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Gentlemen, one question..... have you ever had the problem that when you deploy for a mission, the game won't start the mission? The loading process just goes on forever? ... it is happening to me since I am within less than 150 days left to finish the career mode. Any ideas? Up to this point, it was never an issue.
 

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@XTRMNTR2K .... Yep there is a lot of mods, I think I could shrink it by about a quarter. Regarding Quickcam, I will be stopping usage as it pans & zooms to mech being fired apon
then quickly pans away in random direction and back to the mech again. I like extra mechs to play with so they are staying.

@i64man .... Thanks for that strategy, never thought of it. I tale out the firestarter first, due to the double Heatsink bug (+80 heat ALWAYS from 4 flamers = almost instant shutdown) then I back Kamea up closer tothe Castle door to draw the other 3 mechs close and sprint away from them so Yang can set off his trap. I only Kamea killed cause I got within melee range of the almost destroyed lonely BattleMaster.

Can you give me a little more detail about what it is QuickCam is doing that messes with your mod pack? Anything I can do to fix this?
 
@Amechwarrior .... How to describe it .... only happens to me and not the opfor .... Camera will zoom and snap to my mech being attacked, after the damage animation the camera seems to quickly pan up & left then snaps back to my mech quickly and then zooms out to the movement follow cam.
 
@i64man .... Looking at the log I think it is caused by CustomComponents not loading properly, causing MechEngineer to chuck a wobly and not load a heap of assets causing an endless load loop. You can update CC to 0.9.6 and ME to 1.2.5 ( make backups ) and see if this helps.
 
Gentlemen, one question..... have you ever had the problem that when you deploy for a mission, the game won't start the mission? The loading process just goes on forever? ... it is happening to me since I am within less than 150 days left to finish the career mode. Any ideas? Up to this point, it was never an issue.

Is this only happening with a particular mission? Haven't checked the log yet, but it sounds like an asset could not be loaded (i.e. because of a wrong ID, I think this type of issue may even affect a small amount of vanilla missions).

Can you give me a little more detail about what it is QuickCam is doing that messes with your mod pack? Anything I can do to fix this?

The recent releases of CAC have a feature called "Target Ground" which enables you to attack a ground spot (i.e. with AoE weapons). Doing so with Quickcam enabled causes the game to stop after the attack animation has played. I guess Quickcam expects a particular behavior of a targeted unit before zooming back, but of course there isn't one. Took me a while to figure the conflict out in the first place.
 
@XTRMNTR2K .. this issue with the endless loading loop started recently... since I started the career mode (using the mod) I had no problem whatsoever.... I will try to load the newer version of the customs components and try again.,,, not sure if I have the time as I am getting ready for a business trip to Florence italy
 
@i64man .... Looking at the log I think it is caused by CustomComponents not loading properly, causing MechEngineer to chuck a wobly and not load a heap of assets causing an endless load loop. You can update CC to 0.9.6 and ME to 1.2.5 ( make backups ) and see if this helps.

I check the customcomponents in Nexus and the version listed is 0.5.0, which is older than the one I have. I haven't check the mech engineer yet
 
One question:

I dont understand, how to Install the component E-COOLING (in this Case +5) in the Center Torso. I cant execute the build order because of dependicy.

Thx and regards

In order to support E-Cooling +5 you need a *very* large engine. If you check the engine core description it should show you which ones are supported. The smaller engines don't even support +1, but require additional external heatsinks instead (which are weightless but require space).
 
After a bit of a health-imposed hiatus I could finally resume work on the mod. There are a lot of balance changes - some of which are quite drastic - but talking about numbers rarely gets anyone excited, right? Since a picture says more than a thousand words, here's one for you:

LongTomTurret.png

Starting with 1.4 you'll be seeing artillery turrets around bases. While they are fragile and have smaller vision and sensor detection range than other types of turret, you definitely want to stay out of their effective range. Long Tom (Heavy) and Sniper (Standard) Turrets are armed with a single weapon of their type, while the Light Artillery Turret mounts two Thumpers.

Believe me, you want to make destroying these turrets a priority.
 
Oooooh, shiny!

rz71q.jpg
 
Oooooh, shiny!

rz71q.jpg

Oooh, I love me some Atomic Annie!

On a related note, getting hit by a Long Tom probably feels very similar. :D
 
Q: I obtained and mounted a lower arm mod which gives +3 accuracy and -20 melee damage. I expected it to boost weapon accuracy, but it doesn’t seem to?

Obviously it only works for weapons mounted in the same arm; it can also only be mounted on Mechs that support at least lower arm actuators.

If you want to confirm that it works, outfit a Mech with one such mod (and a hand if possible) as well as at least one arm-mounted weapon. When aiming at an enemy, hover the mouse over the weapon in the weapons panel and it'll show you all the positive and negative modifiers for the shot. You'll see that you get a +3 accuracy bonus for that weapon.
 
I recently managed to get a RVN-1X Raven assembled, including its 7.5 ton Experimental EWS - but i'm just not certain that it actually works. It seems to be the Proto-EWS that comes in the "Upgrades" folder of the "Raven for MechEngineer" mod, the description matches the one in the .json as well, but i can't seem to find a way to check if the effects in the .json are applied. Does anyone know if it works in XLRP or how to check if it does apply all the effects?
 
I recently managed to get a RVN-1X Raven assembled, including its 7.5 ton Experimental EWS - but i'm just not certain that it actually works. It seems to be the Proto-EWS that comes in the "Upgrades" folder of the "Raven for MechEngineer" mod, the description matches the one in the .json as well, but i can't seem to find a way to check if the effects in the .json are applied. Does anyone know if it works in XLRP or how to check if it does apply all the effects?

I don't have the file from that mod handy right now, but I think the one in my development build is a direct copy. You are right, I am fairly certain not all effects are applied, and the description is misleading. I'll tinker with it for 1.4, though I'm not sure I'll even want to include a non-UW version once that comes out.
 
I don't have the file from that mod handy right now, but I think the one in my development build is a direct copy. You are right, I am fairly certain not all effects are applied, and the description is misleading. I'll tinker with it for 1.4, though I'm not sure I'll even want to include a non-UW version once that comes out.

Well, yeah, once UW comes out that mod becomes obsolete in my eyes as well. So it's not really that important, especially since light 'mechs are irrelevant from mid-game onwards anyway.
 
This is what you think :p

Heh, what was it you said about your Urban Warfare playthrough? Something like light Mechs only? :D

In any case, with some of the changes I've made in this mod so far I am starting to fall in love with fast, sneaky (and deadly) light Mechs as well as some of those underappreciated 40/45 ton Mediums. One of the best experiences I had so far was getting my face, err, back wrecked by a custom Cicada I made. So satisfying! I mean, if you can make a Cicada useful, you can pretty much do it with every Mech, right? :D