[Mod Release] XLRP - 1.4b HF3 released (3030, 3049)

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Status update 2021-03-12
  • Good to hear you are doing ok! XLRP was the only mod I really liked. Thanks for taking another stab at it. When you get it going again, I will be definitely firing the game back up again and have some nostalgic fun!

    Thank you so much! I'm glad to hear it. There are some great mods out there, no doubt, so that's a huge compliment! Though I like to think that XLRP fills a certain niche no other mod currently does. :)

    Glad you're back.

    I'll be interested to see your surprise revealed.

    Thanks! Gotta say this place has grown unusually quiet. I understand a lot of people have moved on, though, and everyone else is over at Discord. As for me, I've always been more of a forum guy, I guess. :D

    Ah yes, the surprise... Gotta tear myself away from the mod for long enough to take care of that, though!

    Yours was the first major rework that I ever used, and I liked it a lot. Currently using BEX, which is also spiffy, but would love to see yours up and working again.

    Thank you. While I haven't had the chance to play BEX myself yet, I've seen some great stuff from that mod. I wish I had the time to play all of them! Maybe when I'm mostly finished with XLRP and can get a full career playthrough behind myself I'll check them out one by one. Should be somewhere around the year 2100, I reckon?

    Thank you for bringing your mod back from the near-dead.
    It is awesome that the big mod packs are still getting updated.
    My pleasure! To be completely honest, part of the reason I picked XLRP up again was pure selfishness. After all, this was the way I wanted to play the game, and I sorely missed it.

    But yeah, I'm amazed by the sheer perseverance of the BT modding community. Some of them have been slaving away for years, in some cases almost non-stop it seems. No idea how they do it, but I'm all the more grateful for their dedication. :)


    So anyway, I wanted to provide a small update on what's been going on.

    As I said in my previous post, the mod was still in a very broken place. Lots of things weren't working, many Mechs were broken, even some basic functionality that was there before wasn't working anymore. Good thing I haven't been slacking off, then! In fact I spent most of the past two weeks - overall it's been almost three weeks now - working on the mod. As of today, most basic functionality is there again (at least from what I can tell). Things like ECM or even melee combat were completely broken (due to things having changed in other mods involved). After having spent most in-game time in Mechlab and Skirmish mode (not to mention the time understanding what's wrong and actually fixing it), these are now in a decent state.

    With all the changes that were the result of updates to MechEngineer, CAC, CBTBE and others also came a few new possibilities and I also learned a trick or two. (Nothing compared to the cool stuff the other mod packs are doing, but hey, I'm not a code monkey! ;) )
    So while I'm trying not to add too much stuff for the next update - that's for later - I plan to build upon and refine what's already there. And quite a bit of that has already been done.

    With that being said there's still a lot of smaller stuff that needs investigating and fixing, not to mention finetuning and balancing. And once that is done I'll need to do at least some basic Career/Campaign testing. Based on experience I'm guessing my "stuff to fix"-list is going to grown again as soon as I start doing that. :D

    tldr lots of progress being made, but still a mech-tric ton of things to do!


    In case you can't tell, I'm having a lot of fun, though. (Occasional frustration over things I just broke aside.)
     
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