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don Zappo

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We should set salvage to 5 to start. I love that idea of all chassis can be pooled together. How do determine 'base model'? what exact line is that in the mechdef?
I bet it just looks at the "Name" field in the Mech description. I'd have to see how Morphyum coded his mod to really know. I am very excited about this change. It even addresses the concern that we had by making sure your probability is weighted towards the variants you have. :)
 

don Zappo

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For tonights update (probably a full versionating, btw):

Changelog for version 2.1:
Side Torso destruction no longer causes pilot injury.

Changelog for version 2.2:

ACE Pilot now makes the following number of pips permanent based on weight class 5/4/3/3 - Light/Medium/Heavy/Assault

ERML: -5 heat
ERLL: -3 heat

Lostech weapons now have a small chance to appear in shops where there is a black market or former star league presence



@don Zappo I've changed my own weapon files to make lostech available... if you want to drop the other lostech mod we can keep all the weapon changes in one spot (just thinking that's easier).
  • Updated to AdjustedMechAssembly
    • Now will create mech salvage that combines the chassis you have. It will look at the "base" chassis that you have and combine the variants together to create a new mech. The new mech will be weighted towards the number of specific chassis used to assemble it. So, if you have nothing but BJ-1 chassis you will be guaranteed a BJ-1.
    • Mech Salvage set to 5 for new mech.
  • Adding Pilot Health Update - shows a simple pop up displaying health when any pilots get wounded.
  • Adding Injuries Hurt. This affects all your stats based upon injuries you've taken. This will replace the current pilot injury mod.
  • Bug/Typo fixes.
  • MedTech/MechTech adjustment based upon financial changes. The functionality works - I just need to update the UI.
These are in addition to the things recently added with the beta patches.

Should we make Repair Bays baseline?

What else?
 

n3ctaris

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May 16, 2018
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For tonights update (probably a full versionating, btw):


  • Updated to AdjustedMechAssembly
    • Now will create mech salvage that combines the chassis you have. It will look at the "base" chassis that you have and combine the variants together to create a new mech. The new mech will be weighted towards the number of specific chassis used to assemble it. So, if you have nothing but BJ-1 chassis you will be guaranteed a BJ-1.
    • Mech Salvage set to 5 for new mech.
  • Adding Pilot Health Update - shows a simple pop up displaying health when any pilots get wounded.
  • Adding Injuries Hurt. This affects all your stats based upon injuries you've taken. This will replace the current pilot injury mod.
  • Bug/Typo fixes.
  • MedTech/MechTech adjustment based upon financial changes. The functionality works - I just need to update the UI.
These are in addition to the things recently added with the beta patches.

Should we make Repair Bays baseline?

What else?

I like repair bays baseline, did you add the armor buff for enemy mechs?

how about cooldowns on morale abilities?

I will have an update for 'elite' mechs later this weekend. I'm having issues getting the new LosTech to show up in the game (skirmish mech bay) and I need to know what to 'key' on for the adjusted mech assembly.
 

don Zappo

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There is the armor buff for "degrading" mechs.

I have a hybrid of morale reset in. I folded the morale reset into my mod where the mod bonuses from events and things are permanent, but the monthly bonus is -10/-5/0/+5/+10 and temporary. Once these morale pieces are in we will deal with the other aspects of morale.

Look forward to seeing your elite mechs mod!
 

don Zappo

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If you want to test the new version, it is on the dropbox. Just copy over the files from the patch directory. Do note that you will get weirdness if you load up a saved game in which your financial multiplier was not at 0.
 

don Zappo

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Oh, I forgot to update the morale tweak. Two minutes!
 

don Zappo

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Done!
 

don Zappo

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v1.04.8 AND v1.04.7-PATCH_to_v8

This patch will updated any v1.04.7 to v1.04.8. Attached is also the stand alone release.

This patch will cause strange functionality if you install it and your current economic level is not set to "normal" with a +0 morale boost!


***Mod Added***
- Jack's Star League Era Markets
LosTech added as a small chance to Star League Era and Blackmarket systems.

- Add Year To Timeline - Now shows the year in the timeline.

- Monthly Tech and Morale Reset - Adds a month-long temporary -2/-1/0/+1/+2 MedTech and MechTech Skill adjustment based upon the financial level selected during the Quarterly Report. Also makes the morale bonus -10/-5/0/+5/+10 and makes this change temporary during the month.

- Adjusted Mech Assembly - Updated to BrokenMechSalvage where you can assemble mechs from a collection of variants.

- ExclusiveFilters - Can now see only the item category you have selected in the store.

- HARD MOD - Partial implementation. Improves by 25% the armor on "degrading" mechs.

- Injuries Hurt Mod - Wounds cause temporary skill degradation to the pilot.

- Pilot Health Popup - Now gives a pop up upon pilot wounding to show HP level.

- Repair Bays made baseline.

- SkipIntro - Skips opening cinematic.



***************

- Salvage now at 5 parts instead of 3. The change was made because you can now combine variants to make a mech and 5 parts interacts very well with other mods.

- Adds a month-long temporary -2/-1/0/+1/+2 MedTech and MechTech Skill adjustment based upon the financial level selected during the Quarterly Report. Also makes the morale bonus -10/-5/0/+5/+10 and makes this change temporary during the month.

- Wounds cause temporary skill degradation to the pilot.

- Argo Maintenance Cost changed to 140,000 from 240,000.

- Mech repair costs reduced.

- ACE Pilot now makes the following number of pips permanent based on weight class 5/4/3/3 - Light/Medium/Heavy/Assault

- ERML: -5 heat

- ERLL: -3 heat

- Lostech weapons now have a small chance to appear in shops where there is a black market or former star league presence

- Side torso destruction no longer causes pilot injuries (makes heavier mechs a bit harder to kill and salvage 3 pieces of)


- Updated mods.

- Updated AI to make it interact with improved evasion more logically.

Increased enemy mech armor for degrading mechs by +25%.


***To install the patch***

1) If you have version 1.04.7 of the mod installed (or any subsequent beta version), simply copy the folders in this zip file to your BATTLETECH\Mods folder and overwrite all files when prompted.

2) If you have a previous version of the Mod you must do the full installation!

3) This patch will not invalidate your save game files for campaigns played with 1.04.7.

https://www.nexusmods.com/battletech/mods/136
 
Last edited:

don Zappo

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INNERSPHERE MAP COMPATIBILITY

Compatibility file for the popular InnerSphereMap mod. This is not extensively tested but appears to be working. Make sure to read the readme!!

https://www.nexusmods.com/battletech/mods/136
 
Last edited:

don Zappo

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Whoops! Ugh. Please note that v.1.04.8v2 just got dropped. :/
 

don Zappo

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don Zappo

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Now I give you what you didn't even know you wanted:

https://www.nexusmods.com/battletech/mods/136?tab=description

v1.04.8v3_PATCH

- Updated DropCostPerMech. Fixed issue with saved games.

- Side Torso destruction causes pilot injuries. (was disabled)

- Event description updates.

- Repair Bays now give diminishing returns for simultaneous 'Mech repairs. Second Repair Bay repairs at 75% efficiency. Third Repair Bay repairs at 50% efficiency.

***KNOWN ISSUES***
- When the second and third mechs are being repaired in the Repair Bays, the widget does not correctly show their repair times. You will see it seem to pause on some numbers. This is due to the decreased efficiency of these Mech Bay Pods for repairing.



***To install the patch***

1) If you have version 1.04.8 of the mod installed (or any subsequent beta version), simply copy the folders in this zip file to your BATTLETECH\Mods folder and overwrite all files when prompted.

2) If you have a previous version of the Mod you must do the full installation!

3) This patch will not invalidate your save game files for campaigns played with 1.04.8.
 
Last edited:

n3ctaris

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Just saw this mod: https://github.com/McFistyBuns/CBTMovement
Part of it adds +2 to hit penalty for jumping. I can modify ythis for our use if you'd like. We had talked about exactly this thing.

Also, check the other mods: https://www.reddit.com/r/BattleTech...ch_mods_in_need_of/?utm_source=reddit-android

I like the jump to hit additional penalty of 1. (so 1 for moving, 1 for jumping).

I'm not a big fan of the rest of the stuff... I get that it's trying to be more 'table top' authentic, but I think this mod back is about making a better video game that is as true to lore as we can be.

some of the other things would be a fundamental redesign of different aspects of our current build... even 'sprinting does not end your turn', means that you can brace or shoot after sprinting, that messes with all kinds of balance we have tried to achieve in this pack.
 

n3ctaris

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Now I give you what you didn't even know you wanted:

https://www.nexusmods.com/battletech/mods/136?tab=description

v1.04.8v3_PATCH

- Updated DropCostPerMech. Fixed issue with saved games.

- Side Torso destruction causes pilot injuries. (was disabled)

- Event description updates.

- Repair Bays now give diminishing returns for simultaneous 'Mech repairs. Second Repair Bay repairs at 75% efficiency. Third Repair Bay repairs at 50% efficiency.

***KNOWN ISSUES***
- When the second and third mechs are being repaired in the Repair Bays, the widget does not correctly show their repair times. You will see it seem to pause on some numbers. This is due to the decreased efficiency of these Mech Bay Pods for repairing.



***To install the patch***

1) If you have version 1.04.8 of the mod installed (or any subsequent beta version), simply copy the folders in this zip file to your BATTLETECH\Mods folder and overwrite all files when prompted.

2) If you have a previous version of the Mod you must do the full installation!

3) This patch will not invalidate your save game files for campaigns played with 1.04.8.

You have been busy sir! A new version, plus 2 patches already! I just woke up! haha

Why the flip-fop on side torso destruction injuries? Didn't you just put that in place like 2 days ago? (Don't get me wrong, I prefer side torso destruction injuries, just curious)
 

n3ctaris

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May 16, 2018
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I'm done the elite lights, I have the new LosTech items as well. I'll be dropping them into the drop box for your use. (dropped and ready for testing)

I have also included a 'fix' to the cicada's for JK's and vanilla, as the current implementation makes no sense, even when you review the TT readouts. Essentially they have more armor and more weapons while maintaining their speed. They still have significantly less tonnage to play with than comparable slower mechs, but now they are not made of paper with less firepower than a locust.

Once I get the medium > assault elites built, I'll create a new thread on them, but likely I'll require some of the weapon balance changes and additional LosTech or the builds won't work.
 
Last edited:

don Zappo

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You have been busy sir! A new version, plus 2 patches already! I just woke up! haha

Why the flip-fop on side torso destruction injuries? Didn't you just put that in place like 2 days ago? (Don't get me wrong, I prefer side torso destruction injuries, just curious)
I had vacillated greatly on the issue of side torso destruction. We had essentially included it as a test to see how we liked it. Somebody at Nexus Mods brought up some good issues with it, so I decided to strip it out. We make it hard enough to salvage mechs anyways, we may as well allow a reasonable path to knocking out pilots. Without that side torso destruction killing pilots may be irrelevant.

I agree with your assessment of the TT conversion mods. It is a video game, and not a TT game after all! He did have some interesting ideas, though, so I linked them there in case it inspired some other changes for us. The ability to add to-hit penalties for jumping is a major win, though. I imagine we'll be adding that after @me987654 comes back.
 

don Zappo

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I'm done the elite lights, I have the new LosTech items as well. I'll be dropping them into the drop box for your use. (dropped and ready for testing)

I have also included a 'fix' to the cicada's for JK's and vanilla, as the current implementation makes no sense, even when you review the TT readouts. Essentially they have more armor and more weapons while maintaining their speed. They still have significantly less tonnage to play with than comparable slower mechs, but now they are not made of paper with less firepower than a locust.

Once I get the medium > assault elites built, I'll create a new thread on them, but likely I'll require some of the weapon balance changes and additional LosTech or the builds won't work.
I thought having no armor but lots of speed WAS the TT implementation of them.
 

KEVs77

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Now I give you what you didn't even know you wanted:

https://www.nexusmods.com/battletech/mods/136?tab=description

v1.04.8v3_PATCH

- Updated DropCostPerMech. Fixed issue with saved games.

- Side Torso destruction causes pilot injuries. (was disabled)

- Event description updates.

- Repair Bays now give diminishing returns for simultaneous 'Mech repairs. Second Repair Bay repairs at 75% efficiency. Third Repair Bay repairs at 50% efficiency.

***KNOWN ISSUES***
- When the second and third mechs are being repaired in the Repair Bays, the widget does not correctly show their repair times. You will see it seem to pause on some numbers. This is due to the decreased efficiency of these Mech Bay Pods for repairing.



***To install the patch***

1) If you have version 1.04.8 of the mod installed (or any subsequent beta version), simply copy the folders in this zip file to your BATTLETECH\Mods folder and overwrite all files when prompted.

2) If you have a previous version of the Mod you must do the full installation!

3) This patch will not invalidate your save game files for campaigns played with 1.04.8.

Hey Don, hope you're having a great weekend. I'm playing with the newest patch, but noticed that the side torsos are not causing pilot injury. Is it a % chance or always supposed to be injury?