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TLRoff

Captain
5 Badges
Sep 13, 2018
303
23
  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Crusader Kings II
Hi everyone, Warlord the ancient guy here (yea almost older then Mitch!) BT fan forever, still got the box for battledroids (many ancient coffee stains adorn it. A most holy object!) and today I wanna tell ya about Extended 3025 CE and why ya wanna run this! I'm also going to touch on a couple itty bitty things I suspect are known about and the various artistes involved are maybe working on.

I say it early BIG ENDORSMENT! This is an excellent collection of mods in one package, though there are some things I wish it had.. SLDF mod and weapons diversity 3025 would be nice additions. DIversity for the flavor details, and the SLDF mod for Comstar which you may run into or end up working for. At the start of the game in 3025 the Federated Suns, Lyran Commonwealth, and Draconis Combine suspect that Comstar has Star League mechs and a a lot of them. An incident Hilton Head on Terra during where Hanse Davion gives the Capellan Confederation to his new wife as a wedding present (you'll have to read the "Warrior" trilogy to get the whole story! ALso highly recommend "The Sword and the Dagger" for additional backround that ties into some of the faction flashpoint stories))

This mod is a composite mod of a lot of different folks work. You can look them up, it's ok.. I am not a professional writer..Ya want pro, ya gotta PAY me. For free ya get what I gives ya! Told ya, old guy!

So to the meat of it. Many many mechs and Vee's and variants there of and surprises and nuggets and gems hidden all through the mod. Your never going to find them all or see them all in one playthrough. You have an entire Inner Sphere map to wander across pre 4th Succession war though the map seems to me lacking faction stores. I'm running a game where I am allied to Liao and the only factions stores for them I've found are the two in the stock game. One of the itty bitty things. An inconvenience. How ever if the other factions are dealing with a like issue it may need to be checked. I don't know for sure.. come on guys mod been out a week. I have to sleep sometime!

This is a fun mod, especially for those who want an experience closer to the base game instead of a Mech Engineer Fux TT Construction rules game. I say fux because it's not dead on and could have been but isn't.. gotta do coding in the engine to make real TT construction rules work and they can be made to work. It was done in MW1, all three MW 2 games, and MW 3..and then everyone thought they could invent a better widgit and battletech computer games have strayed away from the TT rules.. I think computer game devs are missing part of the point with TT construction rules and fan love for the silly things. And yea, that includes Mitch. Love 'em, but rumor has it he is a very very stubborn man. Nuff wandering afield here.. mud in that field, wife will kill me if I track it in. I fear her more than any of YOU.

There may be some balance issue here and there with the mod and definite changes in the late game do take some getting used to. You may find late in play your keep a mix of assaults heavies mediums and if your a crazy man like Edmon (doggone crazy transplanted Brit gone Norski. Did it for love ya know..) a lance of lights. This is needed as some of the flashpoints (which always have a lucrative payout for the trouble) do have drop weight limitations and you really can't plan your loadouts on the mechs as it just depends what you've picked up.

Technical issues (potential) so by now if yer one of those in the know types you know that the core games has some semi serious memory leaks and can be a RAM hog. Unfortunately the mod only makes this worse... I strongly caution you that there will be issues if your running less then 12 GB of system RAM. So save every few missions and restart the game to reinitialize your memory use as some data is not dumped from RAM when it's not needed any more. Eventually the game just runs out of room to run. I also do not recommend running Iron Man mode as one memory overrun or hang in the middle of a mission can end your current campaign right there.

This is a very fun mod, and it could use a few more goodies and fine tuning which is fairly obviously in process.
You can customize it a bit more for your own enjoyment, but just be ready to revert your changes back if they don't work right.

TLRoff Sends
 
ya this is a mod with great potential....for me the biggest attraction was having the whole ISM to play with and factions going to war with each other and such like.

there is one mod i recommend adding....Flashpoint Enabler.
it has two settings one for letting the FPS repeat and the other (the one i use it for) lets the FPs spawn on random planets.

as for the RAM usage i use a little prograsm that helps alot with that...
it is called Memory Cleaner by KoshyJohn.
it with trim the process' working set and clear the memory cache.
it can be set to auto or you can manual do it ever so often.
it helps with RAM hogs even on a 16g system like mine.
 
How I added Weapon Diversity and Star League Royals to my BTX CE install.

First get Custom Ammo Categories working with BTX CE (and get AIM, Weapon Realizer, switchable ammo midmission, melee and DFA from any position you can move to, Infernos, forest fires from missed shots or intentional shots at the ground, and a working VTOL): Grab Kmission's latest CAC bundle, unzip all the subfolders into your mods folder, go into CAC, all the way down the streaming assets path, and edit the Application Constants file. Delete the sections referring to vehicles. It removes your ability to spawn in tanks via the debug command, and that seems to be was what was screwing with the spawner for BTX CE. Now go back to the main CAC folder and delete the chassis and mech folders so the demo mechs don't show up in missions. Finally delete the AMS ammo in the ammo folder, and the missile Hydra 3 AMS in weapon. Not sure the last 2 are strictly necessary but it won't hurt to remove unused gear from the database.

Now change Weapon Diversity's mod dependency to CAC instead of WR. The WD mechs don't get their chassis quirks, you have to edit the WD mechdefs to refer to the base chassisdefs and delete the WD chassisdefs. This results mechs with those different weapons but all the same quirks, and Salvage Operations will allow variants with identical loadouts except guns from different manufacturers to merge together for salvage purposes.

The Star League Royals mods appear to be loading up correctly as well, once they're made dependent on CAC. I fixed some typos in the vehicles in Encounters and updated the art asset bundle references for all the Warhammers. Again, they don't get the quirks unless you edit the mechdefs to point at the base chassidefs.