BattleTech

Let me know what you think, or if you've run into any bugs/issues, or what you currently like/dislike about the mod. Enjoy!

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BlueStryker

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  1. fuzzyhead2
    fuzzyhead2
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    I think I know why you considered ToHitBaseFloor (gunnery) of 50% too low. You have adjusted just base floor without adjusting ToHitGunneryDivisor. And variable ToHitGunneryDivisor is responsible for calculating how much accuracy is increased per point. Changing base floor to 60% just lowered accuracy by 15%, so current maximum with 10 points in gunnery is 85% compared to 100% in van. Chance to hit is calculated by formula ToHitBaseFloor + 1/ToHitGunneryDivisor * GunnerySkillPoints. To be true to van. games mechanics it have to add to 1.
    With base floor of 60% and van. divisor (40) Dekker with 5 points in gunnery will have 72.5% accuracy (with gunnery 10 only 85%). With van. variables he will have 87.5% accuracy (with gunnery 10: 100%). With base floor of 50% and divisor 20 he will have 75% (with gunnery 10 also 100%).
    Why 50% base floor and divisor 20 (5% per skill point)? Two reasons: maximum accuracy is 100% which is equivalent to TT 2 in gunnery, so 1 point in gunnery should be equivalent to TT 8 ~58% - 55% is close enough. Second all modifiers add or remove 10% from accuracy, 5% is half of that, and that is exactly how UI rounds up displayed accuracy (without mods) - to 5%, so you can't see that 2.5% increase. And increasing gunnery even by 1 point will be felt.
    You haven't also changed PilotingDivisor, so descriptions in both traitdefmeleehitX and traitdefweaponhitX are wrong, because divisors are unchanged, so they are both increased by 2.5% per skill point.

    For jumping no one was able to come out with exact formula, so it's just trial and error. But one thing is certain, number of jump jests decide how far you can jump and heat is generated by distance. So you can take Spider with 8 JJs and adjust variables until jumping certain distance and firing both MLs will generate no heat.
    And as for heat, you haven't adjusted TraitDefOverheatAddFifteen.json and TraitDefOverheatAddThirty.json. So gaining both traits will rise overheat level from 10 to 40 - shutdown level. Way too much, it's just constant shooting without any penalties. And I think overheat threshold of 10 is too low, it's penalizing hot mechs too much, while maximum heat level of 40 is favoring them too much.
    1. BlueStryker
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      Ok, I see where you're coming from now. I've been trying to comb through the .json files for relevant entries, but obviously I'm missing some. I'll be busy moving over the next few days so I'll have to tackle what you've pointed out once I get settled back in. In the meantime if you could help me by naming the files those variables are found in I would greatly appreciate it.
    2. fuzzyhead2
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      All those variables are in combatgameconstants.json - ToHitBaseFloor, ToHitGunneryDivisor and base floor and divisor for piloting (though I would left piloting alone for now, because van. piloting divisor works good with Mc's mod, changing it would require adjusting mods value and that will make resisting knockdown harder - I have to check TT chances and compare them).
      In TraitDefOverheatAddFifteen.json and TraitDefOverheatAddThirty.json default overheat threshold increase is 15, 2 or 3 would work nicely.
      And in traitdefmeleehit[1-10].json and traitdefweaponhit[1-10].json you have to type correct increase per point (divisor dependent). Currently information in game suggest increasing 4% per point, but they are only 2.5% per point.
    3. fuzzyhead2
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      I have done the math again, and I have to admit, I was wrong. In TT rookie mechwarrior (gunnery 8) have a ~58.3% chance ... but to miss, not to hit. So, to be true to TT rules, you would have to use ToHitBaseFloor 37.5% and ToHitGunneryDivisor 16 (I like nice, finite numbers and i think divisor have to be integer). That would add 6.25% per skill point, so Dekker with 1 point in gunnery will have 43.75% accuracy (compared to ~41.7% in TT with gunnery 8) and with 5 points in gunnery he will have 68.75% accuracy. With 10 points he will still have 100% accuracy. That may seem harsh, but those are chances to successfully hit in TT (without any penalty that is). So base floor 50% and divisor 20 doesn't seems that bad after all :)
      As for piloting and mod CBTPiloting, with van. variables (PilotingBaseFloor 90% and PilotingDivisor 40) mods PilotStabilityCheck is set to 30%. With 10 points in piloting there is still a 5% to fail the roll (and 27.5% with 1 point in piloting). With TT rules a mechwarrior with piloting 2 will always succeed unmodified roll, but will have a ~2.8% chance to fail +1 roll. With PilotingBaseFloor 65% and PilotingDivisor 20, you would have to set PilotStabilityCheck to 53%, so mechwarior with 10 points in piloting will have a 3% chance to fail and mechwarrior with 1 point in piloting will have 48% chance to fail the stability roll. As for PilotingBaseFloor 52.5% and PilotingDivisor 16, PilotStabilityCheck have to be set to 65%. With that values mechwarrior with 10 points in piloting will have 2.5% to fail and mechwarrior with 1 point in piloting will have 58.75% chance to fail (very close to TT rules).
      The question is how unforgiving (and close to TT experience) combat has to be?
    4. BlueStryker
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      Adjusting the variables to match the TT may be possible with the knowledge that most pilots start with, at least, 2 points in gunnery and piloting meaning that they aren't necessarily starting out as raw recruits, but would still be rather green. My only reservation is that adjusting the variables to equal the TT might make the early missions drag on too long/stressful because of missed shots and easily falling Mechs. Though the easily falling part may help gain some early salvage by incapacitating the pilots easier, and it wouldn't take long to increase the pilots skills. I'll probably try it out for a bit, and see how it goes then either keep the TT standards or try to find a happy medium. For now, I'll have to wait till I have my PC to arrive with the movers but once I'm up and running again I'll put your numbers to the test. Thank you for your assistance with this aspect of the mod; I'll be sure to give credit where credit is due when I release the next versions. :D
  2. Grizzk42
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    Side-note, I've done some adjustments myself. This is about the machine gun damage reduced to 2x5, instead of 3x5. The damage dealt would be 10, which would be equal to an AC/10 without anywhere near as much weight or heat. This would be highly unbalanced. Perhaps keeping it as 1x2 (instead of 2x1) would be best.
    1. BlueStryker
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      The differences are that not all 5 shots are guaranteed to hit, and those that do will not all hit the same location. Plus I added medium and long range bands to all the point weapons so they're really only effective when you're face-to-face with your target (makes them worthy to include with melee attacks). On top of that, cover and bulwark will cut the damage of each shot in half, meaning 1x5. In the full conversion they simply do their 2 damage and call it a day, and changing it to 1x2 would mean that cover and bulwark would have no effect on MGs (LRMs already nullify those conditions). Thanks for the comment though, and feel free to adjust my mod as you see fit for your enjoyment. Sorry for the late response too.
  3. Aurillius
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    So I think I may have found a bug related to TTC. Was getting an infinite loading screen after mech selection when the game goes to load assets for the mission. I didn't think to copy the error from the output log, but it referenced the Cicada left leg as unable to be found. Should be easy enough to reproduce by attempting to load a skirmish involving a Cicada.
    Also, removing only the TTC folder fixed the error for me.
    Edit, had it happen again. Relevant line reads "Data.DataManager [ERROR] Prefab Resource chrPrfWeap_cicada_leftleg_mg_bh1 is not in Resources or AssetBundles."
    Hopefully last edit. I did find a workaround, if you remove the mod folder, then load the game, then put the mod folder back, it works again. No idea why though. Also, error only seems to happen after you quit with the mod loaded then try to play the game again.
    1. BlueStryker
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      Correct, that was an error that was generated after they released 1.2. I've corrected the issue and everything should work now if you download the latest version.