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don Zappo

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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. :)
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me987654

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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.
 

n3ctaris

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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...
 

me987654

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Do we know how rarity works with Mechs? I see all lights are 1-2, all assaults are 4-5...

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
 

don Zappo

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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. ;)
 

don Zappo

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@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'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.

How's the AI stuff working you put in @don Zappo ? If it's good I'll update my mod with it.
I have had no chance to play since the last tweaks. I was pleased with the AI implementation before, though.
 

n3ctaris

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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.
 

Amechwarrior

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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.

In general, yes. There are variables that directly weigh the choice to move less and how stubborn a Bulwark pilot needs to be to move, to counter the lean to high movement. Some downsides are excessive jumping by spiders and other units with a lot of JJ and not a lot of heat capacity. Though, there are some new variables that adjust how heavily movement heat is weighted, but I haven't had time to play with any of this in the launch game yet.
 

me987654

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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. ;)

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)
 

don Zappo

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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)
Once again, everything you include from our changes raises my happiness level one pip.
 

Max_Killjoy

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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.
 

n3ctaris

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So, saw a command console in salvage screen but it is 2 slots?? Is there something to do with this?

If you read the description of the command console, once it's removed from a mech it's not installable. 2 slots for a head only item is a way to ensure you can't install it again.
 
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don Zappo

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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
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!
 

don Zappo

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Tonight is building up to be a pretty awesome patch. I'm hoping to have my morale adjustments linked to finances in as I have a decent amount of time to work on that. And, I just noticed that Morphyum updated his mech salvaging mod with this:

AssembleVariants - bool - default true - Mechs of the same base model will now be assembled when the max partcount is reached, the actual mech that gets assembled is chance based with more parts = higher chance.

Remember talking about that? Now it can be a reality! So... should we do it? What should we set salvage at now? ;)