We have cookies!I haven't had much time to play lately and I'm still fiddling with a few settings, but when/if I settle on something that I'm happy with I can certainly contribute.![]()
We have cookies!I haven't had much time to play lately and I'm still fiddling with a few settings, but when/if I settle on something that I'm happy with I can certainly contribute.![]()
Absolutely! The person that made the mod might have misunderstood the rarity scale. If you can confirm that's how it works I will move that value up as high as we are able.
Well if you want it real high just use 20 - that's the stock setting for Gauss Rifle Ammo (and I know that does show up in the stock game every once in awhile... but its VERY, VERY rare).
That's why I'm going to try 10 for awhile (that's twice as rare as many +++ weapons) and see how it works.
Do we know how rarity works with Mechs? I see all lights are 1-2, all assaults are 4-5...
I'll take a look at it. Right now each injured pilot suffers loss of stability. This looks more interesting and may just replace our other mod.@don Zappo
https://www.nexusmods.com/battletech/mods/204
I think this mod would be nice to have with our other mod to let you deploy injured pilots.
I have had no chance to play since the last tweaks. I was pleased with the AI implementation before, though.How's the AI stuff working you put in @don Zappo ? If it's good I'll update my mod with it.
I plan on setting it to 20, then. I want that stuff to be super rare and exciting when you find it. Think about selling a mech or punting morale exciting.![]()
I'll take a look at it. Right now each injured pilot suffers loss of stability. This looks more interesting and may just replace our other mod.
I have had no chance to play since the last tweaks. I was pleased with the AI implementation before, though.
Speaking of AI, Is there anything we can do to have the AI value movement over standing still without bulwark? I've seen lots of instances of light mechs standing still firing a few shots at something in range... but not moving, and there is no reason NOT to move and generate those pips.
I plan on setting it to 20, then. I want that stuff to be super rare and exciting when you find it. Think about selling a mech or punting morale exciting.![]()
Once again, everything you include from our changes raises my happiness level one pip.FYI my latest version has rarity set to 20 (I had it at 10 and found like 4 lostech items on the first planet I went to!!!!!) if you want to use that (keeps us from having 2 set of weapon defs)
FYI my latest version has rarity set to 20 (I had it at 10 and found like 4 lostech items on the first planet I went to!!!!!) if you want to use that (keeps us from having 2 set of weapon defs)
I changed the rarity on some items to play with it, made them purchasable = true when necessary, and nothing changed, they never showed up.
So, saw a command console in salvage screen but it is 2 slots?? Is there something to do with this?
I did a quick survey of the code yesterday to try to find the rarity calculation but didn't see it. I'm not sure if it is exposable. I will look for it again. If you find it, let me know!I'm guessing it's the same as weapons (I'd have to dig in with dnspy to confirm for sure).
I think 5 is the max rarity for everything but the gauss rifle ammo in stock (which is 20).
If I have some time I'll see if I can find the code where rarity is used with dnspy