Have you any thoughts on how mech assembly should be reworked wrt 50 additional chassis types, given that variants are not mutually interchangeable?
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!
Manually adding the individual 'Mechs was driving me nuts - as I had to check after I added every 2-3 to make sure I didn't make an error. If the campaign load grayed out or if the game hung, I had to go back, delete what I did, then reload (to make sure it worked) and then reenter the 'Mech.
Anyone have any era appropriate variants that I missed?
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!
That seems to me like treating the problem as a nail since you only have a hammer instead of really engaging with the salvage and mech assembly system at a conceptual level, to make variant/same-tonnage parts interchangeable. That would require major surgery to (at least) the AddMech code.
Maybe just add to stores where appropriate.
There are a few era appropriate variants yes. I'm building a sort of companion variant mod to yours with the ones missed by this mod. Although I am including other things that are purely for use in Skirmish and out of the current timeline in single player, like the CTF-4X for example and the various one-off custom designs from CBT that will be useful for people that want to recreate scenarios described from various turning point books and what not.
I also have a few differences with yours, my LCT-3V uses a halfton machine gun box like the record sheet. The VTR-9A1 I was able to get working with Machine Gun legs again, which was also quite funny to see working in the MechLab where the MG's can be stripped from the legs and AC/2's put in their place. My JR7-A only has 1 Large Laser, etc. A Grasshopper 5N from 3040, a BJ-3, and more. Basically if I can create the variant without needing stuff like Endo, Ferro, ECM, I build it out and write the year it was introduced. If it needs a new weapon like a Binary Laser I just make it, since its simple enough to accomplish.
It's taking a while though since I'm doing everything by hand and testing a handful at a time as you were doing. It's as tedious as it was in Beta that is for sure.
After I'm done with these historical ones, I'm going to move on to non-historical like adding the rest of the Cresent Hawk upgrade variations and the stuff from Mech Commander as a separate mod.
Hate to be "that guy", but I've been unable to get this mod working in my game despite carefully following your instructions. Attempting to load skirmish, the skirmish mechbay or starting a new campaign seems to throw me into the infinite loading screen. None of my campaign saves are available either.
Anybody else having this issue?
@Justin Kase , I have not. I'm further behind than your work. I've only tested in Skirmish at this point. Busy at the moment, but when I get home I'll detail what I've made so far.
One thing I'm still trying to work out is how to make even new variants rare to see in a mission or not at all. I'm confused if the rarity setting is just for rarity in store, or if it also governs both in-mission sightings and the store.
Make certain to make the MOD or is it mods folder mentioned in the very top of the readme. I didn't the first try and had permament load screen
Hate to be "that guy", but I've been unable to get this mod working in my game despite carefully following your instructions. Attempting to load skirmish, the skirmish mechbay or starting a new campaign seems to throw me into the infinite loading screen. None of my campaign saves are available either.
Anybody else having this issue?
No idea on the rarity. I only know it does affect stores. But anecdotally some heavies do appear more often than others in random missions.To be honest, I am not sure if rarity is for appearance or store... never even thought about that.
Wonder if @Lynx7725 knows.
More or less, yeah. I mean, I could just change it so that each 'Mech had 1 master chassis that could be kitted out to make ANY of the available variants (ex : 1 Locust Chassis and it could be configured for any of the 6 Locust variants). But that would require changing every existing 'Mech to point at the new chassis (which is not really a problem, just time consuming) and you would also run into the issue that when 3 salvage were put together, what variant would it make (as it would likely have to pick a single default 1)?