The settings.json file is.. floatTonMultiplier : 1.0, floatBaseMultiplier : 1.0
The description page says Settings file provides a multiplier for tons: floatTonMultiplier = 1.5 100t mech = +150 stabHP
So what does "floatBaseMultiplier" do??? is every mech set to 100?? by "floatBaseMultiplier : 1.0"?? and "floatTonMultiplier : 1.0" is adding the stabHP equal to the tonnage of the mech?? Example 75 ton mech = 75 stabHP (with floatTonMultiplier : 1.0, setting)?
Base = 100 This value is the threshold in vanilla after which all mechs get normally knocked down on a second attack, no matter what tonnage. I'm not sure how the Unsteady bonuses due high piloting skills are added, but that's not really important now, This mod here adds a (Mech)Ton value additionally to this Base value. What this mod also introduces are factors to modify the Base (100) and Ton value, while 1.0 would be no change.
So if I wanted to lower the base for all mechs by 50% it would be floatBaseMultiplier : 0.5 (example.. 75t mech base would be 50)?? (The standard base for all mech is 100, right)?
And i wanted to increase the stabHP of the mech based on tonnage it would be floatTonMultiplier = 1.5 (example.. 75t mech would be 112.5 stabHP)??
Thank you for this. I was thinking about this problem last time I was playing. I really like the settings so that I can have my own multiplier. I was wondering though, would it be possible to add a line to the settings for the StabilityHP also?
Currently this mod just adds tonnage to the Stability HPs. This makes all mechs harder to knockdown. If I could reduce Stability HPs to 80 then a Locust would have the same 100 Stability HPs but an Atlas would have 180. I could also reduce Stability HPs to 50. This would give the Locust 70 Stability HPs and the Atlas 150. Basically it would just give more options in how to adjust the total Stability HPs a mech has.
Is there a .json file for this so I can edit it to my liking? I'd prefer to have stability stepped in a lesser way, 100Light, 110Med, 120Hvy, 130Asslt. They'd be a little more resistant to falling over without breaking the feel it still has. Thanks!
Edit: I think I found the stat line. It's buried in the 60 or so chassis files for each mech. So you're using a .dll, which means you did it the easy way with BTML because you dont have install instructions. Or did you still edit each one individually?
If I may make a request, can you offer a second DL for these stepped stability values above? Thanks!
It is in a dll because then it works with all variant mods, like JK Variants. Else every time for example JK releases a new version from his variants, you have to go and see what was changed, and if so edit those files again.
There could be a tonnage divider or something. Like not full 100t but 100/2 = 50
I did it this way as stability damage is very high in Vanilla. Don't like that mechs are knocked all the time. "No Guts No Galaxy" has LRM/SRM stability nerf as well and it can be that there will be small additions to this in the future. The game is also harder when you don't get continuously free called shots.
How did you do it in that dll? I'd love to see a stepped increase that is a quarter or so of what yours is! Please offer a lesser version! Thanks. Great mod btw., yeah mechs get knocked over too easy.
19 comments
The settings.json file is..
floatTonMultiplier : 1.0,
floatBaseMultiplier : 1.0
The description page says
Settings file provides a multiplier for tons:
floatTonMultiplier = 1.5
100t mech = +150 stabHP
So what does "floatBaseMultiplier" do??? is every mech set to 100?? by "floatBaseMultiplier : 1.0"??
and
"floatTonMultiplier : 1.0" is adding the stabHP equal to the tonnage of the mech?? Example 75 ton mech = 75 stabHP (with floatTonMultiplier : 1.0, setting)?
This value is the threshold in vanilla after which all mechs get normally knocked down on a second attack, no matter what tonnage. I'm not sure how the Unsteady bonuses due high piloting skills are added, but that's not really important now,
This mod here adds a (Mech)Ton value additionally to this Base value.
What this mod also introduces are factors to modify the Base (100) and Ton value, while 1.0 would be no change.
floatBaseMultiplier : 0.5 (example.. 75t mech base would be 50)?? (The standard base for all mech is 100, right)?
And i wanted to increase the stabHP of the mech based on tonnage it would be
floatTonMultiplier = 1.5 (example.. 75t mech would be 112.5 stabHP)??
Giving this 75t mech a total of 162.5 stabHP?
https://github.com/Mpstark/BattleTechModLoader/releases
Create folder:
C:\Program Files (x86)\Steam\steamapps\common\BATTLETECH\Mods
Unpack the zip in the Mods folder.
Nexus account > Files (mine) > Manage files > for the old one > Manage > Edit Details > File Category > Old versions.
Edit: I think I found the stat line. It's buried in the 60 or so chassis files for each mech. So you're using a .dll, which means you did it the easy way with BTML because you dont have install instructions. Or did you still edit each one individually?
If I may make a request, can you offer a second DL for these stepped stability values above? Thanks!
It is in a dll because then it works with all variant mods, like JK Variants. Else every time for example JK releases a new version from his variants, you have to go and see what was changed, and if so edit those files again.
There could be a tonnage divider or something. Like not full 100t but 100/2 = 50
I did it this way as stability damage is very high in Vanilla. Don't like that mechs are knocked all the time.
"No Guts No Galaxy" has LRM/SRM stability nerf as well and it can be that there will be small additions to this in the future. The game is also harder when you don't get continuously free called shots.
Have you tried matching this mod with More Knockdowns?
https://www.nexusmods.com/battletech/mods/101
Because then you might want the extra stab back. I'm testing this now.
It can be that later I separate more features from it.
More Knockdowns idea is not bad.
btw. Even with this mod I often feel that there are too many Knockdowns.