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@XTRMNTR2K does xlrp play well with XAI?

The short version? Absolutely not.

Both add or attempt to modify a lot of the same files (most weapons are shared between both mods for example), and to make things more complicated, XLRP requires and builds upon MechEngineer, where XAI keeps the vanilla mechlab.

Aside from some different choices in design, both are similar in concept, so you could simplify things by saying that XAI and XLRP are very similar with the exception of MechEngineer integration (and Custom Ammo Categories when XLRP 1.3 is released). I like to think that both mods are two different sides of the same coin. :D
 
i figured it something like that.
mechengineer is kinda why i gravitated towards xai.
whenever i get around to messing about with mechengineer i will give xlrp a go
 
Great catch! This should be fixed in 1.3. :) (And you'll be credited with finding it in the first place! :D)

Since I can't find if any of the vanilla gyros are in fact modified by MechEngineer I believe that this affects *all* upgraded gyros when using MechEngineer unless a specific fix is implemented. Huh, and I was wondering why my Mechs were knocked down so easily during my Career...

EDIT: Seems the fix wasn't as straightforward as I thought. For some reason the +40 stability isn't added; so pilots with less than 4 piloting skill have just 1 base instability threshold, since level 4 sets the instability threshold to 60.

EDIT2: Silly me, forgot to add the actual effect to the Friedhof Butterfly Gyro. :confused:

:D
Cool, looking forward to dust off my Cicada after the patch (yes, I modified my files and I start with the shittiest lance possible :p). I am playing some other mods now but I would like to go back to experimenting with my mechs' engines. You can make even Cicada shine if you loot and install 210 or 250 engine. Suddenly there is a space for 4 M Lasers, jump jets and some armor :)

Also, as you mentioned all other upgraded gyros probably require the same fix.
 
:D
Cool, looking forward to dust off my Cicada after the patch (yes, I modified my files and I start with the shittiest lance possible :p). I am playing some other mods now but I would like to go back to experimenting with my mechs' engines. You can make even Cicada shine if you loot and install 210 or 250 engine. Suddenly there is a space for 4 M Lasers, jump jets and some armor :)

Also, as you mentioned all other upgraded gyros probably require the same fix.

Nice! I like to do similar things - take underappreciated, over-engined mechs and give it a smaller engine, more weapons and some TLC.

This is basically what made me *love* the Banshee, particularly the 3M. Think I'll do some fiddling with the Cicada if I get one early on in my next Career attempt.

Speaking of giving some underappreciated Mechs a healthy dose of TLC - I'd like to add custom enemies at some point, maybe for some battle or assassination missions. I already have a few ideas that should be able to give players a nasty surprise - like when they expect an easy fight against that Trashcan... :D
 
I'm trying for weeks to bring the mod "CustomAmmoCategories" to work. Currently the version 0.0.52. The mod comes with everything (weapons and ammo), but no version was ever loaded at game start.
Since I know that you are experimenting with this mod for your new version of my question: Is this mod not compatible with your or do I have to adjust something in CustomAmmoCategories?
 
I'm trying for weeks to bring the mod "CustomAmmoCategories" to work. Currently the version 0.0.52. The mod comes with everything (weapons and ammo), but no version was ever loaded at game start.
Since I know that you are experimenting with this mod for your new version of my question: Is this mod not compatible with your or do I have to adjust something in CustomAmmoCategories?

First and foremost, Custom Ammo Categories is not really meant as a playable mod. It is mostly a modder's resource to use and add into their own mods. That being said, it should work just by itself.

Combining it with other mods, like XLRP 1.2 is another thing, though. There may be conflicts, but I can't say more than that with certainty.

If you are desperate to get the mod working right now, check .modtek/ModTek.log for any error messages regarding CAC. Other than that I would suggest having just a little more patience as XLRP 1.3 should be released later this week.


By the way, KMiSSioN just posted new videos on the CAC nexus page. Did you see the AMS/Area of Effect/Spread logic? That's seriously impressive. (None of those will be in 1.3, though.)
 
Thank you for your prompt reply. The only entry I found in the Modtek-Log is:
Warning: Will not load Custom Ammo categories beta because it's a dependency or has a conflict.
So wait until 1.3 comes...:)
 
Thank you for your prompt reply. The only entry I found in the Modtek-Log is:
Warning: Will not load Custom Ammo categories beta because it's a dependency or has a conflict.
So wait until 1.3 comes...:)

Ah but of course! Totally forgot about that.

Custom Ammo requires WeaponRealizer to work, it is set as "DependsOn" in the mod.json. However, XLRP already has WR integrated and conflicts with the standalone version. If you want to get it to work, go to the Custom Ammo Categories mod folder, open mod.json and remove the "WeaponRealizer" entry from DependsOn.

One important thing to note, however: If you design mechs with the components that come with the standalone version of CAC, you will need to completely delete those and all references to them prior to removing CAC and installing XLRP 1.3 when it is released. So it may indeed be better - safer, at least - to wait for 1.3. :)
 
*wait for v1.3 intensifies*

I'm glad I'm not the only one who's stoked for release! :D

EDIT: By the way, just checked out the latest MechEngineer release. LOTS of changes all around, so I will not adjust 1.3 for this yet. It'll most likely take some time do to so properly, and I don't want to push the release back any further.
 
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Are they good changes in your option? Front end stuff that is cool or lots of back end stuff only modders would notice?

From what I could tell at a glance critical hits on certain (new) components can now cause more effects to the affected Mech. Arms are now divided into shoulder, upper/lower arm and hand. Legs consist of hip, upper/lower leg and foot. Cockpits are made up of a whopping 5 components: Cockpit, Life Support A & B and Sensors A & B.

Aside from some adjustments to a few of the other components I'd have to update (not much, I think) I have no idea how well these changes are going to play with all the Mechs and gear... Or if they are going to cause complete havoc.

Besides, since it is now possible to assign multiple categories to a single component (cockpit mods usually take up the cockpit and one life support/sensors slot each, for example) I may have to (or want to) adjust my own equipment accordingly, maybe add in some new stuff.

Ugh, right after releasing 1.3 I wanted to take a break from modding for a few days... Knowing myself I won't be able to sit still until everything's ported over to the new MechEngineer, though. Curse you, work ethic! :confused:
 
Yes, I have already looked at it before. Looks very, very interesting.

My problem for me is that the game itself is now blown up by the mods, and the opportunities to maximize these are becoming increasingly limited.
I have too many high end weapons and too many good mechs that I can not use properly (1 lance / 4 mech dropdown limit).
The mods are now better than the game itself ...
 
@XTRMNTR2K if it is of any consolation, we the people, the ones that enjoy playing the game with your mod, comment your work ethic! we salute you for that ... and in the same way your work ethic won't let you seat still, I will out of the net starting Thursday for almost two weeks without my computer to play the game ... is a shame.... have to keep mama happy.
 
From what I could tell at a glance critical hits on certain (new) components can now cause more effects to the affected Mech. Arms are now divided into shoulder, upper/lower arm and hand. Legs consist of hip, upper/lower leg and foot. Cockpits are made up of a whopping 5 components: Cockpit, Life Support A & B and Sensors A & B.

Aside from some adjustments to a few of the other components I'd have to update (not much, I think) I have no idea how well these changes are going to play with all the Mechs and gear... Or if they are going to cause complete havoc.

Besides, since it is now possible to assign multiple categories to a single component (cockpit mods usually take up the cockpit and one life support/sensors slot each, for example) I may have to (or want to) adjust my own equipment accordingly, maybe add in some new stuff.

Ugh, right after releasing 1.3 I wanted to take a break from modding for a few days... Knowing myself I won't be able to sit still until everything's ported over to the new MechEngineer, though. Curse you, work ethic! :confused:

I would be very careful about detail creep.

I got my degree in game design and while extreme detail appeals to a few very particular people, I learned both in theory and practise that generally speaking people want meaningful choices rather than just tons of choices.

The cockpit slot is a classic example. In the basegame your choice is really meaningful. You have injury resist, you have bonus morale (so a tactical bonus) and you have range extension. All very powerful picks, all very different in purpose.

Roguetech reached this point where, you are looking at 20 differents ways to create effectively those three things... A mech that is good in melee, a mech that can snipe and a mech that is tactical/defensive. Yet, you can mix and match it so much it starts to reach this meaningless, homoginous blob of choice. I felt like I didn't need to make any trade offs and could have an amazing sniper that is also very tactical, can see really far and is really accurate. You could use arm slots to make it great in melee as well. In other words, I could have my cake and eat it once I had clan gear pretty easily, but still had to equip Clan FCS, Enhanced imaging, Sensors, acc/melee arms, etc. No choice since I can be optimal and 100 ways to get to no choice.

Ironically, it also has the polar issue with ship upgrades. Repairing is so slow and so expensive, you basically have no choice but to get mechlab upgrades and the second mechbay asap and any other strategy is doomed to failure when repair work builds up and wastes too much time and money to allow you to continue. We call this "The illusion of choice" in game design, it's also considered to be a bad thing.

In both cases, there is basically an optimal path that is set out before you and you just need to survive long enough to follow it.

These are my thoughts...
 
Yes, I have already looked at it before. Looks very, very interesting.

My problem for me is that the game itself is now blown up by the mods, and the opportunities to maximize these are becoming increasingly limited.
I have too many high end weapons and too many good mechs that I can not use properly (1 lance / 4 mech dropdown limit).
The mods are now better than the game itself ...

You have to keep in mind that the game wasn't originally designed for these many mechs, weapons, options, etc.
Plus, the 4 mech drop limit was a deliberate choice in order to not slow down the game any further. It had to be designed in such a way as to appeal to a wide range of players to be successful, not just us mech heads. :D

That being said, I wouldn't mind having the chance to command a reinforced lance of 6 or even two full lances during some special missions (i.e. large-scale battles), maybe as part of a new feature in one of the future expansions (i.e. the one after Urban Warfare).

Also, wouldn't be surprised if HBS didn't even expect the amazing kind of modding we're seeing right now. User made flashpoints? Check. A full overhaul of the Mechlab? Check. Switchable firing modes and ammo types, AMS functionality, Area of Effect attacks and more? Check, check, check!

Truth be told, all of the above were a big surprise even for me, and I already had somewhat high hopes for the future of BATTLETECH with regards to modding. :)


@XTRMNTR2K if it is of any consolation, we the people, the ones that enjoy playing the game with your mod, comment your work ethic! we salute you for that ... and in the same way your work ethic won't let you seat still, I will out of the net starting Thursday for almost two weeks without my computer to play the game ... is a shame.... have to keep mama happy.

Thank you for your support! And I'm sorry to hear you'll be away for two weeks. The good news is that you can most likely expect a bug-free release by then! Well, more free of bugs. Bug-free-er. :D


I would be very careful about detail creep.

I got my degree in game design and while extreme detail appeals to a few very particular people, I learned both in theory and practise that generally speaking people want meaningful choices rather than just tons of choices.

The cockpit slot is a classic example. In the basegame your choice is really meaningful. You have injury resist, you have bonus morale (so a tactical bonus) and you have range extension. All very powerful picks, all very different in purpose.

Roguetech reached this point where, you are looking at 20 differents ways to create effectively those three things... A mech that is good in melee, a mech that can snipe and a mech that is tactical/defensive. Yet, you can mix and match it so much it starts to reach this meaningless, homoginous blob of choice. I felt like I didn't need to make any trade offs and could have an amazing sniper that is also very tactical, can see really far and is really accurate. You could use arm slots to make it great in melee as well. In other words, I could have my cake and eat it once I had clan gear pretty easily, but still had to equip Clan FCS, Enhanced imaging, Sensors, acc/melee arms, etc. No choice since I can be optimal and 100 ways to get to no choice.

Thank you so much for your input, Edmon. I really appreciate your honest and well put thoughts on this matter.

Based on my own gaming and modding experience I fully agree. It is easy to fall into the trap of feature and detail creep. I know I did it with a previous project I was working on a few years ago. And I don't want to fall into that same trap again. :)

Right now I feel that XLRP is at a point were it is walking that fine line between - hopefully meaningful - diversity and "flavor overload", which is to say adding stuff for the sake of having more stuff.

I was mostly thinking out loud earlier and just spitballing ideas. First and foremost the mod needs to be ported over for full ME 1.1 compatibility and I intend to do that after the release of 1.3. The added detail is, as far as I can tell, okay. It isn't necessary to make the existing upgrades any more complicated than they are just for the sake of it, it's merely an option. We'll see how the extra crit effects play out. There's possibly even an option to disable them from the mod.json, just haven't checked yet.

Long story short: I'll keep what you said in mind. Avoiding needless feature creep for this mod has been (and still is) one of my guiding principles for development of XLRP. :)
 
Locura..... gentlemen, I need your assistance or maybe a course of action.... I started the final assault to complete the game. I started the Locura mission, took the towers, defeated the garrison and the second lance. At that point, the counter says 7 turns for the mission to end, but no Sumire showed up for pick up, although the area where she is supposed to land was marked. Then the assault lance showed up, my lance eliminate them but that was it. By that time, I was on round 25.

I restarted the mission, dispatched the second lance, Sumire did showed up this time. Got rid off the assault lance and with 3 turns left, Ostegard give his speech and it seems that locura cut the transmission. The counter reach 1 turn and the doc says to meet at the extraction point. I get my lance to the leopard, but nothing happens... the game keeps adding turns.

I came back to the trans tower with my highlander and jumped on top, nothing. I came with Decker on the Orion right up to the entrance, nothing. I am again on turn 25.

What can I do beside re-start again.
 
Yoah... I have these mistakes again and again in some missions. Are annoying, but you must to lived with it ... :oops:
Sometimes help quitting and restarting battletech..., sometimes "restart mission"..., sometimes save and reload it..., sometimes a Windows restart...
But most of the time, I have to load a memory point that is 1-2 memory ago. Then it usually runs smoothly through ...
 
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Okay everyone, I've got good new and bad news.

The bad news is that the release of 1.3 will have to wait a bit longer. While attempting to port XLRP over to MechEngineer 1.1.1, several issues with ME were found. Once those are fixed, I would also like to do a bit more of testing.

The good news is that most of the work needed to convert the XLRP content to the new ME standards is already done.


As a consequence, however, I recommend deleting all old skirmish mech designs and starting a new campaign/career once 1.3 is released.