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Sad to hear that. But I'm looking forward to exploring the new possibilities with ME 1.1.1. :)
The current gameplay is already a little bit too boring for me :(

Hopefully it will not take so long ...
And thanks for your Amazing Work :):):)
 
Sad to hear that. But I'm looking forward to exploring the new possibilities with ME 1.1.1. :)
The current gameplay is already a little bit too boring for me :(

Hopefully it will not take so long ...
And thanks for your Amazing Work :):):)

Thanks for being patient! :)

As far as I am aware, there is only one issue left, everything else has been fixed.

The good thing about the delayed release is that you can start playing and keeping playing - without having to worry that the next update messes up your current career/campaign run.

So realistically speaking, 1.3 should hopefully be out this weekend. I'll also post a short promo video soon. :D
 
It looks like absolutely incredible! :)
What about future updates from CustomAmmoCategories? Sometimes they come almost daily with great new Features...
Can these be easily implemented or does it require major adjustments each time?
 
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It looks like absolutely incredible! :)
What about future updates from CustomAmmoCategories? Sometimes they come almost daily with great new Features...
Can these be easily implemented or does it require major adjustments each time?

New updates are usually easily implemented, unless existing features I'm using are completely changed. Most often however it is as easy as overwriting a few files when a new update is released.

XLRP is currently using the latest version of CAC (0.0.55), though not all features are used yet. AMS or Area of Effect functionality for example won't be in 1.3.
As for later releases... we'll see. :D
 
@XTRMNTR2K ...wow, is the only thing I can say after looking at the video.... I am looiking forward to my return to Germany so I can download the update and enjoythe goodies... reading your earlier post, you said that the update is not backwards compatible. Did I understood that correctly? Is that is true then I will have to start a whole new campaign as in my current playthrough, my intentions were to once finished the campaign move to the flashpoints and travel the map with an arrayof mechs at my disposal..I guess, will see.

On more question, with the new update will it be necessary to edit the json file you told me in order to correct the error that spring up in the mech lab about installing some components?
 
@XTRMNTR2K ...wow, is the only thing I can say after looking at the video.... I am looiking forward to my return to Germany so I can download the update and enjoythe goodies... reading your earlier post, you said that the update is not backwards compatible. Did I understood that correctly? Is that is true then I will have to start a whole new campaign as in my current playthrough, my intentions were to once finished the campaign move to the flashpoints and travel the map with an arrayof mechs at my disposal..I guess, will see.

Technically speaking, a new campaign or career should not be necessary. I think I started my current career back in XLRP 1.1 and it still works. The reason I recommend a new start is to avoid any odd behavior with the new actuator subdivision introduced in MechEngineer 1.1. The old arm actuators are still in ME's files for compatibility, but they aren't supposed to be used anymore.

Additionally you will also need to get the appropriate ammo for some of your weapons. Got some Streak SRMs, Artemis LRMs or LB 10-X ACs on your Mechs? In that case good luck scouring the Stores and Black Market for their corresponding ammo types. (I know I've had this issue myself - my ANH-1A had 4 LB 10-X before, but after I changed the ammo types I could no longer use them and had to try a different build.)


On more question, with the new update will it be necessary to edit the json file you told me in order to correct the error that spring up in the mech lab about installing some components?

Yes.

I'm actually thinking about adding a file containing some presets along with the mod, so you just gotta overwrite the original ME settings one.


EDIT: Forget what I said earlier. You *will* need to start a new campaign/career because your old Mechs will be missing certain components. It might be possible to get them working again if you store and ready them, but you'd have to do that for all Mechs in your Hangar.
 
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Is there a chance that it will come today?

Unfortunately no. Tomorrow is the earliest, and I can't promise that.

Today I did a last bit of bugfixing and only had time for a single skirmish match. For some reason the Mechs seemed to be much more fragile than they should be. I'd like to investigate this a bit further before release. Don't feel like having to work on a hotfix right away... I feel more like going on vacation. ;)

I can also confirm that a new Campaign/Career start will be needed. Even after storing, readying and re-equipping my Mechs I was getting errors due to missing components, even though they were there before I attempted to re-equip them. :(
 
@XTRMNTR2K thanks for the reply.... I do have some of those weapons systems, especiallz the streak SRM and artemis missiles, but those are only equiped on the SLDF Highlander.... as for the LBX autocannon, I do have one but is not equip. Oh well, I guess a new campaign it is..... thanks for the recommendation and since there are now more mech and including some SLDF mechs, who knows, I might run into some of them from the get go.
 
Your my Hero! :)
Thanks a lot!

Thank you! :)

CptMoore and Denadan also deserve some thanks though, since they have been working tirelessly on MechEngineer polishing, fixing and improving it whenever and wherever they can.

A special thanks also goes out to Xalibur75 for all those sexy new Mech icons (among other things)! And of course KMiSSioN for his groundbreaking Custom Ammo Categories mod.
 
I've been sitting here for over 4 hours trying desperately to get your mod up and running.
I almost went mad! Moved the loading order in .modtek up and down, CAC had suspected that the raw version has caused the same symptoms, nothing worked!
I came up to the difficulty settings and from there only an endless loadingscreen ... AAArrrgghhh ... :mad:
Then I had no choice but to remove Mod for Mod.

And there he was:
The Dire Wolf of mattyxr!

Ironically, my favorite mech! :eek:
I have not played a single minute for nearly 5 hours ...:(
 
I've been sitting here for over 4 hours trying desperately to get your mod up and running.
I almost went mad! Moved the loading order in .modtek up and down, CAC had suspected that the raw version has caused the same symptoms, nothing worked!
I came up to the difficulty settings and from there only an endless loadingscreen ... AAArrrgghhh ... :mad:
Then I had no choice but to remove Mod for Mod.

And there he was:
The Dire Wolf of mattyxr!

Ironically, my favorite mech! :eek:
I have not played a single minute for nearly 5 hours ...:(

A Dire Wolf has no business in 3025 anyway. :p


Seriously though, do you know the exact reason why it wouldn't work? All I know is that the current Community Asset Bundle doesn't seem to play nice with my AddOns. After installing it earlier tonight, my AddOns wouldn't load and the only way to fix this was to uninstall all of the CAB and reinstall the individual mod Mechs one by one.

For the sake if simplicity I may move my addons over to require the CAB instead of the individual mods in the future, but I don't know yet what kind of changes this will require so no ETA.

Besides, I'll be taking a while off. I think I deserve that much. :D
 
Well, I am getting horrific lag issues, both with AI turns & firing animations & sounds. It is so bad it is unplayable.
I was on 1.3 & CCC and that worked fine without issues.
Now whether that is due to the 1.4 patch or this mod or a combination of the two I don't know.
:0/
 
Well, I am getting horrific lag issues, both with AI turns & firing animations & sounds. It is so bad it is unplayable.
I was on 1.3 & CCC and that worked fine without issues.
Now whether that is due to the 1.4 patch or this mod or a combination of the two I don't know.
:0/

Thanks for the feedback. I am used to playing with the "speed up combat" option enabled, so getting some lag every now and then is normal for me. Does this happen with normal animation speed as well?

From the looks of it I would say this is due to Custom Ammo Categories, since this is the one new thing in this mod that has a direct impact on the AI and the firing of weapons.
Not much I can do about that I'm afraid, short of pulling CAC from the mod (and I'm not gonna do that!). However, it is possible KMiSSioN, creator of CAC, will come up with further optimizations in the future if we report this to him.
Could you try to test a minimal setup with only the bare minimum mods required for XLRP to work and report back?

Gentlemen, is there a list of the new mech that are included in the new mod release???

The new SLDF Mechs in 1.3 are in the latest trailer, but I also added a few of JK's new variants featured in his 1.4.0.4 release. As far as I can tell these are the AS7-A, AS7-LL, CTF-4X, GHR-4R, TDR-5D, ZEU-6A and WVR-6D. The other variants were excluded since they didn't fit the lore/3025 era, IMHO.
 
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