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don Zappo

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upload_2018-7-9_15-33-19.png
I assume this. I'm on it!
 

don Zappo

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Got it.
upload_2018-7-9_15-52-41.png


It turns out is giving a problem with the Abilities and Skills mod of all things. So, by disabling that it will work. I am going to see what is broken and fix it. But, if you are playing before the fix comes in, then just go into that folder and turn the enabled setting in the mod.json to "false."
 

don Zappo

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It seems that the problem is stemming from the fact that those pilots actually disappear off the field. And then it is throwing out an error when things try to calculate skills for pilots that are no longer there. I find it interesting that it happens in that mission, and not in previous missions that do the same exact thing. I've added a catch for this. Hopefully it works. :/
 

don Zappo

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It happens in non-story missions as well actually, just FYI
Cool. With help from other modders I think I have tracked it down. Every day it's something new I learn about!
 

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Real life roadblocked my robot destruction action, but finally got a new campaign started using 1.3.4, and updated to 1.3.5 after only a couple of missions. Still have a ways to go, I'm still in the Leopard beginning era of the game.

A few bits of feedback
1) Edit - I double checked, and it's not a old dll issue, but the structure damage happened due to a settings change. May I ask why? I rather dislike the structure damage for overheating as now I'm basically going to want to avoid doing it at all for the repair time/costs alone - I wracked up 12 days of repairs from over heating 3 mechs once each in a mission, that's a pretty hefty cost.

2) Starting with only 1 Medium mech does slow down early game quite a bit, since it makes some of the first 2 Story missions to get the Argo a bit daunting, but I'm hoping the extra xp I earn getting a better lance ready will compensate.

3) The new Panic system in 1.3.5 Beta is definitely better than 1.3.4 (which seemed like it never went off early game), I've at least seen 1 ejection now and it made sense but so far most of the early game light mech pilots are still choosing to fight to CT coring. I have only played about 4 missions since updating so grain of salt.

I'll let you know after I've gotten farther.
 
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3dahs

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Some feedback from last nights playthrough.

- Now that we actually have a fatigued system and the word fatigued might confuse newcomers. What about making the panic system read: Worried - Stressed - Panicked. Lol, I know a nitpick about certain words, but I honestly believe fatigued sounds out of place. :)

- This is for JK. Why is the only difference between the Firestarter FS9-K and FS9-H two fewer hardpoints for the K variant? K is higher on the alphabet so shouldn't it be a better version than H, have a different hardpoint loadout, or more armor?
I just read a bit of the lore. "While FS9K was designed to be a companion model, the H variant proved more popular and dominated production after it was introduced" Well it finally makes sense to me lol. Is this the reason JK?

- This one for Ganimal and Don. I don't see my own characters drop in their own panic levels as much as the npcs. Do they have different values than the player? Panic should be an obstacle to overcome for the player as well as the npc's. I want to make tactical decisions based on my own panic levels. For instance, the mission where I had to move Ganimals character to the backlines because he was stressed. It felt great that I had to change my plan of attack because of panic.
 

Max_Killjoy

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I think you're right on the wording -- "fatigued" shouldn't be used in the panic descriptions, it's going to cause confusion.


On the Firestarter -- the letters at the end of mech variants are rarely sequential. If anything, they'll denote the main buyer/user of that variant (so a lot of the tags ending in K will be Kurita models.) The hardpoints are based in part on the default loadout, and the Firestarter K had a Large Laser, 2 Flamers, and 2 Small Lasers.


(Personally, I've gone through most of the mechs and crossed over the hardpoints, so that if any variant has a missile HP in the right torso, they all have it, and so on.)
 

don Zappo

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Real life roadblocked my robot destruction action, but finally got a new campaign started using 1.3.4, and updated to 1.3.5 after only a couple of missions. Still have a ways to go, I'm still in the Leopard beginning era of the game.

A few bits of feedback
1) Edit - I double checked, and it's not a old dll issue, but the structure damage happened due to a settings change. May I ask why? I rather dislike the structure damage for overheating as now I'm basically going to want to avoid doing it at all for the repair time/costs alone - I wracked up 12 days of repairs from over heating 3 mechs once each in a mission, that's a pretty hefty cost.

2) Starting with only 1 Medium mech does slow down early game quite a bit, since it makes some of the first 2 Story missions to get the Argo a bit daunting, but I'm hoping the extra xp I earn getting a better lance ready will compensate.

3) The new Panic system in 1.3.5 Beta is definitely better than 1.3.4 (which seemed like it never went off early game), I've at least seen 1 ejection now and it made sense but so far most of the early game light mech pilots are still choosing to fight to CT coring. I have only played about 4 missions since updating so grain of salt.

I'll let you know after I've gotten farther.

  1. From talking to 3dahs, our initial thoughts were that overheating was exploitable by the player at the time without the damage penalty in there. Now that the AI is much better at overheating, I think this should be removed again.
  2. One thing I've been tempted to try to do is to have the random generator generate a collection of mechs that obeys a specific tonnage requirement. Like, it keeps randomizing amongst a collection of mediums and lights until you have a starting collection that is, oh, 150-200 tons or something.
  3. Cool! I have been liking the new implementation as well. :)
 

SomeoneSomewhere

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  1. From talking to 3dahs, our initial thoughts were that overheating was exploitable by the player at the time without the damage penalty in there. Now that the AI is much better at overheating, I think this should be removed again.
  2. One thing I've been tempted to try to do is to have the random generator generate a collection of mechs that obeys a specific tonnage requirement. Like, it keeps randomizing amongst a collection of mediums and lights until you have a starting collection that is, oh, 150-200 tons or something.
  3. Cool! I have been liking the new implementation as well. :)

I agree with #2 - That sounds like quite a bit of fun - DnD'ish :)

Gonna install the new beta and will have some feedback for ya'l later.

Happy Hunting,
-SS
 

don Zappo

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Some feedback from last nights playthrough.

- Now that we actually have a fatigued system and the word fatigued might confuse newcomers. What about making the panic system read: Worried - Stressed - Panicked. Lol, I know a nitpick about certain words, but I honestly believe fatigued sounds out of place. :)

- This is for JK. Why is the only difference between the Firestarter FS9-K and FS9-H two fewer hardpoints for the K variant? K is higher on the alphabet so shouldn't it be a better version than H, have a different hardpoint loadout, or more armor?
I just read a bit of the lore. "While FS9K was designed to be a companion model, the H variant proved more popular and dominated production after it was introduced" Well it finally makes sense to me lol. Is this the reason JK?

- This one for Ganimal and Don. I don't see my own characters drop in their own panic levels as much as the npcs. Do they have different values than the player? Panic should be an obstacle to overcome for the player as well as the npc's. I want to make tactical decisions based on my own panic levels. For instance, the mission where I had to move Ganimals character to the backlines because he was stressed. It felt great that I had to change my plan of attack because of panic.

  • Check out the new version of the Panic System, then. I've always hated the word fatigued even before I had a fatigue system. Since I was helping to rewrite it, I changed it. :)
  • There is no difference between panicking between players and AI. Well, there *might* be one difference. I'm not sure if the AI gets the morale bonus - this is ambiguous to me. But, this at maxed morale would only make a 12.5% difference. I just assumed that it was a perception bias that our pilots seemed better at resisting. I will look at the morale thing, though. I honestly don't know what morale starts at for the AI. They could be starting at -12.5% to the Panic Check.
 

don Zappo

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Okay, I do like the idea of a randomized suite of mechs at a starting tonnage. If I did this, what settings do you think we should have? Should the range be variable? Like, it can fit the tonnage from 4-6 mechs, or should we be firm at, like, 5 mechs?

Also, what tonnage do you think is appropriate? ;)
 

3dahs

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Real life roadblocked my robot destruction action, but finally got a new campaign started using 1.3.4, and updated to 1.3.5 after only a couple of missions. Still have a ways to go, I'm still in the Leopard beginning era of the game.

A few bits of feedback
1) Edit - I double checked, and it's not a old dll issue, but the structure damage happened due to a settings change. May I ask why? I rather dislike the structure damage for overheating as now I'm basically going to want to avoid doing it at all for the repair time/costs alone - I wracked up 12 days of repairs from over heating 3 mechs once each in a mission, that's a pretty hefty cost.

2) Starting with only 1 Medium mech does slow down early game quite a bit, since it makes some of the first 2 Story missions to get the Argo a bit daunting, but I'm hoping the extra xp I earn getting a better lance ready will compensate.

3) The new Panic system in 1.3.5 Beta is definitely better than 1.3.4 (which seemed like it never went off early game), I've at least seen 1 ejection now and it made sense but so far most of the early game light mech pilots are still choosing to fight to CT coring. I have only played about 4 missions since updating so grain of salt.

I'll let you know after I've gotten farther.

1) The structure damage is intentional since you were able to abuse the heat system by just overheating with no real penalty. The old system gives you two free extra shots before you need to start worrying about cooling down and anything blowing up. Especially, if you're running full laser builds, there is almost no drawback there. It allows you to make extreme damage builds with not much risk if you overheat. I think the game is designed to keep certain builds balanced by making sure you're avoiding overheating too much.

However, I agree with you that it does make you avoid overheating at all because of the repair/time costs. This is because there are no hours in repair time. One overheat puts 5 points of structure damage to each mech part making even light mechs take 6-8 days to repair. What if you offset this by making overheating have a chance to damage you and also increasing the to hit penalties? This way you can overheat but its always a gamble. Might make you push your mech a little further if there is a chance you can get away with it. Increasing the to hit modifier will penalize full laser boats more as well.
 
Last edited:

AlanEsh

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  • There is no difference between panicking between players and AI. Well, there *might* be one difference. I'm not sure if the AI gets the morale bonus - this is ambiguous to me. But, this at maxed morale would only make a 12.5% difference. I just assumed that it was a perception bias that our pilots seemed better at resisting. I will look at the morale thing, though. I honestly don't know what morale starts at for the AI. They could be starting at -12.5% to the Panic Check.
Frankly, my mechs rarely take anywhere near the damage that the AI takes (I play very conservatively and funnel my enemies to minimize my LOS exposure at every chance), and they're very rarely facing 4 heavier mechs while missing two torsos :D. I've had one of my pilots eject in the past couple of weeks of playing with your release versions of this modpack, and it was a surprise but it made sense. I've had a couple other mechs legged and lost one torso or an arm, but I quickly shift them to the rear and brace them. I think most of us just naturally do the logical things that minimize ejection chances.

1) The structure damage is intentional since you were able to abuse the heat system by just overheating with no real penalty. The old system gives you two free extra shots before you need to start worrying about cooling down and anything blowing up. Especially, if you're running full laser builds, there is almost no drawback there. It allows you to make extreme damage builds with not much risk if you overheat. I think the game is designed to keep certain builds balanced by making sure you're avoiding overheating too much. However, I agree with you that it does make you avoid overheating at all because of the repair/time costs. This is because there are no hours in repair time. One overheat puts 5 points of structure damage to each mech part making even light mechs take 6-8 days to repair. What if you offset this by making overheating have a chance to damage you and also increasing the to hit penalties? This way you can overheat but its always a gamble. Might make you push your mech a little further if there is a chance you can get away with it. Increasing the to hit modifier will penalize full laser boats more as well.
Maybe overheating should only damage the torsos; that's where the reactor is, and that would reduce the overall cost/time to repair.
 

3dahs

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Okay, I do like the idea of a randomized suite of mechs at a starting tonnage. If I did this, what settings do you think we should have? Should the range be variable? Like, it can fit the tonnage from 4-6 mechs, or should we be firm at, like, 5 mechs?

Also, what tonnage do you think is appropriate? ;)

Ewwww.... Although, if you're going back down to 5 mechs, I'm happy about that. A tonnage that emphasizes that you're a broke merc company who just lost there biggest contract (Aurigan Reach) who are about to go bankrupt, are in dire straits, and going through mental hardship. I mean the bank is about to start sending bounty hunters after these guys. So, the tonnage should be something low that makes the early game a difficult breakthrough point.
 

don Zappo

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Ewwww.... Although, if you're going back down to 5 mechs, I'm happy about that. A tonnage that emphasizes that you're a broke merc company who just lost there biggest contract (Aurigan Reach) who are about to go bankrupt, are in dire straits, and going through mental hardship. I mean the bank is about to start sending bounty hunters after these guys. So, the tonnage should be something low that makes the early game a difficult breakthrough point.
And I thought you'd be stoked about this idea! I don't know you at all. ;)
 

3dahs

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Frankly, my mechs rarely take anywhere near the damage that the AI takes (I play very conservatively and funnel my enemies to minimize my LOS exposure at every chance), and they're very rarely facing 4 heavier mechs while missing two torsos :D. I've had one of my pilots eject in the past couple of weeks of playing with your release versions of this modpack, and it was a surprise but it made sense. I've had a couple other mechs legged and lost one torso or an arm, but I quickly shift them to the rear and brace them. I think most of us just naturally do the logical things that minimize ejection chances.


Maybe overheating should only damage the torsos; that's where the reactor is, and that would reduce the overall cost/time to repair.

I could get on board with that! Makes sense lore wise and would still give a penalty for overheating. Although, I still like the idea of there being a chance of damaging your mech with the % going higher the more you overheat. That way it gives you a reason to really push your mech to the boundaries hoping you can get lucky with low damage.
 
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3dahs

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And I thought you'd be stoked about this idea! I don't know you at all. ;)

Lol! I just read that it was possible to get two medium mechs and thought ewww.

Now that I really had time to think about it. I guess if your second medium mech is a cicada, that's not too bad. I love the idea of getting rid of the 6th mech though :p