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don Zappo

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Oh, wow. I just looked more into the AIM mod. The person who designed it has an absolutely great readme for it. Particularly, of note, are these values inside of it:
Adjust Roll "Correction"
Setting: RollCorrectionStrength (0 to 2, default 0.5)
It is no secret that the game fudge all hit rolls, called a "correction". As a result, real hit chances are shifted away from 50%, for example 75% becomes 84% while 25% becomes 16%. This can create a rift between what you see and what you get, especially on low chance shots.

This mod does not aim to completely disable roll adjustment, and thus default to half its strength. You can set the strength to zero to disable it, 1 to use original formula, 2 to amplify it, or any value in between. See compatibility section (below) for the formula.

(Advanced) Adjust Miss Streak Threshold
Setting: MissStreakBreakerThreshold (0 to 1, default 0.5)
In addition to roll adjustment, the game also has a "miss streak breaker". Whenever you miss an attack of which hit chance > 50%, the streak breaker will kicks in and adjust your hit chance up after and on top of roll adjustment. The bonus accumulates until you land a hit (regards of hit chance), at which point it resets to 0.

This setting let you adjust the threshold. 0.75 means it applies to attack of which hit chance > 75%, or 80% and up in other words. Set to 0 enable it for all attack, or set to 1 to effectively disable it. Default is 0.5 which is the game's default.

(Advanced) Adjust Miss Streak Bonus
Setting: MissStreakBreakerDivider (-100 to any small number, default 5)
For every miss that crosses the threshold, the threshold is deduced from hit chance, then divided by 5. The result is then added as streak breaker bonus.

Set this setting to a positive number to override the divider. For example at threshold 0.5 and divider 3, a 95% miss result in (95%-0.5)/3 = 15% bonus to subsequence shots until hit. Default is 5 which is the game's default.

Set this setting to zero or negative number to replace it with a constant value. For example -5 means each triggering miss adds 5% bonus, and -100 will make sure the next shot always hit.

  • So, we do have some interesting knobs to play with here if we want. First of all is the Roll Correction that the game does. With this mod, it actually makes it easier to hit harder to-hit targets, and harder on easy to-hit targets. I will paste some examples so you can see for yourself the differences. This is sort of to-hit black magic voodoo that is going on. I'm still just staring at the numbers and wondering if this is a good or a bad thing. I think I like it as it does give a boost to the lower to-hit. It is currently at 0.5. I could see boosting it to 0.75. I could also see disabling this entirely. Either way, I will turn on real to-hit chances so we can see exactly what is going on.

upload_2018-7-9_12-59-15.png


  • The threshold and the streak bonuses are quite interesting. I didn't realize how it was being calculated. I currently have the threshold set to 40% and the streak bonus set to 5. This helps out the high probability shots that were most likely to hit, while doing next to nothing for the low probability shots. I'm tempted to use the enhanced functionality noted in the description by giving a flat to-hit bonus for misses past the threshold. For example, if I set the threshold at 20% and the modifier at -5%, then for each shot that missed at 20% or above gets +5% added to it until a hit is scored, and then this bonus gets reset to 0. Very interesting.
Comments on this are highly appreciated right now! I'm going to change some factors and drop a beta build for testing if anybody is around and wants to give it a whirl.
 

don Zappo

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@don Zappo

I'm the guy with the APC stuck on allied turn in the Locura mission, unable to proceed. I will try #2 and #3 when I get a chance. I didn't have the extra variants installed. Just plain mod with the JJ removed. I will let you know how it goes.
The debugger should also allow you to solve your problems. Don't disregard it as a fix. ;)
 

KEVs77

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The debugger should also allow you to solve your problems. Don't disregard it as a fix. ;)

Yeah, but using the debugger to automatically win the end mission is not very appealing to me. I play the game to actually play the story missions. :( I'll let you know what happens with the APCs in Vanilla if I can get it running.
 

don Zappo

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Hold the phone! Those to-hit bonuses might be reversed from above. It might actually make low to-hit values HARDER and higher to-hit values BETTER. There is a discrepancy between the formula and the description. I am investigating this RIGHT NOW!
 

don Zappo

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Yeah, but using the debugger to automatically win the end mission is not very appealing to me. I play the game to actually play the story missions. :( I'll let you know what happens with the APCs in Vanilla if I can get it running.
Oh, I thought you had played through the campaign before and were just trying to finish this run. So, yeah, I agree with you there.
 

don Zappo

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Haha. Ha. LOL. Okay, you want to see what HBS does with to-hit? This is what their roll correcting does:
upload_2018-7-9_14-3-45.png



So... yeah. In our world of low to-hit it makes life worse.
 

Max_Killjoy

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Haha. Ha. LOL. Okay, you want to see what HBS does with to-hit? This is what their roll correcting does:
View attachment 387453


So... yeah. In our world of low to-hit it makes life worse.

Where do I remove that? Can I remove that?

I want the real chance and the chance I see to match, I don't really much like being "lied to".
 

don Zappo

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v1.1.3v5-BETA


- This beta build has new implementations of current features that should have a significant impact on improving gameplay. However, they have not been extensively tested. Keep this in mind and provide feedback if you use it.

- New and improved Basic Panic System mod. RTBasicPanicSystem replaces BasicPanicSystem.

- AIM Mod - Disabled roll correcting (streak breaking still implemented). Functionally, from base game this makes low to-hit shots more likely to hit and high to-hit shots less likely to hit. True to-hit values will also be shown in the UI.


***To install the patch***

1) Unzip the folders into your BATTLETECH\Mods folder.

2) Overwrite files when prompted.
 

don Zappo

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Where do I remove that? Can I remove that?

I want the real chance and the chance I see to match, I don't really much like being "lied to".
Oh yes. You and I are on the same page. I just pushed a PRIORITY BETA UPDATE. That is not okay. ;)
 

don Zappo

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Tried # 2 and #3 but now I can't even load in game. Not sure what is going on. :/
Try this. Make sure to delete everything in your mods folder (including the .modtek folder). Install this. This should be a "minimal" mod that should load up and into your MechBay.
 

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don Zappo

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don Zappo

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modtek.dll will need to be in there. You shouldn't have to run the injector unless you repaired your game.

I am repairing my game right now to try to get your save up and running. We'll see if it works.
 

KEVs77

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Try this. Make sure to delete everything in your mods folder (including the .modtek folder). Install this. This should be a "minimal" mod that should load up and into your MechBay.

Ok, that got me back into the mech bay. I don;t have time right this second to try the mission but will update you when I do. Thanks for your help.
 

don Zappo

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I am in mission right now. What EXACTLY happens? I have never done this mission before.
Is it escorting it to Alpha? Bravo?
 

KEVs77

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Yes, just advance and engage the enemy mechs. The APCs will go to capture alpha and beta, try to keep them alive. The bug is the enemy mechs, AI vehicles(not the APCs) and turrets will eventually just do nothing, then when the APCs reach the capture points, the following turn(turn 5), the game will become stuck on "allied turn" for the APCs.