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Flashpoints show up in career mode or after the campaign is completely done. They do not replace travel missions.

I've still only done a few myself, but they show up even if you're on the other side of the map and you get some basic information about them. You can head over to the relevant planet to take them or just ignore them and let them expire. They can be configured with time passing between missions and/or immediate consecutive missions.

Come to think of it, it's probably technically feasible to add deployments back in as the replacement to travel missions that they were before... I assume they aren't working because some of the underlying mission code changed, but it ought to be possible to figure it out again.

Edit: Oh, and yes, they string together multiple missions. They also allow you to make a decision in the conversation tree that then changes which mission comes next. So the storyline can now branch.
 
And as one further note on the subject - Deployments were really valuable in that it fully utilized the Fatigue and Repair systems of this mod and made them really shine. Without those, you can simply just progress time if you wanted to make your mechwarriors get rest or to let your mechs repair. Can anybody think of a way to force or inspire commanders to take multiple missions in a short amount of time without Deployments?

Welcome back!

You kind of can and can't use Flashpoints for this. On one hand, you can force consecutive deployments like the final mission in the campaign. On the other hand, you can't complete a mission, and then only have X days on the Argo to launch the next mission. I asked HBS about how I could do that with the FP framework for my custom FP "The Raid" and was given a work around, but it was acknowledged as a really dirty work around and something they wouldn't have utilized and I agree. It was basically using a series of tags to exclude and add things that was ripe for not triggering properly.

I found that you shouldn't force consecutive missions more than once, two consecutive missions in a row is about right but three or even five in a row is just brutal on IRL playtime even if you perfect run all of them. I'd love for the FP framework to support something like the deployments system in the future.
 
Okay, I've been feeling like playing a bit of Battletech as of late and I know I can't play it without what I had modded for it. So, I'm considering updating this mod again. Anybody know if anything terrible happened with 1.4 and 1.5 that will make me want to cry buckets or does this seem to be mostly working so only a new coat of paint would be needed?

It does seem like RogueTech has sucked up the entirety of the modding community but I definitely will not be going with their mod. Anybody have opinions on Flashpoints? Those just straight up replaced one of my favorite features in Deployments.


Yay! I can finally Play Battletech again!

And as one further note on the subject - Deployments were really valuable in that it fully utilized the Fatigue and Repair systems of this mod and made them really shine. Without those, you can simply just progress time if you wanted to make your mechwarriors get rest or to let your mechs repair. Can anybody think of a way to force or inspire commanders to take multiple missions in a short amount of time without Deployments?

Up the recovery time, or increase the non-pilot operational costs to 'inspire' (read: threaten) players to take more deployments. A sliding scale for hiring new pilots (very low cost for newbs -think 10k, crazy high cost for vets -think $1m), and a reduction in ongoing pilot monthly costs (field a full barracks for the cost of 8 pilots today) would also allow players to have a lot of pilots while also creating value in the high skill pilots.
 
Hey, @n3ctaris , glad to see you still kicking around here!

I have a new idea for a Deployments-Like implementation:
  • Deployments would no longer clear out the missions available in a given sector. Instead, all of the missions that would normally be available from the normal game behavior are fully available.
  • Once you get to a sector, whether through a travel mission or not, you are forced to take a mission before you are allowed to progress time.
  • After that mission, a random number of days is generated. After the days are passed, the player is forced to take a mission available in the system. Any mission that is available is fair game.
  • The proceeds until a sector is "cleared out."
So, this does away with the complex structure of Deployments as was implemented before. However, this is a much simpler design scheme that would be much closer to "vanilla" and allow more player choice and flexibility in deciding the difficulty of missions to tackle.
 
Okay, I've been feeling like playing a bit of Battletech as of late and I know I can't play it without what I had modded for it. So, I'm considering updating this mod again. Anybody know if anything terrible happened with 1.4 and 1.5 that will make me want to cry buckets or does this seem to be mostly working so only a new coat of paint would be needed?

It does seem like RogueTech has sucked up the entirety of the modding community but I definitely will not be going with their mod. Anybody have opinions on Flashpoints? Those just straight up replaced one of my favorite features in Deployments.

I'm very pleased to see you back around. In the absence of an updated version of CC I have been playing the XLRP mod.
I missed the pilot fatigue factor, but liked the fact that the MechEngineer Mech customising mod is incorporated.

As regards Flashpoints, yes, I like them, especially now that AMechwarrior has developed a method of creating custom flashpoints.

:)
 
Custom Flashpoints you say? That sounds really awesome! I'll have to look into that.

What is the 3025 effort, btw? I've heard it is quite similar to what I was doing.
 
Custom flashpoints AND new Deployments... oh snap... best version ever.
You may be my most loyal fan. I do everything to please you. ;)
 
Custom Flashpoints you say? That sounds really awesome! I'll have to look into that.

What is the 3025 effort, btw? I've heard it is quite similar to what I was doing.
Check the stickies in this subforum. I made the guide if you wanted to make your own. I've only made the one "The Raid" FP and the other two are just tools to help make playable ones. I'm probably going to plan another one for UW once we get a feel for how the new features work.

I know RT has a prolific amount of new FPs thanks to @akodoreign who helped work out how FPs are built along with me.
 
Check the stickies in this subforum. I made the guide if you wanted to make your own. I've only made the one "The Raid" FP and the other two are just tools to help make playable ones. I'm probably going to plan another one for UW once we get a feel for how the new features work.

I know RT has a prolific amount of new FPs thanks to @akodoreign who helped work out how FPs are built along with me.
Ripping things out of FT to incorporate into my mod was always my favorite sub-hobby. :/
 
Welcome back bro - missed seeing you here!!!
 
1.9-BETA Release
Okay, I have a beta patch for anybody that wants to try it. Luckily HBS didn't change anything significant in the architecture since 1.3 so it wasn't too hard to get things running. It compiles clean, but I can't guarantee all the functionality. So, if you use this and notice things that aren't working, let me know! Notice that there is a patch if you use this for career mode.

v9-BETAv1

[mod edit: no unapproved links: not even nexus]

- Updated to work with 1.5.
- Added Community Assets Bundle and Battletech Extended 3025.
- This thing is now nearly 4 gigs with the addition of those two mods. Geez! So, be patient. I may fine a way to trim it down eventually, but it is what is for now.

Work in progress:

- I am currently working on simplified deployments. The basic functionality actually works but it is in such a raw form that it would be be a big issue for user experience. I have to think about balance throughout the game to prevent players from getting hopelessly stuck. I also have to get the blasted UI element working for it.
 
Last edited by a moderator:
Okay, I have a beta patch for anybody that wants to try it. Luckily HBS didn't change anything significant in the architecture since 1.3 so it wasn't too hard to get things running. It compiles clean, but I can't guarantee all the functionality. So, if you use this and notice things that aren't working, let me know! Notice that there is a patch if you use this for career mode.

v9-BETAv1

[mod edit: no unapproved links: not even nexus]

- Updated to work with 1.5.
- Added Community Assets Bundle and Battletech Extended 3025.
- This thing is now nearly 4 gigs with the addition of those two mods. Geez! So, be patient. I may fine a way to trim it down eventually, but it is what is for now.

Work in progress:

- I am currently working on simplified deployments. The basic functionality actually works but it is in such a raw form that it would be be a big issue for user experience. I have to think about balance throughout the game to prevent players from getting hopelessly stuck. I also have to get the blasted UI element working for it.

Just a head's up on where my AI mod has gone since then relative to what I recall might impact CCC-

Thanks to the ModTek crew, advancedJSON merges has allowed me to write one final version of the Better AI Perm.Evasion Add-On and it no longer needs to be updated with each version of Better AI. It now just inserts it's special values in to the array and I don't need to overwrite the entire array for 1 or 2 changes.

Better AI now narrows down the potential pilot's pool for about half of a Lance in every stock LanceDef. This is a big one for mod-packs. In stock, any pilot of the appropriate difficulty can be slotted anywhere. So you end up with Defenders in Spiders while the Tactician is driving the Hunchback. I fixed this, but fixed it within the stock skillsets in mind. It would likely work as is as long as the stock pilot tags are still being used. Alternately, you could ensure Better AI's edits are overwritten by another mod or cut out my LanceDef advanced merges from the mod entirely.
 
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And as one further note on the subject - Deployments were really valuable in that it fully utilized the Fatigue and Repair systems of this mod and made them really shine. Without those, you can simply just progress time if you wanted to make your mechwarriors get rest or to let your mechs repair. Can anybody think of a way to force or inspire commanders to take multiple missions in a short amount of time without Deployments?

First off, welcome back.

What I don't like about the vanilla career mode is that time does not advance between missions. Nor do your pilots tire. It's just not realistic enough for me.

I know they no longer work with the current game release, but the Wartech and full IS Map mods were what kept me playing the longest. I would pick a faction to support, and go run every mission on the planet for them in as quick a succession as possible. So I have a stable of 18 mechs and 18 pilots and try keep going mission after mission without waiting in between. Eventually fatigue or repairs would start to sting because I'd have to run a tired pilot or 3 and the mechs I'd normally use would be in the shop.

If there was a way to make a middle ground where you could run maybe 3 missions in 1 day before time advances...just a thought. So perhaps a deployment could be set up to give multiple part battles? I realize it might not be possible.
 
Okay, the file is up and being scanned now by Nexus. I let it go during the night as it was going to take more than an hour to upload such a large file.

First off, welcome back.

What I don't like about the vanilla career mode is that time does not advance between missions. Nor do your pilots tire. It's just not realistic enough for me.

I know they no longer work with the current game release, but the Wartech and full IS Map mods were what kept me playing the longest. I would pick a faction to support, and go run every mission on the planet for them in as quick a succession as possible. So I have a stable of 18 mechs and 18 pilots and try keep going mission after mission without waiting in between. Eventually fatigue or repairs would start to sting because I'd have to run a tired pilot or 3 and the mechs I'd normally use would be in the shop.

If there was a way to make a middle ground where you could run maybe 3 missions in 1 day before time advances...just a thought. So perhaps a deployment could be set up to give multiple part battles? I realize it might not be possible.

I am, too, somewhat bummed by the lack of Wartech for the sandbox mod. But reviving that would be way too large a commitment on my part since it is so involved and I've never even looked at the code for that before.

Interesting suggestion with deployments there. It could definitely be implemented like that. Something similar to that might be the way to go. That's essentially turning missions into Flashpoints at that point.
 
I am probably missing something, but I am not quite seeing the distinction in function between the old deployments & the later vanilla Flashpoints?
Could anyone sum up the differences, please? :0/
 
I am probably missing something, but I am not quite seeing the distinction in function between the old deployments & the later vanilla Flashpoints?
Could anyone sum up the differences, please? :0/
Certainly. Flashpoints are 1-3 consecutive missions with no time in between them. You must play them consecutively. For the traditional Deployments, it was a 1-2 commitment where missions would appear after a random number of days. So, for example, you could be on a one month deployment and wait 2 days, 5 days, 1 day, and then 7 days between missions.