Don't know if it's intended. Enemies spawn like CRAZY after player exposed in infiltration mission, endless waves spawn in dropships, with a new wave every 20 seconds or so.
(Thanks ETA3Minutes!) I can confirm this is indeed happening.
I have been trying to figure out what has been causing infiltration missions to go nuts. I have done over 150 so far. (I also now know now how much difference mask (null signatures) or class of mech makes.) (btw - Ryanna lies, there is not very much difference between light and medium mechs, etc.) 2 recent career runs (2015-2055 ish) have seen 20 to 50 (seriously) dropships (Leopards) in infiltrations. (1 had 52 - over 100 mechs!, 3 had 40 ish, 7 30 ish, 12 20 ish, and MANY with 10-20).
Most recent test was an infiltration mission without mod that had 0 dropships. Tried 4 times. (from 'outside' the mission - not 'inside'). With mod I get 7-9 dropships in 60 seconds. (not seconds in-between, ALL dropships were unloading within 60 seconds. First one was leaving when the last one arrived. This is not usual. There is usually a very small delay in between. 3-4 dropships at same time was very common.
I am also having a hard time trying to figure out when mod works and when it doesn't. (Maps?) I get drop ships inside compound (garrison/defense) missions when mod is loaded. (That is an example. I get dropships next to me and behind me quite often - with mod. Once, even had a mech land on my head - 'death from above'! - although I didn't seem to take any damage.) I have not tested the same missions yet for differences. (Focused on the infiltration missions...)
As I would like to have a YAML career run from 2015 to about 2080 ish, to see what the clan mechs and equipment are like, it will be a while before I use this mod again. (Assuming it gets corrected/updated.)
I've also encountered dropships-not-leaving issue. In my case I think it was cause by a mech not leaving the ship, I destroyed it through the open lower hatch, then the dropship left.
I'm currently having issues with dropships not leaving after they drop the mechs or vehicles off. Is there any known workaround for this? Or is this possibly an issue with a different mod?
I've also had this issue, but I don't know what's causing it. Someone made a post on TTRulesAI mod thinking it was his mod. I'll copy/paste it here
I have also had enemy dropships staying and not letting out the last enemy to kill, it's happened on 2 different maps, one was a Garrison mission and the other was a Defence or something (I forget the name but it's very similar to the Garrison mission but the base doesn't have a healthbar).
I'd love to pin this down to a mod so something could be done about it. I have more mods than you but the only ones we share are 'TTrulesAI', and the 'Yet Another' group (excluding the 'Yet Another Clan Mech' mod).
Someone on a Steam forum mentioned there is a setting in YAML that allows you to kill all mechs or something QUOTE: "If you are using YAML and are able to target the mech, there is a button combo you can use to just outright kill the target. This is useful for when things like mechs stuck in dropships or mechs clip under the terrain. The combo should be CTRL+SHIFT+K for YAML." I haven't tried this yet for our problem but hopefully but I'm not sure it'll work as I went under the dropship and there was no mech there to target, (I even tried shooting into the ship).
There was also something else that I seen through Google which mentioned it could be a messed up mechs Unit Card (or something), but I wouldn't even know how to narrow it down even though I know the map on my campaign where it happens.
As mentioned here the only mods we had in common were Yamls and TTrules AI.
This problem has only just started happening in the last few days/week for me.
What type of mods could cause this? I've only installed Burning Battlefield and Volitile lately, and with my limited knowledge I don't think they could cause the problem. (I don't expect you to detail it, just maybe some suggestions). :)
As mentioned in my quote above, someone said it could be a messed up mech unit card. Well, lately I've been playing on lower difficulty areas, and this problem has only happened recently, and that is when I moved to 90+ areas. Again with my limited knowledge that does slightly point to it being a Heavy or Assault modded mech that may be messed up. Though I wouldn't be able to find out which one it is. :/
When someone uses your mod and disables a mech from spawning, all the missions in the local area have already spawned their conditions. Does this also include what mechs would spawn in missions?
If it did could that cause an issue that could be fixed by traveling far away and back again?
I'm not definitly saying it's your mod (as the person with the same problem on TTrules AI didn't use your mod) but I'm just wondering if it could happen.
@Bollixed sorry haven't played the game in some time. I wouldn't know. I am not editing unit cards so that would be a different mod's issue I would think.
After getting sick and tired of things constantly spawning right behind me, I finally deleted Coyotes missions and came back to this. This mod creates a better mech sim.
307 comments
I have been trying to figure out what has been causing infiltration missions to go nuts. I have done over 150 so far. (I also now know now how much difference mask (null signatures) or class of mech makes.) (btw - Ryanna lies, there is not very much difference between light and medium mechs, etc.) 2 recent career runs (2015-2055 ish) have seen 20 to 50 (seriously) dropships (Leopards) in infiltrations. (1 had 52 - over 100 mechs!, 3 had 40 ish, 7 30 ish, 12 20 ish, and MANY with 10-20).
Most recent test was an infiltration mission without mod that had 0 dropships. Tried 4 times. (from 'outside' the mission - not 'inside'). With mod I get 7-9 dropships in 60 seconds. (not seconds in-between, ALL dropships were unloading within 60 seconds. First one was leaving when the last one arrived. This is not usual. There is usually a very small delay in between. 3-4 dropships at same time was very common.
I am also having a hard time trying to figure out when mod works and when it doesn't. (Maps?) I get drop ships inside compound (garrison/defense) missions when mod is loaded. (That is an example. I get dropships next to me and behind me quite often - with mod. Once, even had a mech land on my head - 'death from above'! - although I didn't seem to take any damage.) I have not tested the same missions yet for differences. (Focused on the infiltration missions...)
As I would like to have a YAML career run from 2015 to about 2080 ish, to see what the clan mechs and equipment are like, it will be a while before I use this mod again. (Assuming it gets corrected/updated.)
Also, a small request, could you make a version without the feature of less turret spawns?
As mentioned here the only mods we had in common were Yamls and TTrules AI.
This problem has only just started happening in the last few days/week for me.
Mine seem to happen in 90+ areas.
Are you also using TTrules' AI mod?
What type of mods could cause this? I've only installed Burning Battlefield and Volitile lately, and with my limited knowledge I don't think they could cause the problem. (I don't expect you to detail it, just maybe some suggestions). :)
As mentioned in my quote above, someone said it could be a messed up mech unit card. Well, lately I've been playing on lower difficulty areas, and this problem has only happened recently, and that is when I moved to 90+ areas. Again with my limited knowledge that does slightly point to it being a Heavy or Assault modded mech that may be messed up. Though I wouldn't be able to find out which one it is. :/
If it did could that cause an issue that could be fixed by traveling far away and back again?
I'm not definitly saying it's your mod (as the person with the same problem on TTrules AI didn't use your mod) but I'm just wondering if it could happen.
Also Nexus is drunk again, it didn't tell me you had replied to me.
Thats a very Important Mod for Mechwarrior 5.. :D <3