I'm sorry sir, but you are incorrect in your assumptions. I have been playing battletech for 36 years and I can assure you that many gamers put jump jets on pretty much anything they could. In fact one of my biggest issues with this game to date has been the limitations on modifying mechs. Why in hell would you want to further restrict the ability to modify mechs beyond what has already been done by the hardpoint system and the inability to switch out engines.
I'm sorry sir, but you are incorrect in your assumptions. Ths mod is about Battletech LORE, not about Battletech players mech customisation.
I can agree with you about further limitations, but adding jumpjets on every mech makes them look more like gundams than battlemechs in combat situation.
In LORE, jump-jets are as easy to add to BattleMechs as are heat sinks or lasers. There is nothing lore-friendly about adding jump-jet limits beyond what the design system imposes.
Pls. add a version for 1.04. Cicada CDA-3C chassis file has been altered ("topspeed 200 => 210") No other values seem to have been changed by the 1.04 patch.
Mech that had their number of jumpjets changed: Enforcer Enf-4r4 -> 5 Panther Pnt-9r4 -> 5
Aunt Edith says: Sry 'bout the Panther and Enforcer, which do not lose their JJs, but get 1 more ! Didn't check the actual (new) numbers, but only for changed entries.
(Brought to you by the mighty windows file compare command line tool ;-) ... and notepad++ )
They haven't. Not sure why they are listed... At least the ModTek version hasn't. Don't remember about the old version, but I wouldn't use the old version anyway, ModTek is just more convenient and "Better" in every way.
Sry 'bout the Panther and Enforcer, which do not lose their JJs, but get 1 more ! Didn't check the actual (new) numbers, but only for changed entries. OP updated!
Is this save compatible? If I have jump jets installed on a mech that, after installing this mod, won't have jump jet slots anymore will it cause issues?
Yeah it's save compatible, but what would happen if you took them into combat without removing the JJs? I am not sure, actually.
When I made the changes, the only thing I noticed was that mechs with previously installed Jump Jets, still had them installed, except now the JJ counter said 3/0 (3 JJs installed, out of 0 slots).
All I did was remove them, and I couldn't re-equip them afterwards, as intended.
Could you possibly convert this mod to be a ModTek mod? There's an explanation of it here: https://github.com/Mpstark/ModTek and I'm sure you could get a hand from the people from /r/battletechmods or the discord.
It'd just make it easier in the long run for mod users.
Not 100% positive you could make it a BTML mod, but that's also an option.
13 comments
Ths mod is about Battletech LORE, not about Battletech players mech customisation.
I can agree with you about further limitations, but adding jumpjets on every mech makes them look more like gundams than battlemechs in combat situation.
Cicada CDA-3C chassis file has been altered ("topspeed 200 => 210")
No other values seem to have been changed by the 1.04 patch.
Mechs which keep their jumpjets with this mod:
Blackjack Bj-1
Blackknight Bl-6-Knt
Bl-6b-Knt
Cataphract Ctf-1x
Catapult Cplt-C1
Centurion Targetdummy
Firestarter Fs9-H.
Grasshopper Ghr-5h
Griffin Grf-1n
Griffin Grf-1s
Griffin Grf-4n
Highlander Hgn-732b
Highlander Hgn-733
Highlander Hgn-733p
Hunchback Hbk-4g
Hunchback Hbk-4p
Jenner Jr7-D
Panther Targetdummy
Quickdraw Qkd-4g
Quickdraw Qkd-5a
Shadowhawk Shd-2d
Shadowhawk Shd-2h
Spider Sdr-5v
Thunderbolt Tdr-5se
Urbanmech Testdummy
Urbanmech Um-R60
Victor Vtr-9b
Victor Vtr-9s
Vindicator Vnd-1r
Wolverine Wvr-6r
Mech that lost their jumpjets:
Atlas As7-D-Ht
Atlas As7-D
Awesome Aws-8q
Awesome Aws-8t
Banshee Bnc-3e
Banshee Bnc-3m
Battlemaster Blr-1g
Catapult Cplt-K2
Centurion Cn9-A
Centurion Cn9-Al
Cicada Cda-2a
Cicada Cda-3c
Commando Com-1b
Commando Com-2d
Dragon Drg-1n
Jagermech Jm6-A
Jagermech Jm6-S
Kingcrab Kgc-0000
Kintaro Kto-18
Locust Lct-1m
Locust Lct-1s
Locust Lct-1v
Orion On1-K
Orion On1-V
Stalker Stk-3f
Thunderbolt Tdr-5s
Thunderbolt Tdr-5ss
Trebuchet Tbt-5n
Wolverine Wvr-6k
Zeus Zeu-6s
Mech that had their number of jumpjets changed:
Enforcer Enf-4r4 -> 5
Panther Pnt-9r4 -> 5
Aunt Edith says: Sry 'bout the Panther and Enforcer, which do not lose their JJs, but get 1 more ! Didn't check the actual (new) numbers, but only for changed entries.
(Brought to you by the mighty windows file compare command line tool ;-) ... and notepad++ )
Haha, that's a good list!
...
>Enforcer Enf-4r
>Panther Pnt-9r
Why?
http://www.sarna.net/wiki/Enforcer
http://www.sarna.net/wiki/Panther
They haven't. Not sure why they are listed...
At least the ModTek version hasn't. Don't remember about the old version, but I wouldn't use the old version anyway, ModTek is just more convenient and "Better" in every way.
OP updated!
When I made the changes, the only thing I noticed was that mechs with previously installed Jump Jets, still had them installed, except now the JJ counter said 3/0 (3 JJs installed, out of 0 slots).
All I did was remove them, and I couldn't re-equip them afterwards, as intended.
It'd just make it easier in the long run for mod users.
Not 100% positive you could make it a BTML mod, but that's also an option.
Someone did it for me, so there's a ModTek version available in the downloads now.