Mod articles
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Weapon jamming has been implemented as of the latest update, so what does this mean? First and foremost, that all weapons have a chance to "jam". If you think it's absurd that a laser could jam like an autocannon, you'd be right. Something else is being represented by the jamming mechanic, however, and that is Murphy's Law. A laser can't jam per se, but something else can always go wrong, and will go wrong just when you need it most. Your Techs can go over that thing with a fine tooth comb and it can still "jam" during the course of a battle. Those are the kinds of events that soldiers must deal with under combat conditions. On the other hand, you can get through combat without a single "jam" — if you're lucky enough.
Not all weapons jam equally as often, though. The aforemen... -
As of the Sprint update, 'Mechs can shoot after sprinting. Unfortunately, there is one major and two one potential minor outstanding issues.
Major: COIL weapons can use their charges in the round after they moved. In other words, you can move one round to build up charge, and then upon the next round for that 'Mech shoot using the previous round's charges without the accuracy penalty from moving/sprinting. This was not an issue introduced by enabling sprint and shoot; it existed before and the BTR team are aware of the problem, though have yet to provide a fix.
Minor (fixed): As of yet, the AI cannot sprint and shoot; however, koztaz, creator of the Relentless AI mod packaged with BTR, has offered to try and enable it. I'll update when appropriate. Update: se... -
Contained Overflow Inertia Linkage
Description//INTERCEPTING TRANSMISSION... //DECODING ...
"Hey, you know that oddity we heard about some months back from the Rimward Periphery? Turns out it's real. You wouldn't expect a former merchant coalition to turn out anything noteworthy, but this seriously interesting. It's called a COIL. ... No, no, it's not a Gauss rifle. I didn't even know they called those things coil guns. ... Uhh, Contained Overflow Inertia Linkage. Bit of a mouthful. ... The Aurigan's are behind it, yeah, and it's in service. Now. ... Yeah, things are hotting up there. ... Way ahead of you, the full report is attached. Out."
//FILE ATTACHED ...
Introduced: ca. 3025 (Aurigan Coalition)
An unusual development from the Aurigan Coalition, a little-known Rimward Periphery sta... -
Modding Resource: Assembly-CSharp.dll
Accessed and copied with dnSpy.(also see: Study on statusEffects.statisticData)
statusEffects
durationData
int duration
int stackLimit
int uniqueEffectIdStackLimit
bool ticksOnActivations
bool useActivationsOfTarget
bool ticksOnEndOfRound
bool ticksOnMovements
bool clearedWhenAttacked
bool activeTrackedEffect
targetingData
effectTriggerType
int triggerLimit
int extendDurationOnTrigger
specialRules
auraEffectType
effectTargetType
bool alsoA... -
The C3 Master-Slave system has been borrowed and edited thanks to the generosity of bloodydoves, who has allowed me to implement it exclusively for Shoot to Kill. It does not function the same as it does in Advanced 3062 so this short article details how it works to prevent any confusion. For a TL;DR just read the dot points at the end.
It has two parts—the C3 Master and Slave—but neither are required to be used together in order to gain the benefits of either piece of the system. I've fluffed this away by stating it's the Argo's Star League-era C3 systems filling the gap. From a lore point of view, this is a C3I network able to use a Master, so it's quite powerful. But neither Advanced 3062 nor Roguetech have implemented the C3 system as it functions in CBT, probably due ... -
Complete:
Bold=New
Italics=BTR variant
100 Ton:
ANH-1A
ANH-1E
ANH-2A
AS7-A
AS7-C
AS7-D
AS7-D-DC
AS7-D-H
AS7-D-H2
AS7-K
AS7-RS
AS7-S
KGC-000
KGC-010
KGC-000b
KGC-0000
KGC-001
MSK-7A
MSK-8B
MSK-9H
MAD-4A
MAD-5A
MAD-5B
MAD-5C
95 Ton:
BNC-3E
BNC-3M
BNC-3MC
BNC-3M-RV
BNC-3Q
BNC-3S
BNC-5S
BSK-M3
BSK-MAZ
NSR-9J
NSR-9FC
90 Ton:
CP-10-HQ
CP-10-Z
CP-10-Q
CP-10-Q-RV
CP-11-A
CP-11-A-DC
CP-11-G
EMP-5A
EMP-6A
HGN-732
HGN-732b
HGN-733
HGN-73...