Friendly Fire Working?

  • Crusader Kings II Expansion Subscription

    Subscribe to the CK II Expansion and enjoy unlimited access to 13 major expansions and more!


  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Amechwarrior

General
9 Badges
Feb 23, 2018
1.851
133
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • BATTLETECH - Initiate of the Order
  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Anyone see Friendly Fire setting working in 1.9.1?

I've tried to force a FF situation in skirmish and career and not been able to replicate it. Not sure if I'm just unlucky with the RNG or if it's actually broken. What I'm going is surrounding a enemy unit with my own and firing on the enemy with my last unit. I used to see friendly fire land with the mod/settings enabled, but haven't since returning to the game in 1.9.1.

In the combat game constants find the line and set to 2:

"StrayShotValidTargets": 2

To enable friendly fire.
 
  • 1Like
Reactions:

Sigil

Captain
11 Badges
Feb 28, 2018
323
22
  • Stellaris
  • BATTLETECH
  • Age of Wonders III
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
I've never gotten it to work but somewhere I heard to set the value to "3," not that it made any difference in 1.9.1.
 

MadMungo

Corporal
10 Badges
Mar 6, 2018
28
6
  • BATTLETECH
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
I had it happen a few times during playing last night, but it was the opfor that it happened to. Checked my "StrayShotValidTargets" is set to 0.
Will set it to 1 then 2 then 3 and see if I can get FF on my own mechs.
 
  • 2Like
Reactions:

Amechwarrior

General
9 Badges
Feb 23, 2018
1.851
133
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • BATTLETECH - Initiate of the Order
  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
I had it happen a few times during playing last night, but it was the opfor that it happened to. Checked my "StrayShotValidTargets" is set to 0.
Will set it to 1 then 2 then 3 and see if I can get FF on my own mechs.

Yea, 0 should be enemies only. 0, 1 and 2 should correspond to this snippet of code. "Enemies" is relative to the firing unit and not the "enemy faction" relative to the player.

Code:
{
    public enum StrayShotValidTargets
    {
        ENEMIES_ONLY,
        ENEMIES_AND_NEUTRAL,
        EVERYONE
    }
}
 
  • 1Like
Reactions:

MadMungo

Corporal
10 Badges
Mar 6, 2018
28
6
  • BATTLETECH
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Have played more of my campaign with it set to 2 and noticed that lasers and missiles now pass through the FF mech, mine, alies or opfor, that they would normally hit. I don't know whether they would have had a high enough to hit % but the majority of the times it happened I had all 10's and above 80% hit chance, and the FF mech had no evasive pips to max 1 evasive pip.

I have no mods that alter FF, as far as I can see, because it was originally set to 0.
 
  • 2Like
Reactions:

MadMungo

Corporal
10 Badges
Mar 6, 2018
28
6
  • BATTLETECH
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
An update on Friendly Fire situation. It works fine. Only saw it happen 3 times out of roughly 25 battles, so it seems to be very low percentage chance of it happening. each battle went for on average about 12 rounds.

I just created a CombatGameConstants.json file and set "StrayShotValidTargets": 2 and it works.
 
  • 1Like
  • 1
Reactions:

Sigil

Captain
11 Badges
Feb 28, 2018
323
22
  • Stellaris
  • BATTLETECH
  • Age of Wonders III
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
An update on Friendly Fire situation. It works fine. Only saw it happen 3 times out of roughly 25 battles, so it seems to be very low percentage chance of it happening. each battle went for on average about 12 rounds.

I just created a CombatGameConstants.json file and set "StrayShotValidTargets": 2 and it works.

Stray shots his the OpFor much more often. I wonder, if like with criticals, there is a value that controls the weighting.
 

Amechwarrior

General
9 Badges
Feb 23, 2018
1.851
133
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • BATTLETECH - Initiate of the Order
  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Stray shots his the OpFor much more often. I wonder, if like with criticals, there is a value that controls the weighting.
This is something I would want to know as well. I don't recall it acting like this before, when we initially got FF either.
 

Gurachn

Sergeant
Jan 8, 2020
73
11
Stray shots hit the OpFor much more often. I wonder, if like with criticals, there is a value that controls the weighting.
I've been running "StrayShotValidTargets": 2 for several dozen missions now, specifically looking for friendly fire, and have yet to see a single case.
I even build a 70LRM Stalker to run in tandem with an Axeman/Grasshopper brawler pair, to test this.
This tag team duo of bangin' bros often often find themselves in a hail of falling fire, but so far they don't seem to be copping any of it.

I'm actually liking this combo for taking out heavily armored Clanner assaults (Running BEX btw). Even if the brawlers cant finish in one round, they strip off most of those huge slabs of armor, and the hail of 50% Crit LRMs finish the job nicely (not great for salvage, however).
It does seem a bit cheezy though, that I am sending my guys into a planned rain of death, secure in the belief that none of it is likely to touch em.
If FF is working, the odds must be exceedingly low.

I also can't say I have noticed significant difference with stray shots hitting the OpFor, but I sure am seeing lots of OpFor stray hits on my own guys.
In a recent battle against a Steel Viper MadCat, I counted 6-7 stray shots that hit one of my mechs in a single volley.