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Battletech (2017) Trainer

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Official Trainer Thread  Battletech (2017) Trainer
 
Asylum7950  posted on Jul 12, 2018 12:33:21 PM - Report post

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quote:
originally posted by ccfly

hi . i have some wierd bug
version is 1.1.o gog
and same for trainer
wanted to add some $ ,so i did what trainer say to do ,shop,buy item num 0 and add $
work great up to 2 bil then it go -2 bilion and game finish with u are broke ,load ...
help

This is not a bug, if you had searched the forum you would have seen that the engine is limited to 2 Billion C-Bills, then it will go into the negative.

 
ccfly  posted on Jul 13, 2018 7:55:12 AM - Report post

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aahh thanks
 
Cutterwolf  posted on Jul 14, 2018 6:19:15 PM - Report post

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quote:
originally posted by Cutterwolf

I use the 99 item cheat, I buy a limited item then activate the cheat and it hadly works... sometimes it works after i activate it right and then do a mission at that planet. but mostly it dose not, i know it says its best used with three or more limited items in the store but i dont get any more then 1 item in the store. I dont know if thats becouse i am playing in a self settings campaine. where you set the options.

I found the problem the in cheat discription on how to make it work is wrong. the read me in the forums/FAQ is the right way. atleast in wording.

[Edited by Cutterwolf, 7/14/2018 6:20:11 PM]

 
p3rma  posted on Aug 26, 2018 9:36:45 PM - Report post

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been playing the current steam version as of 8/26/18, not entirely sure what the issue is, all portions of the trainer work that ive tried using. the issue i've been having is it bogs the game down something fierce while the trainer is active usually starts 2-3 missions into using the trainer.(last complete turn i played took almost 15 minutes no i dont mean the mission just the single turn., 1 enemy left against my 4 man lance) the minute i deactivate the trainer turns go back to taking seconds. i dont know if this is a unity thing or a cosmos thing.

so not sure if this is just an update needed thing or a bug in the trainer. any input would be fantastic.

 
Taurusplopp  posted on Aug 27, 2018 12:35:00 AM - Report post

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quote:
originally posted by p3rma

been playing the current steam version as of 8/26/18, not entirely sure what the issue is, all portions of the trainer work that ive tried using. the issue i've been having is it bogs the game down something fierce while the trainer is active usually starts 2-3 missions into using the trainer.(last complete turn i played took almost 15 minutes no i dont mean the mission just the single turn., 1 enemy left against my 4 man lance) the minute i deactivate the trainer turns go back to taking seconds. i dont know if this is a unity thing or a cosmos thing.

so not sure if this is just an update needed thing or a bug in the trainer. any input would be fantastic.

That is a known issue when you use ie unlimited movement or other options where the game gets set into heavy calculation of values. It doesn't happen for all but we had a couple of posts about it here.

 
Bacon Overlord  posted on Aug 28, 2018 6:39:49 AM - Report post

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quote:
originally posted by Taurusplopp

quote:
originally posted by p3rma

been playing the current steam version as of 8/26/18, not entirely sure what the issue is, all portions of the trainer work that ive tried using. the issue i've been having is it bogs the game down something fierce while the trainer is active usually starts 2-3 missions into using the trainer.(last complete turn i played took almost 15 minutes no i dont mean the mission just the single turn., 1 enemy left against my 4 man lance) the minute i deactivate the trainer turns go back to taking seconds. i dont know if this is a unity thing or a cosmos thing.

so not sure if this is just an update needed thing or a bug in the trainer. any input would be fantastic.

That is a known issue when you use ie unlimited movement or other options where the game gets set into heavy calculation of values. It doesn't happen for all but we had a couple of posts about it here.

Yeah, it takes awhile for the engine to calculate where it wants to go when you increase the possible moves by an exponential amount. It's not as bad in some maps, but others it's crazy. I find that turning it on when it's my turn generally works pretty well, then I turn it off when the bulk of the enemy turns come up or when I get all my mechs where I want them.

This would be resolved by making it only affect player/ally units. But, not sure if that's as easy as it sounds.

[Edited by Bacon Overlord, 8/28/2018 6:41:01 AM]

 
Bacon Overlord  posted on Aug 28, 2018 4:25:48 PM - Report post

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It seems like the above mentioned super move distance doesn't work now. I just went to run it with my resource manager recording the CPU to see how much it jumps for NPC move calculation.

I guess I'll wait, lol.

 
Bacon Overlord  posted on Aug 29, 2018 3:00:46 AM - Report post

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Wow, that was really fast!

Thanks Caliber!

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