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me987654

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oO? Change dynamically by weapon and not flat...or why is it worthy of celebration? :O

I was able to replace the minimum range reduction abilities in the tactics tree with abilities that instead reduce the minimum range penalty itself.

So now you can't reduce the actual minimum range by 45m and 90m anymore... instead you reduce the penalty to hit at minimum range (base is +8...now you can reduce to +6 and +4)
 

me987654

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OMG, did you ctually make a .dll? Did we finally step across that line?!?

BTW so this is what I found in DNSPY:

// BattleTech.ToHit
// Token: 0x06007B58 RID: 31576 RVA: 0x00247630 File Offset: 0x00245830
public float GetRangeModifierForDist(Weapon weapon, float dist)
{
if (dist < weapon.MinRange)
{
return this.combat.Constants.ToHit.ToHitMinimumRange * weapon.StatCollection.GetValue<float>("MinRangeMultiplier");
}
if (dist < weapon.ShortRange)
{
return this.combat.Constants.ToHit.ToHitShortRange;
}
if (dist < weapon.MediumRange)
{
return this.combat.Constants.ToHit.ToHitMediumRange;
}
if (dist < weapon.LongRange)
{
return this.combat.Constants.ToHit.ToHitLongRange;
}
return this.combat.Constants.ToHit.ToHitMaximumRange + weapon.StatCollection.GetValue<float>("MaxRangeModifier");
 

me987654

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How does everyone feel about melee to hit chance? The base floor is set to 90 in the combat constants..... should we drop it a bit?

I mean I do miss sometimes (but not very often).

Could go with like 75?....also could reduce melee bonuses to a max of +20% to keep them inline with gunnery.

Thoughts?
 

Fiona Marshe

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Question for those of you still up and modding with me: how much do you think is a reasonable end-game cost to pay for a fully upgraded Argo per month? 500,000 c-bills? 1,000,000 c-bills? ALL OF THE C-BILLS?
When I crunched it using BattleSpace (including the cost of fuel at 1500/ton, parts and crew), Argo's monthly costs come out to about 550k+upgrades (final ~750k). However, this is based upon 15 days of Main Drive travel and 15 days of Station Keeping. A split of 8/22 drops it to 400k+upgrades. All those tons of fuel are the real cost of running this thing.
 

don Zappo

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I was able to replace the minimum range reduction abilities in the tactics tree with abilities that instead reduce the minimum range penalty itself.

So now you can't reduce the actual minimum range by 45m and 90m anymore... instead you reduce the penalty to hit at minimum range (base is +8...now you can reduce to +6 and +4)
Can you confirm that this actually worked? If so... WOW! Good job. :)
 

don Zappo

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How does everyone feel about melee to hit chance? The base floor is set to 90 in the combat constants..... should we drop it a bit?

I mean I do miss sometimes (but not very often).

Could go with like 75?....also could reduce melee bonuses to a max of +20% to keep them inline with gunnery.

Thoughts?
Before you came along I had it at 80%. So, I am clearly open to that nerf.
 

don Zappo

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Yep just tested it - both levels work
20160224081413_705x365.jpg
 

don Zappo

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Now, onto business. Do we want to roll out +6/+4 or +5/+2?
 

me987654

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BTW so this is what I found in DNSPY:

// BattleTech.ToHit
// Token: 0x06007B58 RID: 31576 RVA: 0x00247630 File Offset: 0x00245830
public float GetRangeModifierForDist(Weapon weapon, float dist)
{
if (dist < weapon.MinRange)
{
return this.combat.Constants.ToHit.ToHitMinimumRange * weapon.StatCollection.GetValue<float>("MinRangeMultiplier");
}
if (dist < weapon.ShortRange)
{
return this.combat.Constants.ToHit.ToHitShortRange;
}
if (dist < weapon.MediumRange)
{
return this.combat.Constants.ToHit.ToHitMediumRange;
}
if (dist < weapon.LongRange)
{
return this.combat.Constants.ToHit.ToHitLongRange;
}
return this.combat.Constants.ToHit.ToHitMaximumRange + weapon.StatCollection.GetValue<float>("MaxRangeModifier");


BTW - if you notice we also can change the max range modifier.... so at some point we could make the long range penalty worse and have abilities that reduce it.
 

me987654

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About to put it up.... 1.8 change log

Lostech buffs:

ERPPC = +10 stab, +25% critical
ERLL = +70 optimal range, +50% critical
ERML = +50% critical
ERSL = +50% critical

Nerf precision shot acccuracy bonus (precision shot was still just way too good... I almost increased cost by 10)
"ToHitOffensivePush": -2 (from -4)

Increase precision shot cost:
"OffensivePushCost": 35, (from 30)
"OffensivePushLowMoraleCost": 45, (from 40)
"OffensivePushHighMoraleCost": 25, (from 20)

Increase vigilance cost:
"DefensivePushCost": 35, (from 30)
"DefensivePushLowMoraleCost": 45, (from 40)
"DefensivePushHighMoraleCost": 25, (from 20)

All chassis +15 stability (formula now 90 + (tonnage/2)) (we need more stability with the un-nerfing of LRMs and the buffing of AC stab damage)

"PilotingBaseFloor": 0.8, (from 0.9) (melee is slightly more difficult)

Tactics skills that reduce minimum range changed to reductions to the minimum range to hit penalty.
The base minimum range to hit penalty is +8, the first skill reduces this to +6 and the second kill reduces it to +4

Further encouraging the AI to shoot at evasive targets.

{
/* Evasive "to hit" floor - if the to-hit is below this
percentage (0.0 - 100.0), only shoot a single
"conservative" shot. Note: ignored for attackers that
are not mechs. */
"k" : "Float_EvasiveToHitFloor",
"v" : {
"type": "Float",
"floatVal" : 20.0,
}
},

Called Shot Mastery Multiplier to 2.5 (from 2.6)
 
Last edited:

don Zappo

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@n3ctaris Just modified the Random Mech Start for implementation. I'm posting the guts of it here. Please let me know on what settings you think we should drop with. This is what we have now. This first part is (hopefully) self explanatory:

{
"Name": "RandomCampaignStart",
"DLL": "RandomCampaignStart.dll",

"Settings": {
"RemoveAncestralMech": true,
"NumberRandomRonin": 4,
"NumberProceduralPilots": 0,

"NumberLightMechs": 4,
"NumberMediumMechs": 1,

"LightMechsPossible": [
"mechdef_locust_LCT-1M",
"mechdef_locust_LCT-1S",
"mechdef_locust_LCT-1V",
"mechdef_locust_LCT-1E",
"mechdef_locust_LCT-3V",
"mechdef_commando_COM-1B",
"mechdef_commando_COM-1C",
"mechdef_commando_COM-1D",
"mechdef_commando_COM-2D",
"mechdef_commando_COM-3A",
"mechdef_spider_SDR-5V",
"mechdef_spider_SDR-5D",
"mechdef_spider_SDR-5K",
"mechdef_urbanmech_UM-R60",
"mechdef_urbanmech_UM-R60C",
"mechdef_urbanmech_UM-R60L",
"mechdef_urbanmech_UM-R60X",
"mechdef_firestarter_FS9-H",
"mechdef_firestarter_FS9-A",
"mechdef_firestarter_FS9-K",
"mechdef_firestarter_FS9-M",
"mechdef_jenner_JR7-D",
"mechdef_jenner_JR7-A",
"mechdef_jenner_JR7-F",
"mechdef_panther_PNT-9R",
"mechdef_panther_PNT-8Z",
"mechdef_panther_PNT-9ALAG"
],
"MediumMechsPossible": [
"mechdef_blackjack_BJ-1",
"mechdef_blackjack_BJ-1DB",
"mechdef_blackjack_BJ-1DC",
"mechdef_blackjack_BJ-1X",
"mechdef_centurion_CN9-A",
"mechdef_centurion_CN9-AL",
"mechdef_centurion_CN9-AH",
"mechdef_hunchback_HBK-4H",
"mechdef_hunchback_HBK-4G",
"mechdef_hunchback_HBK-4P",
"mechdef_hunchback_HBK-4J",
"mechdef_hunchback_HBK-4N",
"mechdef_hunchback_HBK-4SP",
"mechdef_griffin_GRF-1N",
"mechdef_griffin_GRF-1S",
"mechdef_griffin_GRF-4N",
"mechdef_cicada_CDA-2A",
"mechdef_cicada_CDA-2B",
"mechdef_cicada_CDA-3C",
"mechdef_kintaro_KTO-18",
"mechdef_vindicator_VND-1R",
"mechdef_vindicator_VND-1AA",
"mechdef_vindicator_VND-1X",
"mechdef_enforcer_ENF-4R",
"mechdef_enforcer_ENF-3R",
"mechdef_trebuchet_TBT-5J",
"mechdef_trebuchet_TBT-5S",
"mechdef_trebuchet_TBT-5K",
"mechdef_trebuchet_TBT-5N",
"mechdef_wolverine_VWR-6M",
"mechdef_wolverine_VWR-6K",
"mechdef_wolverine_VWR-6R",
"mechdef_shadowhawk_SHD-2H",
"mechdef_shadowhawk_SHD-2K",
"mechdef_shadowhawk_SHD-2D"
]
}
}

The next settings are for random pilots being added:

{
"addRandomMercsCount": 4,
"randomMercQuality": 1,
"roninChance": 0.08,
"addRoninMercs": [],
"addRoninsOnSavegameLoad": false,
"allowMultipleRoninCopies": false
}

Setting Type Default Description
addRandomMercsCount -- amount of random mercs to add to roster
randomMercQuality -- merc quality is based on difficulty, choose a value between 1 and 5, corresponds to a planets difficulty level
roninChance -- chance that a random ronin is part of the starting roster
addRoninMercs -- a list of ronin pilot to always add, all backers and ronins under StreamingAssets\data\pilot can be chosen. e.g. ["pilot_ronin_Kraken", "pilot_backer_Chang"]
addRoninsOnSavegameLoad -- if set to true, the ronins mentioned under addRoninMercs are added to the barracks when loading a save game, great for adding pilots to an existing save game
allowMultipleRoninCopies -- allow multiple copies of the same ronin when adding them through this mod, useful to revive dead ronins or get back fired ronins
 

don Zappo

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About to put it up.... 1.8 change log

Lostech buffs:

ERPPC = +10 stab, +25% critical
ERLL = +70 optimal range, +50% critical
ERML = +50% critical
ERSL = +50% critical

Nerf precision shot acccuracy bonus (precision shot was still just way too good... I almost increased cost by 10)
"ToHitOffensivePush": -2 (from -4)

Increase precision shot cost:
"OffensivePushCost": 35, (from 30)
"OffensivePushLowMoraleCost": 45, (from 40)
"OffensivePushHighMoraleCost": 25, (from 20)

Increase vigilance cost:
"DefensivePushCost": 35, (from 30)
"DefensivePushLowMoraleCost": 45, (from 40)
"DefensivePushHighMoraleCost": 25, (from 20)

All chassis +15 stability (formula now 90 + (tonnage/2)) (we need more stability with the un-nerfing of LRMs and the buffing of AC stab damage)

"PilotingBaseFloor": 0.8, (from 0.9) (melee is slightly more difficult)

Tactics skills that reduce minimum range changed to reductions to the minimum range to hit penalty.
The base minimum range to hit penalty is +8, the first skill reduces this to +6 and the second kill reduces it to +4

Further encouraging the AI to shoot at evasive targets.

{
/* Evasive "to hit" floor - if the to-hit is below this
percentage (0.0 - 100.0), only shoot a single
"conservative" shot. Note: ignored for attackers that
are not mechs. */
"k" : "Float_EvasiveToHitFloor",
"v" : {
"type": "Float",
"floatVal" : 20.0,
}
},

Called Shot Mastery Multiplier to 2.5 (from 2.6)

I like all of these changes and I will implement them into this Mod Pack. Except for one. I'm leaving out:

All chassis +15 stability (formula now 90 + (tonnage/2)) (we need more stability with the un-nerfing of LRMs and the buffing of AC stab damage)

This is because of the 2% buffs with piloting mechwarriors are now getting essentially this same buff so I am avoiding a double buff. This is going with my baseline metric of a 5 point pilot in a 50 ton mech (base stability is 100. +10% from skills would give 110.)

Your change probably works great for your stand alone mod but needs that hit for integration here. :)
 

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I like all of these changes and I will implement them into this Mod Pack. Except for one. I'm leaving out:

All chassis +15 stability (formula now 90 + (tonnage/2)) (we need more stability with the un-nerfing of LRMs and the buffing of AC stab damage)

This is because of the 2% buffs with piloting mechwarriors are now getting essentially this same buff so I am avoiding a double buff. This is going with my baseline metric of a 5 point pilot in a 50 ton mech (base stability is 100. +10% from skills would give 110.)

Your change probably works great for your stand alone mod but needs that hit for integration here. :)

That's fine.... you can always bump it up if you need to.

Honestly I'm not a huge fan of the piloting stability buff myself - you already get an unsteady level buff.

I'm actually more in favor of an ability that would change your ability to DUMP stability damage.... I'll have to poke around in dnspy and see if I can find a way to do it :)


BTW - Although I had one awesome victory today I did discover that it looks like there's no way to modify the tohit from movement penalties without a DLL.... the existing code only references the constant (there's no modifier). From what I can tell the constants are only read once and you can't change them (without dlls) dynamically during execution
 

me987654

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don Zappo

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That's fine.... you can always bump it up if you need to.

Honestly I'm not a huge fan of the piloting stability buff myself - you already get an unsteady level buff.

I'm actually more in favor of an ability that would change your ability to DUMP stability damage.... I'll have to poke around in dnspy and see if I can find a way to do it :)


BTW - Although I had one awesome victory today I did discover that it looks like there's no way to modify the tohit from movement penalties without a DLL.... the existing code only references the constant (there's no modifier). From what I can tell the constants are only read once and you can't change them (without dlls) dynamically during execution

When the stability buff to piloting was added I thought it was a neat way to provide a bonus through that tree. Something small that can make a difference for melee mechs. I am completely open to change here, though.

An ability to dump stability damage would be pretty neat!

I still really like the idea of being able to remove that movement debuff through tactics. I'm going to create a list of things we want added through .dll so we have an easy place to go to if we start taking shots at .dll creation.
 

don Zappo

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Also - if you guys want to balance all those zillions of weapons go here and make a copy of my spreadsheet... I would then enter all of them in. It's very difficult to effectively balance large numbers of weapons without a tool like this:

https://docs.google.com/spreadsheets/d/1czVp890OHFcFQJclxe6G3Esvo6qJnshfI8RHyD1a_R4/edit?usp=sharing

If you can get them all in the sheet I'm totally willing to help with the balance... but I'm not going to enter them all in (at least not yet!!!)
Heh. This challenge... might be accepted.
 

me987654

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When the stability buff to piloting was added I thought it was a neat way to provide a bonus through that tree. Something small that can make a difference for melee mechs. I am completely open to change here, though.

An ability to dump stability damage would be pretty neat!

I still really like the idea of being able to remove that movement debuff through tactics. I'm going to create a list of things we want added through .dll so we have an easy place to go to if we start taking shots at .dll creation.

BTW - this looks like a good/easy way to code up a dll:

https://github.com/CptMoore/DynModLib

If I get motivated enough I'll write one up... I know how to program. I've actually been looking some good example DLL source code files since it's usually easier ot just modify someone else's stuff than to do it from scratch.

I don't think it would be that hard to remove the movement hit penalty... I already found the function we'd need to patch.