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BrotherJayne
Nov 28, 2019

Wait, is there a submod for commanding vehicles and vtols?

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Gwaihir
Dec 8, 2009
Hair Elf

Stravag posted:

By definition if rt does it another mod does. You just have to hope the rt people credited the mod they incorporated

that's not really true anymore, the scene from this game is definitely contracted down to the point that the people working on new mods/features are 98% part of one or both of the teams doing BTA/RT/etc.

then the other 2% are :chloe: mods like "Mechwarrior gender control to make male pilots spawn in hiring halls 47% of the time" or "Inner sphere cultural consistency mod"

afflictionwisp
Aug 26, 2003
I peaked at one of the streams a few days ago from one of the BTA devs and he was definitely able to set his own drop point, so I assume it's something they're working on.

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
Yeah, RT has optional manual drop control - which will happily set you on rocks or buildings. I was watching a Baradul video the other day, though, and it looked like he was moving his spawn points within the DZ, so I'm gonna have to look into that.

Submod I dunno, but RT does let you control your own/allied vehicles/air assets in your own lance(s). There's also an option (which I've not messed with yet) that gives you control over escorted units - might just be movement ("No, don't highball right into the minefield you dolts") or it might be full combat control.

Moved on from Solaris as I'm not set for 8x8 fights, which is most of what was left. :( There's an Arano gig 49 days out, but I want to bank some more cash and reassemble more robbits first.

Clanbois fielded a Kit Fox H against me last night, which got blapped immediately - one more Gauss and double ammo bin to add to the pile!

BrotherJayne
Nov 28, 2019

it's full combat control.

And yeah, don't pick a drop zone full of rocks, you will be very disappointed

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
Roguetech gave me a double shot of RNGesus love tonight. 1.5 skulls, Blackout, tundra... at night. And apparently the Clanbois didn't invest in night vision. :getin:

ID the enemies: Griffin, Ares FCS vehicle, Adder, something else I forget.

And a Kit Fox H - the Gauss one. :unsmigghh: OK, Speedy Locustez is off lasering the rear end of the Ares, so I better focus on that Ki...

Oh.

Never mind.

First shot (breaching enabled) from my Gaussback deleted the head. :psyboom:

Once they were all cleared, headed to the second station, they wake up and let me know there's enemy reinforcements on the way.

Possibly from the dropship that just landed about 300 yards out. :downs:

Being the AI, they're utterly fixated on the base and ignore me moving everything into their rear arc and opening them up like Jack the Ripper's old girlfriends.

Oh, the base turrets were also ignored. But did not return the favor.

Took only two choices for salvage, because I still need cash, but a Gauss and ooooooh, new Fire Control System. I already have a Pirate Breach FCS on the Hunchie, which has all this:

"RogueTech Wiki' posted:

Grants Breaching Shot: when firing a single weapon, the 'mech ignores COVER and GUARDED on the target
+1 accuracy with ranged weapons
Provides +1 Evasion pips ignored
+1 recoil with ranged weapons
+10% weapon heat generated
-6% Cbills Coolant Cost Multiplier.
Targeting Computer Fire Control System: Allows Battle Computer Upgrades

New one is a Clan Advanced targeting Computer.

RogueTech Wiki posted:

Grants Breaching Shot: when firing a single weapon, the 'mech ignores COVER and GUARDED on the target
Improves Offensive Push Accuracy by +2
-10% Multiplier to Jam Chance
Targeting Computer Fire Control System: Allows Battle Computer Upgrades

So, I lose the general +1 accuracy and ignored Evasion pip, but gain +2 accuracy for Offensive Push (Called Shot). I foresee many more headshots in this mech's future...

Wonder what I could do with that Pirate FCS, though?

There was a random event after the battle, too. One of the pilots asked to be fronted a million C-bills to go buy some rare animal, to be traded for Good poo poo. I took the chance.

Good poo poo was acquired.

Just a mech.

Brand new.

Hollander.

With the Gauss Rifle.

:vince:

GEE I WONDER WHERE THAT PIRATE FCS IS GOING

I also have a Clan XXL engine and a Chameleon stealth system, might end up with a ridiculously expensive ninja sniper.

Edit: hosed around way too late last night, but ran the H into Mechbay for a refit. Clan Gauss, double ammo. 1 point short of max armor. XXL engine and core 170. SIngle heat sinks are fine. Two jump jets plus the Jump Boost 3 specialist item makes for 5 jump, 8 sprint. Chameleon, Clan Endo, Pirate FCS, Long-Range +2 Gunnery sensors, extended-range specialist optics, there's something else in the head for cockpit IIRC but I forget what. I really need to get some more fancy gyros, lose some weight that way so I can stuff in more ammo.

And it's a right-torso mount, just like the Hunchie. So, with proper positioning, I can get a nice screenshot for the "never talk to me or my mechson ever again" meme.

$630k, so it's even non-exorbitant. (Until I swap out the gyro, and either add more weapons or a bigger core/more jump jets.)

I'll do a couple more missions, make payroll and then build it out. Depending on cash, I might just buy that Leopard so I can drop it without losing anything out of my mainforce. Hell, might end up building out that stealth Commando with the non-Clan Gauss i pulled out of the Hollander... have to play in Mechbay some more tonight.

Ygolonac fucked around with this message at 18:33 on Mar 26, 2021

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!
So I've been trying to read the last few pages, but as someone who is playing just the vanilla game I'm kind of lost. What are some good simple mods that beef up or make the vanilla game more fun/more challenging but aren't total overhauls like Roguetech?

Gwaihir
Dec 8, 2009
Hair Elf
The one you want is called Battletech Extended. Vanilla build system, just More Stuff and some qol things.

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
And RNGesus shafts me again. Pirate job, bonk on the locals, so I take all-cash.

Locals drop a Loki with Clan Gauss. Which womps on my stuff hard, but I finally kill it...

And since I took all cash, random allocation. :smith:

Even better: salvage dispute! In exchange for the wreckage of the Loki and some other stuff, they put *six* Clan Gauss Rifles into the salvage pool.

I got a rock (long-range accuracy FCS that I can't really use at the moment, and average loot).

:smithicide:

Lynx
Nov 4, 2009
Has anyone running BEXCE gotten the Tukayyid flashpoint to spawn? It's 3053 now and I've completed every FP that's popped up (except Trellwan), and I've never seen it.

trilobite terror
Oct 20, 2007
BUT MY LIVELIHOOD DEPENDS ON THE FORUMS!

Gwaihir posted:

then the other 2% are :chloe: mods like "Mechwarrior gender control to make male pilots spawn in hiring halls 47% of the time" or "Inner sphere cultural consistency mod"

can I get a realistic horse vulva for my mad cat?

what about an anus?

where are the high polygon count vulvae and anuses?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Ok Comboomer posted:

where are the high polygon anuses?

I'm sure you've played at least one mission on that crater lake base map where the OpForce gets the high ground by default.

That one's pure rear end.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

Gwaihir posted:

The one you want is called Battletech Extended. Vanilla build system, just More Stuff and some qol things.

It's a little more than QoL and stuff, but yeah it's the best Vanilla+. I'd maybe play through the campaign at least before firing it up though.

RichardA
Sep 1, 2006
.
Dinosaur Gum

Q_res posted:

Is there anyone still holding out on buying this game at this point? If so GOG has it on sale right now. The Mercenary Collection (Battletech Digital Deluxe Edition + All 3 DLCs) for $30.59. That's $59.40 cheaper than normal

https://www.gog.com/game/battletech_mercenary_collection

Thanks for this. Haven't played since launch and this was a cheaper way to get the dlc then getting it on steam.

GD_American
Jul 21, 2004

LISTEN TO WHAT I HAVE TO SAY AS IT'S INCREDIBLY IMPORTANT!

Lynx posted:

Has anyone running BEXCE gotten the Tukayyid flashpoint to spawn? It's 3053 now and I've completed every FP that's popped up (except Trellwan), and I've never seen it.

I didn't complete most of the FPs but yeah, I went way past 3053 and it never popped.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...

Gwaihir posted:

The one you want is called Battletech Extended. Vanilla build system, just More Stuff and some qol things.
This is the one I play and I can confirm it's basically New Game+ and pretty good! Also it's been pretty stable, at least for me, and doesn't tank my loading times too badly.

Organ Fiend
May 21, 2007

custom title

Crazy Joe Wilson posted:

So I've been trying to read the last few pages, but as someone who is playing just the vanilla game I'm kind of lost. What are some good simple mods that beef up or make the vanilla game more fun/more challenging but aren't total overhauls like Roguetech?

+1 to the posts saying try Battletech Extended.

There are a few things that are different enough from vanilla that can cause headaches, that you should know about beforehand:
-Pilots get fatigued after dropping. One thing that isn't obvious is that you can drop with fatigued pilots, they'll just have low spirits. Fatigue time drops as your guts rank increases, with the "athletic" pilot tag, and as pilots gain more experience with mechs. Its annoying in the early game, but a non-factor in the late game.
-Pilots stop earning full XP from lower level drops as they gain experience. This gets annoying right around the time you're trying to transition from medium lances to heavy lances, as you can't "level up" your pilots on 2-2.5 skull missions before trying to tackle the 3.5+ missions. This can be easily disabled if you're interested
-The mod adds some way overpowered turret variants. I've removed them in my game, and I posted earlier how to remove them.

I'm currently playing BEX, so feel free to ask if you have any questions.

Plek
Jul 30, 2009

Organ Fiend posted:

+1 to the posts saying try Battletech Extended.

-Pilots stop earning full XP from lower level drops as they gain experience. This gets annoying right around the time you're trying to transition from medium lances to heavy lances, as you can't "level up" your pilots on 2-2.5 skull missions before trying to tackle the 3.5+ missions. This can be easily disabled if you're interested

I may be misremembering but I think that the xp awarded is based on the skill points your pilots have; as long as you're banking the xp instead of spending it I think they keep getting the normal award.

e: I can't be assed to start up and check though

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!
So, does a mod exist for the base game that allows you to salvage lostech weapons? Because I am using SLDF Incoming, and it'd be nice to be able to salvage lostech equipment from any SLDF 'Mechs I stumble across. Not to mention the other blacklisted equipment like UAC5s and ECM Equipment from Scorpions and Packrats.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

Rorahusky posted:

So, does a mod exist for the base game that allows you to salvage lostech weapons? Because I am using SLDF Incoming, and it'd be nice to be able to salvage lostech equipment from any SLDF 'Mechs I stumble across. Not to mention the other blacklisted equipment like UAC5s and ECM Equipment from Scorpions and Packrats.

Sort of:
https://www.nexusmods.com/battletech/mods/595

This means mechs will get upgraded and additional gear, I think it includes lostech but not sure about the apocryphal stuff like COIL. Its a cool mod, probably makes things slightly harder since it closes the gap on "PC's horribly configured mechs vs your well designed ones" even if it makes yours generally better over time too. I dunno how that will work with SLDF incoming though.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

Lockback posted:

Sort of:
https://www.nexusmods.com/battletech/mods/595

This means mechs will get upgraded and additional gear, I think it includes lostech but not sure about the apocryphal stuff like COIL. Its a cool mod, probably makes things slightly harder since it closes the gap on "PC's horribly configured mechs vs your well designed ones" even if it makes yours generally better over time too. I dunno how that will work with SLDF incoming though.

I use that mod also, and while it does upgrade enemy mechs with new gear, either +/++ variants or Lostech weapons, it does not actually allow me to salvage Lostech when it does appear on enemy machines. I can salvage SLDF chassis just fine though, just not any of the gear they come with that isn't base game tech.

Ygolonac
Nov 26, 2007

pre:
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CLUTCH  NIXON
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The Hero We Need
Roguetech, I've had the (very loving spendy) option to buy a Royal King Crab, Marauder and Warhammer. Pretty sure I've fought (or bailed on fighting) SLDF surplus mechs, and for certain dealt with Royal hovertanks. I'm also getting SLDF cockpits, sensors and FCS units, all of which are either slightly outclassed by Clan, or have skill perks that I'd rather not use in favor of Clan or fancier specialty gear; rarely a + version of electronics has appeared. + weapons have been fairly rare so far - mainly MGs and flamers, some lasers, and I think one PPC. (Have to dig through inventory to be sure; god only knows what i didn't pick/get allocated). No double or triple +, either.

Speaking of which - dunno if it's in vanilla, but sometimes you get a dispute during loot allocation. The employer wants to pull items (usually mechs or spiffy vehicles) from the salvage pool, and offers other things instead. If you've taken all cash, the allocated salvage is selected *before* the dispute, so there's no chance for either the disputed items or the replacements. Adding seven Warfare Suites don't mean poo poo if you've already been given other junk. :smith:

Meanwhile, made some cash, and took an Aurigan contract 49 days away (paid travel). So, of course that means I find nice poo poo to buy along the way, or the 10s-across-the-board backer pilot, when I'd have to break the contrack and pay the $300k travel costs to stop. :smithicide:

Did get what appears to be a random generated pilot - 3-6-7-3; he's driving a tank until he gets his gunnery up. Also got some no-experience all-3s noob, callsign Announcer.

Duncan Fisher. :v:

Aurigan job was easy, off in the Davion/Tauran border area. Did some jobs for Taurans and pirates (who had decent work and paid well, even given my lovely rep with 'em), and then took a FedSuns contract that flipped the system to Davion control.

Followed by doing missions against FedSuns for pirates and Taurans. Gotta Get Paid!

Also solo and duo duels, which Gaussback tends to roll up easily; Speedy Locustez the laser ninja is the tag partner for those.

Ended up with cash enough for:

1 - buying the Leopard for more drop capability
2 - upgrading same for even more (currently 2 extra mechs)
3 - refitting that Hollander to be a way-behind-the-lines sniper
4 - reassembling and -fitting a second Swayback to (mostly) match the first as a tanky sniper (three days to completion)

(Somehow I'd acquired three Clan Gauss Rifles, and more importantly, three double ammo bins for same. Plus the IS Gauss that came off the Hollander.)

Hollander is now running XXL engine, Chameleon stealth armor, and that pirate Breaching FCS, plus other bits and bobs.

Current drop is:

Original* Swayback
Original* Centurion
Original* Stealth-1D
Original* Stealth-2D
Stealthed laserbug backstabber
Sinpey McNinja
Demolisher G (2x Gauss, 2x LL)

* - "Original" is "from initial start", everything but the tank has been pimped out tremendously.

Currently debating pulling the original-start Raven from storage and modding that up, but I'm having weird thoughts of dragging out the primitive Wolverine, stuffing in an IC engine (roll coal!) and the lone Clan mortar/6 I've gotten, to draw fire and Inferno up everything. (No FASCAM mines or acid yet.)

LOL, IC engine, Industrial armor for more carry capacity, and MASC II. Racing tractor, yo.

binge crotching
Apr 2, 2010

Rorahusky posted:

So, does a mod exist for the base game that allows you to salvage lostech weapons? Because I am using SLDF Incoming, and it'd be nice to be able to salvage lostech equipment from any SLDF 'Mechs I stumble across. Not to mention the other blacklisted equipment like UAC5s and ECM Equipment from Scorpions and Packrats.

You'll probably need to just make your own. There are a bunch of files with the "blacklisted" tag in them, you'll need to change them all to be something else.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!
Sadly, I tried deleting the Blacklist tag from all the Lostech files, and the game still won't let me salvage them. Perhaps the Lostech tag itself is what's being checked, but I don't wanna mess around too much or I might break my saves.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
Had the first mission I almost ragequit in forever, generic RNG 4 skull convoy ambush, but there was a lance of nothing but LRM boat types (Catapult, Archer, Jagermech-A) on high ground far beyond visual range, and up close is just 2 groups of nothing but Schreck SnubPPC carriers and Demolisher LBXes.

Just endless stability damage spam and accuracy penalties, and 3/4 of my lance was B team pilots I was trying to get some XP. STOP FALLING DOWN YOU COWARDS :argh:

Ygolonac
Nov 26, 2007

pre:
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CLUTCH  NIXON
*************

The Hero We Need
RT Lostech - non-Clan or -Quicsell DHS are tagged as Lostech, as are some of the swippy electronics.

Awww, I can't stick MASC on the Primitive Wolverine because it already has permanent Industrial Myomer or something. Also I must have sold off all my IC engines. :smith:

Ground out a couple more higher-paying missions, including a Duo Duel, and then rolled on to the next world. Now have an extra three mechs dropping, and Gaussback #2, so three long-range-get-rekt-punk snipers.

Gotta Get Paid, so taking cash and no choices. Thus, a Thumper with inferno and regular ammo survives to not be allocated. :smithicide: Worse yet, a different mission has a loving ArrowIV with FASCAM, guided and inferno. :cry:

Second to last of the night was playing Mecha Cong in the jungles versus Clan, which lead to everyone deciding to target GB2, who had to back down and hide a bit because of a total removal of his center torso armor and destruction of the Clan Endosteel. :aaaaa: STORM CROW! -I was a lot of that, so I was overjoyed to see his dumb rear end overheat and shut down. Mean fight, but not ridiculous.

Finally, a solo duel. Shouldn't be too hard, right? GAUSSBACK IS READY!

Well, maybe not for The Professional and a 60-ton Mad Dog. Had some horrific misses, which lead to me eating waaaay too many missiles and getting my torso/Gauss ammo removed.

<rewind noises>

Well, maybe not for The Professional and a 60-ton Mad Dog 70-ton Nova Cat. :dogstare: UAC variant, and while I got chewed hard (lost my right hand and all the arm armor), I managed to jump up into the bleachers - and since neither of us brought missiles, it was now a sniper duel until I blew out one of his torsos and all his ammo, whereupon he bailed.

Now I have two shot-up Nova Cat parts, which probably will be the only ones seen for quite some time.

Gotta Get Paid - Gamma Pod is two mil, but then I can upgrade the last rec facilities and drop eight mechs total.

Fun: Hollander takes a shot on that jungle fight, about 80% chance to hit. Misses the target. Doesn't miss the head of the mech behind and to the left. :psyboom: :unsmigghh:

Also fun: assassinate versus two lances plus the target, but most of the enemies are runnign Quicsell parts. Including MASC and TSM. Two MASC explode as they're getting into LOS, and the target blows his TSM ending up where all my Gauss, the LBX-10 and ArtIV LRMs all have direct shots on the next turn. :lol:

BrotherJayne
Nov 28, 2019

Be careful, the upgrades start really eating into your upkeep as well.

So make sure you're rolling in dosh before you pick the big ones

Ygolonac
Nov 26, 2007

pre:
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CLUTCH  NIXON
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The Hero We Need
I'm currently running about $1.2-1.4 mil per month. So, one good mission and everything else is gravy.

Really need to pare down the mechbay - sell the punier complete ones, scrap the parts for stuff I'm unlikely to complete, like that Owens bit I've had since near the beginning.

poo poo, I should just be piecing together more - haven't done any since the second Gaussback. Just takes awhile, since apparently there's better chance of recovering parts if the rebuild is the only thing running at the time.

Edit: whooo mama, ain't chicked-stealing no mo'. Base capture 3-skull vs. Taurans, starts off with turrets running, main defensive lance and a support lance. AC/20 Centurion on top of the mountain I've spawned at the base of, which only get one (really hard) hit before I get a Stealth up to chew through what was left of one torso and blow the AC ammo for a kill. One good chopper gunship, one light VTOL, both deleted fast. Gauss turret, womped upon from beyond it's visual range. Laserbug kills an LRM carrier, runs up on one of the laser turrets to murder it, and takes a couple structure-exposing shots (one to each arm) in the process - Poet runs the gently caress off after that.

Down to one last command bunker, which... disappears? Reinforcement lace drops, and hey, command bunker reappears - seems they had an Angel ECM they turned on after taking a few rounds of fire. Both Stealths murder it, capture the base, and then draw most of the fire from the third lancer while all the Gauss carrier waddle into position to gang-stomp the Taurans as they come over the ridge. (LBX10/ArtIV LRM10 Centurion had to hide and throw missiles blind, due to that AC/20 show and some followup fire ripping open a torso and crit'ing the missile launcher.)

One loot selection got me the second part of a Lineholder, though. And that was the third solid mission of the night. First was just a 2-skull battle, lots of solid mechs to soak shots and since I went cash-only, missed out on a Thumper.

Second contract was just a little sporty. Whack a couple of heavily-armed Clan Coyote units - Darius noted "probably nothing we haven't seen before". Darius is actually one of my pilots in this run, and I think he's going out in the Flea from now on.

*Three* Coyotes. Chapparal arty carrier, and a fairly nice Wolverine.

And a Stone Rhino-1.



Kill the arty immediately. Wolvie was hiding out of LoS. Chungus was loitering out in the open. I get everything ready to go leaping or sprinting over the crest of the terrain feature to at least try to swarm him...

"Hey, assholes, back off. They 're mine." (not an exact quote)

Nova Cat bounty hunters were about to drop. Two light choppers with good weapons, a Nidhogg VTOL with drat good weapons, and a Gauss-packing Ebon Cat. Wolvie and Rhino kill the choppers, while taking fire from both sides. Rhino isn't hitting too much otherwise, while alpha'ing every turn and sucking some Inferno SRMs and overheating to shutdown thank you very much. Almost everyone beats the poo poo out of the big boi, with some blasting of the Wolverine.

Rhino loses a leg and falls now, keeps eating fire... and the Wolvie DFAs one my my Stealths for instant structure exposure on one torso. :ohdear: OK, my team gangs up to chew the Wolverine, forces an ejection yay. Rhino is still getting reamed by the Nova Cats, but I want to kill it myself, so time to split fire. Nidhogg takes an LBX10 cluster and some ArtIV LRMs, but it was a Gauss that did the deed. Rhino gets murdered by my guys, and now it's the Ebon Cat... which takes a shitload of Gauss but finally gets legged, falls down and ejects.

One selection of loot (I'm not as short on cash by now), so i take the one thing I really want.

ArrowIV. :getin:

Well, get in later, I guess. I've got mortar (mostly inferno), some Thumper, but no ArrowIV. (Well, except for a couple aerial bombracks.) Got no Rhino allocated, but did get the surviving two Ebon Cat parts. All three parts of the Wolverine were available, too. <sigh>

All kinds of jobs left at this world, none less than a single skull, not less than a half-million. Contracts from Taurans, Davion, pirates... one Tauran battle just says I'm taking on "Clans", with no specifics. Two other jobs are to go plonk ComStar, and I'm not sure if that's a good plan, but fuckit, Gotta Get Paid. Monthly nut is $1.46 mil, but after those jobs I was up over $5.6 mil before payday.

Also got a poo poo-ton of XP from these, especially the Coyote culling. Gonna have to build out some lower-quality mechs for the newbs to go chicken-stealing, get their skills up.

Ygolonac fucked around with this message at 08:26 on Mar 31, 2021

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
Robot Rampage Report - Ow.

Did a moderately hard 2.5 skull base capture stomp, Speedy Locustez got blapped to the structure again, but no component damage. lovely loot, but I was in it for cash anyway.

Fix the laserbug, spend XP, get another mech fixed up and stuck back into storage, and hey, a 2-skill base destruction, this should be OK.

Yeah, sure.

Base defense turrets are mostly Quicsell overpowered gimmicks, with one dual-mortar. Defense force is a full lance, including a Merlin. With a support lance, including a mortar carrier. And after advancing only a bit, a reinforcement lance (2 each mechs and choppers) drop in at close range to my slow-rear end Gauss sniper line, and behind the two Stealths that are drawing all the mortar fire and moving up to deal with the Cicada and Lineholder on top of the mountain. While the Merlin has popped on on the ridgeline facing Murderer's Row and is sniping back.

Choppers downed, high bois downed, everyone i trudging forwards to get LoS on turrets; every other enemy but one is wiped, laserbug has exposed structure on both arms, one of the Stealths lost all the armor on one torso. Mortar turret has run through all the Inferno,
regular, airburst and finally smoke rounds.

And one of those turrets oneshots my Centurion through the (mostly undamage) center torso.

Fuuuuuck that.

OK, let's that that "Clans" one. One star and a second as support. STORM CROW! L, 2x Vapor Eagles, Adder, couple Pegasus variants, a chopper, some PPC mech and I forget what #9 was. (Besides "the one that got a leg deleted by one Gauss shot".)

Chapparal Missile Artillery Tank? Way out at the edge of sensors, looks like two lasers, two missiles.Apparently can't see anyone to shoot, just keeps trundling forward. I keep sniping occasionally, maybe I'll get lucky.

Plonk plonk plonk, all my long-rangers are up on the ridgeline overlooking the Clan forces. Laserbug is running around sensor-locking, firing photon cannons and in general being a pest. Stealths are drawing more fire as usual, as they're flanking downhill on both sides, enemies are dropping, oh hey finally getting sensor reading on that Chapparal.

SRMs, yeah, who care, out of range.

Medium lasers, that's nice.

ArrowFUCK gently caress gently caress KILL IT QUICK!

Luckily, the next Gauss shot did the trick.

Came down to the Stealths and Ninja Locust all ganging up on the last Vapor Eagle, which was cowering at the base of the ridge to keep from getting sniped.

Until it DFA'd one of the Stealths out of nowhere, ripping a leg off. :ohdear:

Which brought it into view of Lee Harvey and James Earl, who took the opportunity to finish it off before either it, or the downed Stealth, could come 'round again.

*And* while I was going cash, I did take a pick for salvage!

And didn't get my second ArrowIV.

Because I could get two ArrowIV ammo bins. :getin:

I was hoping for the other one too (guided), but didn't get that lucky.

OK, fix the Stealth, and while I'm at it, pull out that drat primitive Wolverine and stick a couple Clan Mortar/6 in. And six bins of Inferno. And four bins of regular. And a bin of airburst (all I had). And some jump jets, because.

And a Command Console.

RogueTech Wiki posted:

+1 Initiative
Battle Computer: +1 Initiative for all lancemates
50 lance base sight distance to all Allies
+1 lance accuracy with indirect fire
2 increased Resolve gain for all lancemates
2 Injuries resisted
Passive Sensor Probes: Counters ECM/Stealth by 1
Bonus of 5 to sensor detection: provides additional target information
Active Probe AoE Sensor Lock: Establishes a Sensor Lock on all enemies within a 500 Radius, 6 Turn Cooldown and generates 20 Heat: May reveal stealthed and undetected enemies. Golden Circle.
Basic Cockpit piloting systems
Cockpit Fire Control System: Provides basic targeting and Weapons Control Systems
Fog of War stays revealed around this unit.

Also a minigun, which is probably coming back out, because this chunkyboi shouldn't have anything coming close. (Wish I had AMS for it, though.) Also another half-rack of Inferno so Mechbay would stop bitching about "unused tonnage".

If only I had that last mech drop slot open - might hold Speedy or the Hollander out, when I go to use this one.

trilobite terror
Oct 20, 2007
BUT MY LIVELIHOOD DEPENDS ON THE FORUMS!

Ygolonac posted:

I'm currently running about $1.2-1.4 mil per month. So, one good mission and everything else is gravy.

Really need to pare down the mechbay - sell the punier complete ones, scrap the parts for stuff I'm unlikely to complete, like that Owens bit I've had since near the beginning.

poo poo, I should just be piecing together more - haven't done any since the second Gaussback. Just takes awhile, since apparently there's better chance of recovering parts if the rebuild is the only thing running at the time.

Edit: whooo mama, ain't chicked-stealing no mo'. Base capture 3-skull vs. Taurans, starts off with turrets running, main defensive lance and a support lance. AC/20 Centurion on top of the mountain I've spawned at the base of, which only get one (really hard) hit before I get a Stealth up to chew through what was left of one torso and blow the AC ammo for a kill. One good chopper gunship, one light VTOL, both deleted fast. Gauss turret, womped upon from beyond it's visual range. Laserbug kills an LRM carrier, runs up on one of the laser turrets to murder it, and takes a couple structure-exposing shots (one to each arm) in the process - Poet runs the gently caress off after that.

Down to one last command bunker, which... disappears? Reinforcement lace drops, and hey, command bunker reappears - seems they had an Angel ECM they turned on after taking a few rounds of fire. Both Stealths murder it, capture the base, and then draw most of the fire from the third lancer while all the Gauss carrier waddle into position to gang-stomp the Taurans as they come over the ridge. (LBX10/ArtIV LRM10 Centurion had to hide and throw missiles blind, due to that AC/20 show and some followup fire ripping open a torso and crit'ing the missile launcher.)

One loot selection got me the second part of a Lineholder, though. And that was the third solid mission of the night. First was just a 2-skull battle, lots of solid mechs to soak shots and since I went cash-only, missed out on a Thumper.

Second contract was just a little sporty. Whack a couple of heavily-armed Clan Coyote units - Darius noted "probably nothing we haven't seen before". Darius is actually one of my pilots in this run, and I think he's going out in the Flea from now on.

*Three* Coyotes. Chapparal arty carrier, and a fairly nice Wolverine.

And a Stone Rhino-1.



Kill the arty immediately. Wolvie was hiding out of LoS. Chungus was loitering out in the open. I get everything ready to go leaping or sprinting over the crest of the terrain feature to at least try to swarm him...

"Hey, assholes, back off. They 're mine." (not an exact quote)

Nova Cat bounty hunters were about to drop. Two light choppers with good weapons, a Nidhogg VTOL with drat good weapons, and a Gauss-packing Ebon Cat. Wolvie and Rhino kill the choppers, while taking fire from both sides. Rhino isn't hitting too much otherwise, while alpha'ing every turn and sucking some Inferno SRMs and overheating to shutdown thank you very much. Almost everyone beats the poo poo out of the big boi, with some blasting of the Wolverine.

Rhino loses a leg and falls now, keeps eating fire... and the Wolvie DFAs one my my Stealths for instant structure exposure on one torso. :ohdear: OK, my team gangs up to chew the Wolverine, forces an ejection yay. Rhino is still getting reamed by the Nova Cats, but I want to kill it myself, so time to split fire. Nidhogg takes an LBX10 cluster and some ArtIV LRMs, but it was a Gauss that did the deed. Rhino gets murdered by my guys, and now it's the Ebon Cat... which takes a shitload of Gauss but finally gets legged, falls down and ejects.

One selection of loot (I'm not as short on cash by now), so i take the one thing I really want.

ArrowIV. :getin:

Well, get in later, I guess. I've got mortar (mostly inferno), some Thumper, but no ArrowIV. (Well, except for a couple aerial bombracks.) Got no Rhino allocated, but did get the surviving two Ebon Cat parts. All three parts of the Wolverine were available, too. <sigh>

All kinds of jobs left at this world, none less than a single skull, not less than a half-million. Contracts from Taurans, Davion, pirates... one Tauran battle just says I'm taking on "Clans", with no specifics. Two other jobs are to go plonk ComStar, and I'm not sure if that's a good plan, but fuckit, Gotta Get Paid. Monthly nut is $1.46 mil, but after those jobs I was up over $5.6 mil before payday.

Also got a poo poo-ton of XP from these, especially the Coyote culling. Gonna have to build out some lower-quality mechs for the newbs to go chicken-stealing, get their skills up.

Ygolonac posted:

Robot Rampage Report - Ow.

Did a moderately hard 2.5 skull base capture stomp, Speedy Locustez got blapped to the structure again, but no component damage. lovely loot, but I was in it for cash anyway.

Fix the laserbug, spend XP, get another mech fixed up and stuck back into storage, and hey, a 2-skill base destruction, this should be OK.

Yeah, sure.

Base defense turrets are mostly Quicsell overpowered gimmicks, with one dual-mortar. Defense force is a full lance, including a Merlin. With a support lance, including a mortar carrier. And after advancing only a bit, a reinforcement lance (2 each mechs and choppers) drop in at close range to my slow-rear end Gauss sniper line, and behind the two Stealths that are drawing all the mortar fire and moving up to deal with the Cicada and Lineholder on top of the mountain. While the Merlin has popped on on the ridgeline facing Murderer's Row and is sniping back.

Choppers downed, high bois downed, everyone i trudging forwards to get LoS on turrets; every other enemy but one is wiped, laserbug has exposed structure on both arms, one of the Stealths lost all the armor on one torso. Mortar turret has run through all the Inferno,
regular, airburst and finally smoke rounds.

And one of those turrets oneshots my Centurion through the (mostly undamage) center torso.

Fuuuuuck that.

OK, let's that that "Clans" one. One star and a second as support. STORM CROW! L, 2x Vapor Eagles, Adder, couple Pegasus variants, a chopper, some PPC mech and I forget what #9 was. (Besides "the one that got a leg deleted by one Gauss shot".)

Chapparal Missile Artillery Tank? Way out at the edge of sensors, looks like two lasers, two missiles.Apparently can't see anyone to shoot, just keeps trundling forward. I keep sniping occasionally, maybe I'll get lucky.

Plonk plonk plonk, all my long-rangers are up on the ridgeline overlooking the Clan forces. Laserbug is running around sensor-locking, firing photon cannons and in general being a pest. Stealths are drawing more fire as usual, as they're flanking downhill on both sides, enemies are dropping, oh hey finally getting sensor reading on that Chapparal.

SRMs, yeah, who care, out of range.

Medium lasers, that's nice.

ArrowFUCK gently caress gently caress KILL IT QUICK!

Luckily, the next Gauss shot did the trick.

Came down to the Stealths and Ninja Locust all ganging up on the last Vapor Eagle, which was cowering at the base of the ridge to keep from getting sniped.

Until it DFA'd one of the Stealths out of nowhere, ripping a leg off. :ohdear:

Which brought it into view of Lee Harvey and James Earl, who took the opportunity to finish it off before either it, or the downed Stealth, could come 'round again.

*And* while I was going cash, I did take a pick for salvage!

And didn't get my second ArrowIV.

Because I could get two ArrowIV ammo bins. :getin:

I was hoping for the other one too (guided), but didn't get that lucky.

OK, fix the Stealth, and while I'm at it, pull out that drat primitive Wolverine and stick a couple Clan Mortar/6 in. And six bins of Inferno. And four bins of regular. And a bin of airburst (all I had). And some jump jets, because.

And a Command Console.


Also a minigun, which is probably coming back out, because this chunkyboi shouldn't have anything coming close. (Wish I had AMS for it, though.) Also another half-rack of Inferno so Mechbay would stop bitching about "unused tonnage".

If only I had that last mech drop slot open - might hold Speedy or the Hollander out, when I go to use this one.

whatever nerd

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
:wink:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Ok Comboomer posted:

whatever nerd

It's good, actually

Taerkar
Dec 7, 2002

kind of into it, really

Ok Comboomer posted:

whatever nerd

(User was banned for questioning this mod)

Ygolonac
Nov 26, 2007

pre:
*************
CLUTCH  NIXON
*************

The Hero We Need
Whoops, turns out I made another Hunchback (which originally packed Heavy and Medium rifles - not ACs, tank cannon) as the mortar boat. Swapped the Hollander out, and am now laughing my rear end off at the amount of overheats I can do; if I'd take all salvage on one mission, i would now own a somewhat barbeque-smelling Archer. Instead, onhe pick, and there was a Quicsell Howitzer 2000, so... and got a second one the next mission. These fire Heavy Rifle ammo, which *may* include Sabot for anti-armor use. (That and caseless are available, but I don't know that the H2k can use the sabot. No fun stuff like mines, Inferno or the line, either.)

Annoyingly, I don't have anything big enough to carry both an H2k and the ArrowIV, ammo and survivable levels of armor. :smith: Wonder what the smallest mech 9that I own) that could carry the Arrow and ammo is?

Almost forgot: flashpoint is near-ish, and is showing as two skulls. Something called "Of Unknown Origin"... could be fun. (Never played any of the DLC packs, remember, so I did search for details. Later in the flashpoint chain I get to fight the Black Widow *and* the Bounty Hunter? Woohoo, Scarlett Johannson and Steve McQueen in one event, alright! Wonder what mechs they'll have...)

Ygolonac fucked around with this message at 21:55 on Apr 3, 2021

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!

Organ Fiend posted:

+1 to the posts saying try Battletech Extended.

There are a few things that are different enough from vanilla that can cause headaches, that you should know about beforehand:
-Pilots get fatigued after dropping. One thing that isn't obvious is that you can drop with fatigued pilots, they'll just have low spirits. Fatigue time drops as your guts rank increases, with the "athletic" pilot tag, and as pilots gain more experience with mechs. Its annoying in the early game, but a non-factor in the late game.
-Pilots stop earning full XP from lower level drops as they gain experience. This gets annoying right around the time you're trying to transition from medium lances to heavy lances, as you can't "level up" your pilots on 2-2.5 skull missions before trying to tackle the 3.5+ missions. This can be easily disabled if you're interested
-The mod adds some way overpowered turret variants. I've removed them in my game, and I posted earlier how to remove them.

I'm currently playing BEX, so feel free to ask if you have any questions.

Appreciate this and the other posts to recommend Battletech Extended. Ran into a problem though trying to install mods.
EDIT: I think I figured out the problem, downloaded the wrong Modtek file, don't need the master, just the regular. Sorry.

Crazy Joe Wilson fucked around with this message at 02:13 on Apr 4, 2021

BrotherJayne
Nov 28, 2019

Did you pull down the source by accident?

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!

BrotherJayne posted:

Did you pull down the source by accident?

That is exactly what I did, downloaded files too quick without reading.

Now just to figure out how to get BEX to work now that Modtek is recognized and installed. I hope I did CAB right, it's got a folder in the Battletech folder all by itself with everything downloaded and there.

So about half of the Commander Edition mods loaded and half failed to load. Any ideas as to why that could be?

Crazy Joe Wilson fucked around with this message at 02:23 on Apr 4, 2021

Gwaihir
Dec 8, 2009
Hair Elf
Post a screenshot of your mods folder? Typically there's nothing more to it than dumping all the mods in the folder and running the modtek injector.

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!

Gwaihir posted:

Post a screenshot of your mods folder? Typically there's nothing more to it than dumping all the mods in the folder and running the modtek injector.

So here's what my mod folder looks like. I moved the CAB files into it because I saw someone post on Nexus with the exact same problem and someone said for BEX the CAB files have to be in the mod folder, not their own separate directory. I've deleted the .modtek folder twice and tried to "re-inject" modtek, but those same files refuse to load properly.



It's these files in particular that won't load.


Warning: Will not load VXI_FlashpointShift because it's lacking a dependency or has a conflict.
Warning: Will not load MechResizer because it's lacking a dependency or has a conflict.
Warning: Will not load Flashpoint_Fighting_Ghosts because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_Timeline because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_Quirks_Plus because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_Quirks because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_Plus because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_JJs because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_FPLore because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_EngineSize because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_Clans because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_CE because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended_3050 because it's lacking a dependency or has a conflict.
Warning: Will not load BT_Extended because it's lacking a dependency or has a conflict.

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Gwaihir
Dec 8, 2009
Hair Elf
I'm checking with my own install here, but I'm guessing that the things not loading are depending on CAB files that aren't present for some reason.

Like, in my mods folder I see "CAB-IS Mech", and the mod.json text for it reads to match-
pre:
{
    "Name": "CAB-IS Mech",
    "Enabled": true,
Then the stuff that you have which is not loading, lists that as a dependency:

pre:
{
    "Name": "BT_Extended_3050",
    "Enabled": true,

	"Version": "1.9.2.1",
	
    "Description": "(Optional) Mechs, Vees, technology post the 3025 timeline that comes in with time or from starting in a later timeline.",
    "Author": "Haree78",
    "Website": "https://www.nexusmods.com/battletech/mods/387",
    "Contact": "https://discord.gg/KSmamMz",
	
	"DependsOn": [ "CAB-Clan Mech", "CAB-IS Mech", "CAB-Misc", "CAB-Tanks", "BT_Extended", "BT_Extended_CE" ],
It looks to me like when you ran the CAB installer, you picked your mods folder as it's "Working/check out space" instead of the "Install target" space.

I would delete those CAB folders and re-run the installer, being sure to pick your mods folder as the install target. For reference, here's what I have in my mods folder after installing the CAB only:


Vs the CAB's installer cache folder:

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