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I am still getting the occasional black screen or game freeze, but I think that is going to be a product of the memory leak that is present even in the base game.
 
Morale/eject should have been in the base game. One of the first complaints back in release month was how fanatical every opponent you face was and no one runs away.

I'd actually like to see something akin to the tabletop "Forced Withdrawal" rules, where the enemy force could retreat, not just eject. It would fit the 3025 lore, where combat rarely went farther than heavy damage to each side, and salvage was accomplished by both sides.

I'd ALSO like to see the ability to actually help "conquer" a planet; there should be consequences to the actions of our company, and an extended campaign on a planet would be awesome. Something akin to the Planetary Assault Mini-Campaign guidelines that appeared in the Chaos Campaign: Succession Wars would be a good template, but have it end with a change in control of the planet. Obviously that would only be one mission type, but it's the kind of campaign that a helluva lot of depth to the missions. HBS (and the BEX 3025 team) have already done a superb job adapting the other traditional scenario/mission types, but a full-on planetary assault would be epic. Maybe tie it into known timeline events, like an enormous 4th SW Flashpoint in support of Davion/Liao/Kurita/Steiner efforts on specific planets? Or maybe tie it into more well-known planetary assaults conducted by Big Mac, Wolf's Dragoons, or the ELH?

A campaign where we weren't returning to orbit after each mission would be great, too; establish a ground base and repair facility, headquarters, etc. Then you have something you have to defend while also conduct an offensive operation. That would require a huge effort to generate a planetary map, though, and tie in the contract system to the planetary assault dynamic.
 
I'd actually like to see something akin to the tabletop "Forced Withdrawal" rules, where the enemy force could retreat, not just eject. It would fit the 3025 lore, where combat rarely went farther than heavy damage to each side, and salvage was accomplished by both sides.

Since retreating enemies means no salvage, I think it was a design decision to pick between realism and fun. Even ejecting messes up the progression system by giving players too many mechs too early too fast. Anyway, it'll take a lot more tweaks from how salvage works, how it's obtained and contract negotiation (a la MW5) to make a retreating AI fit into the overall gameplay.

As for the rest of the game, I've been screaming how the sandbox was just an afterthought since launch given the base game's focus on the campaign but [mod edit: no insults please] are still too busy grinding for lost tech to care. The static nature of the game is almost criminal after 3 over priced DLCs. Galaxy at War perfectly demonstrates that it doesn't take much to give some meaning to all the endless battles. As far as planetary ground base facility and a more nuanced invasion/defend mechanic, the possibilities are endless. However, how much effort HBS is willing to put into it, given their current business goal of quickly cashing in on the base game, remains to be seen.
 
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Hey guys, need a bit of clarification on how the new Ace Pilot skill works. I'm looking at the code and there are some I'm not really sure on.

"AcePilotBonusPercentage": 40,
"LightKeepPipsCount": 0,
"MediumKeepPipsCount": 0,
"HeavyKeepPipsCount": 0,
"AssaultKeepPipsCount": 0,
"AcePilotBonusPips": 0,
"PilotSkillToKeepPips": false,
"PerSkillPointToKeepPips": 6,
"AcePilotPointToKeepPips": 8,
"MaxTotalChanceTokeepPips": 90,

So I get ace pilot gives you 40% base chance and max is 90%. When PilotSkillToKeepPips is false, I assume PerSkillPointToKeepPips is inactive. Does AcePilotPointToKeepPips give 8% on top of the 40%? Finally, what is XKeepPipsCount? Is it the amount of pips kept by default? Thanks.
 
I am not very up to speed with the Discord bit, so I will ask here.

Does anyone know if the modding team are aware of the nexus published mod I mentioned on the last page?

Career Leopard Start

As I said there, I think if that were added it would be a great addition to career progression.

:)
 
The main question with that one is do you ever get the Argo, or are you stuck in the Leopard for the entire play-through?

I realize the Argo is a bit overpowering when completed, but until then it is a great money sink to make it harder to get to the C-Bill achievement.
 
The main question with that one is do you ever get the Argo, or are you stuck in the Leopard for the entire play-through?

I realize the Argo is a bit overpowering when completed, but until then it is a great money sink to make it harder to get to the C-Bill achievement.
There is a flashpoint that you can ignore that will get you the Argo.
 
That seems to be a good way of going about it.

I take it the clue is in the mod name Career Leopard Start. ;)

I just hope that that flashpoint is adequately flagged as important / vital to career progression.
 
Hey guys, need a bit of clarification on how the new Ace Pilot skill works. I'm looking at the code and there are some I'm not really sure on.

"AcePilotBonusPercentage": 40,
"LightKeepPipsCount": 0,
"MediumKeepPipsCount": 0,
"HeavyKeepPipsCount": 0,
"AssaultKeepPipsCount": 0,
"AcePilotBonusPips": 0,
"PilotSkillToKeepPips": false,
"PerSkillPointToKeepPips": 6,
"AcePilotPointToKeepPips": 8,
"MaxTotalChanceTokeepPips": 90,

So I get ace pilot gives you 40% base chance and max is 90%. When PilotSkillToKeepPips is false, I assume PerSkillPointToKeepPips is inactive. Does AcePilotPointToKeepPips give 8% on top of the 40%? Finally, what is XKeepPipsCount? Is it the amount of pips kept by default? Thanks.
Sorry for the late answer but here are some explanation. You also have to remember that the settings are the one chosen by Haree.
The mod has two different ways to work. Basically I merged PermanentEvasion from Morphyum and SemiPermanentEvasion from donZappo. It will give you a certain amount of permanent evasion pips based either on the Mech weight category or the movement speed.
Haree use the mouvement speed mode so in this case all XKeepPipsCount does nothing, he could have left the default values.
You can either use a flat percentage to keep the pips or having it skill based. Haree uses the flat percentage but only gives it to Ace Pilots.
If you're using the skill based pourcentage mode AcePilotPointToKeepPips will give you 8% per pilot skill point if the pilot has AcePilot of course, if not it will stay at 6% per piloting skill point. AcePilotBonusPercentage is not used in that case.
 
Still getting the bug on the "pacify area" missions where the battle never finishes..... For now i activated the debug console and when i kill all enemy units i use the console to end the mission.
 
I do hope our modders will continue with this project with HBS coming to a halt on development with the next 1.9 patch.
There is so much more content that can be developed & lore to be represented.
There is plenty of timeline to be brought out & with a stable base of 1.9 I'm thinking things should get easier to develop?
 
A heads up for those that may be interested.

1.9 compatible release for Mission Control at Nexus.

:)
Is this part of BEX:CE? I can't see it mentioned on the nexus page for BEX:CE?
Now that the game is in it's "final form" I'll be completing my current campaign run, then looking to try mods again. BEX:CE was great so I'm looking forward to going back when it's released for 1.9 :)
 
1.9.1 patch is out.

Can somebody give a heads up on Discord, please?

Apparently it should help modders with a few fixes.

I would flag it up myself on discord, but I can never get that app to work properly. :0/
 
Is it just me or are the specialized skills choices a bit unbalanced.
I find that 'Master tactician' and 'Cool vent' are by far the most powerful and flexible options.

Breaching shot can be useful for mechs focusing on 1-3 high damage weapons, but it's a bit niche, and I just don't find myself using it much. I feel it would be a bit more viable if perhaps it also gave a small bonus to hit.

Evasive expert just doesn't seem to offer much of a benefit at all. I generally skip that to head for the +2 max evade (skill 10).

Am I missing something here, or could these benefit from a bit of a tweaking?
 
Thx to the Mod Team that made this mod - it really really gives this game a new purpose.
I cant even desribe how much better the AI is - it forced me to rethink my Mechs armament and armor distribution as well as combat tactics bcs my opponents have become way smarter.
I totally endorse that Pilots now Panic, eject when the Panic Level is too high, combat has become nothing but a final suicid etc.
(Which is why i do not use the Harder Difficulty Mod addon - i dont like unnecessary deaths).
I have yet to explore the added parts of the Starmap as i am only have started recently.

I very much like the Pilot XP Limits that make perfect pilots impossible, that you only get XP for a certain Mission difficulty, the way that you now earn Mech familiarity, all these big and little things that ad an immense flair to the gameplay.

I like also the skilltree changes - i think it depends now much more in the indivudal playstyle and is less forcing you to bullwark your way through the game.
Evasion Expert looks very interesting to explore
Master Tactician now has a good reason to be used
Coolshot is still the Skill i wholeheartedly refuse to use as i feel very strongly that skill should not exist outside exotic technical solutions that come with serious repercussions.

The Mechpilot Quirks and Mech Quirks add another immense Layer of Depth to the game.

All the other things i did not mention but apreciate!

I can say it is a burden to older rigs as my FX8350 with 16 GB DDR3 1600 was barely able to deliver a quite choppy Performance though since i upgraded anyway to an up to date Ryzen 5 3600 with 32GB DDR4 3600 it runs like a charm - the GPU is both times a RX480 8GB.

This mod is THE Mod for me - the worthy final conclusion for this game!
 
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Is it just me or are the specialized skills choices a bit unbalanced.
I find that 'Master tactician' and 'Cool vent' are by far the most powerful and flexible options.

Breaching shot can be useful for mechs focusing on 1-3 high damage weapons, but it's a bit niche, and I just don't find myself using it much. I feel it would be a bit more viable if perhaps it also gave a small bonus to hit.

Evasive expert just doesn't seem to offer much of a benefit at all. I generally skip that to head for the +2 max evade (skill 10).

Am I missing something here, or could these benefit from a bit of a tweaking?

I have to partly agree with this. But I will take it one farther in stating that as it stands, Breaching shot is completely useless. Why fire only one weapon that *might* hit for full power, when generally you have multiple weapons with a chance to hit that will do more damage over-all?

I have issues with coolant vent as well, because honestly its an "I Win" button. It completely negates the need to actually manage heat build-up. And it also takes away the one time when a breaching shot might be useful, IE when you are trying to cool off but still do a little damage.

Evasive expert is a niche skill, but if you are using a pilot in a very fast mech as AI bait, then it comes into play. When you build up 6 evasive charges and the AI can't remove them even with all of its mechs concentrating fire, it buys you a free fire turn for your other 3 mechs. It is certainly far more useful than breaching shot is.
 
... Breaching shot is completely useless. Why fire only one weapon that *might* hit for full power, when generally you have multiple weapons with a chance to hit that will do more damage over-all?

I have issues with coolant vent as well, because honestly its an "I Win" button. It completely negates the need to actually manage heat build-up. And it also takes away the one time when a breaching shot might be useful, IE when you are trying to cool off but still do a little damage.

Evasive expert is a niche skill, but if you are using a pilot in a very fast mech as AI bait, then it comes into play. When you build up 6 evasive charges and the AI can't remove them even with all of its mechs concentrating fire, it buys you a free fire turn for your other 3 mechs. It is certainly far more useful than breaching shot is.

Well, Breach might be useful for a mech with only one large weapon (a light/med with a PPC or AC20), but that is a very specific case. I dont see it as totally worthless, but it definitely doesn't stack up well to the alternatives. It isn't helped that even the Guns5 specialism, multi-target, goes completely against the idea of focus fire.
It saddens me that the gunnery tree is so weak.

The points you make about evasive are true, but overall, if you are running speedy lights, it doesn't seem too difficult to avoid cases where your mech is subject to more than 2 or 3 enemy return fires.
I find that a light with 6 pips can take 2 or 3 shots without too much worry. Even losing a couple of pips means they are still pretty safe, so I dont find the permanent evasion to be that big of a deal unless you are the type who likes to mix it up full banzai style.
Playing a bit more cautiously, it doesn't seem that useful.