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UncleGamer

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Jan 14, 2017
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Is there a way to play the story campaign and get a true random start of mechs? Also there used to be mod that did some changes to the various SLDF mechs in the game to make them fit the lore better. Is that mod still usable with the new patchs.
 
Is there a way to play the story campaign and get a true random start of mechs? Also there used to be mod that did some changes to the various SLDF mechs in the game to make them fit the lore better. Is that mod still usable with the new patchs.
I could be mistaken but I believe even for the Aurigan Restoration Campaign there are JSON edits that would permit you to name your Mechs. But there is no randomizes that I am aware of, short of an actual Mod.

Hopefully someone will be along shortly to better answer your questions. :bow:
 
You could probably copy-and-paste the code from the Career Mode random starting 'Mechs and lists to the simgameconstants file and see what happens?
If you're talking about the JSON bits, there's just about no way that would work. It needs underlying game code support, and Campaign Mode is different enough in how things start out that they are unlikely to be sharing much initialization code at all. I mean, it doesn't really hurt anything to give it a try and I suppose it's possible, but don't get your hopes up.

Which is also why you're unlikely to get a mod for this. More work than it's worth when most people are OK with just changing the mech manually for an individual run. (And doing THAT is simple. Unless you're like me and want to change all the references to the ancestral mech in conversations and events.)
 
If you're talking about the JSON bits, there's just about no way that would work. It needs underlying game code support, and Campaign Mode is different enough in how things start out that they are unlikely to be sharing much initialization code at all. I mean, it doesn't really hurt anything to give it a try and I suppose it's possible, but don't get your hopes up.

Which is also why you're unlikely to get a mod for this. More work than it's worth when most people are OK with just changing the mech manually for an individual run. (And doing THAT is simple. Unless you're like me and want to change all the references to the ancestral mech in conversations and events.)
There's a uhhh...alrady a random campaign start mod by mpstark that ties into the underlying code.
 
There's a uhhh...alrady a random campaign start mod by mpstark that ties into the underlying code.
Ah. I guess that makes sense given the fact that as long as you don't change all the events and such it wouldn't be that difficult to code.