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Don't remember.
I made a save at the precise moment of the freeze, and now, after exit the game a loaded that save and the game resumed without problem :).
Hmmm. Upon game load I do repopulate all of the necessary flags. Interesting...
 
So, this particular bug appear again.
This time, it says that i need to take a mission and i take the one to go to the Argo (need to move to other system). So far ok. One day later, say again that i need to take a mission while i'm still in transit (duh).

I go to the contracts menu (can't do anything because i'm in transit), return to to Leopard menu, it advance timeline, date change by one day and repeat the 'need mission'.
Right now, i'm advancing a day at time, using this strange way.
 
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So, this particular bug appear again.
This time, it says that i need to take a mission and i take the one to go to the Argo (need to move to other system). So far ok. One day later, say again that i need to take a mission while i'm still in transit (duh).

I go to the contracts menu (can't do anything because i'm in transit), return to to Leopard menu, it advance timeline, date change by one day and repeat the 'need mission'.
Right now, i'm advancing a day at time, using this strange way.
Quit breaking my beautiful mod. ;)
 
LOL, just a scratch - btw, after arriving to the Argo place - bug auto-fixed.
Yep, I'm not surprised by that. I think this bug comes from the multiple paths that the game can take when leaving a planet. I'm searching for some universal hook for that...
 
v9-BETAv3-PATCH

- FIX FOR DEPLOYMENTS IMPROPERLY TRIGGERING UPON TRAVEL.
- Fixed annoying audio bug with Timeline.
- Properly applies drop costs for lance in Career Mode.
- Fixed Career Mode and Story Mode so that it now has randomized mechs.
- Can choose starting mech in Career Mode.
- Added fix for 0 CT structure bug.
- Added Simplified Deployments.

INSTALLATION NOTES:
1) Copy over all folders in teh dZ_CCC folder to your Mods directory.
2) If playing Career mode, copy over all folders in the Career Mode Patch.


Additional comments:
  • I believe this fix for travel works. Only rigorous testing will tell.
  • I have my collaborator working on scrubbing out advanced mechs from the randomization protocol. I'd be surprised if a fix isn't dropped by the end of today.
  • The mech parts in shops is on the list, but I have no idea when I'll get around to looking into it.
 

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I just executed one battle in planet xx. But still have the message "2 days to need to execute mission".
If i executed one mission - by myself, not ordered, that don't reset that counter ?
 
I just executed one battle in planet xx. But still have the message "2 days to need to execute mission".
If i executed one mission - by myself, not ordered, that don't reset that counter ?
My best guess is that you executed the mission and then it rolled a 2 again for your next deadline to run a mission. It is possible that I didn't code it right to remove that little bit after you run a mission before the timer expires. If so, let me know and I'll fix it.

BTW, isn't beta testing fun? ;)
 
Yes, very fun, LOL
The small problem while with the Leopard is that you don't have enough mechwarriors - the last four are tired / wounded if you get a 2.
Need to send only 3 mechs or some tired poor souls in the next mandatory mission...
 
About that Blackjack - it don't repair said special heat sinks... :(
 

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Yes, very fun, LOL
The small problem while with the Leopard is that you don't have enough mechwarriors - the last four are tired / wounded if you get a 2.
Need to send only 3 mechs or some tired poor souls in the next mandatory mission...
This is somewhat the intention of the mod. Now we just have to debate what is "fair" for the timings. Or, add this to the "hard" version of the mod. So, what are your thoughts? Before we had more time between missions depending on how many pilots were owned as I viewed that as the most important bottleneck...
 
This is somewhat the intention of the mod. Now we just have to debate what is "fair" for the timings. Or, add this to the "hard" version of the mod. So, what are your thoughts? Before we had more time between missions depending on how many pilots were owned as I viewed that as the most important bottleneck...

On one side, i consider this a way to push you to advance with the campaign to go faster to the Argo - and you don't have this 'problem' with the career mode - on the other side, if this can be activated after the Argo is acquired maybe is better. If this can be left to player choice - perfect. Like hard mode - this on / easy mode - this off until get Argo. I have Argo now, so not a problem for me right now.
 
@Justin Kase any comments on this?

Hmmm - it should auto fix when you repair the slot, just like a Hatchet does for the Hatchetman. I'll have to look into that :/

Edit : @PauloBrito - do you have the Flashpoint expansion? Wondering if that may be the difference.

It should have been just clicking the 'repair' on the bottom to get it fixed. I didn't even know it was possible to remove them! They should be locked down.

Try the attached ChassisDef file in place of the original (in the JK_VariantsCampaign/Chassis folder. I am wondering if the order matters, so I swapped it to be identical to the @Hatchy )
 

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v9-BETAv4-PATCH

- RANDOM CAMPAIGN START FOR CAREER AND THE CAMPAIGN RESTRICT STARTING MECHS TO 3025 OR EARLIER. THIS VALUE IS VARIABLE IF YOU WANT TO CHANGE IT.
- DEPLOYMENTS NOW TWEAKED. MORE TIME ALLOTTED BY DEFAULT. FOR TOUGHER LIMITS YOU CAN INSTALL THE HARD MODE PATCH.
- fix for deployments improperly triggering upon travel.
- Fixed annoying audio bug with Timeline.
- Properly applies drop costs for lance in Career Mode.
- Fixed Career Mode and Story Mode so that it now has randomized mechs.
- Can choose starting mech in Career Mode.
- Added fix for 0 CT structure bug.
- Added Simplified Deployments.

INSTALLATION NOTES:
1) Copy over all folders in the dZ_CCC folder to your Mods directory.
2) If playing Career mode, copy over all folders in the Career Mode Patch.
3) Install Hard Mode last if desired.
 

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  • dZ_Company_Commander_v9-BETAv4-PATCH.zip
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@don Zappo ,

Any idea when you might be able to integrate the LosTech reoccurrence?

And is it possible to get back the mod that allowed you to combine parts of the same Chassis to create a random mech variant of that Chassis? Rather than having to have 5 of the specific variant to build it?

@Justin Kase ,

In your Mech Mods, does the Armor for F and R conform to the TT rules? Ie - armor for the CT may be a total of 200, so 150 F, 50 R is legal, but 200 F 50 R is not. as I recall the HB implementation of armor allows you to get more armor per section than TT.
 
@n3ctaris - I use the stock TT Record Sheets, TROs and source books to get the values (with a few rare cases where I extrapolate something, but even then I stick as close to stock as I can).

There are a few cases where a 'Mech has max armor for TT, but this results in a factional tonnage remainder on a 'Mech (Highlander is an example off the top of my head). In those cases, I added the extra armor to the rear (typically Rear CT). Otherwise the 'Mech shows an under tonnage error, and I figured most players would wind up leveling it off anyway.
 
You can try to disable the BTMLColorLOSMod - as it may be conflicting with AIM.

Also, it looks like you have the CAB 3.2 in there - the current is 3.4. Not sure if that is causing any issues, but *shrug*