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don Zappo

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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.
 

don Zappo

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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.
Yes, but how is rarity on the weapons itself incorporated? ;) I am almost convinced it isn't, but is ONLY used for distrubiting salvage at the end of a match.
 

Dizzy_XC

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Well, that'd set a lotta items past 20 on the rarity scale. That makes me think it's set it up like weight, where, correct me if I am wrong, but something with a higher weight will have a higher percentage to be chosen than something with a lower weight. So Rarity for shop items like Upgrades and Weapons and Heatsinks behave like weight, but Mech shop rarity does not?
 

Ganimal

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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.

Mmm, I think your current iteration feels right. My assault lance still has 4 pilots w/ 9 guts skill, and different tertiary skill. Bulwark and +30 heat threashold still very powerful vs 8 - 12 heavy / assaults in late game 5 star missions. Also, for my 4 medium JJ cav lance, I have 2 pilots w/ 9 guts (1 has sensor lock, other has evasive movement), excellent melee / close range striker (especially in a 7ML, 6SL grasshoppers). The bulwark while melee addition and the -1 initiative from vanilla juggernaut makes these combo pilots extremely useful, while evasive movement tertiary skill adds some extra difficulty to hit. So additional buffs to juggernaut maybe overkill?

On the other hand, ace pilot w/ sensor lock + 3 ML 6SL firestarter, and ample use of reserve allows me to core backsides of everything up to some heavies in 1-2 turns (1 if using precision strike).

I'm loving these changes to date over all. I used to run 2 master tactician + bulwark, and 2 breaching shot + bulwark, which made that lance insanely OP. These new changes really made me decide on more varied and fun playstyles (some not possible in vanilla, aka using firestarter + ace pilot in 4-5 star missions)

--------------------------

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.
 

Amechwarrior

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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.
 

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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.

I had a save with a mixed group lying around so I did a quick test. At least as far as 1.0 is concerned, the vehicles reserve down just fine and move afterwards. Had two strikers reserved down to Ini 1 with and without LoS, no problems.
 

don Zappo

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I found a trigger for jumping so I can flag it now. So, I have a new proposal for tactics:

  • No penalty for shooting if walked at 6.
  • No penalty for shooting if jumped at 9.
  • +1 morale per turn at 7.
  • +2 morale per turn at 10.
Hopefully these changes would bring Tactics in line with the other skill trees.

Alternatively, I could just add +5 morale every time you reserve with Master Tactician. This would actually be easier to code. It is just a question of whether we want to make the entire tree more valuable, or just its level 8 skill.
 
Last edited:

don Zappo

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I have another rogue idea. There has been some talk about buffing Sensor Lock. There are a number of variables we can easily add to it as they are in the .jsons. Making it ignore guarded, making it strip all evasion, etc. I've found these bonuses to be too powerful or just "meh." I have also found sensor lock to be somewhat frustrating as it ties up your entire mech. So, I have a proposal:

We should allow mechs to use sensor lock and still shoot. We can gateway that behind getting Master Tactician similarly to what we are doing with Juggernaut and Bulwark. This would have the added bonus of also helping the AI who usually has some issues regarding its use of sensor lock.
 

Max_Killjoy

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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.
 

Ganimal

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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.

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.
 

Amechwarrior

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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.
Thanks. At first glance, those shouldn't be conflicting the AI. I'll keep an eye out for that bug.
 

don Zappo

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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.
 

don Zappo

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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.
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.
 

Ganimal

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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.

Ya it was strange because vehicles clearly moved at first, wasnt stuck @ spawn bug. Then a few missions later, 2 devastators and shrekk ac tank all move and shoot no problems. This happened to me post most v10 patch too.

only thing i can think of is this: both times, tanks were part of main lance, i did the run around the edge and kill reinforcements first thing. After i wiped out the reinfocements i noticed tanks get stuck, maybe thats the issue? Caveaut: this is me thinking back so i can be wrong / missed something. However i am 100% certain both times tanks are part of main lance.

Also to be clear, both times main lance are tank / mech mix. The mechs works just fine both times.
 

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Spreadsheet with 1.1 weapon changes for reference. I'm thinking I might like the ML heat at 12 and MAYBE the AC heat buffs (although we already buffed ACs.... could drop our stab buffs and buff heat instead).... but most of the other changes I'm pretty lukewarm on (the LRM changes are stupid and the LL changes are over the top). ERLLs and ERMLs have the same heat now? Really? (I am considering further lostech heat buffs though).

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

upload_2018-6-20_23-40-3.png
 

don Zappo

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This mod is currently non-functional with version 1.1. My internet has been down for two days so I haven't been able to push the update to fix it.

ETA: late 6/21 it should be up and working.
 

don Zappo

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v1.1.1vBETA RELEASED

I have updated the Mod Pack for compatibility with BATTLETECH v1.1. I apologize for the delay but my internet was down for 3 straight days and I couldn't push an update. It just came back real late tonight so I updated all of the mods, deleted the owns that are known to have compatibility issues, and tested it by running it through a campaign mission and a financial report. I believe it is functioning, but I have not robustly tested it so it may have some bugs. The version needed to get pushed out, though!

Read the installation notes! They are very important to ensure compatibility with saved games. Also, since I rushed out this update I don't have a complete change log of what has happened written up yet. The balance tweaks are in the changelog, but I haven't noted which mods were removed and updated for compatibility.
***Installation notes***
- Delete all the previous folders included in this mod.

- Copy all folders over into the BATTLETECH\Mods folder.

- Make sure that you have reinstalled BTML and ModTek (most recent versions!)

- Why you load your previous campaign open up your difficulty settings and change the Parts Needed for Salvage value to 5.

************************​
 

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Max_Killjoy

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It says beta -- any reason to think it's not compatible with 1.1 release, or should it be all good?


(Speaking of changelogs, I wish the patches from HBS included a list of changed files...)