![]() It is mostly your job to ensure the base defense. The ai allies are not very good at defending the base. After 40 minutes they will stop spawning permanently. Enemy forces will begin suffering battle fatigue around 10 minutes into the mission, spawning less and less often the longer the mission goes on for. Allies will launch attacks against the enemy base. Be sure to make use of the repair bays before you suffer internal damage or if you need ammo restock. Mega-Turrets are employed by both allied and enemy forces in higher difficulties. Repair bays are available for this mission at the allied base. You are required to keep the allied base alive WHILE destroying the enemy base. There is an enemy base and an allied base on the map. List of mission types and information about them: ![]() Zimmkotare - Used one of their contract descriptions for duelīackground image by SpOoKy777 ( ) | Cover artwork by vonSeiten WaradM - Used two of his contracts he wrote for me for duel, used two of his smaller contracts for rescue. Wrote the majority of the longer rescue contract descriptions for me as well. Rampage (from mw5 discord)- Wrote majority of contracts and reworked some old contract descriptions, also wrote some of the new duel contracts. Check out his twitch page! ĭatakingone - Has been doing quite a bit of testing lately and is overall fun to watch! Check out his twitch channel! Īrby98 - Wrote quite a bit of new contract descriptions for me. Jetsunstrider - Did EXTENSIVE testing with me. Mechanought - Did some voice lines for patrol introĬszolee79 - Using some of his code for the deployable turrets Thehappycolour - did the voice acting for leopard shot down encounter. His profileĭid voicework for exploration resource missions.ĭid voicework for convoy destruction missions. I sometimes will have videos pertaining to my mechwarrior mods posted on it.īEAR - Tacops lead character. If you wish to donate to me. Donations are welcome and have a direct impact on how much work i can put into the mod. Try to find a unitcard that is similar to what you need and do not modify much, if anything. Which will result in missions not ending properly in my mod. Special note to other modders: If you add in new mechs or mech variants DO NOT UNDER ANY CIRCUMSTANCES edit the intro date and the unit type on the unitcard!! This will permanently corrupt your unitcard and thus result in the unit failing to spawn when called via squad selection. make sure my mod loads last to fix this issue or remove the other mod. if endgame missions are spawning anywhere and exploration missions are spawning as normal procgen missions then another mod is overridding MissionChoicePersistentData. This can also happen when you dont keep the cab or whatever the same version that your mod intends to use. If dropships are hovering forever and not spawning mechs, or if waves get stuck and stop spawning enemies, then there is an incompatibility going on most likely with the compat pack or a mod that adds new mech variants/weapons to the game. This mod now overrides all vanilla mission blueprints! If any other mod is altering this same file THAT MOD MUST BE REMOVED AND CANNOT CO-EXIST WITH MY MOD. ![]() This NEEDS to take effect for my mod to function properly. This mod now overrides MissionChoicePersistentData to enable for complex mission spawning and to aid exploration quest diversity. If you are using other mods that override the same file then put my mod to load in a way that my changes are overridden/cancelled This mod now overrides mw5_assetaccess to be able to enable duel missions for urban biomes. THERE WILL BE BUGS WITH EXPLORATION QUESTS IN CAMPAIGN THIS MOD WILL REQUIRE ALL DLCS TO FUNCTION PROPERLY, INCLUDING CALL TO ARMS! (only the host needs the dlc's during coop play) This mod adds new procedural mission types and more into the game.
0 Comments
Leave a Reply. |