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In the BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants there is a file "SimGameConstants.json" and in the Career Mode section you will find this:

Code:
   "CareerMode" : {

        "StartingPlayerMech" : "mechdef_vindicator_VND-1R",
        "StartingLance" : [
            "mechdef_jenner_JR7-D",
            "mechdef_commando_COM-1B",
            "mechdef_spider_SDR-5V",
            "mechdef_panther_PNT-9R"
 
In the BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants there is a file "SimGameConstants.json" and in the Career Mode section you will find this:

Code:
   "CareerMode" : {

        "StartingPlayerMech" : "mechdef_vindicator_VND-1R",
        "StartingLance" : [
            "mechdef_jenner_JR7-D",
            "mechdef_commando_COM-1B",
            "mechdef_spider_SDR-5V",
            "mechdef_panther_PNT-9R"

I suppose that would be fine for a filthy Capellan.

I kid, I kid! Vindicator's are actually great early game mechs.
I've seen folks starting to post about subbing in a new Hatchetman as their ride.
 
I can confirm that this works as I successfully modded my starting lance in career mode to all SLDF Highlanders (mechdef_highlander_HGN-732b) and launched the career with no issues.

However, when I try to use any of the new mechs, I get the endless spinning. According to another post, these are the new mechdefs:
  • mechdef_hatchetman_HCT-3F
  • mechdef_crab_CRB-27
  • mechdef_cyclops_CP-10-Q
  • mechdef_cyclops_CP-10-Z
 
Oh good grief, didn't scroll down far enough to see the separate Career entry there.

So what about milestones to set starting equipment? For the campaign game, you can edit milestone 114 to add or remove gear in the Leopard's hold.
 
Oh good grief, didn't scroll down far enough to see the separate Career entry there.

So what about milestones to set starting equipment? For the campaign game, you can edit milestone 114 to add or remove gear in the Leopard's hold.
Seems unlikely to work... milestones are triggered by the campaign missions... which don't exist in career mode.
 
That's a shame. Starting assets must be recorded somewhere, though, right?
Maybe.

If you just get the starting mechs and the Argo, it wouldn't need to record that. If you're initially given additional parts in stock, though, it probably records them somewhere.
Sorry to intrude but I'll have to wait a few weeks to get to play so i must ask. Starting mechs in career mode are fixed but pilots are random yes??
That is correct. (I haven't played yet myself - still downloading for a few more hours - but it was stated on one of the prerelease streams.)
 
Starting mechs in career mode are fixed

Just FYI, you can edit SimGameConstants to change the starting mechs to anything you'd like, including the 4 new mechs, though.
 
I can confirm that this works as I successfully modded my starting lance in career mode to all SLDF Highlanders (mechdef_highlander_HGN-732b) and launched the career with no issues.

However, when I try to use any of the new mechs, I get the endless spinning. According to another post, these are the new mechdefs:
  • mechdef_hatchetman_HCT-3F
  • mechdef_crab_CRB-27
  • mechdef_cyclops_CP-10-Q
  • mechdef_cyclops_CP-10-Z

The reason this doesn't work is that the new mechs don't have mechdef files in the standard folder, only thing I could find with a quick scan is hardpoint and movement files for them.
 
The reason this doesn't work is that the new mechs don't have mechdef files in the standard folder, only thing I could find with a quick scan is hardpoint and movement files for them.
They do have mechdef files, they just aren't in the standard folder. They are buried in the asset bundle for Flashpoint.

If you know the correct ID, referencing them in the starting lance should work just fine.
Edit: Well, as long as the Flashpoint expansion is installed correctly.
 
Anyone got a reason why one would have issues making a starting Lance out of add-ons from jk, bd or hotd?