locked(like "The B-team", and story missions where Lady Arano comes with you), these mech bay will instead be unlocked and pilots missing.
If you try to assign a pilot to a mech in a slot where the pilot is missing, it will remove the mech, and if you then try to add a mech it will glitch out further making you unable to assign anything to it.
Short version is that any upgrades past 6 mechs will just break things.
Would it be possible for you to add the additional 2 slots for this mod instead?
If you see this - try saving the game, loading the game (no need to quit BT) and it should fix itself.
The mod Bigger Drops isn't actively being developed anymore. There was a high level plan to absorb it into Mission Control (since it requires MC to work anyway) but it's not happened yet.
Only started when I unlocked the 7th slot, 5 and 6 posed to problems.
I hope you follow through with that plan to incorporate Bigger Drops into MC, especially seeing as it's no longer being developed, never know when some future update to BT breaks it.
I've just released Mission Control update v1.2.0. This fixes some long standing bugs like broken flashpoint support and also adds full story support (finally, right?). Read the full changelog below.
https://www.missioncontrolmod.com/blog/release-1.2.0