More mods

Explore all mods

News & Updates

  • MC v0.2.0 Full

    This is the full release version of v0.2.0. Like the pre-release it fully supports v1.3 and Flashpoints.

    Major Features

    (Introduced with the full v0.2.0)


    Extended Lances - Increase the size of a faction's lances allowing for clan stars (5 mechs) and reinforced lances / comstar demi-lances (6 mechs). Works for vanilla spawns and Mission Control spawns.
    Additional Lances Faction Rep - Allow faction reputation range to select which lance to use
    Additional Lances Elite Lances - Allow elite lances to be selected if allied or enemy with a faction
    Flashpoint options - Allow for disabling Mission Control entirely, or just disabling only Additional Lances for FPs
    Additional Lances Skull Lance Difficulty - Added a full initial set of...

  • Enjoy

    Just a humble attempt to add some classic 3025 Unseen into the game.  SolhamaJoe's efforts gave me the idea, but it wouldn't be possible without his work....

  • If your game has the infinite loading screen bug which this mod should not cause for you game if you are using modtek to handle the mod files then please follow the steps in these videos to recover your game.

     Using the following steps will cause your saved games to be lost as they maybe part of the issue. first watch this video and follow the steps PLEASE KNOW THAT I AM NOT THE THE MAN IN THE VIDEO HES MUCH SMARTER THAN I AM.
     yufxeroffuc
    next watch this video and follow the steps 
    8504otPbO5U

    next reinstall your game make sure your could save is disabled.

    before you start modding your game again please install modtek and BTML the version i am useing and the instructions are here the version i am useing are BTML 6.4 and modtek 4.2 if you need a video to help talk you through it watch the one below TAKE NOTE THAT THE VERSIONS OF MODTEK AND BTML ARE OUT OF DATE IN THE VIDEO CLICK THE LINK ABOVE FOR THE VERSION I USED TO MAKE THIS MOD. ALSO NO...

  • MC v0.2.0 Alpha Pre-release for BT1.3 Flashpoint

    This is a pre-release version of v0.2.0. It's not polished and it's not finished but it works. I'm releasing it because it supports BT v1.3 and the Flashpoint expansion.

    Major Features


    BT v1.3 / FP Support

    Ally Lance Combat Dialogue - Unique dialogue per contract type and MC contract type variations if you have an ally lance dropping with you. This works but the dialogue is very limited in the alpha.
    Additional Lances Skull Lance Difficulty - Additional Lances now take into account skull difficulty when selecting lances to drop into a contract. In this alpha it's supported but I haven't configured it yet so while it does take the skull rating into account - all the profiles are the same as v0.1.0
    Additional Lances in Battle are Primar...

  • Starting Equipment - Cheat Start

    My very first public Mod and its a cheat mod.

    This mod is for those who wants a quick start. You will get to built your very own super mech right from the start !...

  • Release

    First version. Works with latest modtek, BTML, and patch...

  • Mission Control Release - v0.1.0

    Today I’m releasing Mission Control. It’s a mod that a lot of people have asked for. It intelligently randomises spawns based on contract type, adds allies and more enemy lances to the fight, adds new objectives, adds new AI to the game whilst also enabling other mods to make use of these same systems in an easy to use way. This will open things right up! Expect the coming mod updates to bring lots and lots of fun things.

    Over the past few months, with the encouragement and support of the modding community, I’ve managed to crack the encounter system in the game (thanks Eck!). So… what does this really mean? A lot of the contract type data was stored in the map data (called ‘encounters’). Now I’m able to manipulate this information we can finally add a lot of very ...

  • v0.3.0

    Added a toggle for Freeroam / Fly camera and Gizmo mode...

  • v.1.1.2

    This update focuses on fixing bugs.

    Changes
    If an operation definition’s input uses the viewLabel property along with the {value} tag - if the tag value is empty then the entire viewLabel will be ignored to make nicer operation view strings
    Bug Fixes
    Fixed crash when an operation input type was set to operation but there was no set operation to check raw input types against.
    ...

  • v0.2.0

    Added a toggle for Fog of War. Optionally, you can keep the dark overlay of the fog and keep the ability to see units. This option is set in the mod.json....

  • BTDebug

    In the course of making mod tools for the BattleTech community there has been a few areas that have caused a lot of pain. One of them has been whenever the development focus moved into the Unity game scene and also the user interface.

    This tool allows the BattleTech modders to enable a scene hierarchy and Unity game object / component inspector. This allows the modder to find object names, see component details and make some debug edits at runtime.

    It can speed up development massively when used in the right way to solve the right problems.

    Enjoy!...

  • Online War

    Online War

    Basics
    - All factions are at war with each other.
    - Planets offer contracts from the owner of the planet, locals and each bordering faction.
    - Doing contracts for a faction raises their percentage of control and lower the percentage of the others.
    - The faction with the most control owns the planet.
    - If you get high rep with factions they offer you priority contracts that pay better and lead you to currently contested planets.
    - The amount of % a contract moves the control is based on skulls. Each half skull earns 2% of control. 

    IT Stuff(How does it work)
    - Whenever the game updates the map it makes a request to the Roguetech server and updates your lokal map based on the current state of the war.
    - After...

  • v1.1.1

    This update focuses on removing custom conditions, actions and value getters that are used in conjunction with the ExtendedConversations mod. These definitions are now bundled with the ExtendedConversationsmod itself for clarity. This allows for more rapid development of EC without having to match CT version....

  • Chassis Quirks

    Some Chassis have Quirks, special effects of gear built directly into it, that grant it unique effects

    List will be updated as i tag them up

    Clan mechs
    "Clan BattleMech"
    + Weapon Accuracy
    -Melee Accuracy
    -Melee Damage
    Improved sensors
    No Melee Weapons

    Primitive
    "Primitive Design"
    -20% Walk/Sprint

    Command
    "Command BattleMech"
    +1 Initiative

    Royals
    "SLDF Royal"
    -5% Heat Generated
    -6 heat per turn

    Crab
    "Low Profile"
    +1 Defense

    Crab 27b
    "Royal Crab"
    +1 Defense
    -5% Heat Generated
    -6 Heat Per Turn

    Gemji
    "Melee Crab"
    +1 Defense
    +2 Melee Accuracy
    +Melee Damage
    ...

  • v1.1.0 - More Conditions and Actions

    This release brings support for more actions and conditions that can be used in BattleTech dialogs when using the supporting mod `ExtendedConversations`.

    Major Features

    Compatibility with ExtendedConversations utility mod. This mod provides extra conditions and actions that are not provided by the original game.

    Minor Features


    Added conditions
    Evaluate Tag for Current System. This will check if the current system will have the specified tag.
    Evaluate BattleTech Int. This allows you to check against a commander, company or current system integer statistic.
    Evaluate Funds. This allows you to check a fund amount against the company funds.

    Added actions
    Time Skip. This allows you to jump forward in ...

  • Gear by Background Choice

    - Weapons
        - Ultra Autocannon 5
    - Ammo
    - AC2 Ammo
        - Precision
        - Caseless
    - AC5 Ammo
        - Precision
        - Caseless
        - Armour Piercing
        -Live Fire Training
    - AC10 Ammo
        - Precision
    - AC20 Ammo
        - Armour Piercing



    - Weapons
        - Light PPC
        - Snubnose PPC
    - Ammo
        - LRM Ammo
            - Deadfire
        - SRM Ammo
            - Deadfire
    - Items
        - PPC Capacitator


    - Weapons
        - Large Pulse Laser
        - Medium Pulse Laser
        - Small Pulse Laser
    - Items
        - TTS InstaTrac VIII


    - W...

  • TTC Discussion and Bug Reports

    Let me know what you think, or if you've run into any bugs/issues, or what you currently like/dislike about the mod. Enjoy!...

  • Pilot Quirks

    Tags

    Reckless: Bonuses to-hit in combat, but easier to be hit.
    Tech: Improved Mech Repair Times
    Cautious: Penalty to-hit in combat, but harder to be hit.
    Merchant: Discount to buy shop items.
    Dependable: Bonus to resist pilot ejection.
    Brave: Bonus to resist pilot panic.
    Assassin: Better Called Shot.
    Athletic: Reduced fatigue times.
    Gladiator: Less skill degradation for fatigue.
    Lucky: Chance to avoid getting wounded.
    Drunk: While fatigued the pilot has +1 to-hit, -1 evasion, and 100% immunity to ejection.
    Wealthy: This pilot has no monthly maintenance cost.
    LosTech Technician: Better chance to-hit with LosTech weapons.
    Disgraced: Reduced Company Morale.
    Naive: Less XP per mission....

  • War Mechanics(WarTech)

    War Mechanics

    Starting or joining a war
    - Factions have a chance each month to start or join a war. 
    - This chanced is based on their current war exhaustion. 
    - The more exhaustion they have the less likely they start or join a war.
    - If they decide to enter war state they pick a random faction that is neighbouring them.
    - If this faction is already in a war they join on the opponent side.
    - If this faction is not at war yet they start a new war.

    Ending a war
    - Factions have a chance each month to leave a war.
    - This chanced is based on their current war exhaustion. 
    - The more exhaustion they have the more likely they leave a war.
    - If all faction on one side left the war, it ends.

    Resource...

  • War Mechanics

    War Mechanics

    Starting or joining a war
    - Factions have a chance each month to start or join a war. 
    - This chanced is based on their current war exhaustion. 
    - The more exhaustion they have the less likely they start or join a war.
    - If they decide to enter war state they pick a random faction that is neighbouring them.
    - If this faction is already in a war they join on the opponent side.
    - If this faction is not at war yet they start a new war.

    Ending a war
    - Factions have a chance each month to leave a war.
    - This chanced is based on their current war exhaustion. 
    - The more exhaustion they have the more likely they leave a war.
    - If all faction on one side left the war, it ends.

    Resource...

Top