Urban Warfare introduces the most changing and fluid state the battlefield has seen. It takes the turn-based strategy mech combat out of the countryside and drops it into the city. they gave me a third one in the loot distribution!!! Yay! First heavy mech!īATTLETECH: Urban Warfare is the expansion I've been waiting for. There were 4 grasshopper parts when it was over.īut. 2 grasshoppers! I was very bummed I could only get 2 picks. It was to finish off a damaged lance - 2.5 skulls. ![]() Last night, had a mission where I could max get 2 salvage picks. Speaking of career mode, it was so awesome when I finally got my first medium! A Hunchback (5 ML, 2 LRM10 and 1 SL variant, dumped the SL for armor). So I need to roll back to an older version of Battletech or wait a while for a modder somewhere to catch up?ĭoes JK_Variants add anything that Battletech Extended 3025 doesn't cover? I have had issues a couple times in career mode where the combat didn't load, but that's rare (2-4 times total, been playing 1-3 battles per day since I posted I'd started career mode with this mod). I know this is completely optional and only adds flavor, but it's a flavor I like. Pull JK_Variants out, and I can enter a combat scenario. The game and Argo load fine, but loading into combat just loads forever. and can't get the game running with JK_Variants. and made sure my other mods were as current as they could be. I went digging and found that I needed to get a new version of the Modtek tool installed, so I did. Updated it and was having fun with it - then realized than none of my mods seemed to be showing up (no painful tanks or various Mechs). I tried to get back into this over the weekend. But you can enable or disable individual sub-components of the mod to your taste.įinally, a reminder that, if you install "content" mods (ones that add mechs, flashpoints, equipment) then remove them later, you won't be able to load save games made with those mods. The good part is that the author felt the same way that I did, which is that the mechanics don't really need to be messed with, we just need more mechs.Īpparently it also bundles the "better AI" mod, so expect the AI to clean your clock a little bit more. Some of the vehicles and mechs re-use existing models, but I found it didn't matter too much. There's a particular sub-mod that you'll have to enable to get all the vehicles. That'll get you a very substantial chunk of all the mechs and tanks that are available in 3025. Since then, somebody undertook the same task I did, which is to gather up all the "more era-appropriate mechs and vehicles" mods in one place: Last time I played through, I assembled a hodge podge collection of mods myself. The main reasons to get Flashpoint would be in anticipation of the next DLC, "Urban Combat" (which will probably have more flashpoints), and the possibility of user-made flashpoints (so far, only one has been made, but you never know.) The Crab is a 50-tonner, and the Cyclops fills out the assault bracket a little. ![]() I think I saw about 20 total, but there are more - to access a few of them you need to be allied with a major inner sphere power, and it takes a while to "grind out the rep".įlashpoint also adds three mechs: Hatchetman, Crab, Cyclops. You also see consecutive deployments (no time to repair between missions), and the flashpoint missions are hand-crafted. The main thing about them is that your dialog choices actually make a difference, as opposed to what happens in the main campaign. ![]() They're basically multi-stage high-risk-high-reward contracts. Basically, the flashpoints are self-contained stories (although some flashpoints follow from others, depending on your decisions) involving the major inner sphere powers (or not, in some cases).
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