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An issue on recent two iterations seems to have a lot of CTDs after mission.
Have verified & re-installed HBS files, so that isn't it.
I'm guessing a lot of number crunching going on at the end of the scenario is the likely culprit.
:0/
 
I've drifted back to Long War. My laptop can run BT just fine on paper, but between the poor optimization of the base game and the additional load from the mod load times are sometimes in the 5-10 minute range. Add in the inability to save and the possibility that a mission could have 3 enemy AI lances, a friendly AI lance, 4 turrets, and a pair of engineering vehicles and I just don't have time for BT:R. I expect I'll drift back next time I upgrade my laptop and see how it goes. Till then, thanks for all the hard work. The mod really is a beaut.
 
Very few modders still frequent is forum (I am probably one of the few that does on any regular basis). I can't speak for BTR but there is no realistic way to provide support from here. Nearly all the large mods provide support exclusively on discord because it meets team needs far better than here or even nexus.
 
The output log is only one piece of what is usually needed. Again won't speak for BTR, but RT and BTA provide a log gathering tool to gather what they need in terms of logs
 
New version just posted to Nexus today :)
  • Version v2.5​

    • Extensive bug fixes for Galaxy at War to control pirate expansion and help factions with defending.
    • Energy weapon balance pass.
    • Even scarier AI.
    • Update to ModTek v0.8.0.0.
 
So wish the base Galaxy at War would get updated.
 
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Love this mod...... just a great job on the balance.

Is there a wiki or list of the mechs in the mod somewhere? I know I can look at the json files (or write a script to dump the info out), but I'm lazy :)