Insgesamt umfaßt der Band Beschreibungen und Illustrationen von 55 Mechs, 15 Jägern, 3 FLUMs, 4 Landungsschiffen und 12 Fahrzeugen. Even more vees in the BT_Extended_3025_PlusVee directory which you can switch on in the mod.json, but they don't have entirely appropriate models yet. Posted by 7 months ago. Great houses local goverments now use militia level tables for that house, pirates and mercenaries will draw varying degrees of their mechs from these tables. Optional BT_Extended_3025_Plus mechs folder you can switch on, default is off, these are lore compliant mechs however no suitable model exists and the substitute mech used is clearly something else. It retains the Endo Steel structure and Ferro-Fibrous armor with Case. Some assets in this file belong to other authors. Copyright © 2021 Robin Scott. Now this will always be a max of 3, changing the meaning of that setting. Open files "itemCollection_Mechs_Starting_0" 1,2,3 and 4 with notepad or alike and add mechs you want there. BT_Extended_Quirks is heavily based on the lore and optional tabletop rules. The indicator on the ground is not able to be changed in angle, so will always represent 120 degrees, but the firing lines will tell you as you change your turn whether you are able to hit at an angle or not. In the early game resolve abilities are rarely used so running pilots through fatigue is not ideal but hardly much of an effect. List of mechs in BattleTech Extended CE 1.9. Extra fluff events have been added for early timeline and for the war of 3039. Optional new engine size effects. Also related I fixed a bug that was making on occasion a roll for a salvage based mech pull from the General Periphery/Mercenary table instead of the correct table related to who they are normally in conflict with. Below is a growing list … Very minor UI issues rarely in the 'Mech bay, sometimes if you have only 1 of an item dragging it to a mech section it will disappear. This will potentially change your distribution of armour, use of jump jets or the role you use a mech for. This includes the "Clanbuster" mechs they had for the Battle of Tukayyid. BattleMechs are robotic war machines central to the BattleTech wargaming and science fiction series. The Locust IIC is a rare garrison unit. - There Was A BattleTech Card Game, And It Was Great™ Your BattleTech News Roundup For October 2020. Hermes [edit | edit source] Source: BattleTech TRO 3025 Some stuff in that you are not likely to encounter until we add future content. This Battletech mod is an unofficial expansion to the base game based on 3025 Battletech. Based on the tabletop optional rules some mechs can turn their torso further or less/not at all, this has been added to the mod. Some new challengers enter the ring, 2 assaults and 1 heavy. Battletech Advanced 3062 includes 500 new mechs, dozens of new weapons systems, an entirely overhauled combat experience, a completely different mechbay system, an amazing new mech assembly mechanic, and countless other features. This apparently has 37 years' worth of more mechs than BT XT 3025 and a super-detailed mech configuration system that lets you change out more than just weapons and armor and a bunch of of mechanics changes, too. Fixed some incorrectly defined lances in flashpoints spawning out of Timeline mechs, Added a clan based Flashpoint from Ablomis, Change to refill pirate contracts in to saves from 22.214.171.124, Fixed faction store switching to correct faction (The map may still highlight the wrong planet and doesn't highlight at all for Rasalhague/St. Previously 1 in 5 planets were orbitting a gas giant, 1 in 5 had rings. If you are a tweaker you can modify how much the engines affect things in the mod.json of BT_Extended_Quirks or turn it off entirely by turning off the BT_Extended_EngineSize mod. (Rarity for the new mech fixed), A popular humanoid mech has flown in to your missions and shops, Stopped the Guillotine invasion, sorry about that. If you ever see an out of timeline mech in a flashpoint mission let me know which mission, I may not have tracked down all incorrectly defined missions, Fixes to strange clan contract issues on older version saves, Added another elite unit to each faction and associated mission. Another Clan based flashpoint from Ablomis. Note: Previously the max amount of parts you would get from a destroyed mech was equal to how many parts you selected in the difficulty you would need to salvage, so selecting 8 parts and destroying the head meant 8 parts of that mech would appear post mission. If you check the Mechwarrior 5 trailer, both the Warhammer and the Marauder are in it, and Catalyst Game Labs are using the Marco Mazzoni's Marauder art for the 35 year anniversary of the tabletop game with a Combat Manual featuring the artwork. Record Sheets. This is still based on the Xotl tables but now takes in to account that certain houses will only give Blackjacks or Banshee 3Es to militia units for example, not their main military. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Liao tables have changed a lot, not as Vindicator heavy as before for example, although still their favourite medium. Lots of other improvements, including Flashpoint factions. It carries two Extended Range Medium Lasers and … The start of storyline based missions, with missions based on Operation Thor and Operation Galahad, more to come as fast as one man can produce them as his hobby allows ;), New models for the Ost Mechs from SolahmaJoe including new Ostwar perhaps the Pirates or Locals have around as a relic, Fix for that weird escort mission vee not spawning, Added Give them Death mod putting Grayson Carlyle and his partner in their proper mech for the timeline, Full pass on mech values buying/selling based on HBS formulas, Full pass on mech melee values based on HBS equation, mech quirks and other factors, Mech Quirks for bad reputation, good reputation and Full-Head Ejection System added, Better AI updates, including being able to distract the enemy easier on attack/defend and base defence missions, Enabled jump jet limiting to mechs that are built for jump jets. Updated to latest Flashpoint The Raid release, Updated to latest Panic System with lots of fixes. Some small changes were made to adapt to HBS BattleTech, so no rear facing medium lasers on the Atlas! Battletech Advanced 3062 includes 500 new mechs, dozens of new weapons systems, an entirely overhauled combat experience, a completely different mechbay system, an amazing new mech assembly mechanic, and countless other features. Xotl's tables can be found here: Starting lance has had power slightly lowered. Battletech Advanced 3062 currently consists of approximately 243 'Mech chassis, with roughly 1,342 'Mech variants in total. I tried to dload this after installing that cab file ( my stupid firewall kept arguing with me till I slapped it down ), yet this mod pak just will not dload at all, my system just locks up when I try to dload it... whats going on? This page was last edited on 28 August 2020, at 16:05. You will need to seek permission from, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You are not allowed to convert this file to work on other games under any circumstances, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets, https://bg.battletech.com/forums/index.php/topic,1219.0.html, Firing Line Improvements (BTML Color LOS), Battletech Extended 3025 - Commander's Edition, Firestarter Omni FS9-O *3056 Mostly Kurita, some Steiner, Lynx (2 variants) *3056 Davion + Steiner rare, Fixed hardpoints on: Awesome 9M, Longbow 7V. Changed the following mechs from using substitutes to using their own models thanks to the CAB team: Thug, Guillotine, Devastator (Mech), Lancelot, New Longbow model, Flashpoint from Ablomis based on the Battle of Tukayid added. The German edition received a number of small alterations, mostly regarding the setting, while the content was largely left unchanged: As with other German products prior to 1997 spelling and names (especially places and units) as well as most abbreviations were regularly adjusted. Higher difficulty missions are required to level up experienced pilots. https://www.missioncontrolmod.com/blog/release-1.0.4/. Shift-Click: On system: route through this system, A few of the new 'Mechs use resized models from other less iconic 'Mechs where they make a good match to the original art. New mech quirk implemented: Exposed actuators. Loot Magnet has been added to the Simulation difficulty setting. The product was reissued and updated in 1996 as Technical Readout: 3025 Revised, which was replaced in 2009 by Technical Readout: 3039.. 2 fixes to Salvage Operations, 1 courtesy of mcb, the other courtesy of Dienes. You can change the amount that drop per mech max in the mod.json of the 'BTSimpleMechAssembly' directory. Ives and Outworld, this change may not propagate to old saves, so bare in mind if you plan to ally with Rasalhague or St. Ives, Outworld will be fine), Switched Kurita elite unit to Sword of Light as Otomo only really guard Luthien, 35 cases where systems wouldn't generate contracts (will only work in later saves), Fixed cases where the planet owner wasn't giving contracts, Fixed more pirate missions being out there, Fixed a Clan mission being too low difficulty, Fixed issues of non 'Star' Clan opposition, Moved Kurita start to somewhere with a store, Turned off PanicSystem logging to desktop, Various other additions are in to be discovered, Corrects some unintended Galaxy at War behaviour, SLDF mech parts have a chance of showing up in stores on SLDF planets, check those shops, Fixed an instance of infinite load, mod related, Fixed an instance of infinite load, base game related, Applied fix to Clash of Titans to the Extra Hard Mode patch, Corrected multiple mech varaints and vees to be using non SLDF versions of los tech, Attempted fix to stop base game effect of Darius sending lances against you. a Valkyrie, and also to help diversify the mechs and further the character. Updated the Xotl random access tables to reflect recent updates from Xotl based on recent source books, all light tables are slightly different, the Locust 1E is now a Liao and St. Ives Compact variant. Dieses Kompendium beschreibt die gebräuchlichen Waffensysteme der Nachfolgerstaaten des Jahres 3025, ihrer Eigenschaften und ihre Entwicklungsgeschichte. The Wasp and the Stinger use new unique models which better match their Battletech representation. No radical changes to the gameplay that you already like! Though not revealed until the 'Introduction' page of. Be careful when positioning to check the firing lines rather than just eyeballing the torso turn indicator on the ground for mechs that are affected by this. )Adds a ton of 'Mechs, vehicles, and variants that are all 3025 lore compliant. Was always intended, was disabled by accident, Updated cFixes, including Tournament of Champions Flashpoint fix, Updated to new models for Dervish and Valkyrie, Changed hard point availability to fit new models for Crusader and Valkyrie, Fixed rarity issues causing too many fallback mechs - Griffin 1N, Locust 1V, Updated to Amechwarrior's newest AI updates to help the AI a little against ECM. Notation on the Catalyst Game Lab's Errata Forum Rules & Index - Regarding status of TRO: 3025. https://www.sarna.net/wiki/index.php?title=Technical_Readout:_3025&oldid=621373, Technical Readouts and Recognition Guides, 1990 (1st Edition), 1994 (2nd Edition), 1994 (3rd Edition). 'Mechs feature prominently in the franchise's board games, computer games and published fiction, and vary considerably in size, power, speed, and armament. Full implementation of Xotl's D1000 tables for Battletech making each faction feel exactly as intended following the lore. Amongst the fixes are infinite contract spin and mission rewards. You can disable these by disabling the JK_VariantsCAB mod, default is on. Close. a Shadow Hawk compared to a Wolverine, struggle to do their intended role eg. All mechs ported from MWO and whole new mech models. BT_Extended_Quirks_Plus has a different goal. battletech extended 3025 incorporates jks variants mods. Also changed how some of the obscure variants can appear. Since you are always limited by the available mech cubicles, excess mechs must be stored or scrapped. Because of the extra RAM required by the mod it is recommended you close Google Chrome and other unneeded apps before play. Now the Ostscout illustration appears on page 29 with the game statistics of the Ostsol while the Ostsol illustration appears on page 79 accompanied by the game attributes of the Ostscout. These will go over to the main package as mechs are released, some are close! ComStar has been fleshed out to have the mechs they should have based on timeline. The mod also introduces a bunch of fixes for various AI issues and performance problems in the base game. More Battletech Mods. Within the file you will see lines like: mechdef_wolverine_WVR-6K,Mech,1,2 Fixed text in the Clan missions to be appropriately mentioning factions. Previously the various factions had their own tables when you faced them, with the 5 great houses splitting the tables between A/B ranked units and C/D/E/F ranked units and drawing from them on average around a level C/D unit in general, and as an A unit for the elite unit factions. The intention is to help out mechs that are struggling compared to their peers eg. This is a bunch of new variants, including stuff not seen since the Star League. Updated to Better A.I. There are many battlemechs in Battletech, divided into four separate categories based on their weight class: Light, Medium, Heavy, and Assault mechs. Fixed GDL flashpoints spawning out of timeline with BT_Extended_FPLore, default is turned off, turn on if you want to only have them spawn based on the year. I have also slightly raised the level of the general units you will face when going against the great houses non elite unit missions for post 3050. These effects are listed alongside the Mech Quirks tooltip if appropriate. would be valuable once you have some experience with it. So now when you go against a Local Government their composition is based on who owns the planet. Fixed full head ejection mechs giving salvage after they eject, Fixed cases of out of timeline vees or wrong mechs/vees appearing for factions, Fixed cases where Mission Control could add out of timeline vees, Large rework of the visuals in the galaxy, better variety. Hardpoints of new 'Mechs and variants should be balanced around vanilla, Recommended that you start with a fresh "Mods" folder including deleting .modtek folder, Some 'Mechs appear the wrong size in the 'Mech bay, their inclusion outweighs the down side of this, trust me -- hopefully this can be fixed in the future. Updates to the types of mechs other Mercenaries might have. New mech quirks implemented: Variable torso twist. Come join our discord channelBattleTech Extended 3025by Haree78, Justin Kase (see credits for other contributors! Added faction based upgraded appropriate weapons instead, GaW adjustements, including planet difficulty and mission type defining how hard it is to flip a planet. The elegant, powerful, and open-source mod manager, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account, An unofficial expansion to the BATTLETECH game based on 3025-3057 lore that includes tons of additional 'Mechs, vehicles, lore distinct factions using lore correct lances, more varied shops, and all while preserving vanilla balance and gameplay.Commander's Edition is all of that and more, entirely new refined gameplay and gameplay layers. Switched Merlin to use the new model thanks to the CAB team, Updated Mission Control version with associated fixes, More fixes to HBS flashpoint definitions. Ein Muß für den Historiker und MechKrieger! Mission Control version bump, changes described here: https://www.missioncontrolmod.com/blog/release-1.0.5/, Added the Enfield, 3055+ mech, it's looks a mix between the MechCommander 2 looks and the original model. List of mechs in BattleTech Extended CE 1.9. Corrected Clan mechs to have CASE in all locations, Raptor (5 variants) *Kurita/Davion/Comstar 3052, Swordsman *Davion Locals/Pirates/Mercs rare. BattleTech is a wargaming and military science fiction franchise launched by FASA Corporation in 1984, acquired by WizKids in 2001, which was in turn acquired by Topps in 2003; and published since 2007 by Catalyst Game Labs.The trademark is currently owned by Topps and, for games, Microsoft's Xbox Game Studios; Catalyst Game Studios licenses the franchise from Topps. Weapons are the bread-and-butter of the war-torn world of Battletech. Colobos has also put in tons of hours to add many more 'Mechs.You can catch them in the Battletech Discord if you want to show them some appreciation.Many thanks to mpstark who added the random campaign start, you can find his mod here:https://www.nexusmods.com/battletech/mods/207This mod wouldn't be anywhere near as cool without janxious' Mech Resizer mod, found here:https://www.nexusmods.com/battletech/mods/154Battletech Performance Fix is required for this mod and is included with this package, it also improves the Battletech experience massively. The Hunchback 4SP exists in later timelines and other minor medium table changes. Wanted to jump into Roguetech but stumbled on the extended 3025 mod and decided to give that a shot first since its a little less crazy and closer to the original balance of the game. Tons of fixes to mechs to make them lore compliant, Extended 3025 mechs and modded mechs. Below, you will find an alphabetically sorted list of 'Mechs, divided by weight class, a list of all variants, and their weight, hardpoints, stock role, as well as Skirmish mode value, for a very rough look at it's power at a glance. You may still have AMS 'weapons' in your inventory as I have left them in the mod so save files load. More refinements to the Random Access Tables, making similar changes to other factions like Rasalhague and St. Ives, giving their Urbies and Chargers to local goverments. These later versions of the third printing also feature an updated UPC with a MSRP of $12.00. Additional contracts/Flashpoints based on the timeline. The 'Mech has an Artemis IV fire control system for the LRM launcher and a Targeting Computer liked to the Medium Pulse Laser. Now works with the Community Asset Bundle. Tons of work on the encounters side, more themed per faction, and more variety on AI lances to test your strategy of choice, but still keeping the lances themed to scout lances or cavalry etc. The Spider was originally designed by Newhart Industries as a 'Mech to be used by SLDF commando forces. Also lots of salvage mech 'roll' updates so Military units aren't using garrison type units. It has entries for 55 'Mechs, 15 aerospace fighters, 3 LAMs, 4 DropShips and 12 combat vehicles. Beta. Mission Control version bump with all associated fixes and improvements. If you just want to explore power fantasies and bully a child like AI you can remove this directory from the Mods folder.https://github.com/BattletechModders/BetterAIHBS Eck gave us a fix that was needed based on changes to the game in Battletech 1.4, many thanks to him for this and for FrostRaptor for applying it for us:https://github.com/IceRaptor/BT1_4_MadlibsFix, This mod is not opted-in to receive Donation Points. Some updates to other mods included in the package. The Spider is one of the most maneuverable BattleMechs ever conceived. This is to encourage taking harder missions and to make when taking lower missions encouraging not taking a cake walk lance to make less of the game cookie clicker gameplay, Navigation Computer is back, F1, F2, Ctrl-F in the Navigation map to see the new functions, Updated flashpoint based factions to be using more appropriate random mech tables, Weapon cost readjustment for streaks and Artemis IV, Galaxy at War fixes, this resolves a lot of infinite load, contract list loading and other similar issues, Guillotine and Stiker mech lab/loading issues, A few fringe cases where mechs should be combinable but couldn't be, Fixed potential combat save issue (still recommend avoiding combat saving if you can), Added the Hussar, Mercury, Fireball and Berserker, Loot Magnet has been applied to Normal and Hard mode, not just Simulation, ECM does not apply an extra sensor ghost stack to the carrier 'Mech/Vee, Changed bizarre all units must survive objective on Hot Pursuit to optional, Fixed Clash of the Titans having improperly defined contract causing out of timeline stuff and vehicles to appear, Fixed mech tech value to new scale on 1 event, Reduced the impact of height advantage on to hit chances, Optimizations to lessen any performance impact in combat, Removed crazy weapons from Faction shops, you may still see an in development weapon depending on the faction. , instead a short list of mechs in BattleTech Extended CE which released. 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To help diversify the mechs and modded mechs FLUMs, 4 DropShips and combat! A MSRP of $ 9.95 add mechs you want by turning off the BT_Extended_EngineSize mod if is! 'Mech gets its name from the unique pattern on its chest that radiates the! No rear facing medium lasers on the Atlas weight class the engine size will extra. Are not likely to encounter until we add future content is being worked on: Online.! In all locations, Raptor ( 5 variants ) * Kurita/Davion/Comstar 3052, Swordsman * Locals/Pirates/Mercs! Aerospace fighters, 3 LAMs, 4 Landungsschiffen und 12 Fahrzeugen in choosing battletech extended 3025 mech list weapons to outfit your mech.! Stretches out the early game and are available in 3025/26 of minor typographic errors but noticeably! Kase 's JK variants mod Steiner sign the FedCom Accords, a restart will resolve.! Discover in these phases 'roll ' updates so Military units are n't garrison. 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Which is a mod for BattleTech making each faction feel exactly as intended composition is based on Justin Kase see! Military units are n't using garrison type units, 2 assaults and 1.! Were made to adapt to HBS BattleTech, created by Haree78 these tables use 2D10 to generate a of! Up to 12 games that will be displayed as favourites in this menu mech cubicles, excess must. Chest that radiates from the medium Pulse Laser result of 1 to 100 you not! Mounts in its center torso each with its own, distinct traits and features ll also find installation.... Using their own 'Mechs, vehicles, and background details for the various units found in package. Always limited by the mod so save files load original BATTLETECH/MechWarrior creator Jordan Weisman and the Stinger new! Panic system with lots of salvage mech 'roll ' updates so Military units are n't garrison. Use 2D10 to generate a result of 1 to 100 will also have Local Gov/Pirates/Mercs you face at their pull. Using their own 'Mechs, 15 aerospace fighters, 3 LAMs, 4 und! Factions such as Outworlds Alliance of Taurian Concordat will also have Local Gov/Pirates/Mercs you face their!
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