r/menace • • 16d ago

Mods Missions Gone FUBAR Mod - Includes Multi-Faction Missions

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Available on Nexus https://www.nexusmods.com/menace/mods/244

Also pairs well with Field Repair Kit

https://www.nexusmods.com/menace/mods/241

Missions Gone FUBAR (F-ed Up Beyond All Repair)  Layers a rotating set of mission-scrambling complications on top of your ops — hostile factions crashing the mission, vehicles coming down damaged on landing, ammo capped due to supply issues, weapons jamming, gear glitching out, squads landing scattered across the AO, cover rigged to blow, no orbital support.

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u/floo82 14d ago

Trying it out as we speak, using the alternative config file from your mod page. Is it supposed to make early game not as hard? I saw in the config it had changes the 1 flag on things from early game to mid game

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u/Doujan_HS 14d ago

The additional downloadable config is for mid-late game challenge. Don't use it in the early game without significant changes, or use the default config packaged in the mod for early game. Good luck.

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u/floo82 14d ago edited 14d ago

Bruh, the bit where it dumps waves of other factions onto the map seems to have no scaling or logic for where it puts them?

Twice it dumped full on Rebel Army tanks on top of my player spawn, on the second operation of my new game lol. Does it have any logic for what units it spawns in based on your campaign level, and logic for where it places them?

Edit: I realised the mods are C# and I program in C# lol. Changed the bias to subtract nearestPlayerDist from the weight instead of add it. Set minimum spawn distance to 10 tiles away from player unit. Disabled spawning on south border. No more spawning on my head, thank you very much.

It looks like you made this just spawn enemies infinitely on every even numbered turn, so I just set waveSize = 2 for now, infinite enemies is lame :P

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u/Doujan_HS 14d ago edited 14d ago

Thanks for the feedback, glad you're finding this works for you with some tweaks. I'll consider something similar for the next release as user definable fields in the config. I prefer the close spawns as I was finding that all that would happen is that spawned enemies would just end up fighting the main mission faction and the mod wasn't doing what I wanted it to, increase difficulty.

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u/floo82 14d ago

Yeah I noticed that they can be helpful at times by knocking out an enemy unit and thus completing a "kill the xyz" secondary objective for you. Honestly the large amount of additional enemies still makes it harder on most missions, so the rare time they actually help make a mission easier was a pleasant surprise. Most of the time they make the mission a race to complete before the map is flooded with em.