This mod now overrides mw5_assetaccess to be able to enable duel missions for urban biomes. If you are using other mods that override the same file then put my mod to load in a way that my changes are overridden/cancelled This mod now overrides MissionChoicePersistentData to enable for complex mission spawning and to aid exploration quest diversity. This mod now overrides AI_missioncomponent To enable more AI functions in my missions. This mod now overrides Blackboard_Mech This mod now overrides Scenariogeneratorclass This mod now overrides HomeMenuPanelWidget This mod now overrides KookensPleasurePit_Checker This mod now overrides MetagameTracker This NEEDS to take effect for my mod to function properly... If any other mod is altering this same file THAT MOD MUST BE REMOVED AND CANNOT CO-EXIST WITH MY MOD.
Incompatibility FAQ's -If dropships are hovering forever and not spawning mechs, or if waves get stuck and stop spawning enemies, then there is an incompatibility going on most likely with the compat pack or a mod that adds new mech variants/weapons to the game. This can also happen when you dont keep the cab or whatever the same version that your mod intends to use. -if endgame missions are spawning anywhere and exploration missions are spawning as normal procgen missions then another mod is overridding MissionChoicePersistentData. make sure my mod loads last to fix this issue or remove the other mod.
MODS POTENTIALLY NOT COMPATIBLE: TTrulesAI (coyote pilot may not follow orders.) Colorized HomeScreen (variable) (sh01-Buttons) (My mod has to override his mod)
ABSOLUTELY NOT COMPATIBLE Low Tonnage High Difficulty Missions HeavierEnemyLances shush ryana Better spawns Increased warzone rewards
Special note to other modders: If you add in new mechs or mech variants DO NOT UNDER ANY CIRCUMSTANCES edit the intro date and the unit type on the unitcard!! This will permanently corrupt your unitcard and thus result in the unit failing to spawn when called via squad selection. Which will result in missions not ending properly in my mod. Try to find a unitcard that is similar to what you need and do not modify much, if anything. My mod should load AFTER mech variant adding mods. My load order is 9.
VERSION 3.7 (Current Version) -Solaris DLC compatibility. -Friendly ASF's now have customizable health via mod options. -Asf's cannot be used in solaris arena content. -Temporarily removed endgame recon due to an editor bug with the DLC. -Stronghold defense will no longer give weapons as final wave reward, as they were underwhelming. Now its mechs or C-bills only.
VERSION 3.6.35 -Fixed null mech deletion so it should actually work now. -Added BV value text to the null mech detector so it can at least give a hint to modders as to which mech it is. -ASF's AAM's no longer cause combat leopards physics to go crazy and make it flip around.
VERSION 3.6.34 -Coyote pilot AI vastly improved when not given orders. hes better at taking cover and will now target closest enemies and not use aggro system. -Moved a turret spawn out of the enemy main building during capture ASF missions. -ASFs now properly go after turrets, where they didnt do it very well before. -Attempted to fix a bug where null mech killer didnt kill mechs properly, even though it detected them.
VERSION 3.6.33 -Fixed a bug where the null mech script would occur in the galactic map.
VERSION 3.6.32 -Fixed some false positives that would occur with previous versions null mech system. (sometimes it would even delete player mechs!)
VERSION 3.6.31 -Coyote missions now has an active code that runs every 17 seconds that searches for null referenced mechs from other mods in the mission and deletes them.(It will also have text on the screen telling the player which mech had a bad spawn and you can relay that info to the mod devs of said mech... for those of you unaware, these are the mechs that stop missions from proceeding and softlocking you.) -Attempted to fix a bug in coop where 1v1 dueling a merc commander would result in some odd comms behavior and other bugs. -Fixed a bug where multirole and striker ASF's were not properly hunting artillery. -Fixed an issue where ASF's in last update caused some frame loss for certain users. -Aerospace capture missions will always allow 400 tonnage. -Fixed a bug that allowed ASF's to be called into endgame duels. -Fixed a ui bug with ASF menu where hunt arty option was not centered correctly in "coyote mod stuff" screen.
VERSION 3.6.2 -Changed the way ASF's retreat. You now press a key to initiate retreat. (retreating will take time, depending on the ship type) -You can now select a new AI setting for ASF's where they will go across the map and go after any active artillery. -You can now use an alternate control scheme (num keys instead of numpad) for ASF's in mod options menu. -You can now use an alternate control scheme (Function keys instead of numpad) for Communication commands in mod options menu. -Attempted to fix a coop bug with merc dialog showing up for clients and glitching out sometimes. (untested) -ASF's survivability has been slightly nerfed. Decrease in hp and enemies have very slightly better accuracy against them. -Interceptor AAM's will no longer spiral down chasing enemies. They will re-target alive units if current targets dying OR if they cant find a new target they will just fly straight until they self detonate.
VERSION 3.6.12 -Fixed a bug that removes ability to call in ASF's after visiting kookens pleasure pit.
VERSION 3.6.1 -Fixed a bug where some of clan invasions weapons would 1 shot kill asfs and combat leopards. (they can no longer be destroyed by any collisions now) -Fixed a bug where asf mission wouldnt generate in ferleiten system. -Multi-role ASF mission (60 difficulty) is slightly easier. (brought down bv values of enemy team by 10%) -Increased all asf hit points by 10% -Increased ASF retreat upgrade % from 15 to 20. -Adjusted aam's so they are less likely to spiral and follow downed vtols and will instead detonate themselves prior to this behavior.
VERSION 3.6 -You can now call in aerospace fighter support during missions. (has some issues with clan invasion, until they fix them. Will sometimes explode instantly when impacted by specific weapons from the mod. I notified the CI team) (You will need to find special missions scattered around the galaxy to be able to obtain the fighters. ASF's cannot be used in duels and groundwar) -You can now bribe mercenaries or ask to duel them in a 1v1. Use the new communication window to do so, which will pop up a few seconds after they land. (Negotiation pricing will be determined by difficulty of contract) -Fixed a bug in battleground, where low friendly morale event would casue the mission to not finish and get stuck. -Fixed some teleporting logic for stuck destroy convoy units. They should teleport more often if stuck. -Combat leopards will now Straighten themselves out before dropping mechs, to avoid a bug where spawned mechs will be perma rotated. -Friendly combat leopards are 20% more durable. -Added a ui tab in the home screen to access some of my mods features from now and into the future. -Moved leopard defense ravager turrets(from ravager quests) ontop of the leopard so they get better los and cant be run over. -Altered vanilla blue team follow AI to not be as close to the players any longer. -Fixed a bug with mech swapping around stronghold defend turrets that made UI issues. -Removed 2-part fortress quests, because the format was confusing for people to understand. -Fixed a bug where your leopards ravager turrets would not spawn (requires new game restart, or not having done the quests) -Fixed a bug where you would keep getting the same pilot in rescue pilot optional objectives (you will get the same pilot 1 more time then itll be fixed) -Fixed other various bugs with persistent variables not being accurate. (NOTE: yeah, i know some of you wont like your ravagers wont exist now... But i HAD to reform my code as it was very buggy.) -Updated UI for exploration quests. They now let you know if they are fortress, resource or other types on the prompt. -Fixed a bug where if using yaml sometimes enemy dropships would not delete all their turrets when dead and invisible ones would remain floating in the sky. -Replaced some of coyotes "taking cover" dialog with more laid back lines. -Added a handful of new coyote pilot dialog.
how rare are the asf upgrades set to ive done many resource missions trying to find any but not a single one yet am mainly wanting to know how many it should take to find one or if im just really unlucky to have done 15+ and still not found any
Low priority feature request: add info on what aerospace asset will be gained in the mission at contract briefing. I got myself 3 Interceptors before I checked this section and found a pinned list to check against.
Also I should note that missions to steal ASFs are delightfully painful. I'v tried difficulty 60 mission with moderately equipped lance for 8 or so times, each tome with extremely intense and protracted action and catastrophic outcome. A nice change of pace from difficult but quick missions.
So i was playing this morning and while i was doing a reasource mission after i had finished capturing one of the zones a cyclopes spawned right next to me wich seems like something thats unitended seeing as it popped outa thin air.
I want to like this pack, but the difficulty as a solo player is a bit much for me. I am sure it excels as a mod for 3-4 co-op players, since they can properly coordinate various roles. Having to work with the insanely bad game AI though (even with mods) just puts it a tad out of reach.
I kinda wish there was a way to adapt this better to a single player experience. I assume I could do something through some of the other mods, but then I risk also trivializing any base game content.
I play it solo. I dont see what the big deal is. People like to say its hard, but dont give examples as to how. OR they lie and say they were attacked by 10 assault mechs on a difficulty 8 mission lol.
My missions are the same difficulty as vanilla, save for a few outlying scenarios and of course the random events. A level 15 duel for example is not really harder then a lvl 15 warzone. It is if you just run straight at the enemies.
Regardless, i have did polls on the difficulty on the patreon and the people who pay me mostly voted to keep the difficulty where its at. And THATS the determining factor. Its not about my opinion.
Oh, I am most certainly on one of the highest difficulty missions. A 250 Rescue where I have to escort the tanks in, defend against incoming and then take down the base, followed by what seems to be and unlimited number of waves of enemies until reaching the pickup zone. Some things might make it easier without me needing to modify settings. Such as knowing where the extraction location is going to be ahead of time, but mission briefings are sadly something I only see in my legacy MW2 and MechCommander titles. I miss those features.
Today. I cheated a bit in order to get through it. By modifying several settings in YAML. I turned incoming damage down to half for my NPC lancemates and I also turned their + skill modifier up to ten. I also showed an extreme bias in weapon types. Most (but not all) ammo based weapon are trash in these missions. The length and number of waves you need to face screams, bring energy weapons. So everyone in my lance is leaning hard on high quality, long range energy weapons. Overall, this was slightly overkill and I could probably get through it with those settings lower. However, there is no way I can get through it using baseline settings. I might be able to do it with humans on my team, but I'm not sure about that. Without these settings changes, I was typically making it to the half way mark.
While the lancemates were better than ever, I find it hilarious that even with +10 modifiers on ALL of their skills, they still aren't close to a human player. Which leads me to believe that these 250s would be a ton of fun if I had 4 other people to play it with on a whim. I do not.
As far as skill goes, a pilots personal skill only takes them so far in MW5. After awhile, the opposition is going to grind you down through sheer numbers. No amount of torso twisting is going to save your butt. I part of me can't help but wonder what other players are doing in these missions. Are they doing what I did and mucky with YAML settings? Base game settings? Other mods (or a combination of all that)?
Having to screw with various settings for each set of missions is not out of the question for me, but it certainly demonstrates that things are a little off.
At the end of it all I had about 19 pages of mech salvage (I excluded weapon salvage or it would be another 10 pages).
https://imgur.com/a/UhnVoJV
The aftermath was the following.
55 mech kills 4 turrets 4 vehicles 25 air units
https://i.imgur.com/E7nhOwb.png
While this is a video game and extremes are part of games like this. I dare anyone to find another Battletech title where you face this much firepower while under command of a single lance. If anyone is curious I've played MechWarrior 2, MechWarrior 2 Mercs, MechCommander, MechCommander 2, MechWarrior 3, MechWarrior 4, MechAssault, MechWarrior Online and MechWarrior 5 (duh).
Well, the 250 difficulty missions are supposed to be VERY hard. There is nothing after them except starting over. Its very confusing to me really that someone would complain about THOSE missions being hard.
The whole concept of them is sort of like a bonus. More of a challenge then something to be taken seriously, as they dont offer any sort of progression for beating them, other then the hero mechs. If they didnt exist, youd have started over a career run already out of boredom from being too powerful. Them being hard gives u something to accomplish and reason to max out upgrades.
how does capture the enemy commander work? do you need to run up and hit E or something? he tends to end up dead and even with destroying the base and all other mechs, no payout/completion :/
Is there a way to move the hud location for the ASF call in because i would love to have it up in the top left instead as i play with YAML and i have so much stuff in my mech the weapons hud is high enough to start going underneath the ASF hud.
So how will I know when I get an upgrade point for the ASF? Do I just have to scan an area in a resource mission and hope for the best or is it something else? Curious because these things are so much fun to use and wanna add more guns to em!
Question: Is there any log file for which mod is responsible for the null mech deletion? I get a ton of those now, most say they have 0 BV. My timeline just crossed into clan invasion, I'm assuming lots are from CI mod, but... I've used Coyote and CI together before and aside from the occasional crash in mission there weren't THAT many spawn issues. I've also added a couple other mech mods - classic collection vs individual mods, YALM most notably... could be either of those, but it's hard to say?
It's getting to be enough of an issue that I would kick the responsible mod out if I knew which one. I just played a ground war where like half the mechs didn't spawn, including my side commander. That's a bit of a bummer when that happens...
This is the spawn section from the save of that mission.... looks... off? Are the 400+ mechs the ones it can choose from or what it tries to spawn? I definitely didn't see any MAD-IICs in there, and there seem to be so many of them...
I'm pretty sure it's a problem with the Classic Mech Collection mod. Not 100% certain yet but I've run 3 Clan missions with it deactivated and haven't had a mech deletion or floating leopard yet
EDIT: Nope never mind, got one with just YACM and YALM running
2813 comments
Money has a direct impact on how much im able to do.
https://www.patreon.com/CoyoteMechwarriorMissions
Join my discord server for discussion of the mod and such.
https://discord.gg/RA2PnknaGW
This mod now overrides MissionChoicePersistentData to enable for complex mission spawning and to aid exploration quest diversity.
This mod now overrides AI_missioncomponent To enable more AI functions in my missions.
This mod now overrides Blackboard_Mech
This mod now overrides Scenariogeneratorclass
This mod now overrides HomeMenuPanelWidget
This mod now overrides KookensPleasurePit_Checker
This mod now overrides MetagameTracker
This NEEDS to take effect for my mod to function properly... If any other mod is altering this same file THAT MOD MUST BE REMOVED AND CANNOT CO-EXIST WITH MY MOD.
Incompatibility FAQ's
-If dropships are hovering forever and not spawning mechs, or if waves get stuck and stop spawning enemies, then there is an incompatibility going on most likely with the compat pack or a mod that adds new mech variants/weapons to the game. This can also happen when you dont keep the cab or whatever the same version that your mod intends to use.
-if endgame missions are spawning anywhere and exploration missions are spawning as normal procgen missions then another mod is overridding MissionChoicePersistentData. make sure my mod loads last to fix this issue or remove the other mod.
MODS POTENTIALLY NOT COMPATIBLE:
TTrulesAI (coyote pilot may not follow orders.)
Colorized HomeScreen (variable) (sh01-Buttons) (My mod has to override his mod)
ABSOLUTELY NOT COMPATIBLE
Low Tonnage High Difficulty Missions
HeavierEnemyLances
shush ryana
Better spawns
Increased warzone rewards
Special note to other modders: If you add in new mechs or mech variants DO NOT UNDER ANY CIRCUMSTANCES edit the intro date and the unit type on the unitcard!! This will permanently corrupt your unitcard and thus result in the unit failing to spawn when called via squad selection. Which will result in missions not ending properly in my mod. Try to find a unitcard that is similar to what you need and do not modify much, if anything.
My mod should load AFTER mech variant adding mods. My load order is 9.
VERSION 3.7 (Current Version)
-Solaris DLC compatibility.
-Friendly ASF's now have customizable health via mod options.
-Asf's cannot be used in solaris arena content.
-Temporarily removed endgame recon due to an editor bug with the DLC.
-Stronghold defense will no longer give weapons as final wave reward, as they were underwhelming. Now its mechs or C-bills only.
VERSION 3.6.35
-Fixed null mech deletion so it should actually work now.
-Added BV value text to the null mech detector so it can at least give a hint to modders as to which mech it is.
-ASF's AAM's no longer cause combat leopards physics to go crazy and make it flip around.
VERSION 3.6.34
-Coyote pilot AI vastly improved when not given orders. hes better at taking cover and will now target closest enemies and not use aggro system.
-Moved a turret spawn out of the enemy main building during capture ASF missions.
-ASFs now properly go after turrets, where they didnt do it very well before.
-Attempted to fix a bug where null mech killer didnt kill mechs properly, even though it detected them.
VERSION 3.6.33
-Fixed a bug where the null mech script would occur in the galactic map.
VERSION 3.6.32
-Fixed some false positives that would occur with previous versions null mech system. (sometimes it would even delete player mechs!)
VERSION 3.6.31
-Coyote missions now has an active code that runs every 17 seconds that searches for null referenced mechs from other mods in the mission and deletes them.(It will also have text on the screen telling the player which mech had a bad spawn and you can relay that info to the mod devs of said mech... for those of you unaware, these are the mechs that stop missions from proceeding and softlocking you.)
-Attempted to fix a bug in coop where 1v1 dueling a merc commander would result in some odd comms behavior and other bugs.
-Fixed a bug where multirole and striker ASF's were not properly hunting artillery.
-Fixed an issue where ASF's in last update caused some frame loss for certain users.
-Aerospace capture missions will always allow 400 tonnage.
-Fixed a bug that allowed ASF's to be called into endgame duels.
-Fixed a ui bug with ASF menu where hunt arty option was not centered correctly in "coyote mod stuff" screen.
VERSION 3.6.2
-Changed the way ASF's retreat. You now press a key to initiate retreat. (retreating will take time, depending on the ship type)
-You can now select a new AI setting for ASF's where they will go across the map and go after any active artillery.
-You can now use an alternate control scheme (num keys instead of numpad) for ASF's in mod options menu.
-You can now use an alternate control scheme (Function keys instead of numpad) for Communication commands in mod options menu.
-Attempted to fix a coop bug with merc dialog showing up for clients and glitching out sometimes. (untested)
-ASF's survivability has been slightly nerfed. Decrease in hp and enemies have very slightly better accuracy against them.
-Interceptor AAM's will no longer spiral down chasing enemies. They will re-target alive units if current targets dying OR if they cant find a new target they will just fly straight until they self detonate.
VERSION 3.6.12
-Fixed a bug that removes ability to call in ASF's after visiting kookens pleasure pit.
VERSION 3.6.1
-Fixed a bug where some of clan invasions weapons would 1 shot kill asfs and combat leopards. (they can no longer be destroyed by any collisions now)
-Fixed a bug where asf mission wouldnt generate in ferleiten system.
-Multi-role ASF mission (60 difficulty) is slightly easier. (brought down bv values of enemy team by 10%)
-Increased all asf hit points by 10%
-Increased ASF retreat upgrade % from 15 to 20.
-Adjusted aam's so they are less likely to spiral and follow downed vtols and will instead detonate themselves prior to this behavior.
VERSION 3.6
-You can now call in aerospace fighter support during missions. (has some issues with clan invasion, until they fix them. Will sometimes explode instantly when impacted by specific weapons from the mod. I notified the CI team)
(You will need to find special missions scattered around the galaxy to be able to obtain the fighters. ASF's cannot be used in duels and groundwar)
-You can now bribe mercenaries or ask to duel them in a 1v1. Use the new communication window to do so, which will pop up a few seconds after they land.
(Negotiation pricing will be determined by difficulty of contract)
-Fixed a bug in battleground, where low friendly morale event would casue the mission to not finish and get stuck.
-Fixed some teleporting logic for stuck destroy convoy units. They should teleport more often if stuck.
-Combat leopards will now Straighten themselves out before dropping mechs, to avoid a bug where spawned mechs will be perma rotated.
-Friendly combat leopards are 20% more durable.
-Added a ui tab in the home screen to access some of my mods features from now and into the future.
-Moved leopard defense ravager turrets(from ravager quests) ontop of the leopard so they get better los and cant be run over.
-Altered vanilla blue team follow AI to not be as close to the players any longer.
-Fixed a bug with mech swapping around stronghold defend turrets that made UI issues.
-Removed 2-part fortress quests, because the format was confusing for people to understand.
-Fixed a bug where your leopards ravager turrets would not spawn (requires new game restart, or not having done the quests)
-Fixed a bug where you would keep getting the same pilot in rescue pilot optional objectives (you will get the same pilot 1 more time then itll be fixed)
-Fixed other various bugs with persistent variables not being accurate.
(NOTE: yeah, i know some of you wont like your ravagers wont exist now... But i HAD to reform my code as it was very buggy.)
-Updated UI for exploration quests. They now let you know if they are fortress, resource or other types on the prompt.
-Fixed a bug where if using yaml sometimes enemy dropships would not delete all their turrets when dead and invisible ones would remain floating in the sky.
-Replaced some of coyotes "taking cover" dialog with more laid back lines.
-Added a handful of new coyote pilot dialog.
ASF FIGHTER LOCATIONS
Marik territory:
-interceptor-
yanchep
mosiro
-multi-role-
semenyh
ibarra
bondurant
-striker-
schiedam
Laio territory:
-interceptor-
wright
-multi-role-
glasgow
hunan
hsien
Federated suns territory:
-interceptor-
fairfax
shubuta
savonburg
sauk city
narellan
-multi-role-
le blanc
xhosa
andro
-striker-
rio
tawas
Dranocis territory:
-interceptor-
ferleiten
sinope
-multi-role-
iijima
pilkhua
feltre
pesht
-striker-
dabih
apriki
Steiner territory:
-interceptor-
Tapihue
timkovichi
zhongshan
mezzana
-multi-role-
persistence
finsterwalde
premana
montmarault
-striker-
kockengen
bjornlunda
kochab
Also I should note that missions to steal ASFs are delightfully painful. I'v tried difficulty 60 mission with moderately equipped lance for 8 or so times, each tome with extremely intense and protracted action and catastrophic outcome. A nice change of pace from difficult but quick missions.
I kinda wish there was a way to adapt this better to a single player experience. I assume I could do something through some of the other mods, but then I risk also trivializing any base game content.
People like to say its hard, but dont give examples as to how. OR they lie and say they were attacked by 10 assault mechs on a difficulty 8 mission lol.
My missions are the same difficulty as vanilla, save for a few outlying scenarios and of course the random events.
A level 15 duel for example is not really harder then a lvl 15 warzone.
It is if you just run straight at the enemies.
Regardless, i have did polls on the difficulty on the patreon and the people who pay me mostly voted to keep the difficulty where its at.
And THATS the determining factor. Its not about my opinion.
Today. I cheated a bit in order to get through it. By modifying several settings in YAML. I turned incoming damage down to half for my NPC lancemates and I also turned their + skill modifier up to ten. I also showed an extreme bias in weapon types. Most (but not all) ammo based weapon are trash in these missions. The length and number of waves you need to face screams, bring energy weapons. So everyone in my lance is leaning hard on high quality, long range energy weapons. Overall, this was slightly overkill and I could probably get through it with those settings lower. However, there is no way I can get through it using baseline settings. I might be able to do it with humans on my team, but I'm not sure about that. Without these settings changes, I was typically making it to the half way mark.
While the lancemates were better than ever, I find it hilarious that even with +10 modifiers on ALL of their skills, they still aren't close to a human player. Which leads me to believe that these 250s would be a ton of fun if I had 4 other people to play it with on a whim. I do not.
As far as skill goes, a pilots personal skill only takes them so far in MW5. After awhile, the opposition is going to grind you down through sheer numbers. No amount of torso twisting is going to save your butt. I part of me can't help but wonder what other players are doing in these missions. Are they doing what I did and mucky with YAML settings? Base game settings? Other mods (or a combination of all that)?
Having to screw with various settings for each set of missions is not out of the question for me, but it certainly demonstrates that things are a little off.
At the end of it all I had about 19 pages of mech salvage (I excluded weapon salvage or it would be another 10 pages).
https://imgur.com/a/UhnVoJV
The aftermath was the following.
55 mech kills
4 turrets
4 vehicles
25 air units
https://i.imgur.com/E7nhOwb.png
While this is a video game and extremes are part of games like this. I dare anyone to find another Battletech title where you face this much firepower while under command of a single lance. If anyone is curious I've played MechWarrior 2, MechWarrior 2 Mercs, MechCommander, MechCommander 2, MechWarrior 3, MechWarrior 4, MechAssault, MechWarrior Online and MechWarrior 5 (duh).
Its very confusing to me really that someone would complain about THOSE missions being hard.
The whole concept of them is sort of like a bonus. More of a challenge then something to be taken seriously, as they dont offer any sort of progression for beating them, other then the hero mechs.
If they didnt exist, youd have started over a career run already out of boredom from being too powerful. Them being hard gives u something to accomplish and reason to max out upgrades.
Each scan location has a chance.
Question: Is there any log file for which mod is responsible for the null mech deletion? I get a ton of those now, most say they have 0 BV. My timeline just crossed into clan invasion, I'm assuming lots are from CI mod, but... I've used Coyote and CI together before and aside from the occasional crash in mission there weren't THAT many spawn issues. I've also added a couple other mech mods - classic collection vs individual mods, YALM most notably... could be either of those, but it's hard to say?
It's getting to be enough of an issue that I would kick the responsible mod out if I knew which one. I just played a ground war where like half the mechs didn't spawn, including my side commander. That's a bit of a bummer when that happens...
spawn? I definitely didn't see any MAD-IICs in there, and there seem to be so many of them...
================ SQUAD-BASED-UNIT-SELECTION ===========================
UNIT Counts -
466 : Mechs
0 : Vehicles
0 : VTOLs
0 : Turrets
---------------------
466 : Total
Battle Values -
25997 : Mechs
0 : Vehicles
0 : VTOLs
0 : Turrets
---------------------
25997 : Total
Type Summary -
58X : Mech.Medium
224X : Mech.Heavy
184X : Mech.Light
All UNITS:
23X : Iceferret Medium : Scout :
68X : MAD-IIC-2 Heavy : Brawler :
34X : FRM-Prime Light : Striker :
24X : YACM_ADR- Light : Sniper :
17X : MadDog2 Heavy : Skirmisher :
63X : MAD-IIC Heavy : Sniper :
37X : MAD-IIC-D Heavy : Sniper :
11X : YACM_NVA- Medium : MissileBoat :
18X : JR7-IIC-1 Light : Striker :
11X : WLF-IIC_T Light : Scout :
26X : MAD-IIC-C Heavy : MissileBoat :
24X : SHD-IIC-1 Medium : Striker :
13X : MAD-IIC-B Heavy : Brawler :
7X : YALM_UM-I Light : Ambusher :
8X : Dasher1 Light : Striker :
4X : FRM-B Light : Striker :
1X : LCT-C Light : Scout :
1X : MIX-PRIME Light : Scout :
4X : MIX-A Light : Scout :
56X : LM_INC-2 Light : Sniper :
15X : LM_INC-8 Light : MissileBoat :
1X : COM-IIC Light : Scout :
I attempted to put info on screen of what mech they are, but it doesnt work.
Youd have to give the log to one of those other mods. Nothing i can do to fix other peoples mechs.
I'm going to mess with them and see if I can find the culprit.
EDIT: Nope never mind, got one with just YACM and YALM running