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Re: MechWarrior 5: Mercenaries

Posted: Tue Dec 17, 2019 5:27 pm
by Nilaru
Hah, will do!

And I really hope the modding community takes off for this game. They said they would release mod tools, and I think a LOT of the games' problems can be fixed by modders.

And if we're talking crazy talk, GIMME MAH DAISHI!!!!

Re: MechWarrior 5: Mercenaries

Posted: Tue Dec 17, 2019 6:23 pm
by Csimbi
Posted update 4 - I copied my test script not the final one, oops.

Yep, Daishis are good, too but I am inclined to lean towards a Masakari instead (in MW4 at least).
I just hit level 11 and still not sign of any of these mechs.

Re: MechWarrior 5: Mercenaries

Posted: Tue Dec 17, 2019 7:25 pm
by churchofdeviance
Won't be any clan tech in this game unfortunately. Player can extend the game into clan invasion timeline but it doesn't matter. I hope they just do an expansion that introduces new timeline: Clan invasion, Civil War and Jihad. These events are really close together and not too far from the game start of 3015.

Re: MechWarrior 5: Mercenaries

Posted: Tue Dec 17, 2019 7:38 pm
by Csimbi
FlipFloppy wrote:
Tue Dec 17, 2019 2:00 pm
Csimbi, I figured out how to change max pilot skills in the save game
So, I did find that in the memory, but not quite the way you described it.
Game stores max. levels, and XP.
Current level is derived from XP, then, there's another value, which is the sum of pairs (control?)
That said, I could script the max XP levels with ease, but I am not sure what to do with XP.
Looks like this (considering three pilots):
[Link]
Maybe I'll add the max. level hack and not worry about the XP (for now).

Edit
Done, added update 5.
churchofdeviance wrote:
Tue Dec 17, 2019 7:25 pm
Won't be any clan tech in this game unfortunately. Player can extend the game into clan invasion timeline but it doesn't matter. I hope they just do an expansion that introduces new timeline: Clan invasion, Civil War and Jihad. These events are really close together and not too far from the game start of 3015.
You just crashed a dream :-(
I am at 3030, let's see what happens in 3049.

Re: MechWarrior 5: Mercenaries

Posted: Tue Dec 17, 2019 8:44 pm
by Nilaru
Reddit has a spreadsheet that lists all the mechs and weapons in the game, along with all the mech variants. Sadly no Daishi, Masakari, Mad Cat's, or other beloved mechs.

If you're interested in seeing the list, it's at
[Link]

Re: MechWarrior 5: Mercenaries

Posted: Tue Dec 17, 2019 8:52 pm
by VirgilSouth
Still works on a new patch

Re: MechWarrior 5: Mercenaries

Posted: Tue Dec 17, 2019 8:53 pm
by Csimbi
Nilaru wrote:
Tue Dec 17, 2019 8:44 pm
Reddit has a spreadsheet
Thanks! That sheet paints a pretty bleak picture about things to come... Erm, I mean things that won't come because they are not there.
I guess there will have to be DLCs and massive user content added to bring this game up to standards.
VirgilSouth wrote:
Tue Dec 17, 2019 8:52 pm
Still works on a new patch
Unless theyt make major changes, it should continue working, yes.
Thanks for confirming!

All right, I think this table is now done.
I'll go back to playing.
When I said playing, I meant grinding. :-(

Re: MechWarrior 5: Mercenaries

Posted: Wed Dec 18, 2019 5:44 am
by FlipFloppy
Csimbi, I tested setting the skillcap to FF but it doesn't accumulate any more XP once it reaches actual level 10 for a skill. I'm thinking there's an XP cap somewhere in the code. It's not extremely important to get beyond lvl10 skill. I just want my pilots to level up as much as my main pilot. Sort of the old RPG dilemma where you gotta choose between a companion that stuck with you and leveled up for half the campaign, or the new guy with low level skills.

You saved me some tedious hex editing with that pilot skill patcher. Thanks a bunch.

Re: MechWarrior 5: Mercenaries

Posted: Wed Dec 18, 2019 9:45 am
by Csimbi
FlipFloppy wrote:
Wed Dec 18, 2019 5:44 am
Csimbi, I tested setting the skillcap to FF but it doesn't accumulate any more XP once it reaches actual level 10 for a skill.
Thanks for checking!

Re: MechWarrior 5: Mercenaries

Posted: Thu Dec 19, 2019 1:11 am
by gideon25
I hate to ask but can you see about adding instant heal for injured pilots the next time you change the script? Thanks!

Re: MechWarrior 5: Mercenaries

Posted: Thu Dec 19, 2019 2:17 am
by MusTangAu
Much appreciated for your work Csimbi Thank you....

( ͡° ͜ʖ ͡°)

Re: MechWarrior 5: Mercenaries

Posted: Thu Dec 19, 2019 3:25 am
by Darkwind
gideon25 wrote:
Thu Dec 19, 2019 1:11 am
I hate to ask but can you see about adding instant heal for injured pilots the next time you change the script? Thanks!
If you are super concerned about this there are trainers out that make all friendly mechs invulnerable so your pilots will basically never take damage.

Re: MechWarrior 5: Mercenaries

Posted: Thu Dec 19, 2019 6:00 am
by Darkedone02
we REALLY need a rep multiplier. I'm now at the point where I am rank 8, and getting to rank 9 is going to cost 5K rep, and their only certain high dif missions that gives 900-ish rep.

Re: MechWarrior 5: Mercenaries

Posted: Thu Dec 19, 2019 8:58 am
by Van Dam Man
Darkedone02 wrote:
Thu Dec 19, 2019 6:00 am
we REALLY need a rep multiplier. I'm now at the point where I am rank 8, and getting to rank 9 is going to cost 5K rep, and their only certain high dif missions that gives 900-ish rep.
fearlessrevolution's trainer will do that.

What we really need is a faction rep pointer or multiplier. Kurita hates me.

Re: MechWarrior 5: Mercenaries

Posted: Thu Dec 19, 2019 11:18 am
by Csimbi
Darkedone02 wrote:
Thu Dec 19, 2019 6:00 am
we REALLY need a rep multiplier. I'm now at the point where I am rank 8, and getting to rank 9 is going to cost 5K rep, and their only certain high dif missions that gives 900-ish rep.
8 to 9 and 9 to 10 was the hardest grind I think. After that, it was not that bad.
Do the yellow quests with the highest available level (i.e. do not even bother with level 7 yellows when you are level 9).
The yellow quests are unique for the most part, so they are not as boring as the repetitive ones.
Van Dam Man wrote:
Thu Dec 19, 2019 8:58 am
What we really need is a faction rep pointer or multiplier. Kurita hates me.
I'm not sure how much randomness there is in the game, but near the end I got quite a few high value quests from them to bring it up to slightly positive.
I am not sure why do you care though. You are a freelancer merc. If they don't like the things you do to them, they should hire you and pay more than their competitors.