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Hmm, interesting. You the author of BTEX 3025? You and I should be friends! ;)

Oh no, no Haree is more of a modding badass than I'll ever be. I'm just a fan of his that put an exception list together.
 
FINALLY got my Paradox account unfubared and can post here again. In the .mod file for the old Adjusted Mech Assembly was an option to list mechdefs that would not be combined. I have built that list for BTEX 3025 and will gladly provide it if that functionality is maintained in the new assembly mod. That way users can select which settings file to use

and it is a good list ;)
 
FINALLY got my Paradox account unfubared and can post here again. In the .mod file for the old Adjusted Mech Assembly was an option to list mechdefs that would not be combined. I have built that list for BTEX 3025 and will gladly provide it if that functionality is maintained in the new assembly mod. That way users can select which settings file to use
I would love to have that list. Would save me time for when the exceptions get added.
 
v9-BETAv8-PATCH
v9-BETAv8-PATCH
*****************************************************
New Feature Available for Beta Testing
*****************************************************
Salvage Operations
- A completely new salvaging algorithm for 'mechs.
- You now have the option between which variant of a 'mech to assemble chosen among
the variants you have the most pieces for.
- Mechs do not have to be assembled when you have enough pieces.
- Assembled 'mechs are deposited directly into your Storage.
- 'Mechs take more time to assemble based upon how many pieces of the actual variant
that were used to assemble it. Think of this as a "refitting time" to make the pieces
compatible.
- Tweaked salvaging algorithm for in-combat salvage.
UI CHANGES:
- On the salvage screen you will now see a value in []. This indicates how many pieces of that chassis between variants you own.
- Your storage screen now shows mech parts as X/99. This means you can have 99 parts of any variant.

NOTES:
- This mod completely replaces Adjusted Mech Assembly and Adjusted Mech Salvage.
- This can break your saved games. It may be best to start a new game using this mod.
- Report any bugs or feedback to: https://forum.paradoxplaza.com/foru...ck-dz_consolidated_company_commander.1099514/

KNOWN BUGS:
- You can only assemble one of each type of 'Mech per salvage. For example, if you have 10 Hunchback parts
and need 5 parts to assemble, you can only assemble one Hunchback until you acquire more Hunchback parts.

AUTHORS:
- Designed by MPStark.
- Modified by gnivler and donZappo.

INSTALLATION:
- Copy the contents of the "Alternate Mech Assembler" into your BATTLETECH\Mods folder.
- Copy this folder over after applying the main patch and installing Hard Mode (if
desired).
*****************************************************
*****************************************************

- UPDATE TO SALVAGE OPERATIONS. NOW PROPERLY EXCLUDES MECHS THAT SHARE ASSETS BUT ARE DIFFERENT CHASSIS.
- ADDED FLASHPOINT THE CACHE.
- BUG FIX FOR RANDOMCAMPAIGNSTART.

- various bug fixes with abilites and skills overhaul, btmlcolorlosmod, and pilot_quirks.
- 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 alloted 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 if desired.
4) Install Alternate Mech Assembly if desired.
 

Attachments

  • dZ_Company_Commander_v9-BETAv8-PATCH.zip
    442,9 KB · Views: 15
I am currently working on tweaking Hard Mode, btw. I played two drops with it. Man... is that intense. :O
 
As a final note, I will highlight what is changed in Hard Mode since I absolutely love the gameplay with it. It is not for the faint of heart, but still fair in my opinion:

  • Starting Lance weight reduced 10 tons to 150-160.
  • All enemy pilots are +1 in all skills.
  • Mechs that start "degraded" with reduced armor are improved one tier.
  • Tabletop armor rules enforced so less max armor can be had.
  • Rest time between missions set to 0-8 days.
  • Starting morale is reduced 5 points to 20.
Things I am probably adding:
  • Reduced starting accuracy from 70% to 65%.
  • Through Armor Criticals enabled.
  • Yang calls you a crazy mofo at the start of every month.
 
negative.jpg

Is the negative numbers correct, or another bug ?
After that i have 1/99 parts of said mech.
 
"NOW PROPERLY EXCLUDES MECHS THAT SHARE ASSETS BUT ARE DIFFERENT CHASSIS."

So do you still need my exclusion list? I worked late last night and needed to blow some stuff up before bed, so didn't check forums like I should have.

Thanks JK for the vote of confidence, if I can help you, Haree, and DZ out in any way I'm always glad to.
 
"NOW PROPERLY EXCLUDES MECHS THAT SHARE ASSETS BUT ARE DIFFERENT CHASSIS."

So do you still need my exclusion list? I worked late last night and needed to blow some stuff up before bed, so didn't check forums like I should have.

Thanks JK for the vote of confidence, if I can help you, Haree, and DZ out in any way I'm always glad to.
I still want your list. The exclusion list is for mechs that are advanced and shouldn't be allowed to combine with others. My fix here just ensured legal builds.
 
OK I have Mech Part Assembly set to 3.
I have a Firestarter FS9H showing 3 Parts of 99 & I am not seeing it as QTY to equip for use.
Also,as I mentioned earlier, would it be possible to sort the storage area so QTY of Mechs show first then Parts?
Screen-Hunter-01-May-15-22-34.jpg
 
Exclusion Lists
The Wolfhound modded chassis gets reused for the Clint. So for games set pre 3028 and pre Wolfhound, use the following exception list:
"VariantExceptions": [
"mechdef_bombardier_BMB-10D",
"mechdef_dervish_DV-6M",
"mechdef_hornet_HNT-151",
"mechdef_hornet_HNT-152",
"mechdef_mackie_MSK-7A",
"mechdef_whitworth_WTH-1",
"mechdef_whitworth_WTH-1S",
"mechdef_exterminator_EXT-4A",
"mechdef_exterminator_EXT-4D",
"mechdef_falcon_FLC-4N",
"mechdef_flashman_FLS-7K",
"mechdef_gladiator_GLD-3R",
"mechdef_gladiator_GLD-4R",
"mechdef_hermes_HER-1A",
"mechdef_hermes_HER-1B",
"mechdef_hermes ii_HER-2M",
"mechdef_hermes ii_HER-2S",
"mechdef_hermes ii_HER-4K",
"mechdef_icarusII_ICR-1S",
"mechdef_lancelot_LNC25-02",
"mechdef_thug_THG-10E",
"mechdef_wyvern_WVE-6N",
"mechdef_hussar_HSR-300-D",
"mechdef_thorn_THE-F",
"mechdef_toro_TR-A-6"
]
After 1/15/3028, users should switch to this list:
"VariantExceptions": [
"mechdef_clint_CLNT-1-2R",
"mechdef_clint_CLNT-2-3T",
"mechdef_clint_CLNT-2-4T",
"mechdef_guillotine_GLT-4L",
"mechdef_guillotine_GLT-4P",
"mechdef_bombardier_BMB-10D",
"mechdef_dervish_DV-6M",
"mechdef_hornet_HNT-151",
"mechdef_hornet_HNT-152",
"mechdef_mackie_MSK-7A",
"mechdef_whitworth_WTH-1",
"mechdef_whitworth_WTH-1S",
"mechdef_exterminator_EXT-4A",
"mechdef_falcon_FLC-4N",
"mechdef_flashman_FLS-7K",
"mechdef_hermes_HER-1A",
"mechdef_hermes_HER-1B",
"mechdef_hermes ii_HER-2M",
"mechdef_hermes ii_HER-2S",
"mechdef_hermes ii_HER-4K",
"mechdef_icarusII_ICR-1S",
"mechdef_lancelot_LNC25-02",
"mechdef_striker_STC-2C",
"mechdef_striker_STC-2S",
"mechdef_thug_THG-10E",
"mechdef_wyvern_WVE-6N",
"mechdef_crockett_CRK-5003-0",
"mechdef_hussar_HSR-300-D",
"mechdef_merlin_MLN-1",
"mechdef_talos_TLS-1B",
"mechdef_thorn_THE-F",
"mechdef_toro_TR-A-6"
]
The Talos, Thorn, Hussar(?) and Toro I don't think Haree included, they're from my personal mod collection. Leaving them in the exceptions list shouldn't hurt anything AFAIK though.
 
KNOWN BUGS:
- You can only assemble one of each type of 'Mech per salvage. For example, if you have 10 Hunchback parts
and need 5 parts to assemble, you can only assemble one Hunchback until you acquire more Hunchback parts.
Now that there is a reason to perhaps leave 'Mechs unassembled, it seems like a better place to hook into the code for assembly is the interface that lets you ready a mech... when you want to assemble one, go to the same screen and pick a stack of parts, then click a button just like if you were readying.

Since we're talking about code, there is a non-zero chance that things are tangled together enough that it wouldn't be simple to add that as a feature... but it's worth looking into, at least.
 
Now that there is a reason to perhaps leave 'Mechs unassembled, it seems like a better place to hook into the code for assembly is the interface that lets you ready a mech... when you want to assemble one, go to the same screen and pick a stack of parts, then click a button just like if you were readying.

Since we're talking about code, there is a non-zero chance that things are tangled together enough that it wouldn't be simple to add that as a feature... but it's worth looking into, at least.
We just added that feature. It was a core necessity prior to the actual release, which is going live tonight, btw.
 
Well, I will elaborate. I like that Yang checks for builds for you, so that is always going to be present. However, there is a click you can do on a mech to check for assembly from its parts.
 
OK I have Mech Part Assembly set to 3.
I have a Firestarter FS9H showing 3 Parts of 99 & I am not seeing it as QTY to equip for use.
Also,as I mentioned earlier, would it be possible to sort the storage area so QTY of Mechs show first then Parts?
Screen-Hunter-01-May-15-22-34.jpg
I would love to sort mechs first and then parts, but couldn't see how to do it. The order that it queries stuff is quite off to me.