Downloaded and played this for 20 hours - great fun so far. Have encountered a game breaking bug in "Out of the Frying Pan" mission (Smithon flashpoint). The objective "Destroy the Taurian strike team, 10 mechs" cannot be completed. There are only 9 enemy mechs in this mission, once I destroy them it says 9/10 destroyed. I searched the entire map for the 10th enemy which does not exist. Can you please advise what I'm supposed to do, as I really want to continue this game!
I will use debug mode and verify this mission again. I recommend against using Ironman mode in case of an event such as this. Hopefully, you can load a save from before the flashpoint and simply play around it. I'll update this post in the next couple of days once I see what's up with the Out of the Frying Pan mission..
hi again - would like to report another bug. On mission "A debt of gratitude", the final objective is to get to the evac zone after downloading the data and destroying reinforcements. All enemies are dead, data downloaded, my lance entered evac zone. The mission won't end and simply blanks out the "get to the evac zone" objective, retains the "Ensure Kamea survives" objective, retains the "Destroy reinforcements" objective. I have searched the whole map for additional enemies but they're not there, so it looks like a bug with ending the mission.
I had the same bug... was playing well up to this flashpoint, had a good time playing through the flashpoint as it was a nail biter--right up to the end. The end not working killed my enthusiasm for the whole mod, which is a shame.
Hi gladesilverleaf, hope you are doing well and was very much enjoying your mod. Just wondering if you plan to check out the bugs in the "Out of the frying pan" and "A debt of gratitude" missions if you have time. It's a top mod and I'd love to be able to get back into it once these missions have been debugged.
I checked the "Out of the Frying Pan" mission and all 'Mechs spawned correctly. Additional information would be helpful if possible. The Taurian Strike Force consists of:
Main Force ON-1 Orion BLR-1G Battlemaster ASN-101Assassin PNT-9Y Panther SDR-6X Spider PXH-1K Phoenix Hawk
Right Side Strike Force GRF-1S Griffin VND-1T Vindication
Left Side Strike Force GRF-1S Griffin TBT-6P Trebuchet
Can you make a downloadable mission-only variant? I am interested in trying this out for use in XAI but I have already balanced the economy, trade, and drops.
I'll think on that. Most of the Flashpoints are tied to the 2910 Map and the expansion of the Arano Coalition. Completing the Flashpoints actually changes the boundaries of the map. There are a a few that a standalone that I think I could feel off, including the "scavenger" contracts.
Thank you, I am unfamiliar with the 2910 map, is it a lot bigger than the Vanilla map? I take it your mod already includes the map? Of course, the Mechs should be included as well.
I need to figure out to make the changes to the map permanent. Currently, when you complete a Flashpoint for Keona, the Arano Coalition map changes but reverts back when you next load the game.
Thanks a lot for great mod. I finally managed to beat the Phoenix hawk / Kintaro scavenger mission... Now I need to start gearing up for the jaeger one. I had a hard time starting out with your mod (and I am sure there will be more hard times ahead) but I am having lots of fun!
Gratz! At some point in the near future, the Event should spawn that gives you one of the scavenger chassis from that mission. PXH-1X "Bennu" is one of my favorites. An excellent backstabber. Those scavenger missions with their weight restriction are tough nutz to crack. I pay in blood and steel every time. Glad you're enjoying it. It's isn't for the faint of heart.
Let me know how the Jaeger mission goes and what you dropped with ;)
On a good day I am an average player. Sadly that is not good enough for this mod - it is kicking my butt badly. I have made multiple starts now and it always ends the same. Time for me to go back to vanilla I guess.
The difficulty has been significantly increased and the additional Flashpoints and "Scavenger" contracts are designed to test even the most experienced players with advanced equipment and skilled pilots. I'm sorry you've not been able to enjoy it. A number of the new missions are weight-capped, so simply dropping with max tonnage is not always an option.
How did you find the standard planetary contracts where you can drop with as much weight as you want?
I found even the early standard missions too hard in general. My starter mechs were better armed than in Vanilla but so were the opposing mechs ( there also seemed like there were more and heavier mechs also with upgraded weapons even in 1 skull missions ( maybe just felt like it to me? ) . My starter mechs simply did not have the firepower or pilot skills to kill the enemy fast enough - with superior numbers and ++ weapons they melted through my mechs very fast. Those advanced Firestarters seemed to be present in every mission and hunted backshots with a passion
Your observations are spot on. I'm sorry they are not to your taste but I certainly appreciate the feedback.
All non-base models of 'Mechs have been "upgraded" with + weaponry, i.e. the GRF-1N is the "base" model, the GRF-1S is the "upgraded" model. Base models are the versions found in the 3025/2038 Technical Read Out. There is a chance the player gets one or more "upgraded" model as a randomly generated starting 'Mech.
In addition, all 'Mechs spawn with 100% armor. The vanilla game often has 'Mechs that spawn with significantly reduced armor. This makes 'Mechs more difficult to destroy across all contracts.
The FS9-N scavenger variant is a true horror for the player. With 5 small lasers and three medium lasers, all upgraded, it is based on the build many players use for their own Firestarters, so it really turns the table on you. In addition, as you noted, the AI changes (thank you Amechwarrior), allow the OpFor to reserve down and prioritize rear shots, especially with highly-mobile units.
As odd as it sounds, your feedback reinforces exactly what I was hoping to accomplish with the mod, making it significantly harder without adding new equipment, new 'Mechs, or substantially altering the game mechanics from the original game, things both RogueTek, Commanders Edition, and 3062 all do.
Yes, Rise of the Scavengers adds 9 all-new Flashpoints and 5 "Scavenger" contracts.
It does NOT work in campaign mode.
Rise of the Scavengers is intended to be played as a new Career. I do not recommend installing it if you are playing a Campaign as it may not load properly and alters aspects, such as the map, that will likely be incompatible with the HBS Campaign.
No mods external to RogueTech are compatible with RogueTech.
For this to be compatible the author would need to grant us permission to include a conversion of it in RogueTech (as we have done with other flashpoints like ablomis's excellent legend series in the past)
26 comments
The Taurian Strike Force consists of:
Main Force
ON-1 Orion
BLR-1G Battlemaster
ASN-101Assassin
PNT-9Y Panther
SDR-6X Spider
PXH-1K Phoenix Hawk
Right Side Strike Force
GRF-1S Griffin
VND-1T Vindication
Left Side Strike Force
GRF-1S Griffin
TBT-6P Trebuchet
First base defenders
Striker
Striker
LCT-2D Locust
3 x Standrd LRM turrets
Ambush (Scripted vs. Spawned - Error here)
SDR-6X Spider (PNT-9R Panther)
PNT-9Y Panther (WVR-6K Wolverine)
TBT-6P Trebuchet (HBK-4P Hunchback)
PXH-1 Phoenix Hawk (TBT-5N Trebuchet)
COM-2G Commando (SRM Carrier)
Blocking Force
FLE-15 Flea
FS9-H Firestarter
CDA-3C Cicada
COM-2D Commando
Second base defenders
JVN-10F Javelin
JVN-10A Javelin
LCT-1E Locust
JR7-D Jenner
Let me know how the Jaeger mission goes and what you dropped with ;)
How did you find the standard planetary contracts where you can drop with as much weight as you want?
My starter mechs simply did not have the firepower or pilot skills to kill the enemy fast enough - with superior numbers and ++ weapons they melted through my mechs very fast. Those advanced Firestarters seemed to be present in every mission and hunted backshots with a passion
All non-base models of 'Mechs have been "upgraded" with + weaponry, i.e. the GRF-1N is the "base" model, the GRF-1S is the "upgraded" model. Base models are the versions found in the 3025/2038 Technical Read Out. There is a chance the player gets one or more "upgraded" model as a randomly generated starting 'Mech.
In addition, all 'Mechs spawn with 100% armor. The vanilla game often has 'Mechs that spawn with significantly reduced armor. This makes 'Mechs more difficult to destroy across all contracts.
The FS9-N scavenger variant is a true horror for the player. With 5 small lasers and three medium lasers, all upgraded, it is based on the build many players use for their own Firestarters, so it really turns the table on you. In addition, as you noted, the AI changes (thank you Amechwarrior), allow the OpFor to reserve down and prioritize rear shots, especially with highly-mobile units.
As odd as it sounds, your feedback reinforces exactly what I was hoping to accomplish with the mod, making it significantly harder without adding new equipment, new 'Mechs, or substantially altering the game mechanics from the original game, things both RogueTek, Commanders Edition, and 3062 all do.
Does it work in campaign?
Will it work if i already have started the campaign?
It does NOT work in campaign mode.
Rise of the Scavengers is intended to be played as a new Career. I do not recommend installing it if you are playing a Campaign as it may not load properly and alters aspects, such as the map, that will likely be incompatible with the HBS Campaign.
For this to be compatible the author would need to grant us permission to include a conversion of it in RogueTech (as we have done with other flashpoints like ablomis's excellent legend series in the past)
Just one tiny detail I noticed: you might want to rename the faction_AuriganRestoration to something else different than 'Arano Restoration'.