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don Zappo

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Alright, I have edited the MoreIsLess mod to now include an XP Cap along with the degrading XP. My settings are 90% per 10,000 XP with a cap of 60,000 XP.

Included here for anybody that would want it ahead of my next patch.
 

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James Grimm

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I'm excited to test the new evasion changes. I'm running this pack now with just a few extra mods and really enjoying it. I liked the previous set but it did seem to put a ton of focus on Ace pilot and I had begun to spec most of my pilots towards that, I think with some of the permanent bonus moved to the chassis I may rethink that a bit - which is good Pilot was looking a bit to strong before.

This pack has been a lot of a fun and I am big fan :)

I do have a few small skill suggestions if you are interested (since that seems to be a topic under discussion)
 

don Zappo

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I'm excited to test the new evasion changes. I'm running this pack now with just a few extra mods and really enjoying it. I liked the previous set but it did seem to put a ton of focus on Ace pilot and I had begun to spec most of my pilots towards that, I think with some of the permanent bonus moved to the chassis I may rethink that a bit - which is good Pilot was looking a bit to strong before.

This pack has been a lot of a fun and I am big fan :)

I do have a few small skill suggestions if you are interested (since that seems to be a topic under discussion)
Absolutely! Do share. I love getting feedback. I'd also like to know what other mods you are using as well.

Using the new evasion changes I am quite pleased with them. I am doing some lower level missions (1-2.5 skulls) right now as I wait on some repairs. My initial thought is that it is a *touch* too hard to hit early on, at least for the enemy to hit me. I'm wondering if that's because I'm a touch overleveled compared to them. I'd appreciate any feedback on this.
 

don Zappo

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I agree both slow down and Cap are needed.
I agree with this as well. I'll push a patch before I go off to bed. That means you have one last chance to suggest minor tweaks as well. ;)

As for the rarity of things. I'm pretty sure I have figured out the rarity of weapons in shops (and in being divvied out in salvage). For the "weight" value, I think it combines all the weight values listed and creates a big value from that. Then it uses that as the denominator as it uses the weight value for each part in the numerator for determining if this is shown. It also takes into account the "rarity" value for the weapons to some degree on a scale of 1-20 with 20 being the rarest. I don't know how this gets input into the equation, though.

For mech rarity it operates on a scale of 1-5 with 5 being the rarest. But this value is not fully utilized within the weight class brackets. Most lights are 1-2, mediums 2-3, heavies 3-4, and assaults 4-5. I thought the missions sent out a call for specific weight brackets so I am somewhat perplexed that the full scale isn't used within the weight class. That being said, I think if all of the Optimized/Elite mechs are set to rarity 5 then they'll be quite rare except for when you get to assaults...
 

don Zappo

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In light of the major AI updates that I discovered @Amechwarrior has done, I have decided to push out another patch.

- Major AI overhaul

- Reverted to previous XP system (10% less XP for every 10,000 XP a Mechwarrior has). Still has a 60,000 XP cap.


- Permanent Evasion implemented per chassis class: 3/2/1/0 for Light/Medium/Heavy/Assault.

- Ace Pilot now gives +1 permanent evasion on top of its to-move bonus.

- Evasion tweaks
3 pips +1 evasion
4 pips +1 evasion
5 pips +1 evasion
6 pips +1 evasion

- Updated Injuries Hurt, JK_Variants, AdjustedMechAssembly, DropCostPerMech

- XP cap at 60,000. For example, this allows: 8-8-8-8 or 10-10-4-4 or 10-8-8-5

- Max contracts per system changed to 6 (from 5).

- Removed to-hit movement penalty for having Tactics 6+.

- -1 refire penalty for Gunnery 6, -2 refire penalty for Gunnery 10.

- Drop Cost per mech set to 0.25% of Mech Value.

- Fixed LosTech rarity rate. It was apparently reversed. LosTech is now rare in stores instead of common!

- Fixed bug with morale. Stupid bugs.

- Morale system changes:
Inspired level set to 35 instead of 25. Now you have to work a little to get inspired. Will trigger if you are treating your mech warriors well in the Sim Game, though!
Cost to use Vigilance and Precise Shot set to:
30 base (now you can use one to start out the mission if you are paying them moderately well and can not string them together in a single phase without High Spirits)
15 for High Spirits (If you are maxed out at 50 morale you can still take a precise shot and keep your inspired effect)
45 for Low Spirits - in line with the other costs.

- Morale Gain Rebalance Mod added to make morale in combat more dynamic.

- Pilot costs reduced by 50%.

- Fixed bug with Argo cost and PlanetDifficultyVariety.

- AI Tweaks

- Mech stability changed to 90 + (0.5 x tonnage of mech). Was 75 + (0.5 x tonnage).

- Maintenance costs changed to 0.20% instead of 0.5% of the value of the mech.

- Updated DropCostPerMech. (bug fixed 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.

- Does not display MedTech and MechTech skill bonus/malus in Financial Report screen.



***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.
 

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Hey Zappo, first of all kudos for this. I'm gonna enjoy playing with your modpack.

However I noticed something odd in your description:

Salvage
  • 5 parts of mech salvage required for a complete mech.
    [...]
  • 50% chance to lose your own mech with a CT loss or head loss. If lost CT - one piece of salvage returned. With lost head - 3 parts of salvage returned (full mech).
    [...]

Is that just an oversight in the description? Since a full mech would need to be 5 parts.
 

don Zappo

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Hey Zappo, first of all kudos for this. I'm gonna enjoy playing with your modpack.

However I noticed something odd in your description:



Is that just an oversight in the description? Since a full mech would need to be 5 parts.
That is correct it should be 5 parts. We went between 3 and 5 parts for quite a while. I guess that descriptor got lost in the latest conversion.
 

me987654

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@don Zappo

What exactly does this mean?

- Evasion tweaks
3 pips +1 evasion
4 pips +1 evasion
5 pips +1 evasion
6 pips +1 evasion


For reference... I currently have to hit penalties for evasion as follows:

"ToHitMovingPipUMs":
[
1,
3,
5,
8,
11,
14
],


Did you just add one to the 4 highest pips?


If I ever get the motivation I'm going to revisit making permanent evasion based on mech speed instead of weight class... I still think that (if possible) that's a better solution that makes more sense.
 

me987654

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OMG - are we going to have to rebalance everything? Some of these changes are pretty drastic!!!

  • PPC heat generation reduced to 35 (was 40).
  • ER Large Laser heat generation reduced to 25 (was 40).
  • Large Laser heat generation reduced to 18 (was 30).
  • Pulse Medium Laser heat generation reduced to 16 (was 25).
  • Medium Laser heat generation increased to 12 (was 10).
  • Small Laser heat generation increased to 6 (was 5).
  • AC/2 heat generation reduced to 4 (was 5).
  • AC/5 heat generation reduced to 8 (was 10).
  • AC/10 heat generation reduced to 12 (was 15).
  • AC/20 heat generation reduced to 24 (was 25).
  • LRM-10 heat generation reduced to 10 (was 12).
  • LRM-15 heat generation reduced to 14 (was 15).
  • SRM-2 heat generation reduced to 4 (was 6).
  • SRM-6 heat generation reduced to 12 (was 14).
  • Flamer starting ammo reduced to 4 (was 6).
 

don Zappo

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Yep, I just added +1 to each of those. I made 3 and 4 more valuable since that is where lights and mediums with Ace Pilot permanently sit.

Also, I think permanent evasion based upon speed is actually doable. I should be able to query the movement value inside the code and assign evasive based upon that. I can pull all the pilot values I need, so I'm assuming I could pull the mech values the same way. Do you honestly think this is a superior idea? If so, what tiers what you suggest?
 

me987654

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OMG - are we going to have to rebalance everything? Some of these changes are pretty drastic!!!

  • PPC heat generation reduced to 35 (was 40).
  • ER Large Laser heat generation reduced to 25 (was 40).
  • Large Laser heat generation reduced to 18 (was 30).
  • Pulse Medium Laser heat generation reduced to 16 (was 25).
  • Medium Laser heat generation increased to 12 (was 10).
  • Small Laser heat generation increased to 6 (was 5).
  • AC/2 heat generation reduced to 4 (was 5).
  • AC/5 heat generation reduced to 8 (was 10).
  • AC/10 heat generation reduced to 12 (was 15).
  • AC/20 heat generation reduced to 24 (was 25).
  • LRM-10 heat generation reduced to 10 (was 12).
  • LRM-15 heat generation reduced to 14 (was 15).
  • SRM-2 heat generation reduced to 4 (was 6).
  • SRM-6 heat generation reduced to 12 (was 14).
  • Flamer starting ammo reduced to 4 (was 6).


Still some issues they did not address (AC/10 being subpar) and I don't think their heat adjustment for missiles makes quite as much sense as what we did (why in the world did they lower the LRM-15!!!!! It's already more weight efficient than the 10 and 20... argh!).

The lower AC heat values are interesting.... instead of doing that we play with increased stability damage from ACs

I like the called shot changes..... the stability changes seem very drastic. Assaults are going to be impossible to knock over... even with 1.0 recovery 200 stability was A LOT for assaults.. .but I guess we can wait and see


  • The Called Shot bonus for multiple-hit weapons (SRMs, MGs) now diminishes by half with each successive shot.
  • Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
  • Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
  • Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
  • Difficulty modifier for attacks against Light 'Mechs increased to 3 (was 2).
 

me987654

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Yep, I just added +1 to each of those. I made 3 and 4 more valuable since that is where lights and mediums with Ace Pilot permanently sit.

Also, I think permanent evasion based upon speed is actually doable. I should be able to query the movement value inside the code and assign evasive based upon that. I can pull all the pilot values I need, so I'm assuming I could pull the mech values the same way. Do you honestly think this is a superior idea? If so, what tiers what you suggest?

I tried doing it... but it wouldn't work for some reason.

Tiers should be pretty easy

0-119 - Tier 1 (slowest)
120-139 - Tier 2
140 - 189 - Tier 3
190 and up - Tier 4

Check the mech movement values here:

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

Max_Killjoy

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Agreed on the heat changes, it's generally welcome but some just exacerbate existing oddities.
 

don Zappo

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Did they just drop a patch on us?
 

n3ctaris

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OMG - are we going to have to rebalance everything? Some of these changes are pretty drastic!!!

  • PPC heat generation reduced to 35 (was 40).
  • ER Large Laser heat generation reduced to 25 (was 40).
  • Large Laser heat generation reduced to 18 (was 30).
  • Pulse Medium Laser heat generation reduced to 16 (was 25).
  • Medium Laser heat generation increased to 12 (was 10).
  • Small Laser heat generation increased to 6 (was 5).
  • AC/2 heat generation reduced to 4 (was 5).
  • AC/5 heat generation reduced to 8 (was 10).
  • AC/10 heat generation reduced to 12 (was 15).
  • AC/20 heat generation reduced to 24 (was 25).
  • LRM-10 heat generation reduced to 10 (was 12).
  • LRM-15 heat generation reduced to 14 (was 15).
  • SRM-2 heat generation reduced to 4 (was 6).
  • SRM-6 heat generation reduced to 12 (was 14).
  • Flamer starting ammo reduced to 4 (was 6).


Still some issues they did not address (AC/10 being subpar) and I don't think their heat adjustment for missiles makes quite as much sense as what we did (why in the world did they lower the LRM-15!!!!! It's already more weight efficient than the 10 and 20... argh!).

The lower AC heat values are interesting.... instead of doing that we play with increased stability damage from ACs

I like the called shot changes..... the stability changes seem very drastic. Assaults are going to be impossible to knock over... even with 1.0 recovery 200 stability was A LOT for assaults.. .but I guess we can wait and see


  • The Called Shot bonus for multiple-hit weapons (SRMs, MGs) now diminishes by half with each successive shot.
  • Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
  • Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
  • Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
  • Difficulty modifier for attacks against Light 'Mechs increased to 3 (was 2).

Honestly, regardless of their changes, I think ours are better.

The LL at 18 is too low i think, the value we have feels good. But I do think the ER LL should drop to 25. :D
 

me987654

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Honestly, regardless of their changes, I think ours are better.

The LL at 18 is too low i think, the value we have feels good. But I do think the ER LL should drop to 25. :D

HA that's only one more than the actual LL!

At some point I may try to rethink the +/++/+++ stuff again.... Lostech is (IMO) mostly fine the way we have it vs base weapons.. but yet... +/++/+++ are probably still too good (or need to have downsides)
 

Max_Killjoy

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May 1, 2018
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As I noted elsewhere, the + weapons need a broader but "lower difference" set of perks. So less added damage at max, but instead things like a bit less heat generated, or a bit lower minimum range, or...