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B4ckf1sh - Colobos - Bloody Doves - Justin Kase

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JustinKaseToo

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11 comments

  1. JustinKaseToo
    JustinKaseToo
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    1.5.1.0 Update Posted

    -Fixed an issue with case mismatch that caused an error for Linux users. Tested aok! Thank you to @SalsaHeaven for testing with me to find the solution!

    - Minor changes to LanceDefs and Mission to make it run smoother

    - Minor changes to in Mission conversations
  2. victorlapin
    victorlapin
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    I have a weird glitch - after I remove this mod from ModTek mods folder, no contracts are spawned anymore. Even with the fresh new career. As soon as I put it back, all starts to work normally. Is there anything I can do to cleanly remove MASH from my mods list except for the full game reinstall?
  3. villonklir
    villonklir
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    Damage that hits the standard MASH truck turret location shows doing structure damage even though no location takes damage. It has the floating orange structure numbers. This was without using precision shot.
    1. JustinKaseToo
      JustinKaseToo
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      Not sure what would cause that - but I will see if I can replicate the issue on my machine.

      There is a chance that the newer version of the Mod also fixes the issue.
    2. villonklir
      villonklir
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      Talking to Don it may just be the same issue with hitting an SRM or LRM carrier in the turret location. The shot just gets eaten.
    3. JustinKaseToo
      JustinKaseToo
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      Good call on Don's part - if it was a MASH I.C.E. or UA variant, then the turret doesn't exist, which means a hit to the turret is a miss :P
  4. MrLexx2k
    MrLexx2k
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    This is the kind of content I like to see.
    1. JustinKaseToo
      JustinKaseToo
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      Glad you enjoy :)

      Did another one for the J-27 Transport included in the JK_VariantsCAB folder.

      Working on missions for the Long Tom, Loader King and some others to add more variety to the Contract choices.

  5. rebelyell21
    rebelyell21
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    This is a great addition and new missions are so welcome it's not funny.

    I have a question though. As you mention, the intercept mission might be hard to stomach.

    I won't be able to play until Monday to have a chance to see how you've set it up, but I was wondering if it might be possible to give the Opfor a long time limit for the MASH unit to make it to the end zone.

    This would give players the chance to destroy all the escorting forces and have to physically block the MASH truck from proceeding and hold it short of the marker until time runs out to simulate a capture. The long time limit would keep players from just slowing things down enough to win and would force a real victory and capture.

    Eximar
    1. JustinKaseToo
      JustinKaseToo
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      That is an interesting idea - I'll have to see if it is possible.

      Or maybe see if an option to end the fight can be added in after killing the escorts/reinforcements but not the MASH.

      It is a high reward scenario - basically earning 2-2.5 as much as you normally would. But you will suffer from some morale loss and you may need to hire some new medical staff.

      I am working on another mission to add to the pack that will be a timed event to help out a detachment of Hatchy's Helpers - we'll see how that goes first ;)
    2. rebelyell21
      rebelyell21
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      Sounds good. Can't wait for the first one to pop on Monday, really looking forward to a different flavor.
      Hatchy's helpers. I love it.