Actually will have to stream tomorrow or late tonight.![]()
It's coo, I'll have more time to fudge with BPS
Actually will have to stream tomorrow or late tonight.![]()
I did. In the very early game they seemed good. However, life is changing significantly right now:@don Zappo, have you had a chance to try out the new BPS settings? If so, what do you think?
I got to play with your system Ganimal. It seemed like they were rolling for panic checks more and lights were more prone to get stressed. I liked this, but I noticed that my light mech who had perfect ct and good armor went to stressed because his back armor was blown out. Is that normal? What sorta changes did you make? Overall it felt good, even if we're getting a whole new code for it.![]()
Files' description on Nexus shows up as "New version compatible with BATTLETECH version 1.1.2". I was away for a few days but got no steam update for a HBS 1.1.2 patch.
Changes since last patch:
v1.1.2v10-PATCH
- Pilot Fatigue 2.0. Now it's dangerous to drop with the same pilots every mission. Makes you have to have more pilots!
- Drop Cost changed to per ton. You now get 150 free tons to drop with!
- Pilot Injury disabled. This is included in Pilot Fatigue.
- No Time To Bleed disabled
See the OP or Nexus for the full description.
Files' description on Nexus shows up as "New version compatible with BATTLETECH version 1.1.2". I was away for a few days but got no steam update for a HBS 1.1.2 patch.
Is the 1.1.3v2 full mod compatible with BattleTech 1.1.1?
And sorry but I'm not fond of pilot fatigue. MechWarriors were professional soldiers and I don't think fatigue can affect them so much as to not being able to go on mission once every day. If you compare with what accomplished pilots during WW2 or later wars (fleeing several missions a day or one mission a day for several hours), you may understand what I mean.
Is it possible to disable this mod and/or tweak it to behave like prior Pilot Injury + No Time to Bleed?
This is quite easy, actually. Go into Pilot Fatigue and open up the mod.json file. Set enabled from true to false. Then go into No Time To Bleed and Injuries Hurt and change the same value in their mod.jsins from false to true.Files' description on Nexus shows up as "New version compatible with BATTLETECH version 1.1.2". I was away for a few days but got no steam update for a HBS 1.1.2 patch.
Is the 1.1.3v2 full mod compatible with BattleTech 1.1.1?
And sorry but I'm not fond of pilot fatigue. MechWarriors were professional soldiers and I don't think fatigue can affect them so much as to not being able to go on mission once every day. If you compare with what accomplished pilots during WW2 or later wars (fleeing several missions a day or one mission a day for several hours), you may understand what I mean.
Is it possible to disable this mod and/or tweak it to behave like prior Pilot Injury + No Time to Bleed?
Hey, @Ganimal , here is a spreadsheet with all of the knobs you can play with based upon what BPS does now.
Do you want an alpha build of it?When’s that coming out? Or were ya giving me early access so i can tweak it?
Well, here's the conceptual difference of opinions. It encourages you to use more pilots if you want to do consecutive drops, but the penalties are short enough that you could play it exactly like you are right now. It tries to encourage having more pilots without making it too bad if you want to just play with your base 4. Also, the penalties are not too severe at the beginning if you continue to drop with them. One point of skill lost per three days. So They will typically see 1-2 points of skill loss. This does add up if you continue to drop with them over and over, but that seems fair. Plus, unless you go really crazy with your fatigued pilots the fatigue will reset every time you travel.@don Zappo, hey so I been playing w/ pilot fatigue for a bit now. I would have to say, I like the idea, but it doesn’t feel good in game. I do agree w/ @FrUnit7’s comment, feels wierd that my guys gets tired after 1 drop.
Also, it ended up just making me just wait a few days until they recover if i wanted to use specific pilots. I’m torn, really like the idea, but doesn't feel right to me. I may go back to injuries hurt / no time to bleed.
Suggestion: is there easy way to track consecutive days dropped? If not, maybe after each drop, add a value to “fatigue”, when it reaches certain levels, make the pilot fatigued?
I've tried to make it interesting without feeling oppressive. I really love the change and think it works great. If you have suggestion on how to refine it, I'd love to hear them. I am really opposed to allowing 2-3 drops in a row for free, though, as this directly defeats the whole system.
If they don't become wounded they start to gain more fatigue and then start to suffer skill loss.
Do you want an alpha build of it?![]()
I deleted that post because it hard froze the game when I got into combat.Yea, I'd be glad to test things out. Also, I noticed you deleted the alpha build post, cuz I was gonna quote that one but now it's gone haha. Actually, I already downloaded it while you had that up lol.
EDIT: You'll also have to probably explain that spread sheet to me as in how it works in game
I deleted that post because it hard froze the game when I got into combat.![]()
Files' description on Nexus shows up as "New version compatible with BATTLETECH version 1.1.2". I was away for a few days but got no steam update for a HBS 1.1.2 patch.
Is the 1.1.3v2 full mod compatible with BattleTech 1.1.1?
And sorry but I'm not fond of pilot fatigue. MechWarriors were professional soldiers and I don't think fatigue can affect them so much as to not being able to go on mission once every day. If you compare with what accomplished pilots during WW2 or later wars (fleeing several missions a day or one mission a day for several hours), you may understand what I mean.
Is it possible to disable this mod and/or tweak it to behave like prior Pilot Injury + No Time to Bleed?
Yo yo, lights and early game is one thing i haven’t tested as much, mainly doing 4/5 skull missions, just dropped a few 2 / 3 skull ones. Are you finding your pilots ejecting too soon? Or just entering stressed / pani states earlier?.
Here’s a Summary of changes:
TL-DR version: made it easier to increase in panic state. Made it harder to roll for an ejection, unless ct damage, or next shot can kill you.
Changes to panic state checks:
1). Made lights easier to get to panic. Reason: previously the never have the staying power to even reach stress levels for ejection rolls. By the time they finally passed checks to fatigue, they were dead.
2). Slightly lowered overall max resistance to panic checks. This has lessened “resisted morale check”
3. Allowed panic roll on each attack.
the above changes has allowed more pilots reach stressed and panic states. In my play throughs, the overall “timing” of this works well for the AI 90% of the time. By the time they’ve reached panic state, they are about to be dead anyways. My own pilots have reached stressed and panic states under sustained fire, but none of them has yet to roll for ejections. Example; Behemoth in highlander reached panic state, she got attacked by 3 heavy turrets, then next turn before initiative 1, she got LRM’d by 4 heavies in a row. On her turn, i jumped her out and next turn she went down to fatigue state.
Changes to ejection roll:
1). Removed tactics variable for ejection resistance, lowered gut variable for ejection resistance
2). Lowered some ejection chances due to mech states (e.g. alone, no weapons, side torso internals, leg loss, pilot health).
3). Drasticly increased ejection chance for ct damage, and next shot of the same magnitude can kill me.
These changes made pilots less resistant to ejection roll, but also reduced the chances if them rolling an ejection. UNLESS CT damage, and next time i get shot, i can die. This has allowed what feels like proper timing for ejection s to occur. ~75% of the time, i see an AI rolling for ejection, but either not enough or fails, and then he gets killed by my guys. Other ~25% of the time, they seem to eject “in the nick of time”.
Overall, in my playthroughs (~10+ drops, 2 - 5 star missions of diff types), i noticed by the time enemies roll for ejection, they’re usually almost dead, and usually lost half their mech and or a leg. I’ve had 2 instances (medium and heavy) ejected before loosing any body parts. But they were both cored to hell, aka no armor on torso, less than ~50 on ct structure.
Let me know how the whole thing feels!
PS, i think i did well if you’re worried about your pilots ejecting, esp. if you’re taking massive ct damage or may die ti another hit. ;-). It was my master plan all along, this way “ganimal” will stay alive in your campaign
EDIT: your light w/ back armor blow out: maybe cuz it took ct structure damage. Also, i saw a setting that i did not touch, something to w/ ct armor in the json. Not sure what that ine does, i just left it alone