Created by Haree78 - Justin Kayse - don Zappo and many others . Some Mechs have bureaucrat bonuses like repair speed, cost etc, some have combat bonuses like chance to hit or be hit, bonus to energy weapons etc. In fact one of them Battle Brothers just announced ANOTHER random DLC because we won’t shut up about it and we buy them. Some pilot quirks are things like, Brave, Officer, Criminal. Mod time.I went with Battletech Extended 3025 Commander’s Edition because it was the closest to vanilla gameplay while adding a ton of features that i felt were either missing or not utilized to their full potential in base game.I will try Battletech Advanced after and prolly RogueTech after that. Lasers melt armour and if they reveal structure, missiles arrive split second later and often blow structure. You could bounce between 3 planets for whole career and you probably wouldn’t notice any difference to flying around. I mean still major stuff... but comparatively, it was calm. No more development.
I’m reasonably used to editing JSON files from trying to figure out Project Zomboid’s code. In BEX the big stompy gods blessed me with my first archer. All of a sudden an awesome and a Mad Cat came charging down a hill at my already banged up medium lance. Also HBS adding a bunch of star league variants for first time probably conflicts with the custom definitions he would have had to create for them prior. Adds a nice little touch of personality to the start of a career.All the models are top notch and everything stays very close to, if not identical to lore.So in the original TT game, Mechs have quirks. A giant sized thing that’s super effective. Which... ok not exactly super tactical... but whatever it’s what I would do lol.What this translates into is that suddenly your medium threat manager can help with a bigger target until the little guy gets back. Battletech Extended 3025 by Haree78 and Justin Kase (and many others, please take a moment to check the credits) Brief Description: Battletech Extended 3025 adds a ton of 'Mechs, vehicles and variants, including new 'Mechs you haven't seen elsewhere that are all Lore compliant for 3025. Enemy is ruthless too. Merc Pilots are expected to maintain their Mechs. Approx 5 per mission and then it stops getting worse.So the vanilla game starts in 3025 I believe. Since missile heat was never a problem for me I simply adjusted the tonnage instead. Eventually all the way up to 7 heat per ton with a sink that takes up 9 slots and weighs 7tons. This makes trying new Mechs, loadouts and lance combos, much more viable and fun. Enemies are far less prone to suicide charges to contact and will frequently stay just beyond sensor range to hammer LRMs, or they will disengage all together and start moving around cover to attack your flank. I loved my LRM boat in the campaign, but it was definitely OP and slightly ridiculous. Once you get 8, build your next hab pod and continue buying pilots. I’m playing with ‘slow progression’ so I just didn’t want to be running into a situation where I was barely getting any XP as it is and then suddenly I’m not getting any from missions and have to start taking more risky contracts.Three was to adjust the rewards for the Galaxy at War missions I mentioned before. Yeah I mean a lot are pretty interchangeable. Say for example, you assassinate the target and the two lances nearby start moving towards you, they don’t do it like idiots, they stay spread out at the limits of your sensor range, trying to stay in cover, they frequently make moves back and fire, forcing you to advance to contact.
So it’s in all of our best interests to try one of the big 3 mods.I couldn’t be happier. You get a lot more 2/3 pieces kills. Then in jump space, they all recoup. and cycle them or just keep dropping them.Yeah so I didn’t get the fatigue thing either. Pretty sure that’s not how combat works. I've done an overview video showcasing the main features: Edit: Great to see so many first time modders trying this out! This also helps with compatibility, as standalone mods are easier to incorporate into the main mod branch; if they’re not immediately compatible. Just prevents game from reaching that point where one whole aspect (ie pilots / training / recruiting) just becomes a non factor.As for the editing to get armour to work, it’s literally just adding four lines to 3 different excel spreadsheets if I remember correctly. If my first shot blows off a side torso and strips the armour off the CT, unless pilot is decently levelled, their panic state will go up. Almost every deployment there’d be a new mech, or a rare mech, or a variant.In theory? Colonel Wolf always knew where the good shit was. The panic mod is what cinched it for meHaha sweet.
I’m reasonably used to editing JSON files from trying to figure out Project Zomboid’s code. In BEX the big stompy gods blessed me with my first archer. All of a sudden an awesome and a Mad Cat came charging down a hill at my already banged up medium lance. Also HBS adding a bunch of star league variants for first time probably conflicts with the custom definitions he would have had to create for them prior. Adds a nice little touch of personality to the start of a career.All the models are top notch and everything stays very close to, if not identical to lore.So in the original TT game, Mechs have quirks. A giant sized thing that’s super effective. Which... ok not exactly super tactical... but whatever it’s what I would do lol.What this translates into is that suddenly your medium threat manager can help with a bigger target until the little guy gets back. Battletech Extended 3025 by Haree78 and Justin Kase (and many others, please take a moment to check the credits) Brief Description: Battletech Extended 3025 adds a ton of 'Mechs, vehicles and variants, including new 'Mechs you haven't seen elsewhere that are all Lore compliant for 3025. Enemy is ruthless too. Merc Pilots are expected to maintain their Mechs. Approx 5 per mission and then it stops getting worse.So the vanilla game starts in 3025 I believe. Since missile heat was never a problem for me I simply adjusted the tonnage instead. Eventually all the way up to 7 heat per ton with a sink that takes up 9 slots and weighs 7tons. This makes trying new Mechs, loadouts and lance combos, much more viable and fun. Enemies are far less prone to suicide charges to contact and will frequently stay just beyond sensor range to hammer LRMs, or they will disengage all together and start moving around cover to attack your flank. I loved my LRM boat in the campaign, but it was definitely OP and slightly ridiculous. Once you get 8, build your next hab pod and continue buying pilots. I’m playing with ‘slow progression’ so I just didn’t want to be running into a situation where I was barely getting any XP as it is and then suddenly I’m not getting any from missions and have to start taking more risky contracts.Three was to adjust the rewards for the Galaxy at War missions I mentioned before. Yeah I mean a lot are pretty interchangeable. Say for example, you assassinate the target and the two lances nearby start moving towards you, they don’t do it like idiots, they stay spread out at the limits of your sensor range, trying to stay in cover, they frequently make moves back and fire, forcing you to advance to contact.
So it’s in all of our best interests to try one of the big 3 mods.I couldn’t be happier. You get a lot more 2/3 pieces kills. Then in jump space, they all recoup. and cycle them or just keep dropping them.Yeah so I didn’t get the fatigue thing either. Pretty sure that’s not how combat works. I've done an overview video showcasing the main features: Edit: Great to see so many first time modders trying this out! This also helps with compatibility, as standalone mods are easier to incorporate into the main mod branch; if they’re not immediately compatible. Just prevents game from reaching that point where one whole aspect (ie pilots / training / recruiting) just becomes a non factor.As for the editing to get armour to work, it’s literally just adding four lines to 3 different excel spreadsheets if I remember correctly. If my first shot blows off a side torso and strips the armour off the CT, unless pilot is decently levelled, their panic state will go up. Almost every deployment there’d be a new mech, or a rare mech, or a variant.In theory? Colonel Wolf always knew where the good shit was. The panic mod is what cinched it for meHaha sweet.