What will your day one mods of choice be?

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ronhatch

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Lol, ill be changing that into probably my own DRG-K1, after the coronation stuff happens, so as not to mess up the first part of the game, since my mech wont have JJs. I wonder what happens if you dont have JJ and cant get past the training portion where, in the words of Cohh, "mech dad", tells you to JJ.
Given that the "Starter Blackjack" doesn't have jump jets, I'd wager that the way it works is that you list a starter mech in the JSON files without jump jets, and then the special coding of the mission allows it to jump anyway.

Won't know until we try it, of course, but I think you'll be able to do it just fine. As long as you don't mind a bit of story dissonance while "mech dad" talks about the broken jump jets on your mech that never had any to start with...
 

KnightCole

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So looks like I lied. Unscrewing the Large Laser is the first order of business. Jumpjet heat is a close second.

That used to be how I did it, but meh, ive changed my mind on that. I find it much easier to get immersed in the game if I can add my own spin or flavor to it, mainly the characters within the game. Plus, ive always wanted to kinda add my KRL into a game and play as them, more or less.
 

Spartakus

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I guess what I'm trying to say is: I don't believe in 'good players' and 'bad players'. I think anyone can be 'good' if the game teaches them how to be good.

I'd also like to build a 'hardcore' variant ruleset, with granular configuration options that let you tweak a variety of difficulty-affecting settings, but I believe the base game should be compelling all on its own for everyone.

But honestly? once you have the game, you can do what you like with it. I'd suggest starting with 'DestroyedMechRecoveryChance', which is currently set to 1, and which you can set to 0 if you'd like, guaranteeing that CT kills will destroy 'Mechs. If you do, let me know how it goes; I'm curious how it will change the way you approach risk (since my original plan called for 'Mech destruction from CT kills).

It's a float so you can make it 0.5. I didn't want to go that route because a random die roll that might or might not take away that large of a portion of your overall net worth seemed super-arbitrary, even more so than headshots or failed Guts tests. I don't want to ever reload a save, but I'd reload in a heartbeat if I lost an important 'Mech to that die roll.

That's a mod for day one for me! I get why it isn't the default, it would crush 90% of all new players in the first act. But for someone who has played beta...
 

CmdWire2k

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Heya just joined the forum.
First mod for me is Custom Company Logo in fact ive been looking to get started on it but searching the forums and modwiki I haven't been able to find any details as to the logo image sizes.
Anyone got info on the Company Logo image sizes so I can get started?
 

ronhatch

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Come to think of it, there's a good chance I'll mod the movement profiles back to a flat 30 meters per TT movement point. The only reason that wasn't on my list before is concern about skewing the balance... but actually I suspect that's more of an issue in skirmish. In the campaign, individual fights aren't even supposed to be balanced, and my guess would be that change wouldn't carry over too much into the long-term balance.
 

Nichino

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I'll definitely do my first play through without any mods. But if I do mods for another play through, my definite first choice right now is a mod that adds in all of the missing variants.

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SamokhodnayaUstanovka

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It's clearly going to be a Pidgeon Gun. That said, a hypersonic pidgeon can certainly deal a lot of damage if it strikes the right spot, and they can be used to communicate with other 'Mechs in a pinch in the event of the communications system taking damage.