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I'm still liking and recommending the mod, but I'm starting to develop some gripes.

1) Starting anywhere is generally fun, but I keep getting stuck with alliied mechs that can't pathfind and never make it to the fight. That sometimes means that my 1 skull contract, which would have been right on had I had those two Panthers or that lance of tanks to support me, ends up grinding me into the dust. Plus it takes forever, since there are so many allied and enemy combatants and they all get to make a move, even if it's to run back and forth behind a hill for an hour.

2) That mission where I shepherd a lance with a Jenner, and Urbie, and an LRM Jav is getting really old. It's always the same. I always have a long walk. The Urbie always takes forever to get there. My rookies always miss a ton of shots. The Jav always runs out of ammo before doing any damage. It always turns into a slow, deliberate grind, trying to wear down those turrets with 150 HP and 150 armor and missing half my shots. How can the Urbie miss a stationary target sooo often...? Anyway, any chance you could randomize the lance, lower the odds of getting an Urbie (so it becomes a "hey, neat" moment rather than a "damn it, not again" moment), and shave some HP off those turrets? Early lances just have so little firepower, and the mission is such a slog (but frequently the only realistic choice available).

3) My load times are increasing into "go make a sandwich and do a load of laundry" territory.

4) I can't save mid mission. Is that a setting I missed somewhere? Some of these missions take an hour or more, and sometimes I need to walk away unexpectedly. I don't want to quit 45 minutes into a mission or leave the game running untill morning every time my kid wakes up. It sucks.

Anyway, I still like the mod, but I'm finding myself playing less and less.
 
1) If allies spawn in a useless area I try a mission restart.
At early doors especially, you need all the help you can get & as an extra enemy lance will have spawned with them... :0///

2) Yes, those 'Training' missions certainly need some variety injecting.
Randomising within a limited pool of Mechs & MWs would help.

3) With the more populated missions certainly, but things have improved somewhat in the most recent release.

4) That was disabled to prevent corrupted saves apparently.

In closing I would like to say I do share some of your concerns.
My pet peeve at the moment is the over simplification of the Mech Bonding mod.
 
Pretty much every overhaul modpack has had to disable combat saves due to the various issues that crop up. It's not something unique to btr (if Bex still suppports it, then it's the only one)
 
all righty were up to another build now (v 2.3.1 as of TODAY) over on nexus.. I get to test things and beat my head against the wall on stuff you guys never see/break so be happy please... it could always be..... worse.

Note to the non initiated. This Is NOT An EZ_MODE mod. You will be challenged; you will be focused by the AI, and generall abused unless you can figure out quickly how to use terrain, cover, and a good mech and weapons mix. Decidedly tougher then the base game and recent improvements in the AI should make it just a hair ball more difficult. Pilot skills have been tweeked and don't quite work the same way as the base game READ THE FLAVOR text. Enjoy!
 
Yes, and "Soon!" (tm) we QA'ing a new build now.. depending on what breaks you may just see in within the week, 2 at the outside.. There will many many changes. And expanded periphery map, extensive refinements to the AI and more. You'll are gonna love this!
 
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Sounds promising.
Thanks a lot for the update.
Is there any chance now of incorporating the Solaris mod?
:)

Not likely ablomis has indicated he has little desire to make a port of it for any other modpacks (mostly because it's alot of work)
 
OK I have an issue with an earlier save.
I can't toggle weapons on & off.
I tried doing report a bug on discord, but that didn't work either! :(

Try clicking in the middle of the weapons name rather than the button. Known issue in latest custom bundle that's being worked on
 
I'm getting an error that a mod called Flashpoint - the Raid isn't loading. Was I supposed to reinstall the CAB or something?

Yes you need to grab the latest cab installer, the old installer will no longer install the correct cab