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Umm yea.. you don't sell mech parts. You can scrap them in inventory just like the base game. Over on the right side low there is a little red box with a line through it sinister. That's the scrap button. It costs nothing to have mech parts laying about. And a reassembled mech is worth about 2x as much as it's pieces sometimes more. So even the unwanted mech if you don't need to scrap em for the cash, then don't.

Another thing of note is once you ally with a faction they will start bundling the salvage and that makes it phenomenally easy to get complete mechs in fairly short order.
 
I know that age thing only to well. ;)

Thanks for the information. It is a little odd however that you can buy scrap bits fom them but they won't buy from you. :0/
IIRC you usually got a better price for mech parts you sold, rather than scrpping them.

Interesting info about allies bundling salvage there though.

Thanks again for the info.

:)
 
Ballacraine has the right of it. Before you install the latest version of the mod you have to delete all but the community assets folder. Once you restarted the game after updating be aware that some of your mechs may no longer be "legal".

Right now in the current 1.9 release Melee is overly strong. In the upcoming 2.0 version there is going to be some pretty severe nerfing of melee combat so be prepared to have to rework all of your melee focused mechs.

For myself I made version of the CRG-1A1-RV that was capable of a 450 point of damage melee attack... was it OP? Oh HELL yes it was OP. The current test build of 2.0 we are working on has trimmed that down to a respectable 230 points or so with the best build I can work up. Still potent, still strong, but not overpowered. There are some other changes that will be coming that the team is still sorting issues out with.

v2.0 should knock out the last of any major issues within the mod.... we hope! We certainly want it to be so because the team has future plans with the mod to carry it forward. Stay tuned!
 
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At the moment all I can say is the torturous "Soon" (tm). I think everyone wants 2.0 to be a break point so we can get to work on the other things we want to add such as the integration with Hobbes Hyades Rim.
 
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All right. v2.0 will be up a little later today 6/20/20. We shouldn't need to do any more patches for a bit, and we'll be shorting getting to work on integration with Hyades which should make for a very very interesting experience if we can pull it off.

Very excited about this. Been several weeks of work flogging the builds but we've got a very nice balance in place.
 
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Sounds great.
Thanks for the heads up here.
It is much appreciated.
BTW, Is there any likelihood of integrating the Leopard Start mod in?
That would give a lot longer early game scenarios, & a more plausible start out Merc Company situation.
Even better if it could be optional at start of career?
What do you reckon?
 
Ok to answer Ballacraine's question about "leopard start" It was considered and rejected. The remake of the Arno campaign as a series of Flashpoint provided the opportunity of a re-write some of the dialog to better fit the presentation as a FP series. ALong the way the issue of rescuing the Argi was solved by making it NOT the Argo you were recovering.

EmptyPepsiCan. We're considering adding the expanded Periphery map and if we can get everything to work to Hobbes satisfaction his Hyades Rim mod into BTR. NO PROMISES.. there going to have to be a lot of work to make it happen and NOT loose the flavor that Hobbes wrote in to HR. Hobbes gets veto power. If he doesn't like the results mod team will either have to rewrite to his pleasure where he does like it, or it won't be added. The expanded Periphery map how ever can pretty much be added right now. We don't want to add to much more than that as the idea is to keep it in the Periphery and not turn it into a full inner sphere mod.

That's the best that can be said for now BUT everything is subject to change without notice. What the team wants to do, and what it can do are not always going to be the same thing. One of the biggest efforts and hardest tasks making the mod has been keeping the loading on a host machines resources low. The core game doesn't need a monster gaming rig to play it on and keeping it that way has been an important goal for the team. If you've been playing battletech on a business lap top, we want you to be able to play this mod on the same business lap top!

We know there are folks that want all the bells and whistles and want BTR to be an alternative to BTA or RT but that was never the teams goal. We're not going to that extensive of a mod nor are we going to include the clans. You got BTA and RT if you want to do that. The primary goal of BTR is always been to provide a more challenging game experience through rebalancing of the game. We achieved that goal. Those that want more than that have all ready established mods they can play.

I apologize if that seems even remotely harsh, but you shoulda seen some of the rather rude private messages I got after I announced this mod over on Steam and I want to make it very clear that this mod is for hard core gamers that want a tough challenge. If they want lots and lots of toys to play thinking that makes for a better game folk need to look else where because they don't understand computer games or how to balance them OR what we're trying to do.. They just want OP game play and ego stroking, Nope! We aint doing that. This mod will boost yer junk up between yer ears if you play sloppy and it'll do it beginning to end of up to a 35 year career! It doesn't do it by letting the computer cheat against you. It pulls it off by carefully buffing game play in some area's so the AI reacts in a more realistic manner and nerfing it in other so the AI can provide a much more viable threat to the player than the base game or any other mod out there.

We;ve all ready had a few "it's to hard". Our reply has been "Then you better get better, because we're not going to make it easier!"

As a point of fact between the original 1.0 release and v2.0 we actually made it harder!

I hope that answers any lingering questions!

Now get yer self out there and be a kick butt merc command!
 
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Thanks for the background info.

I'm fine with pretty much all you had to say there, except I hope at some point you might reconsider the Clan position, as there are a lot of Clan mechs I would like to trash & use. ;)

2.1 released on Nexus btw.
 
I just had a thought.
As opposed to a blind landing on each mission, would it be possible to have a map overview & choose say one of three possible landing (spawn) points on it?
It might give interesting tactical choices.
:)
 
Balla.. I can't answer that one.. that would be a major "new" feature that would be more for the folks at HBS to do.... I'm not sure it could even be done by modders as I suspect it would entail a full on re-write of some of the base code. While HBS is cool with modding, that may be pushing the limit of what they are willing to allow.

It's difficult to explain why, but modding does have limits on what is allowed though HBS has been very cool about what been put in mods. But a thing I see across the industry is once mods start digging into core game code publishers start drawing lines and sending out DMCA notices. We don't want that!