When playing Co-op in Mechwarrior 5: Mercenaries, if you get a mission that starts from a dropship (rather than just spawning directly onto the map), you sometimes lose mouse control when it’s time to exit the dropship. You can still fire, and the mouse will work on the game menu, but you can no longer aim using the mouse.
What worked for me
As an Nvidia GPU user, pull up the Ansel overlay using ALT+F2, then close it again. Mouse control returns.
Speculation on root cause
I’ve noticed that when the bug is going to occur, I actually have mouse control while in the dropship itself (and can fire my weapons inside it, which you normally can’t do).
My theory based on that is there’s some kind of issue relating to mouse control being toggled (between on and off) rather than being explicitly set to on or off.
It could also be an issue with Ansel or some other software that might be interfering with what program “owns” the mouse. Since the fix is so easy and has had a 100% rate of success, I haven’t bothered to investigate further, and haven’t even tried disabling the Ansel overlay to see if that’s the issue.
This seems to be an uncommon issue (I couldn’t find anyone else experiencing it specifically in MW5, just in some other games), so if you have it and this helps (or doesn’t help) please take a minute to leave a comment – especially for the latter if you find something that does!
Now that nearly 100 people have subscribed to Fall of Nations, it seems like I should go into more detail about what exactly I want to accomplish with it. I’m also starting to run into the character limit of a Workshop mod’s description – and even if I wasn’t it’s still becoming pretty unwieldy.
Let’s start with the broadest strokes and work our way down from there.
In the course of my RoN modding adventures, I decided to make a broad-scope “tech demo” style mod, showcasing some of the moddable aspects of RoN that I felt were being underutilisied – and hopefully learning a few things in the process.
After trying to mod a few things that I feel have been vastly undermodded, I ran into.. some problems. After much frustrating troubleshooting and testing, I realised this was due a limitation of RoN’s mod manager.
If you’ve ever tried to browse the Steam Workshop for Rise of Nations, you may have been frustrated at how none of the entries appear to have thumbnails. I looked into this and it appears that this is because the native mod uploader does not support thumbnails.
Nonetheless, by using a workaround, last night I became probably the first person to ever have a thumbnail for my RoN mod on the Steam Workshop. Here’s how I did it.
When a Siege-playing friend or acquaintance of mine finds out that I also play Siege and have a slightly-above-average rank of Gold 1(ish) when playing regularly, half of the time I get asked for tips to improve. Advice about angles is one of the recurring tips I give, and I believe that it’s something that’s fairly intuitive to apply in-game once you understand the concept.
After publishing my article on War Elephants, TripleAAA commented asking about Militia and Minuteman (Minutemen?) against War Elephants. I hadn’t tested that but it seemed like useful information to have, so I put it on the to-do list.
While running these new tests I also ended up with some questions of my own regarding the ranged attack of Mahouts. Was the damage of the melee and ranged attacks identical? Was the damage modifier different for the ranged and melee attacks (i.e. would one attack deal different damage to the other depending on what unit was being hit)?
I set out to answer both sets of questions, and ended up stumbling into a few surprising answers in the course of doing so.
Regular members of the Rise of Nations Discord server will likely be at least vaguely aware of how much I dislike fighting against War Elephants, and much of this came from my experience while playing the Alexander campaign on Toughest1 (which also provided some useful insights).
However it wasn’t until recently that I actually crunched the numbers on exactly how effective these behemoths really are. It turns out they are somehow even better than I thought they were.
In years past I was part of Remyrhe Gaming, an organisation that used to run some pretty swell tournaments for League of Legends and Hearthstone. Unfortunately RG shuttered in 20161 not long after its crowning achievement in the OCC/OUC, the largest student-focused League of Legends tournament ever run in Oceania (we held the grand final in Riot’s OPL studio!). At some point I’ll dig up the overlays and stuff I made for that and publish them here for posterity.
Newer and less popular — but nonetheless ever-growing — was our creatively named Hearthstone Cup, which our partner Logitech graciously also sponsored following our success with the OCC/OUC (hence the branding elements!). I was tasked with finding or making some stream overlays for our broadcaster(s) to use, and being dissatisfied with the overlays I was finding online, I whipped together my own.
Rare resources are a secondary resource available alongside the likes of basic (primary) resources such as Food. They provide a way to supplement other economic production, either by building on existing strengths, or helping to shore up weaknesses. Sometimes they can also create new strengths, allowing you to utilise strategies that might not otherwise have been viable options.