The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
I find that the best way to find playtesters is to post the mod on Nexusmods
I can have a look at them. I'm always curious to see how other people do it.
.zip file attached.
Unzip into the HBS Mod folder or the ModTek folder, I used it both ways.
Tested against the vanilla game with all DLCs installed.
Recommend end-game company with a min. 8 assault/heavy-class 'Mechs (drop min. weight of 60 tons) and min. 8 pilots used with disposable save.
Once you start the Flashpoint, there is no going back.
Spawns on Kimi, no pre-reqs, with a weight of 1000, so it should spawn quickly. Can also use a Debug save to force it to spawn.
And thanks
P.S. I designed this Flashpoint to challenge my own team of tricked out mercs in hopes I could create something they wouldn't just walk all over![]()
Thanks. Haven't played it (gonna require a few adaptations in order to be able to bring the required Mechs/pilots) but already had a look at the .jsons to get the feel and I already have a suggestion.
To keep the length (6 consecutive missions) but also to add player choice, why not separate both flashpoint objectives and the player is given the choice after completing the first of either stopping (after 4 missions) or take the last two missions for a bigger risk and reward? The Percentor could call the company and offer a better deal... say one of those shiny SLDF 'Mechs in exchange for his life? We're all professionals here...
Bug (missing comma):
C:\Program Files (x86)\Steam\steamapps\common\BATTLETECH\Mods\Planetary_Assault\pilot\pilot_d10_bodyguard.json
Newtonsoft.Json.JsonReaderException: After parsing a value an unexpected character was encountered: ". Path 'abilityDefNames[2]', line 35, position 2.
Tested the first mission, everything seems to be working fine, just a couple typos I've noticed.
I also noticed in one contract units labelled as "Escourt" rather than the correct form "Escort".
I read all the conversations, story is simple and coherent. I didn't play all the missions, assaults slugging isn't my favorite type of murder, and they're all standard contracts. Overall, well done so far, just recheck for style, typos and grammar.
Unfortunately, I have not been able to wrap my mind around branching dialogue in ConverseTek. I like to add an option to completely turn down the contract right at on the onset but I haven't been able to figure out how to do it. This is something I would like to do for all the flashpoints I'm working on.
I would also like to add a dialogue branch mid-contract, as you suggested, but I would branch it at the defend base contract, allowing players who don't need rpair facilities to skip that contract and move ahead.
Thanks for the taking the time to look at this. It always amazes me how many typos and grammatical errors creep in to so few sentences. I swear I know how to write!
A couple quick questions about the end:
Did the end reward spawn correctly, i.e., 15 mil C-bills and SLDF Royal 'Mech stuff (there is a custom itemCollection).
Is there a tag created indicating this Flashpoint has been completed or not?
I can edit the milestoneSet file and one of the conversations to show you how it's done.
There's a caveat with branching the FP. RIght now the sequence of the milestones goes:
Start - Mission 1 - Talk 1 - M2 - T2 - M3 - T3 - M4 - T4 - M5 - T5 - M6 - T6 - End
When you add a decision and create a branch, the milestones start as usual until the decision between A/B:
Start - Mission 1 - Talk 1 - M2 - T2
But when the player chooses you need to recreate the entire branches (A/B) on the milestoneSet file:
M3(A) - T3(A) - M4(A) - T4(A) - M5(A) - T5(A) - M6(A) - T6(A) - End A (all missions)
M4(B) - T4(B) - M5(B) - T5(B) - M6(A) - T6(B) - End B (less the Defend mission)
The issue here is that you might need to have different versions of the same contract/conversation for each branch. If the player skips the base defense misssion, then any of the following contracts/conversations can't have any reference to that mission.
And everytime there's an additional decision, that creates more different endings that require their own milestoneSet branches. Add the decision at the beginning to skip the FP then you need:
Common: Start
Branch A: End A (Skip Flashpoint)
Branch B: Mission 1 - Talk 1 - M2 - T2
Branch BC: M3(C) - T3(C) - M4(C) - T4(C) - M5(C) - T5(C) - M6(C) - T6(C) - End BC (all missions)
Branch BD: M4(D) - T4(D) - M5(D) - T5(D) - M6(D) - T6(D) - End BD (less the Defend mission)
It's normal to have typos/grammar errors even when you're a professional writer. That's why editing and proof reading exists
I haven't played the final mission (will do later) but looking at the custom itemCollection the reward seems correct.
I couldn't find in the milestoneSet .json file any reference to adding a flashpoint complete tag at the end.
you can find them in this thread look further up the second one works fine the first one works up to the point you are meant to get the rewardwhere I can get the latest versions of these fine FP's?