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@Nikitian - You question caused an improved
Is the latest JK_Variants version compatible with the live version of the 1.03 update?

It was made on the 1.03 BETA Patch and should work without issue.

However, to be safe, I reset my game back to the default with the 1.03 LIVE Patch and I am reapplying everything step by step to test. I should have version 1.03a out by tomorrow eve.
 
Roger, I'll wait till then.
 
Question for y'all - in looking at the Minor Errors, noticed that the Highlander has over its max armor by 1 point. This is due to a similar issue to the PNT-8Z, DRG-1C and FS9-M where the max armor allowed is less then the tonnage cost to buy the armor - leaving a fractional amount of armor left over and unassigned.

On to the question - should I just assign those extra few points to a relatively benign location - such as the rear CT armor? Apply it elsewhere? Or just ignore it and have the underweight warning appear?
 
Assign to benign location, IMO.
 
If you want your mod to be Technical Readout exact, then I suggest to have two versions. One that is accurate and one that is not with incorrect armor allocation. Just a matter of dropping in the files people want then.
 
Right now it is TRO accurate (though there are occasional issues where the TRO says one thing, and the stat sheet another)

But TT never had provisions for fractional armor on this level.

So, is it more annoying to see that Red "under weight" alert? Or is it better to just add on the extra 1-5 points of armor?

The reason this came up for me, is in looking at the Highlander chassis, it seems that HBS decided to add in the extra armor, instead of causing the under-weight error.
 
I'd say keep it as is, dump the spare point(s) on the CT rear and be done with it. 5 points of armor isn't that huge a deal, and won't make or break things, and I'd suggest the CT because, and maybe this is my attention to detail and love of symmetry showing, but I can't stand asymmetric side torso values.
 
Any plans on making this work with ModTek (https://github.com/Mpstark/ModTek)?

I had actually typed up a json file for it when I first saw ModTek - but hadn't really tested or distributed it.

I will review the files and include them for those that would like to try it out.

But, please, keep in mind that the ModTek team said it is in "Heavy development" and there wasn't a release yet, so there may be issues.
 
I am aiming to release 1.03a this weekend.

Do people want the Urbie AC/20 to be adjusted to its actual speed? Or keep the 'bonus' speed that HBS gave the Urbies?

Are there any other 3028-ish era 'Mech / Vehicle variants (of current models) anyone thinks should be added?

Are there any issues with any of the current files that anyone has identified?
  • I will adjust the Max CT armor for all the Trebuchet variants, as the base model had an issue
  • In order to stop getting error reports on the underweight 'Mechs I am taking HBS' lead and adding the extra couple of points of armor in. It will be on the CT (R) to be in the least impactful place.
Any requests of other things to add (that would be appropriate for the mod)?

Thanks!
 
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This mod is fantastic! Raok has been incorporating it into the No Guts No Galaxy mod. I just designed the loader for that mod and would love a loader for this mod as well. They say that ModTek is under heavy development, yes, but it actually works fantastically well.
 
This mod is fantastic! Raok has been incorporating it into the No Guts No Galaxy mod. I just designed the loader for that mod and would love a loader for this mod as well. They say that ModTek is under heavy development, yes, but it actually works fantastically well.

Very happy to hear that you are enjoying it!

If you want to test it out for me, that would be great :)

I had created a modinfo file with the intention to add in that support, but haven't had much experience using it as of yet.
 
Do you have that file you were going to use for import that you'd like to share?
 
Are there any other 3028-ish era 'Mech / Vehicle variants (of current models) anyone thinks should be added?
I saw you added a AC Variant of the Schreck. It's not in the game yet, but the Pike (http://www.sarna.net/wiki/Pike) looks pretty similar to the Schreck. Would be nice to see another ac2 sniper on the field.

I also saw a Medium Laser - (yes, minus. with -2 acc) in my salvage today. Did you add something like this?
 
I saw you added a AC Variant of the Schreck. It's not in the game yet, but the Pike (http://www.sarna.net/wiki/Pike) looks pretty similar to the Schreck. Would be nice to see another ac2 sniper on the field.

I also saw a Medium Laser - (yes, minus. with -2 acc) in my salvage today. Did you add something like this?

I am hoping they make the Pike vehicle (though I am hoping even more so that they add in the hovers) - but if we don't get any, we can start reusing the various chassis for sure!

You likely ran into a Jenner A using Agra Medium Lasers with their faulty targeting arrays. Glad to see that they turn up in salvage ;)

There are also Binary Laser Cannons and a Large Laser - (which generates excess heat).
 
Running your mod and loving it, my current campaign is 8 years in, so well past HMC. I would like to dump the 4 SLDF mechs into the potential enemy pool.
What would be the easiest way to do that in your mod?

Oh, and the Atlas RS is 1 ton overmass in my Mechlab
 
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Running your mod and loving it, my current campaign is 8 years in, so well past HMC. I would like to dump the 4 SLDF mechs into the potential enemy pool.
What would be the easiest way to do that in your mod?

Oh, and the Atlas RS is 1 ton overmass in my Mechlab

Happy to hear you are enjoying - I'll double check the Atlas and confirm. If so, then I will be asking for your MW Callsign and name for a Pilot mod.

EDIT : Checked - it was 1 HS over (hence 1 ton over). Send me your info kindly ;)

Adding in the SLDF 'Mechs isn't too complicated - if I have time, I'll toss in an extra file for doing so. Though I may wait until I release 1.03b (in honor of the "b" being used on the SLDF Royal 'Mech variants) and just bundle it all together - even so, it shouldn't be too long away.

Do you have that file you were going to use for import that you'd like to share?

I'll be including it with the upload this weekend.
 
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Any plans for moving on to the newly released ModTek for ease of installation and use? (No sooner than 1.03c/1.1, I suppose.)

Also, having played this mod for a few days already really makes me wish for a detailed spreadsheet like the One Chart to go with it. :D Do you use one internally, or is this a community challenge waiting for its hero?

Finally, any word on balancing hardpoints? For example, SHD-2K seems to have really few compared to other Shadowhawk variants (6 vs. 8/9), etc. Overall, the hardpoints seem very reasonable, but there are a couple outliers like that, and it'd be nice to know the philosophy behind hardpoint assignment.
 
Hoping to have ModTek compatibility for 1.03a this weekend. We'll see how far I get in testing tonight, as I am going to do a full reinstall of the game, followed by installing each component to make sure it works with the changes.

I have a few spreadsheets - 1 for figuring out rarity, 1 for base stats, 1 for tags. I probably should just combine them and post it as a single file. That would likely show me where some of those outlier / fringe 'Mechs are.

I'm totally open to adjusting Hardpoints on the 'Mechs. I'm certainly not the last word on things :p

For the SHD-2K, the fluff mentioned how it is a complete overhaul of the original systems (like many Kurita variants) and it really only has 2 weapons (PPC and LRM5). Based on the way HBS seemed to setup their 'Mechs, the PPC could be swapped out for up to 3 other energy weapons, and often an AP slot. I could up the number of AP slots by 1 more and still be within those typical boundaries. That was just the way I was working things - for the most part.