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Battletech (2017) Trainer

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Official Trainer Thread  Battletech (2017) Trainer
 
Taurusplopp  posted on Apr 27, 2018 12:31:37 AM - Report post

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Savegames with exact and easily repeatable instructions, the location of the savegame and what to do with it and where to look so we can reproduce the issue would be very helpful.
 
merrowind  posted on Apr 27, 2018 12:34:48 AM - Report post

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quote:
originally posted by raccoon

The "No Heat" option seems to work when I switch to Light/Medium Mechs, but if I try to use only Heavy/Assault Mechs, it either fails or says "activated" without actually doing anything. After it kept failing, I restarted the game and the trainer, but that just made it start doing the latter. I then switched to Light/Medium Mechs, and it worked again. So, yeah, the option's a bit quirky.

This! I was wondering if it had to do with the mech load out and the dynamic class assignment. My tip of the spear is an assault mech and uses PPCs.

EDIT: And it works on the heavy PPCs-wielding mech in this session...

[Edited by merrowind, 4/27/2018 12:46:06 AM]

 
Rahstyles  posted on Apr 27, 2018 2:57:59 AM - Report post

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Is it just me.. or does the enemy mechs take forever to move on there turn?? I see the loading thing in the left hand corner for a good 60 seconds before each enemy moves.. when i use the trainer
 
KorvusJunode  posted on Apr 27, 2018 4:53:54 AM - Report post

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They have unlimited moves as well if you have it turned on, afaik.
 
Rahstyles  posted on Apr 27, 2018 6:16:04 AM - Report post

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quote:
originally posted by KorvusJunode

They have unlimited moves as well if you have it turned on, afaik.

Would that be the reason why its loading takes so long?

 
Unleashed3k  posted on Apr 27, 2018 6:40:02 AM - Report post

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quote:
originally posted by Rahstyles

quote:
originally posted by KorvusJunode

They have unlimited moves as well if you have it turned on, afaik.

Would that be the reason why its loading takes so long?

Thats the only reason for it, to many People here report issues that only come from the user itself, because you don't understand the mechanics. I only use the movement Option at start of a round and then turn it off, NEVER had any issues, EVERY option is working.

Thank you CH, you guys did a great Job again!

 
Unleashed3k  posted on Apr 27, 2018 6:43:09 AM - Report post

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quote:
originally posted by merrowind

quote:
originally posted by raccoon

The "No Heat" option seems to work when I switch to Light/Medium Mechs, but if I try to use only Heavy/Assault Mechs, it either fails or says "activated" without actually doing anything. After it kept failing, I restarted the game and the trainer, but that just made it start doing the latter. I then switched to Light/Medium Mechs, and it worked again. So, yeah, the option's a bit quirky.

This! I was wondering if it had to do with the mech load out and the dynamic class assignment. My tip of the spear is an assault mech and uses PPCs.

EDIT: And it works on the heavy PPCs-wielding mech in this session...

[Edited by merrowind, 4/27/2018 12:46:06 AM]

I'm over 170 weeks into the game, got a full Assault-lance and there is no issue with heat, after over 40hrs, I didn't had to restart the game nor did I get any "failed" from the Trainer.

 
Caliber  posted on Apr 27, 2018 6:58:47 AM - Report post

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Rule of Thumb with games made with Unity:
The code we intercept is not in memory or created or compiled until something happens in the game that generates the script and then compiles it. So the trainer instructions are important. If you need to do X before the code is created and THEN the option can be turned on, then do that, otherwise the trainer won't be able to locate the code in memory to intercept, since it's not been created yet.

trying to use the trainer online, you are never going to get it to work, so stop.

no heat option:
is intercepting the code that sets the heat for the mechs. it has nothing to do with the type of bot or anything. if nothing has created heat, then turning this option on will fail as the code isn't created in memory yet.

I just tested the trainer in skirmish using ATLAS and BLACK KNIGHT (heavy and assault bots) and played the entire round with no mechs generating heat the entire round. Heat might be 'predicted' when you are proposing to fire or move with sprint, etc, but the act of moving or shooting with the mechs does not generate heat with my testing.

the best way to lock this in is, if you have troubles, to run the game fresh, run the trainer, f1 at main menu, start a skirmish, move the bots at the beginning until it is the enemies turn, then toggle it on. Then you can quit back to the main menu and start your load for campaign or whatever.

CBills option:
again, you have to BUY something first. option only works in the STORE. Click you main ship tab (LEAPORD or whatever), then click STORE, then click BUY, then BUY an item that is infinite supply and cheap (like SRM AMMO). Then toggle this option on and then buy again. Your money jumps by 100,000,000. Toggle back off.

99 items option:
again, you have to BUY something first. option only works in the STORE. Click you main ship tab (LEAPORD or whatever), then click STORE, then click BUY, then BUY an item that is infinite supply and cheap (like SRM AMMO). Then toggle this option on and then buy an item that has a set number of them left, and it sets the item to 99. You will have to leave the STORE then come back to see it is now 99.

AI Ignoring targets:
The AI has to have seen your units and moved. Otherwise trying to toggle this on results in fail. AI may STILL from time to time fire on you, however they are very much less inclined to attack and it makes missions much easier.

super move distance:
This simply increases the move multiplier in the game, allowing you to go further distances. Whether or not the AI code in the game uses this to determine how far the AI can travel, I have no idea. However, it's likely that if that is the case, then it increases the time that AI decides to move since it's got a lot more travel distance options, and if there is many AI and many opponents on the screen then likely that just increases the time.

AI takes a long time to decide what to do:
Other than turning off the option for super move distance, the game literally SUCKS in it's AI pathing and decision tree. There is hundreds of code behavior nodes and etc. and the game is far from optimized on how it decides what to do. So the game is slow in loading, and slow in deciding what to do due to the way it's coded. The trainer has nothing to do with this. Whether all this extra loading time and thinking time equates into a better looking game or an AI that is difficult and smarter, you will have to decide this as a game.

With all this said, the trainer is tested working 100% here. Please make sure you read the instructions.

best,
Cal

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