In the black market and star league files I set the rarity of all lostech to 1 and multiplied all the other rarities by 10.
Yes, but how is rarity on the weapons itself incorporated?Ah. That's what I suspected might have been happening based on the reported results.
It must add all the rarity values together and then roll a die against the total integer.
Some instability damage could probably be added to Juggernaut. That could be a cool buff to that skill to make it more competitive. Right now, even if I want guts, I look at that ability and am very "meh" about it. I have found use for it on mobile melee mechs, though, and that initiative push can be life ending for mechs. I have a lot more respect for that skill than I used to.
I don't tweak the AI much myself, I leave most of it up to @Amechwarrior . He does all of the heavy lifting for the AI! Any feedback on the AI is hugely appreciated, though, as he needs as much testing of it as possible. So, please always feel free to chime in with any suggestions, especially regarding the AI. It is in its beta from right now and he plans on a full release of it when 1.1 moves out of beta itself. It is a very timely period to give suggestions on it.![]()
Overall, I loved the work yall have done on the AI so far. However, I have noticed a bug (not sure if introduced from latest AI patch?) in some missions (different kinds, assassination, battle so far, on diff maps) some of the vehicles just stops responding after a while. Example: I see radar signature for 80T vehicles (shrekk + devastors reinforcements) moving in, after a few turns (especially the case when i reserve a lot), these vehicles gets frozen in place. When it comes to their turn, AI just skips them, basically rest of the entire match this happens. I even tried to jump in range, in case it was a pathing issue, but nope, un braced, non evasive mech infront of devastator (last remaining enemy at that point) still skipped turn to me.
That's a new one for me. I'll be on the lookout for it and if you find a way to reproduce it (maybe upload a save? Does that work? Can we share save files?) let me know. Was this with the beta 1.1 + this mod or just the normal release? I could see vehicles and reserve use causing issues as vehicles are not allowed to do so by default and if the AI 'Mech before a vehicle chooses to reserve for the team that could be the root of the dropped AI.
That's a new one for me. I'll be on the lookout for it and if you find a way to reproduce it (maybe upload a save? Does that work? Can we share save files?) let me know. Was this with the beta 1.1 + this mod or just the normal release? I could see vehicles and reserve use causing issues as vehicles are not allowed to do so by default and if the AI 'Mech before a vehicle chooses to reserve for the team that could be the root of the dropped AI.
Thanks. At first glance, those shouldn't be conflicting the AI. I'll keep an eye out for that bug.Hey Amechwarrior, I'm on standard game, not 1.1 beta. Only additional changes I made are added tactics multiplier for spotter range, and changed the visual range back to 300, changed movement speed multiplier to 1.2, and have less head injuries mod added (.dll only). Everything else is the most up to date standard version of this mod.
The great thing is that I think this should be easy. The modder that created the Brace on Juggernaut mod did something similar. In the full mod he allows you to shoot after you melee after you get Juggernaut at 8. The code should be translatable.If you figure out how to do that -- including "lock AND shoot" in Master Tactician -- PLEASE let me know how.
Right now Sensor Lock rarely gets used (by me), because it takes 1/4 of my firepower out of use for the turn... it's almost always better to just use Reserve and creative LOS/angling to entice an enemy mech into where it can be visually spotted but can't return fire.
I also saw that AI bug once, but it was prior to your major AI revisions. I have not seen it with your new set of values.