Funny thing, first time I loaded it into my company. I hit continue, instead of load, and it loaded up my save game from right after I finished last campaign mission,
Funny thing, first time I loaded it into my company. I hit continue, instead of load, and it loaded up my save game from right after I finished last campaign mission,
I was just surprised it loaded me 6 months or so back from my current saves.That is what it should do. If installed correctly, it should allow all save games to continue forward and inject the new material in - either just in Skirmish (modding just the VersionManifest.csv) or in both Skirmish & Campaign (modding the MetadataDatabase.db file as well).
The only thing I don't know is how it will interact with other mods - especially if they have similar logic or naming of things to this one.
OOhh, does that mean you are making a mod to put the SLDF mechs into the OPFOR (on purpose)?Oh - didn't realize what you meant! Sorry, that was unintended
Glad to hear the game is playing nice with other mods.
NOTE to all : a Star League model (Griffin GRF-2N) accidentally slipped loose of my BETA folder and became part of the mod. Unfortunately, when I ran the automated functions to add the mechdefs to the MDD, it also added that 'Mech. Working to get a new mod out (1.02a) that will move those files into a JK_StarLeague folder in the mods folder. If everything works the way I hope, it should not invalidate any saves for people that were lucky enough to acquire one already. BUT, it should prevent them from appearing on the OpFor side going forward.
The intention of that portion of the mod was to have Star League era versions of the available chassis we have - which could then be used in Events/Story mods as needed.
Apologies to all!
Which is yet another reason I didn't quite like that direction.
Easiest thing to do for now, is go into the game constants and change salvage to 2 instead of 3. Least amount of work at the moment, but hardly elegant.
OOhh, does that mean you are making a mod to put the SLDF mechs into the OPFOR (on purpose)?
THAT would shake things up![]()
I am of the opinion that salvage numbers should remain vanilla (with an optional SimGameConstants for those interested). An increase in "salvage difficulty" is going to be a significant draw of this mod (and others like it).
How would you feel about adding the BNC-3MC? While its availability is limited until 3039, the variant uses all IntroTech. Everything else is covered (barring SLDF variants and new chassis). It has been playing wonderfully so far.
IIRC Urbies have a specific OFF switch when it comes to selection in random missions. So, you don't see them. Otherwise they'd overrrun the place.* The Urban has default rarity of "0" - I've never seen an Urban at all in my vanilla BT campaign. I was under the initial impression "0" meant common and "1" as uncommon, but 0 might be the Off switch altogether so it doesn't appear in random lances?
Just stack 10 Engine HS in first to double up, and then subtract/ add accordingly. Would pretty much be sorted. The issue is the invisibility -- Mechlab broke that unfortunately. I'm still looking for a fix, but priority not quite there.* The whole 10 engine heat sinks thing HBS has setup is going to be more problematic than realized, since those Mechs that only have DHS in the engine will be entirely obsoleted and not work very efficiently in combat. Overall "10 Engine HS" is more trouble than its worth. I have found no setting that switches the engine sinks to DHS.
...
- After this variant project I am going to move on to creating a separate Heat Sink fix mod (correcting the engine heat sink issue noted above which is going to take a long time to manually complete on every 'Mech, using the invisible item method)
Feel free. Not as if you can't make up your own version of them anyway.- After I release my mod, not sure what to call it, working title "YAVM" - Yet Another Variant Mod, I might add some of Lynx's and JK's variants (with your permissions of course) as an 'optional' thing with minor differences
IIRC Urbies have a specific OFF switch when it comes to selection in random missions. So, you don't see them. Otherwise they'd overrrun the place.
I have - and I should add that to my to-do list.
For those that might not have caught what @anonynamja is throwing out (if I understood correctly), adding these 'Mechs into the game will increase difficulty. This is because the salvage on these chassis will be incompatible with others. So the mod adds another 53 possible 'Mech salvage options that you would need to collect 3 of to complete a 'Mech.
One of the things I was going to do, is add salvage as a store item (like other salvage). This increases the change of being able to find missing pieces to make a whole.
Another idea is to mod the game to only require 2 salvage to make a complete 'Mech (to balance out nearly doubling the number of Chassis out there).
I would add these in as optional changes for those that wanted them.
Right now I have a brand new campaign going, to test out the difficulty (and 'Mechs).
I am open to other ideas - so please feel free to chime in!
@GenTask Yeah - please feel free to use whatever you like - it isn't like I invented the 'Mechs
I know what you mean about Yang - I didn't do every 'Mech in my mod, but a number of them have comments from Yang (some that give rather candid thoughts about the variant, others where he goes off on a tangent and doesn't really provide anything helpful).
I kind of like the YAVM - simple and easyLooking forward to seeing your work man!
Hmmm, I thought the HBK-4SP didn't show up until ~3039 based on the rarity tables. But I guess the manual shows it as earlier than that - thank you!
For the UrbanMech - it has a unique tag "unit_urbie" that I think precludes it from a lot of encounters.
It is a shame that the chassis heat sinks thing isn't activated as part of the game - that would have made it so much easier.
Nice work with the mod, keep it up. Those two variants with less effective versions of standard weapons are neat, are there any other variants like that in the lore?
Yeah I mean it depends on if you're just going by year or rarity tables. Xotl's theorized availability of the 4SP was 0 in 3028, although the 3039 Unabridged lists (Intro) Succession Wars and the MUL says 3025. It's a tricky call. At best, way more rare than any Swayback.
I think I'm going to test out throwing that unit_urbie tag on things just to see what happens![]()
What do you use to modify .csv files? Seems like everytime I edit it to add in the stuff that's in jk_weaponammo's csv additions thing the game won't load. I'm using openoffice and I'm not sure if there is any special format settings I should be using or something like that.
I really wanna have those fancy weaker variants.
Using the included versionmanifest.csv works fine, but that doesn't have the jk_weaponammo stuff in it (and neither does the metadatabase.db that's included I'd assume)
Yeah it's been saving as .csvAre you making sure it's saving as .csv, and not a default format for spreadsheets?