[ModPack] dZ_Consolidated_Company_Commander

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don Zappo

General
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May 14, 2018
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VERSION 1.1.7v1

NOTE: To make my life easier, all files are now only going to be hosted on NexusMods:
[Mod edit:no unapproved links: please no direct linking to nexus/github]


This version was released for full compatibility with BATTLETECH v1.1.2. Therefore, you need to make sure that a clean install of this mod is done.


There have been multiple requests for a consolidated ModPack incorporating a lot of interesting changes and making sure that they integrate well together. The goal of this project is to accomplish just that! This ModPack takes a number of popular mods and combines them seamlessly - it endeavors to be a one stop shop for users that will contain the most updated mods from multiple users. It also adjusts values when necessary and modifies .json files to make sure they all play well together and support each other well.

Most notably, this ModPack is a community effort! Please suggest features and mods to be added and feel free to jump in with ideas or to help out.

The goal of this ModPack:

This ModPack attempts to make you feel like you are in charge of an entire company of mechs instead of just controlling a 4-6 mechs and pilots. It attempts to adhere to the vanilla feel of the game when possible while forcing you to make difficult financial and mech choices along the way. It makes you have to drop with partially repaired mechs, have multiple pilots ready to go into battle at any time, and makes you have to take a careful look at your finances.

Also added are a number of game balance options along with some really awesome, lore appropriate, mech and vehicle diversity!


Major Gameplay Changes

Cosmetic and Gameplay Notes

  • Mech movement speed increased by 1.5x. They do not move further, they just get their slightly faster.
  • Due to some funny math with MechTech calculations I ended up multiplying all MechTech values by 1,000. The values are still the same, but now everything works properly!
  • Many new LORE AND TIME APPROPRIATE mechs and vehicles added to stores and campaigns. These are utilized by the AI. See JK_Variants in the mod list up above very more information.


Company Commander
In order to ensure that you need more mechs and pilots throughout the game and feel more like you are in charge of a Company of mechs and pilots changes have been made to make you utilize more mechs and pilots throughout the course of the campaign. It also endeavors to make acquiring new mechs more rewarding and increase (slightly) the difficulty and excitement of early game.

New starting Mechs
  • Now you start with a randomized assortment of mechs. 5 light mechs, and 1 medium mech (45 tons or less)
  • If you start a Custom Campaign you have the choice of what mech you want to start with! Or, you could randomize a starting ancestral mech that is below 50 tons.
  • Your lance will consist of 5-6 mechs with a total tonnage of 160-170 tons.
New Starting Mercenaries
  • You will start with one of the original starting pilots along with 4 random rookie pilots.

Mech Tech and Med Tech
  • Starting Med Tech skill from 6 to 4
  • Starting Mech Tech skill at 5000.
  • Can now repair mechs simultaneously. You get one mech under repair per MechBay Pod. (1 to start, 3 if fully upgraded). There is a tiered repair system. 100% repair value for first mech, 75% for second mech, and 50% for third mech.
  • Repairing times take longer.
  • Mechs heavier than 60 tons take more time.
  • MedTech Skill upgrades set to 1, except the hospital which is set to 2
  • MechTech Skill for Mech Bay 1 set to 0 (from 2)
  • MechTech Skill for Mech Bay 2 set to 0 (from 3)
  • MechTech Skill upgrades for Machine Shop and Refit Harness set to 1 (from 2)
  • MechTech Skill upgrades for Automation 2 set to 2 (from 3)
  • Component installations normalized to take 1 day each for a 50 ton mech with starting MechTech.
  • Mech operation costs are based on mech value.
  • Mech drop costs added. Costs based on mech tonnage. You get 80 tons free to drop with at no cost. Drop costs significantly scale upwards with increased tonnage.
  • Mech repair cost and time is based on mech tonnage.

Financial
  • Major financial overhaul to events, maintenance, and upgrade costs. Things have been made more expensive as finances in the campaign were a non-issue.

Gameplay Changes

Abilities
  • Juggernaut is now 5 point skill. At Guts 8 it confers brace to the mech after a melee attack.
  • Bulwark is now 8 point skill
  • Bonus hit point removed from Guts 4.
  • Guts now gives bonus HP at 6 and 10.
  • Gunnery gives -1 refire penalty at 6 and -2 refire penalty at 10.
  • Piloting skills add 2% stability defense.
  • Called shot nerfed.
    • Base Called Shot set at 33% chance to hit location.
    • Improved Called Shot set at 50% chance to hit location.
    • Called Shot Mastery set at 67.5% chance to hit location.
  • Mechs now have semi-permanent evasion pips depending on their maximum walking speed. 5/4/4/4/3/2 evasion pips kept for 210/190/165/140/120/95 speed.
  • Ace Pilot now gives +1 sem-permanent evasion and +20% to keep the pips when shot at.
  • Tactics now gives a to-hit buff for minimum range attacks instead of a minimum range reduction (-2/-4)
  • Tactics has +1 morale per turn at level 7 and an additional +1 per turn at level 10.
  • Tactics 6 removes the to-hit penalty for moving.
  • Tactics 9 removes the to-hit penalty for jumping.
  • Additional wound removed from Guts 4. Pilots now gain a wound at Guts 6 and Guts 10.

Campaign:
  • Removed Story Difficulty Boosts (would have a global increase per story mission completed)
  • Base system difficulty changes
  • Map will be unlocked at a point of your choosing.
  • Maximum Contracts Per System increased to 6 (3)
  • Contract Renewal Per Week increased to 2 (0.5)
  • Default Contract Refresh Rate decreased to 7 (30)
  • Contract Variance increased to 4 (1)
  • You now gain or lose MechTechSkill and MedTechSkill based upon your funding level. -2/-1/0/+1/+2. This change is temporary for the entire month.
  • You now gain or lose Morale based upon your funding level. -15/-5/0/+5/+10. This change is temporary for the entire month.
  • Time increased between campaign missions.

Pilots

  • For every 8,000 XP a pilot earns they receive 10% less XP in the future. This change encourages pilot specialization and makes it hard to acquire all of the skills. This makes high level pilots much more valuable.
  • Pilot XP is capped at 60,000. For example, this allows: 8-8-8-8 or 10-10-4-4 or 10-8-8-5
Pilot Fatigue System
  • Now after every mission your pilots that participated are now fatigued. They are out for the following time (default values used):
-Time Out = 7 - Guts/2 - Morale threshold
-Morale threshold: +-1 for +-5 morale from Starting Morale Value, +-2 for +-15 from start
-1 point piloting, tactics, and gunnery lost for every 2 days of fatigue, rounded up.
-Chance to resist a light injury = guts * 10%​
  • Once Fatigued, this pilot can still be used during this period. However, if they are used they will have the possibility of suffering on "Light Injury." This converts their Fatigue time directly to injury time. They have a chance to resist this based upon their Guts Value (10% x Guts Value).
Pilot Quirks
  • Pilots now have special abilities based upon their tags.
  • Some traits are positive, and some are negative. Look at the pilot descriptions to see how they are impacted!
LosTech Occurrence
  • LosTech is now available according to faction.
  • LosTech availability will spread with the progression of time.
  • The ability to purchase LosTech will be dependent upon faction reputation.
Reputation
  • Reputation gains and losses are now much more dynamic.
  • You will lose reputation for fighting against factions now.
Mercenary Deployments
  • Instead of travel contracts, your company will now have the option to take Deployments.
  • Deployments are difficult and are intended for high-risk, high-reward gameplay.
  • Deployments last 1-2 months and you must take the contracts when they are presented. There is no ability to pass time once the contract is offered.
  • These Deployments have very high payouts compared to normal contracts.
  • If you cancel a Deployment mid-deployment you will suffer a big loss of reputation.

Mech Changes

Salvage
  • 5 parts of mech salvage required for a complete mech.
  • Can combine variants and give you a mech chassis of base type. This variant will be randomly selected among the variants of that chassis you possess.
  • Mechs (yours and AI's) now get destroyed and leave behind salvage.
  • Number of salvage is now based the number of parts destroyed
  • 50% chance to lose your own mech with a CT loss or head loss. If lost CT - one piece of salvage returned. With lost head - 3 parts of salvage returned (full mech).
  • Salvage from your own mechs will not take up a salvage spot on the end-mission screen. Parts are automatically injected into your inventory.

Combat Changes

Stability Changes
  • Stability has been changed to 90 + 0.5 x Mech tonnage. These changes help to reign in the overpowered nature of stability damage in the vanilla game and to go along with other stability changes in this mod. Examples:
    • Atlas 90 + 50 = 145 stab HP.
    • Locust 90 + 10 = 100 stab HP.

Weapons Balance


Improved Evasion, To Hit Adjustments, and Morale Adjustments:


  • All evasion pips are now easier to get (Any movement will give you at least 1 pip):
  • Evasion pips 1, 2, and 3 are less effective.
  • Hitting targets in cover/obstructed is now slightly harder: increased penalty from 2 to 3
  • To hit penalties for mechs increased:
    • "ToHitAssault": 0, (from 0)
    • "ToHitHeavy": 1, (from 0)
    • "ToHitMedium": 3, (from 1)
    • "ToHitLight": 3, (from 2)
  • To hit penalties for vehicles increased:
    • "ToHitVehicleAssault": 0, (from 0)
    • "ToHitVehicleHeavy": 0, (from 0)
    • "ToHitVehicleMedium": 1, (from 0)
    • "ToHitVehicleLight": 2, (from 0)
  • Resolve abilities are more expensive.
  • Resolve level of 70 required for Inspired.
  • All mechs have +1 modifier for moving before shooting.
  • All mechs have +2 modifier for jumping before shooting. This is additive with the moving penalty.


Misc. Combat

  • AI can be inspired
  • Pilots get -5% to stability per injury.
  • AI crit chance increased from 0.2 to 1 - just like the player.
  • Increased sensor and spotter range
    • Base Spotter distance = 400 (from 300)
    • Base sensor distance = 500 (from 400)
  • AI Combat improvements.
  • Head injuries less likely to occur.

Basic Panic System

There are four states for a pilot to be in: Normal, Unsettled, Stressed, and Panicked.

Every time a pilot has their mech take an attack, they roll for panic. This roll is increased in strength by how powerful the attack was, where it hit, how damaged the pilot's mech is in terms of armour and structure, is the rest of their lance dead or gone, etc. It is decreased by a pilot's tactics and guts scores, and their team's morale.

If this roll succeeds, they are then knocked down to the next lower state. Once they hit Panicked, they then start rolling for ejection chances. This is affected by the same things as mentioned above.

By default, pilots can only get worse in panic states once per turn, to prevent runaway panic attacks from multiple mech attacks.

For panic recovery, as long as a pilot avoids failing another roll while they're under a panic state, they recover one state up (ie Panicked -> Stressed, or Fatigued -> Normal)

A typical chain of events under this system is thus something like Normal at start -> Turn 1 during enemy action: takes hit, downgrades to Unsettled-> Turn 2: manages to avoid failing a panic roll -> Turn 3 on pilot's movement: hits Normal again

New Heat System

CBT Heat brings Classic Battletech Tabletop heat rules feeling into HBS's BATTLETECH game. In the Classic Battletech Tabletop game, heat management had a more press-your-luck style component to it. This mod is an attempt to fit that style of mechanic into the heat system of this game. Note that this is more of an attempt to blend the 2 systems together than a total reimplementation.​

Your mech will have a chance to shutdown and have its ammo explode every turn you are overheated. The chances of that happening depend on the number of rounds you have been overheated. I've tried to convert the original CBT heat chart in to percentages and apply them here. The original CBT heat scale had 4 Shutdown roll chances and 4 Ammo Explosion chances as well as Heat modifiers to Hit. So I've converted those chances (which were originally 2d6 rolls) and applied them to the overheat mechanic of the game. The game will roll randomly for each percentage. Ammo Explosion results are applied first.

Guts reduces the possibility of shutting down and having an ammo explosion.



Mods included:

Abilites And Skills Overhaul - My personal mod that overhauls the Abilities and Skills Trees.

Attack Improvment Mod (AIM) -
  • Fix the bug that doubles headshot% of normal attacks. Fix broken vehicle called shot. Re-enable clustering called shot (can be disabled). Optional: Show real hit chance, adjust called shot effectiveness, adject roll correction strength, adjust miss streak breaker, easily accessible attack log.
Basic Panic System -
  • Now pilots freak out and might even eject when the battle starts to go very poorly.
Better AI -
  • Significant overall AI improvements.
camera_settings -
  • Fine tuning of all of the exposed camera settings.
CBT Heat -
  • New heat system that provides a press your luck aspect for overheating. Much more interesting than vanilla heat system.
CBT Movement -
  • Added to allow jumping penalty for moving. This is modified for inclusion in this Mod Pack.
Repair Tonnage -
  • Mech Repair Time linked to tonnage. Bigger mechs take longer to fix.
Stability Tonnage -
  • Mech stability now takes mech tonnage into account. Previously all mechs had a stability rating of 100. Now it is 100 + 0.5 x tonnage.
JK_Variants -
  • Adds lore appropriate vehicles and mechs to the campaign. Can encounter them and purchase them! Current count is: 64 mechs, 19 vehicles, 5 weapons, 1 ammunition, and 1 Command Console. This mod has been tweaked so that it is ModTek compatible and fully loads into the campaign without overwriting game files.
Battletech Balance Overhaul - https://forum.paradoxplaza.com/forum/index.php?threads/mod-battletech-balance-overhaul.1100320/
  • Major weapons, combat, and AI tweaks.
Drop Cost Per Mech and Mech Maintenance By Cost -
  • Cost associated with mechs chosen for the drop. More expensive mechs cost more to bring into a mission.
  • Monthly mech maintenance costs now linked to mech cost.
No Time To Bleed -
  • Ever wanted to drop with injured pilots and really put their lives in jeopardy? Now you can! For every 3 medtech points you have you can drop with one injured mechs. Feel the love.
Firing Line Improvements -
  • This is a really neat mod to make the firing lines a lot more distinctive.
Better Juggernaut (Brace Only) -
  • Adds auto-brace after melee attack to Juggernaut when level 8 in guts is hit.
SkipTutorial
  • Skips the tutorial mission. The previous mod used to skip directly the Leopard was causing issues and so was removed and replaced with this.
Stabile Piloting -
  • Piloting skills adds 2% stability defense. Wounded pilots get -5% to stability per injury.
More Is Less -
  • Experience gain slowed. For every 10,000 XP your pilot gets, their total XP gained in the future is reduced by 10%.
Adjusted Mech Assembly
  • Salvaged mechs, when assembled, come with damaged pieces.
Sell Mech Parts -
  • Enables selling of mech components in the store.
Planet Difficulty Variety and Contract Tweaks -
  • Makes difficulty in systems not tied to campaign progression.
  • Base difficulty changes to some planets.
  • Improved contract variety and refresh rate.
Move Faster -
  • Utility for increasing movement speed of all mechs and vehicles.
Permanent Evasion - dZ -
  • Modified Permanent Evasion mod. Ace Pilots now have a minimum evasion limit that can be reached via Evasion reduction (sensor lock, shooting, etc.)
Random Campaign Start -
  • Start with randomized mechs and pilots.
Jack's Star League Era Markets
  • LosTech added as a small chance to Star League Era and Blackmarket systems.
Add Year To Timeline
  • Now shows the year in the timeline.
Monthly Tech and Morale Reset
  • Adds a month-long temporary -2/-1/0/+1/+2 MedTech and MechTech Skill adjustment based upon the financial level selected during the Quarterly Report. Also makes the morale bonus -10/-5/0/+5/+10 and makes this change temporary during the month.
Injuries Hurt Mod
  • Wounds cause temporary skill degradation to the pilot.
Pilot Health Popup
  • Now gives a pop up upon pilot wounding to show HP level.
Repair Bays
  • Can repair one additional mech per MechBay Pod.
SkipIntro
  • Skips opening cinematic.
Extended Information -
  • More in-game information added.
Melee Mover -
  • Can move when making consecutive melee attacks against an adjacent enemy.

Credits:
There are a lot of mods included in this pack that represent a LOT of hours from other programmers and modders in the community. This Mod Pack would not be possible without their efforts!

Morphyum:
  • DropCostPerMech
  • MechMaintenanceByCost
  • Adjusted Mech Salvage
  • CompanyMechSalvage
  • Permanent Evasion (modified by don Zappo for this Mod Pack)
  • SellMechParts
  • Adjusted Mech Assembly
  • Melee Mover
Justin Kase:
  • JK_Variants
  • JK_MinorAdjustments
me987654:
  • Battletech_Overhaul
AMechWarrior:
  • Better AI
Lad09:
  • Better Juggernaut
  • Basic Panic System (modified)
McFistyBuns:
  • CBT Heat
  • CBT Movement (modified)
ACCount12:
  • BetterSorting
janxious:
  • BTMLColorLOSMod
willssi:
  • CamZoom
  • MoveFaster
CptMoore:
  • DynModLib
ACCount:
  • Extended Information
raokster:
  • No Guts No Galaxy (the original inspiration for this Mod Pack!)
  • MoreIsLess
  • Repair Tonnage
  • RepairBays (modified by don Zappo for this Mod Pack)
  • Stabile Piloting
  • Stability Tonnage
RealityMachina aka me
  • No Time To Bleed
Buttery:
  • Planet Difficulty Variety and Contract Tweaks
MPStark:
  • RandomCampaignStart
  • BTML and ModTek (Without which this mod wouldn't even be conceivably possible)
  • Exclusive Filters
  • Pilot Health Popup
splintermind:
  • Stop Scrolling
Zathoth:
  • AddYearToTimeline
Night Thastus
  • Injuries Hurt
Vulture82
  • Advanced LosTech Occurence
  • OpenMapChoice
gnivler
  • FewerHeadInjuries
  • ScorchedEarth
  • Basic Panic
NOTE: To make my life easier, all files are now only going to be hosted on NexusMods:
[Mod edit:no unapproved links: please no direct linking to nexus/github]
 
Last edited:

don Zappo

General
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May 14, 2018
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  • BATTLETECH: Season pass
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  • Magicka
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Last edited:

don Zappo

General
16 Badges
May 14, 2018
1.799
0
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
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KNOWN ISSUES

  • After loading up and dropping on to the Leopard you must save and reload your game. This appears to be a strangeness added by skipping the earlier missions using ModTek. I have seen this listed in other mods that use this skip as well. I am looking for a fix.
  • LessIsMore is bugged. This mod is currently patched in the working version!

BETA VERSION
v1.04.6-BETAv1

- Removed SRM stability nerf (so they have stock stability damage now... +/++/+++ still limited to a max of +2 stability damage per missile)
- Slightly lowered called shot mastery multiplier (was 2.7 now 2.6)
- First attempt to rebalancing all TTS and actuators. See updated changes here: https://docs.google.com/spreadsheets/d/1czVp890OHFcFQJclxe6G3Esvo6qJnshfI8RHyD1a_R4/edit?usp=sharing
 
Last edited:

don Zappo

General
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May 14, 2018
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  • Stellaris: Megacorp
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  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Magicka
  • Magicka 2
HALL OF HEROES

Have you beat this campaign using this ModPack? PM me your callsign, what version of the Mod you were using, and how many days it took you to complete the campaign and become the envy of 'Mech pilots everywhere!
 
Last edited:

Justin Kase

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Damnation, this is one heck of an endeavor :) Looking forward to giving this a try after I finish the updated SUCKos mod (I always reset to vanilla when working out a mod :p).

Does anybody know if you can change a title of a thread? I would love this to say "[ModPack] dZ_Consolidated_Company_Commander" instead of the normal title but it doesn't seem like such a thing can be done.

Top right there is a little dropdown menu called "Thread Tools" - you can change it there.
 

FreiBier

Corporal
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May 5, 2018
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Mpstark/LeopardDropLimit
This sets a drop limit for all missions at 300 tons.
I wouldn't include this one. Why force ppl to use lesser tonnage when the Leopard can drop it and you can limit yourself if you absolutely want this. With a drop cost for tonnage/value etc. there is a benefit for doing it, but not if you have this sweet 5 skull mission and are limited to 300to, because 'reasons'.

Ain't Got Time To Bleed -
Allows to drop with injured pilots. I am also on the fence about this. May support the No Guts No Galaxy changes well, but may act to water them down?
It's optional, so why the heck not? They can die and if some1 wants to take the risk, he should be able to do it. Nice1!

Less Head Injuries -
Less head injuries during combat. I'm on the fence about this one.
I already wrote in the NGNG thread some minutes ago that from my experience, the decreasing of hit chances already results in lesser headshots. This would be a downgrade in difficulty; imagine a open cockpit with no armor hit by ANY weapon a mech carries. Remaining stains of the pilot are too much! Pilots have to die, period ;) ;)
And the other change from the author that only 10p+ damage harms the pilot.... pfff. No Guts No Glory! :)

Permanent evasion sounds really interesting, BUT could be a game breaker. In the combat.json are boolians for "melee counters evasive" (something like that) which could compensate this a bit. But if the AI is able to handle this...idk.
I like the changes to make Ace Pilots not lose pips.
Yeah, pretty cool. I like it too. But the same as above also applies here. Can be exploited to no end from my humble view.
 

don Zappo

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@FreiBier

Leonard Drop Limit - Very good point on this. The other changes in this Mod Pack should encourage a more diverse drop deck without having to resort to hard limits. I'll live this out for now, but keep it in mind for the future.

Ain't Got Time To Bleed - I'll include this one. If you want the risk, go for it!

Less Head Injuries - I read your comments in the NGNG thread and thought your opinion was spot on. This will definitely be left out.

Permanent Evasion and Ace Pilot - I do really want to include the buff to Ace Pilot, but am concerned that it would be very exploitable by the player. You can take an Atlas with Ace Pilot, move it in with a lot of evasion as the only mech that can be seen, and just laugh as all the mechs try to shoot it down. I wonder if there is some middle ground that is tweakable. I'll take a closer look at the code and see what options are available.


Anybody have any thoughts on if pilot XP needs to be scaled back as well?
 

Justin Kase

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I wouldn't mind seeing XP scaled back to make it take a bit longer to achieve god-hood.

I mean, we skip forward 3 years, and don't even get a stat bump. Then - within the year, we are ready to go toe to toe with the likes of Natasha Kerensky and The Bounty Hunter.

I like the new mod name as well.
 

don Zappo

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Okay, I will definitely incorporate some XP nerf as well. I'll look at FreiBier's analysis from the NGNG thread and make some change with his numbers in mind.

For anybody interested in this I will have an updated mod dropping tonight based upon the new mods I found and JK's update. So, the new things are planned to be added:

JK_Variants new version
Better Sorting
Mech Maintenance By Cost
Drop Cost Per Mech
Company Mech Salvage
Ain't Got TIme to Bleed
Better Juggernaut
 

don Zappo

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Version 1.03.1 released! This has added MAJOR components to it. After this influx of new mods this should be in a pretty stable state without major additions being added every day. :)

v.1.03.1 changelog:

***Mods added***

Better Sorting -
This sorts salvaged materials in a more useful manner. No actual change to gameplay.

Company Mech Salvage -
Your mech has a 50% chance to get scuttled after losing its CT or both legs. This gives 1 component for a CT loss, and 2 components for a legged mech if it actually gets scuttled. These are injected directly to your inventory and do not consume your salvage slots.

Drop Cost Per Mech and Mech Maintenance By Cost -
Both of these mods make it more expensive to have heavier mechs. Now you pay a cost per drop based upon your mech value, and your monthly upkeep is based upon your mech value as well.

No Time To Bleed -
Now for every 3 MedTech points you have you can send injured pilots back out on missions. This doesn't heal them, but they start wounded and so are far more likely to die in combat.



***Mods updated***

JK_Variants (1.03a) and JK_MinorAdjustments (1.03b)
This was a very significant update. Some highlights:
-Shop files now incorporated. I have removed the No Guts No Galaxy shop files and have went with the "official" shop files from this mod.
-New mechs added: PNT-9ALAG, UM-R60C, ENF-3R
-New vehicles
-Command Console and variants using this added.
-Total variants now included:
'Mechs : 64 Campaign Mode, +10 extra for Skirmish mode & 1 SLDF for missions.
Vehicles : 19 Campaign Mode
Weapons : 5 Campaign Mode
Ammunition : 1 Campaign Mode
Gear : 1 Campaign Mode



***Major Changes***

Pilot levelling slowed down. There was some discussion with these changes that levelling was too fast. So, from FreiBier's suggestion the LevelCostExponent has been set at 2.2 from 2.0. Discussion of this change at: https://forum.paradoxplaza.com/forum/index.php?threads/no-guts-no-galaxy-mod.1096035/page-12



***Minor Changes***

Ammunition - This change was meant to be in the original posting. Since it is harder to hit with all weapons now the ACs needed a slight ammo buff. They have been increased by 20%.
-AC2 set at 30 (+5)
-AC5 set at 18 (+3)
-AC10 set at 10 (+2)
-AC20 set to 6 (+1)



***Mod Installation***
1) This mod requires BTML and ModPak to function. Instructions on how to install both of these are located here:
2) Move all of the folders in the dZ_Company_Commander.zip file EXCEPT "Files to Overwrite" to your BATTLETECH\Mods directory.

3) This mod (currently) does require overwriting some of the base game files. This is due to the "patched" files from Justin Kase and the need to overwrite the metadatabase.db file to incorporate the variants into the campaign. If you copy over the "StreamingAssets" folder inside "Files to Overwrite" into the BATTLETECH\Battletech_Data folder it will merge its contents with the StreamingAssets folder there and overwrite the necessary files. This mod does include a backup of the original metadatabase.db file in case the orginal is needed. Named: metadatabaseOLD.db.

4) There are a lot of .json files to merge so loading up the game takes about 1-2 minutes now. Just be patient - it's worth it!

5) If you want to disable any part of this mod you can go into the individual folders and change the "true" value in mod.json to "false".

6) **NOTE** Sometimes when testing this mod there would be some difficulty assigning mechs and pilots for a drop. I don't know if this was a problem with mod compatability or a bug in the base game. This was solved 100% of the time (for me) by saving and reloading the game. This may be related to having previous saved files around. I hear that just the presence of save files can cause very strange behavior when incorporating new mods.
 

FreiBier

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okay, copied and fired it up. loaded my 2 saves I usually try out. fine, everythings loaded..jadajada
BUT
'PilotLevelCostExponent' is not applied, so I checked and could it be that the 'SimGame'Constants' within the DZ_Company folder is loaded first and is then overwritten by the 'SimGameConstants' in the Repair Tonnage Mod, cuz you included the whole .json (with the exponent still at 2)? So literally every value you adjusted in the first folder is probably negated with the values in the Repair tonnage mod? :D

edit: IIRC its enough to add the lines you wanna change in the .json that goes into the mod folder. I checked by removing the exponent line in the Tonnage-Mod folder and now your change from the dz_commander .json is applied correctly.
 
Last edited:

don Zappo

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Ah yes, thank you! I have been pulling out the overlapping bits of code to prevent exactly this sort of thing from happening. I was about to to post my mod last night and then remembered the pilot changes and added it in. I added that in and forgot to check for conflicting code. I'll patch that right now.
 

don Zappo

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Okay, it is updated. As a bonus I included another mod.

Changelog v1.03.1 to v1.03.2

Now properly calculates the probability your mech will be lost in combat.
Fix to pilot XP change.

Mod included:
Modtek - Firing Line Improvements -
  • This is a really neat mod to make the firing lines a lot more distinctive.
 

Justin Kase

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I had just added in that Firing Line mod on my machine - love the idea of the indirect fire being a different color than the direct. Can't tell you how many times looking at the wrong angle messed me up.
 

don Zappo

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Version 1.04.0 Released
With the latest official patch released and some updated mods, I have updated this Mod Pack. There was some strangeness with this Mod with the beta release of 1.04 and the live release. I don't know why this is, but I cleaned up the mod pack and made sure that all of the mods were updated. It has been running extremely stable for me since.

v1.04.0 changelog

Verified compatability with official 1.04 patch.

Match is 100% ModTek enabled. No need to overwrite game files!

***Mods added***

Better Juggernaut (Brace Only) -
Adds auto-brace after melee attack to Juggernaut.

Firing Line Improvements -
Makes it easy to differentiate between indirect fire, direct fire, and obstructed view shots.

SkipTutorial - No Guts No Galaxy
Skips the tutorial mission. The previous mod used to skip directly the the Leopard was causing issues and so was removed and replaced with this.

Stabile Piloting - No Guts No Galaxy
Piloting skills adds 2% stability defense. Wounded pilots get -5% to stability per injury.


***Mods removed***

JK_MinorAdjustments -
I love this and heartily recommend it. I removed it to make the mod 100% ModTek compatible with no overwriting of files.

SkipToShip
Caused issues on mech/pilot selection screen.


***Major updates***

Juggernaut gains Brace upon melee attacks. NOTE: This is still attached to guts level 8. Therefore, you get Juggernaut at level 5, and enhanced Juggernaut at 8.

Piloting skills adds 2% stability defense. Wounded pilots get -5% to stability per injury.

Mech and vehicle speed increased. All movement and acceleration values are 2x their base values. This speeds up the combat quite satisfactorily without having to rely on the silly speed increase of the debugger.

JK_Variants updated to latest version and uses ModTek to fully incorporate into the campaign.


Most of No Guts No Galaxy v1.4 incorporated. Following changes from this:
- AI Crit Change increased from 0.2 to 0.5
- Piloting skills give 2% Stability Defense, works for player and AI
- To counter and balance piloting skill Stability Defense, wounded pilots get -5% to Stability Defense per injury
- BTMLColorLOSMod, indirect fire color changed to be more yellow. Improved contrast in desert maps.


***Mod Installation***
1) This mod requires BTML and ModPak to function. Instructions on how to install both of these are located here:

2) Unzip the entire file into your BATTLETECH\Mods directory. That's it!

3) There are a lot of .json files and .dll files to merge so loading up the game takes about 1-2 minutes now. Just be patient - it's worth it! With the latest version of ModTek (v0.1.5-alpha) this actually gets significantly faster upon future loads.

4) If you want to disable any part of this mod you can go into the individual folders and change the "true" value in mod.json to "false".
 
Last edited:

Justin Kase

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Going to have to try this out tomorrow, beat this eve :p

I should probably make an alternate version of the MinorUpdates that uses the Mods folder instead ;) Then people have the option to do either / or. Been thinking about it for a while, due to the issues with MP.

Though - in all honesty - I hope HBS just starts to apply those fixes to the core game (which is why I hadn't ever looked at this as a true 'mod'.)
 

don Zappo

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Going to have to try this out tomorrow, beat this eve :p

I should probably make an alternate version of the MinorUpdates that uses the Mods folder instead ;) Then people have the option to do either / or. Been thinking about it for a while, due to the issues with MP.

Though - in all honesty - I hope HBS just starts to apply those fixes to the core game (which is why I hadn't ever looked at this as a true 'mod'.)

Awesome! I look forward to your feedback and for you having an awesome time!

I was thinking of converting MinorUpdates for ModTek as well since it would be easy to do. But, it seemed that the intent of it was to fix the core files which makes it significantly easier to mod correctly. Granted, with the new version of ModTek out there is a very easy way to dictate load order of mods. If that works, then you have to make sure it is always the first mod loaded in. I was scared about modifying values for files that are loaded earlier in the sequence so I just left it out. Probably fine, but I didn't want to invite trouble and it is definitely easier for me to just overwrite the core game files. That's why I left it as *highly* recommended, but not bundled.
 

FreiBier

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Mech and vehicle speed increased. All movement and acceleration values are 2x their base values. This speeds up the combat quite satisfactorily without having to rely on the silly speed increase of the debugger.
I really like this modification. Movement is at a good speed now.

Only encountered one problem so far:
Mission: Ambush Convoy; Planet: Martian
-> endless black loading screen with only the load circle and the tooltips shown
-> it's in between the lance setup & the 'prepare for mission' screen
-> I was able to reproduce this by reloading the save

- Trying another mission in the same system works as it should (planet was lowlands, contract was destroy base)

So probably a problem with the loading of the 'prepare UI' (with the Leopard shown above the planet, where you can click 'Begin mission'). Probably because it's a martian planet, never encountered this before. I'll keep an eye open if similar contracts in different systems are available and if it's also happening there.
 

don Zappo

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Interesting problem, FreiBier. This Mod Pack doesn't have anything that triggers off of Martian tags since I don't have the drop limits in from NGNG. Thanks for the heads up!
 

don Zappo

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I am considering adding this mod:

Broken Salvaged Mechs
[Mod edit:no unapproved links: please no direct linking to nexus/github/reddit]

What it does is make you have to to repair the components for salvaged mechs before you can use them. I didn't want to include this before because with the increased repair times it was actually oppressive to field new mechs. Now, however, a number of options have been added to allow for partially repaired mechs from salvage which makes it a lot more viable.