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Dizzy_XC

Second Lieutenant
May 23, 2018
132
0
I'm asking because I have the Marauder using a 'Mechresizer' of the Catapult K2 model with the variants of MAD-3R, 3D, 3L, 3M, 2R, 3BH (Bounty Hunter) versions, the Warhammer using a 'Mechresizer' of the Orion model with variants of the WHM-6R, 6D, 6K, 6L complete with appropriate shops, and special weapons that they are supposed to have and I'm in final testing phases for the Phoenixhawk PHX-1, 1D, 1K using a 'Mechresizer' of the Vindicator model. They show up in missions and perform their tagset roles as expected. The Maurader's are tough!

The base models MAD-3R, WHM-6R, and PHX-1 are all upgraded and revamped versions of Zot's Unseen Mechs that had various comma, code, shop or tagset errors. I plan to do the others if need be, but I will need Zoticus' permission before releasing the base models. All the variants are all my own, done under his tutelage. None of the above variants would have been possible without Zoticus' helping me get started making variants. So the credit all goes to him. Also, the PHX-1 has the "unit_fallback" tag that will enable it to share the role of the Cicada due to it being such a versatile and ubiquitous mech, as that tagset defaults to this mech on occasion when the game engine fails to find a suitable mech. So you'll see a fair share of these.

I'm planning on also doing the Archer ARC-2R, 2K, 2S and 2W, and the Rifleman RFL-3R, 3C, 4D. I'll probably not do any variants of the Longbow.

So if there is a significant interest, I'll release these. I'm asking because I'll need to change around my weapons list because I've been using some GTWeapons in the mix and I'll need to redo that so it will be a stand alone mod.

Also, does anyone know whether there were changes to the basic file structure for the mechdefs and chassisdefs or movedefs or weapons files in the latest patch?
 
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Did you manage to get actual arms on the "fauxrauder" model, or just literally resize the Cata?
 
It'd be nice to take the arms off the King Crab and replace the arms of the Cata with those. I'm sure someone can figure out how to do that.

No, this mod uses existing models, but I never liked the meager heavy list even when it was expanded by JK_Variants in the upper heavy range. There was just never enough diversity, so I made these. It works pretty good. Every now and then I see a Archer, Warhammer and Marauder take the field against me and it's a relief not seeing so many Orion, Cataphract and Grasshoppers.
 
Any plans to expand the list of Faux Unseen and the other chassis missing from the TROs 3025? Wasp, Stinger, Valkyrie, Crusader, all the Osts, plus Javelin, Vulcan, Assassin, Clint, Hermes 2, Dervish, Wyvern, Whitworth, Cyclops, and all the downgraded Star League mechs?
 
There's not any interest. Makes me wonder if HBS is looking at this thread and wondering too what type of DLC they will provide noting the community doesn't much seem interested in having more mech variants.
 
I'm interested in variants and new mechs, but the remaining mechs for 3025 are a short road before we get to "those mechs".
 
For me (personally) I like the ideas, but I really want my Marauder to look like a Marauder, so my interest isn't fully captured. Similar to the THI Mod (by @Lynx7725 ), which adds in a lot of the variants using the existing models (with updated hardpoints).

While I do load it up and enjoy playing against them, it really just makes me miss them more :(

As it is, I get driven a little nuts when the vehicles in my own mod fire missiles from their AC barrels (since there are no weapon variants for the Vehicles).
 
So what was the final verdict on adding assets? i saw some people near launch say it was possible to add graphical assets, but ive seen it posted lately that we cannot. So which is it?
 
AFAIK both. Word was that SolahmaJoe was able to get the Warhammer working in missions but it won't show up in the MechBay. Which makes sense, the missions are the same as beta but the MechBay is new.
 
For me (personally) I like the ideas, but I really want my Marauder to look like a Marauder, so my interest isn't fully captured. Similar to the THI Mod (by @Lynx7725 ), which adds in a lot of the variants using the existing models (with updated hardpoints).

While I do load it up and enjoy playing against them, it really just makes me miss them more :(

As it is, I get driven a little nuts when the vehicles in my own mod fire missiles from their AC barrels (since there are no weapon variants for the Vehicles).

Im looking forward to the new mechs you adding for my collection!
 
OK... I'm going to have to create a throwaway email address and get a Nexus login... MUST HAVE MARAUDER NOW.
 
Looks like he's still having some of the issues with the Mechbay art assets, but is making progress.

Sorry to hijack your thread Dizzy... I might be a bit of a Marauder art junky.
 
I mean there is definitely interest. I think people would prefer to have a 3D model that matches the original though. I assume at least every PGI Mech model asset will be in this game, if not by HBS, then people will just port them in. And for any Model that PGI or HBS does not create, a fan will probably just make it given the effort and time.