![]() ![]() We’re dropping down to Cluff’s Stand for another quick peek at the Black Market. We’re doing a little traveling on our way to start the closest thing to a story Career Mode actually has but before that there’s another flashpoint between us and our destination. Let’s Play BattleTech: Career Mode – Flashpoint: White Lies The only thing I really don't like about it is the lack of room in the head for anything other than its Battle Computer, because invariably it gets plinked in the head and my guy spends weeks in the medbay because I can't slap on an injury resist cockpit. ![]() I love the Cyclops-Z, because giving everyone in the Lance 1 Init is bloody brilliant. Thanks for the expert info, Rora and PTN. All risk-reward, but none of the flair of the Firestarter I guess. The idea of a Flea does still seem somewhat amusing, if you found enough -Tonnage machine guns tho. The armor on a Firestarter is far more beneficial for the anti-XCom RNG rolls of random hits. Just a tad annoying trying to find some of the necessary equipment, namely I can't seem to get a Gyro of any kind to drop or spawn in shops (normal or Black Market). The Flea has to chose between maximum tankiness and mobility or being a damage threat, and it's worse at being either than the Firestarter.Īlas, I had suspected something along these lines. Sounds good, right? Except, as a 20-tonner its maximum armor is so low that even an incidental hit from a medium laser is a threat to it, and if you want the six jump jets needed to get those 7 evasion pips you're topping out at two small lasers and nothing else so the damage threat just isn't there. Instead I resorted to directly editing the flashpoint files in the assets bundle, using this guide.In theory, the Flea can do the same thing as the Firestarter except it doesn't lose 95% evasion until it drops down to 1 evasion pip. I tried doing so through normal means (use advanced JSON merging to change the requirements) but since the DLC content is always loaded after ModTek, of course ModTek doesn't find the content I'm trying to amend. This is because it is very difficult to change DLC content through ModTek for some reason. It means it isn't compatible with any other mod that does the same. It literally overrides your "Flashpoint" assets bundle, in its entirety. This mod doesn't use ModTek or similar to inject the changes into the game without modifying game files. json files ( \StreamingAssets\data\flashpoints ) as follow: It changes the requirements of the Flashpoints. If you fall below 100 and you pass at least one day, the Alliance Flashpoint will despawn. ![]() ![]() NOTE: the Flashpoint remains available while you have 100 reputation with the appropriate Faction. You do not need to ally with that Faction anymore for that Flashpoint to unlock. When you reach 100 reputation with a Faction that offers a Faction Alliance Flashpoint, the next Flashpoint that unlocks will be the Faction Alliance Flashpoint (they have the highest priority). NOTE: since this mod replaces the original Flashpoint DLC Assets Bundle, it will be removed if you update your game or verify its local files.
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