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No pressure man but I’m excited for the next update, I hope it’s soon! I just started XLRP days before urban warfare and really enjoyed it, but couldn’t go forward due to the new DLC.

Quick question on the rifleman, are the weapon arms supposed to be grey’d out? I run the stock loadout and in game as well as the mechbay, the arms were a phantom grey while the rest of the mech looked just fine.
 
No pressure man but I’m excited for the next update, I hope it’s soon! I just started XLRP days before urban warfare and really enjoyed it, but couldn’t go forward due to the new DLC.

Believe me, I'd have it done sooner rather than later. But it'll be a while. Most of the work is done - has in fact been done before 1.6 and Urban Warfare - but there are still enough kinks to iron out, so to speak.

In the meantime you can always roll back to a previous BT release and keeping playing XLRP 1.3.1. :D


Quick question on the rifleman, are the weapon arms supposed to be grey’d out? I run the stock loadout and in game as well as the mechbay, the arms were a phantom grey while the rest of the mech looked just fine.

What do you mean? The in-game model of the Mech? Does it look like the screenshots on the Rifleman's Nexus page? If so, then it's normal, I suppose. The arms don't have the camo scheme of the Mech, just a light grey metal color, iirc.

Speaking of which, I think there are currently a few oddities with mod Mechs in BT 1.6, but those should be fixed when the updated Community Asset Bundle comes out. From what I understand there's a lot of work involved for the authors to re-export them to the new standard, which means that it may take a bit longer until all the Mechs have been updated.
 
Ah you’re right it’s the modder that did that, it’s a bit odd since it’s a light grey color that is at odds with the rest of the mech like it wasn’t finished.

Just a nitpick on my end but I’d prefer darker barrels or the camo to reach farther, but that’s not your problem lol.


I know you did something about area/faction appropriate lances, which is really awesome, but I wonder how hard it would be to do biome focused lances too. As in, more close range city brawlers with JJ for urban biome, long range heat devils for frozen maps, etc. truth be told I don’t know how real to lore that actually is, but I think it would add a cool dimension to the gameplay.
 
@XTRMNTR2K would you consider adding small lasers that fit in energy hard points? I would say change them all to energy weapons, but that would probably mess with a lot of chassis.

Mechs like the Jenner would love to be able to take 4x small lasers instead of mediums. Im kind of tired just shoving as many medium lasers on to a chassis as I can.
 
@XTRMNTR2K would you consider adding small lasers that fit in energy hard points? I would say change them all to energy weapons, but that would probably mess with a lot of chassis.

Mechs like the Jenner would love to be able to take 4x small lasers instead of mediums. Im kind of tired just shoving as many medium lasers on to a chassis as I can.

An interesting idea I've been entertaining myself. However, small lasers that could be mounted to an energy hardpoint would be unable to fire during melee attacks, so there would have to be something to offset that disadvantage. Maybe I'll do something similar to the Twin Mount MG and come up with a weapon that's a little different from standard small lasers.
 
Could you make them tied to brands? Like make a version that's say...magna that doesn't fire in melee. That way we still have the support options, but one way to also small laser energy mount boat...which is basically what you did with the twin mg already and I'm just being redundant
 
Could you make them tied to brands? Like make a version that's say...magna that doesn't fire in melee. That way we still have the support options, but one way to also small laser energy mount boat...which is basically what you did with the twin mg already and I'm just being redundant

The current solution is that I've added two additional types of small laser which both fit into energy mounts. All existing small lasers still mount to support hardpoints and fire in melee, the new ones do not. And yes, they are somewhat similar to the Twin MG in that they were designed to fill a specific niche.
 
Don’t normal small lasers have a longer range than the 90m support weapons? I can’t remeber off the top of my head, but I thought it was like 180m? My suggestion is to give them their TT range bands and maybe a pip or two of evasion ignore. Does that make them too much like pulse lasers?
 
Don’t normal small lasers have a longer range than the 90m support weapons? I can’t remeber off the top of my head, but I thought it was like 180m? My suggestion is to give them their TT range bands and maybe a pip or two of evasion ignore. Does that make them too much like pulse lasers?

Nope, small laser stats are correct. They have a long range of 3 hexes in TT, which is around 90 meters in this game.

The two energy mount variants will have slightly increased range, though (same as Twin MG).

Regarding evasion - support weapons are already extremely accurate. There's not much of a point in giving regular small lasers the ability to ignore evasive pips. Like you said, that's Pulse Laser territory.
 
Well, however you implement them, I look forward to trying something besides medium lasers. I didn’t really expect you to jump on to that idea so quickly. Anyway, I’m looking forward to the new version!
 
@XTRMNTR2K .... I have a quick question, with new released patch out.... will the patch push back the release of the mod?

No, that's not necessarily the case. From what I can tell, nothing that was changed has much of an impact on XLRP or requires any extra work on my side.

Unfortunately I keep running into a very persistent issue with the salvage screen and can't seem to figure it out. It's no fun having to alt-F4 the game and re-load a savegame again and again hoping the salvage screen won't break this time. Will try to have it fixed ASAP.

There's also another matter - there's a chance I won't be around for a while (a few days maybe), so I want to get this version released prior to my absence. Just an FYI in case I seem to disappear for no apparent reason. :D
 
@XTRMNTR2K ... thanks for the feedback. I can say that am not the only one looking for your mod to replay the game, and about extended absences it is part of work....

Unfortunately my absence won't be related to work; I'm pretty sure I will be staying in the hospital. For how long, I can't say right now. Maybe just one or two days.

Because of that I am thinking about releasing the current version prior to my absence. This means there will be a) bugs I haven't been able to fix and b) a tiny bit of missing content I would've liked to add for this release (more specifically: SLDF and 3049 variants for the Crusader). Other than that, it should be content complete.