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TRUE TABLETOP CONVERSION - Full conversion
Current Version: 2.3
Thank you for trying out my mod, and I hope you enjoy the different experiences this mod brings. Though you can use this version with saved files it is HIGHLY suggested you start a new game. Adding the full conversion will require you to store any Mechs, and then retrieve them again in order to load the new internal structure stats. This can be a costly endever in both time and C-Bills, and can bankrupt you if you're not carefull. I was able to pull it off with a game I just started for testing purposes, but would be hard pressed to make my oldest saved game into a working conversion.
Change Log
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Version 2.3
Adjusted the Gunnery and Piloting skills to fall closer in line with the TT (this completes what I had intended with the last version, but had missed a couple entries). This will make the game slightly harder overall, especially when the pilot's skills are low. Big thanks to fuzzyhead2 for the calculations! I also think I fixed a mistake in the heat that was causing Mechs to not cooldown as fast as they should. Because of that, I also put all the biomes back to their Vanilla versions; however, I left the altered files if anyone wants to still use them.
Version 2.2
Several minor adjustments made in this version that caused big effects. Max heat was lowered from 100 to 40, and adjusted the point you begin overheating from 0.6 to 0.25 because jumping is still somewhat unstable, and generates a lot more heat than it should. Readjusted heat generated by jumpjets so that jumping remained viable under the lower max heat, but still needs work. Adjusted the base to-hit number to be 60% with each skill increase adding 4% so that a pilot's gunnery and melee to-hit numbers still reach 100% when skill level is maxed (vanilla starts at 75% and raises it by 25%). Put the indirect fire penalty back to 3 to make the skill bonus useful again (like with the recoil penalties of ACs). Martian and vacuum biomes heatsink penalties were lessened again because vanilla numbers were too unforgiving. Adjusted the bonus stability traits to line up with the lowered stability threshold of the CBT. Also corrected the SRMs heat from 12 to 4, and lessened Acc bonuses (that I found) to be below the bonus of the Artemis IV enabled systems (to make the Star League tech the best tech).
Version 2.1
Realized while playtesting that the buildings also needed to be adjusted, or they would be too difficult to destroy; especially in the early days of a career when you don't have a lot of hard hitting Mechs. All the buildings have now been divided by 5 to line them up with the rest of the mod.
Version 2.0
Adjusted the melee and DFA damage based off the calculations in "Total Warfare"; the latest ruleset for CBT. Error fixes and minor tweaks to maintain game balance. Heat intensive Biomes have been restored to default settings, and so far seem to be working as intended. Removed all the Refire penalties from Autocannons but then added them back on (minus the AC/2) because removing them made the -x recoil skills useless.
Version 1.9
Weapons damage and heat have been adjusted to CBT standards. Stability has been adjusted to ensure that Mechs become unstable after taking 20 points of damage, instead of over 40. Adjusted the heat generated by Jumpjets to remain a viable option; the default was overheating the Mechs too easily. Using the Spider as the "test dummy" because of its high jump capability, the heat was adjusted so that the Mech can jump as far as it can walk and not overheat; going beyond that risks overheating.
Version 1.8
Adjusted all the armor and internals for the BattleMechs, vehicles, and turrets to match CBT. Corrected some errors that were found, and adjusted/readjusted the Star League Mechs to be more accurate.
Version 1.7
Removed the bonus accuracy for Lasers since CBT doesn't use them. Also adjusted partial cover, and indirect fire to-hit modifiers to match CBT. For minimum ranges, I took the average for all weapons (in the game) that had a minimun range. Since the game only assigns one value to the modifier this was the fairest way I could come up with; new minimum range penalty is 4 instead of 8. Made the base adjustments to begin converting the aromor values to CBT specifications (not implemented because it would break the game as is). I also incorperated the CBTheat, CBTmovement, and CBTpiloting mods with this mod.
Version 1.6
Realized the upgraded Gyros and Leg actuators would not fit the CBT design so I adjusted the number of slots they take up from 3 to 2. They can now be used as intended. Also noted that the amount of heat gained in Desert, Barren, and Vacuum biomes was too intense. Adjusted the penalties towards sinking heat to improve game balance in those biomes.
Version 1.5
Created a single folder for any non-stock equipment I'll be creating, and moved the Beagle Active Probe into it. Also created a Guardian ECM Suite and replaced the stand alone Artemis IV system I created with versions of the needed stock missile systems (SRM 6 and LRM 20) with an Artemis IV equipped version. Everything that's been added is marked as Star League era tech, and is not purchasable by default.
Version 1.4
Went through all the mechdef files to ensure all the weapons and equipment matched both the CBT record sheets and the games chassis. This included making sure all the HS' were where they were supposed to be, and there were no extra HS' added. Also took note of unique equipment that wasn't included in the base game.
Version 1.3
Went through the chassis and ensured all the hard points matched the CBT designs. In addition to this, I adjusted critical hit tables to reflect Mechs variants that were supposed to have Endo-Steel Internal Structure, and/or Ferro-Fibrous Armor. With Endo-Steel I simply calulated the initial tonnage using the lighter tonnage (before adding/subtracting for HS'), and for Ferro-Fibrous I subtracted the tonnage difference compared to Standard Armor from the initial tonnage (i.e. 17 tons standard - 15 tons FF = 2 ton difference). This is pretty much just for the Star League era Mechs.
Note: They included the Griffin GRF-4N in the game, but used the loadout for the Griffin GRF-2N. The 2N is the actual Star League era version, and is the one I used here. The 4N is actually a 3080 Mech that includes a Plasma Rifle that hasn't been invented yet.
Version 1.2
Adjusted the default heatsinks from 30 (10 heatsinks) to 15 (5 heatsinks).
Then I adjusted all the Mech chassis to add extra Heatsinks (HS) according to how many could fit into the engine. I also adjusted the initial tonnage to keep the total weight in line, i.e., if a Mech's engine could hold more than 10 HS' then I added the extra tonnage to the initial weight, added extra HS to the Chassis, and removed them from the critical hit locations. Conversely, if the engine could not hold all 10 HS' then I subtracted the amount from the chassis, subtracted from the initial tonnage, and added HS' to the critical hit table.
Example: The Locust (20 tons), can only hold 6 of it's 10 HS' in it's engine. So starting with the default initial tonnage of 13 tons (weight of the internal structure, engine, gyro, and cockpit) I put 1 HS in the engine (added to the chassis), and added the other 4 to the critical hit table. Since the initial 10 HS' are part of the engine's weight I subtracted 4 tons from the initial tonnage to keep the total at 13 (vice 17). Doing it that way allowed the equipment to bring the total weight to 16 tons; leaving 4 tons for armor which is the correct amount that the Locust carries.
Version 1.1
Adjusted all the Mech chassis to reflect the accurate number of critical slots available based on CBT values.
This will cause slight graphic issues in the MechLab, but will ensure the stock Mechs are still valid using CBT converted weapons.
StarLeague era Mechs with four items in the leg sections have retained their number of slots until I adjust the rest of the Mechs.