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About this mod

This is a mod that adds elite pilots and advanced mechs, advanced vehicles, both individual and lances to the random dynamic pool, as well as advanced turret versions for AI forces.

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Name: Elite Forces

Another new version, this is a big one!

~~~~ Version 1.6 – Aces High! -- ~~~~

## Design Notes

 
Version 1.6 of Elite Forces is a bit of a redesign of the Elite Forces mod that adds new features, fix bugs/issues, and improves the overall EF mod experience. Previous versions of Elite Forces provided a potentially very harsh and punishing early game experience. This version, among other things, addresses that issue in particular by making the early game a bit more survivable. However, for those of you that want to retain the previous gameplay of a high difficulty across all skull/difficulty ratings, there is an available option with the addition of a "hardcore add-on" pack. Details of this add-on and all new features and fixed are detailed below in the v 1.6 patch notes.
 
Additional news: Elite Forces is now also part of the Expanded Arsenal (v. 2.0) Mod! If you use Expanded Arsenal, the base Elite
Forces (v. 1.6) mod is included with that mod as of ver. 2.0. You can get the
newest version of Expanded Arsenal here: https://www.nexusmods.com/battletech/mods/635
 
Version 1.6 Patch Notes ~~PLEASE READ IF YOU HAVE USED PREVIOUS VERSIONS OF ELITE FORCES!!~~
 
Spoiler:  
Show

 
New features and fixes for EliteForces v. 1.6 -Aces High-
 
~~~ I would like to give a special thanks to Nexus user Hongooi2 for all their help testing v 1.6 of Elite
Forces and providing a lot of excellent input and guidance! Thank you, all your
help was greatly appreciated and will not be forgotten! ~~~
 
~~ From this point forward there will again be one full feature release version of the EF mod, and an add-on pack that can be used for those that want an even more hardcore experience. (more details on that below)

~~ The features of this mod should now be scaled bit better to the difficulty/skull ratings of the game's procedural contracts. Elite Forces pilots and mechs will still enter the game starting at difficulty 3 (1-1/2 skull), however the quantity starts a bit more sparce then before. Dedicated lance formulation has changed, so players won't generally face dedicated lances that are packed with 4 Elite pilots in 4 Advanced Mechs in the early game. However, due to randomness of the dynamic pools and lance generation, this could still potentially happen! The occurrence of these forces will be more and more common as contract difficulty increases. This should improve the experience of those starting new games/careers, while still increasing the overall difficulty. Even in this case though, you will be feeling the full brunt of Elite Forces as you get into the upper difficulties. The exception to this behavior is with the inclusion of the optional "Hardcore Add-on Pack" (below).

~~ Ace pilots have been added to the game. Ace pilots have a more skills than elite pilots, and they also have buffs and abilities that improve their combat performance. Ace pilots should be more rare than elite pilots, and they are not in the random, dynamic pilot pools. Ace pilots will only be called by some of the new EF lancedefs. However, when Ace pilots are called, they will only spawn in Advanced Mechs.

~~ New abilities and buff sets for Ace pilots have been added.

~~ EF Lancedef formulations have been reworked. The formulations of EF lancedefs will scale better with difficulty from lances starting with one Elite pilot in an Advanced Mech leading 3 random pilots in vanilla mechs, up to 4 ace pilots in 4 advanced mechs at upper difficulties. Lance formulations are now also designed for much more variation in specific pilot/mech compositions.

~~ Added 9 new advanced mech variants

~~ fixed some build issues and errors with a number of the Advanced mechs

~~ Build optimization pass across all advanced Mechs, this should improve the performance of a number of advanced
mechs.

~~ Major cleanup pass on EF json files fixing numerous errors and issues causing some EF jsons not to be called,
or work properly.

~~ Reworked some of the Advanced mech builds, in particular swapping some upgrades (gyros and cockpit gear) that
made Advanced Mechs a bit too difficult to deal with at lower difficulties (in
particular hit defense gyros and injury resist cockpits)

~~ Advanced turrets are now properly added into the mod (unique json files that don’t overwrite vanilla
turrets). Approach bases carefully!

~~ Removed"Blacklisted" tag from vanilla game lostech and DLC weapons (as well
as some other pieces of vanilla gear), so they are now lootable.

~~ Removed"Blacklisted" tag from vanilla SLDF and the Grand Dragon DRG-1G
(these will now appear randomly in "the wild")

~~ Fixed Blacknight BL-6b-KNTheat sink distribution. Moved extra heatsinks (6) from legs and distributed
them to other, valid locations.
 
 
## Hardcore Add-on Pack
 
For those of you that want the full original Elite Forces style gameplay, although with an even more intense
experience, the Hardcore add-on is for you! I only recommend this add-on if:
 
1) You are playing in the endgame and you want to be able to play light and medium mech contracts that are
normally low difficulty. You have a lot of advanced equipment and experienced
pilots, but you are tired of only playing heavy and assault mechs and at this
point low difficulty/skull contracts are just too easy to be fun. ...or
 
2) You are starting a new campaign/career and you really love pain and frustration! You desire the
impossible and want a serious challenge from the start! ***NOTE: If you do this
I recommend spending some time in 1/2 to 1 skull contracts to build up some
pilot skill. Starting level pilots have a rough time vs Elite pilots but they
will be totally outclassed against Aces.
 
The Hardcore Add-on opens the flood gates and provides for the following:
 
- 99 additional lancedefs added to the random dynamic pool, across all difficulties starting at Difficulty 3
(1-1/2 skulls). Even at low difficulty, these added lancedefs can contain a
full lance of advanced mechs and Elite/Ace pilots.

~~ 40 additional pilots defs for the randoms dynamic pools and dedicated EF lancedefs, starting at D3.

~~ Turrets can pull Elite pilots from the pilot pool

~~ Aces will be more common

~~ 6 new Advanced Mech variants

~~ No more reduced strength lances. All vanilla contracts that call for forces adding the
"spawn_poorly_maintained_xx" SpawnEffectTags, will have this tag
removed. Mechs in the lances called on in these contracts will be full
strength.
 
~~ To install just unzip the add-on into the Elite Forces Mod folder. If you want to customize your
experience, just install the specific files/folders you want.




Current Mod Version 1.6 -- Aces High-- ~Also see patch notes

Description: Adds elite pilots and advanced Mechs, advanced vehicles,both individual and lances, as well as advanced turrets to fight against the
player

Author: tokan511

Dependency: Base game, Flashpoints, Urban Warfare and Heavy Metal

Verified Game Version:1.9.1-686R

~Works for career or campaign modes only

~Works with HBS mod loader, place into the C:\Users\*yournamehere*\Documents\My
Games\BattleTech\mods folder and select the mod in the mods menu in game. You
can also use this mod with Modtek, just place it into your BattleTech/Mods directory
with your other Modtek mods instead (tested with version 0.8.0).


Features:

~~Added 64 (104 with the Add-On) new elite and ace level AI Mechwarriors (not hirable)
for the random dynamic pool starting at mission difficulty 3 and going up to
mission difficulty 10. The best elite level pilots are all 10's with all
appropriate skills and traits. (The vanilla game AI pilots skill numbers are
about average, even for difficulty 10). Ace pilots have max skills with select traits,
but they also have additional sets of special abilities!

~~added 71 (77 with the Add-On) new advanced mech variants. These mechs are
built like late game players mechs, they have upgraded armor, better cooling,
upgraded equipment and advanced weapons (advanced/lost tech all ++ or +++).
These mechs are in the dynamic pool and will show up randomly as appropriate.
This includes advanced versions of standard mechs and advanced versions of SLDF
mechs. All advanced mechs have an "X" in the mech ID. All builds are
legal within tonnage limits with gear that is available in the vanilla/DLCs
game.

~Added 13 new advanced vehicle versions to the pool. These vehicles have
upgraded versions of their stock weapons and equipment. Lance and individual
spawns.

~Turrets upgraded to 12 new advanced turret types. These turrets are upgraded
versions of the vanilla turrets.  -- Approachbases carefully! –

~~65 (164 with the Add-On) new dynamic lance definitions. Starting from mission
difficulty 3 up to mission difficulty 10. These are preset lances for the
random dynamic pool that contain advanced mechs with dedicated Elite/Ace
pilots. Lance definitions included for advanced mech and SLDF lances with
dedicated elite pilots.

~~All of the vanilla SLDF mechs have all had their "Blacklisted" tags
removed, so they can now show up in missions. This includes the crab CRB-27b
and the Phoenix Hawn PHX-1b. I also removed this tag from the Grand Dragon
DRG-1G and the Bullshark-MAZ
 
~~ Removed "Blacklisted" tags from vanilla game lostech and DLC weapons (as well as some other pieces of vanilla gear), so they
are now lootable.

~~This mod works even better with your favorite or custom A.I. behavior mods,
as well as using extended view and radar range tweaks (I use 400m base view and
550 base radar, works pretty well). 

~Important Note;

This mod does add the potential for a lot of advanced/lostech loot as a
byproduct. if you don't want this you may need to set your difficulty for
"no rare salvage", also adjusting salvage rights and "unequipped
mechs" may be useful.


So maybe you have reached the pinnacle of badass-ness and you scoff in the face of
Elite Forces?? Well then kick it up a notch with the Elite Forces Hardcore
Add-On pack!!

 
##Hardcore Add-on Pack for Elite Forces!
 
For those of you that want thefull, original Elite Forces style gameplay, although with an even more intense
experience, the Hardcore add-on is for you! I only recommend this add-on if:
 
1) You are playing in the endgame and you want to be able to play light and medium mech contracts that are
normally low difficulty. You have a lot of advanced equipment and experienced
pilots, but you are tired of only playing heavy and assault mechs and at this
point low difficulty/skull contracts are just too easy to be fun. ...or
 
2) You are starting a new campaign/career and you really love pain and frustration! You desire the
impossible and want a serious challenge from the start! ***NOTE: If you do this
I recommend spending some time in 1/2 to 1 skull contracts to build up some
pilot skill. Starting level pilots have a rough time vs Elite pilots but they
will be totally outclassed against Aces.
 
The Hardcore Add-on opensthe flood gates and provides for the following:
 
~~ 99 additional lancedefs added to the random dynamic pool, across all difficulties starting at Difficulty 3
(1-1/2 skulls). Even at low difficulty, these added lancedefs can contain a
full lance of advanced mechs and Elite/Ace pilots.
~~ 40 additional pilots defs for the random dynamic pools and dedicated EF lancedefs, starting at D3.
~~ Turrets can pull Elite pilots from the pilot pool
~~ Aces will be more common
~~ 6 new Advanced Mech variants
~~ No more reduced strength lances. All vanilla contracts that call for forces adding the
"spawn_poorly_maintained_xx" SpawnEffectTags, will have this tag
removed. Mechs in the lances called on in these contracts will be full
strength.
 
~~ To install just unzip the add-on into the Elite Forces Mod folder. If you want to customize your
experience, just install the specific files/folders you want.



~~List of advanced version mechs:

Spoiler:  
Show


ANH-1AX1 ARC-2RX1   ARC-2SX1  AWS-8QX1
BNC-3SX1 BL-6-KNTX1 CN9-ALX1 CP-10ZX1
ENF-4RX1FS9-HX1       FLE-4RX1 HCT-3FX1
JVN-10FX1 KGC-0000X1       MAD-3RX 1ON-1VX1
ON-1VX2   RVN-1X1      SHD-2DX1 WHM-6RX1
WVR-6KX1 ZEU-6SX1    ASN-101X AS7-DX1
AS7-DX2   BLR-1GX BSK-M3X CTF-1XA
CTF-1XB   GHR-5HX      GRF-1SX  JM6-SX
JVN-10NX JR7-DX         KTO-18X1 KTO-18X2
RVN-1X2   TDR-5SX      VL-5TX

New versions with 1.6:

BJ-1X     BSK-M3X2           DRG-1GX
HBK-4PX              JM6-SX2               LCT-1VX
PNT-9RX              QKD-4GX             STK-3FX
 
New versions in the Hardcore Add-On:

CPLT-C1X             COM-1BX            SDR-5KX
STK-3FX2             UM-R60LX           VTR-9SX

SLDF Advanced mechs:
CRB-27bX
PHX-1bX
ZEU-5TX
WHM-7AX
MAD-2RX
HGN-732bX
GRF-4NX
BSK-MAZX
BLR-1GBX
BL-6B-KNTX
AS7-D-HTX

Vehicles:
PackratX
Inferno CarrierX
StrikerX
ScorpionX
SchrekX
ManticoreX
GalleonX
DemolisherX
SRM CarrierX
LRM CarrierX
BulldogX
VargrX APC
SleipnirX APC

Turrets:
Heavy SniperX/LaserX/ShredderX/SniperX
Medium SniperX/LaserX/ShredderX/SniperX
Small SniperX/LaserX/ShredderX/SniperX



Recommended mods to use with Elite Forces (Including version tested with)

Spoiler:  
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~Elite Arsenal v2.0 (Elite Forces v1.6 is now included in this mod!)
~The Hyades Rim v6.2.3 --Great mod! a lot of fun and a lot of content.
~Better A.I v2.0
~Attack Improvements Mod v3.3
~BTMLColorLOSMod v0.9 -needed with AIM
~Loot Magnet v5.3.0
~Custom Components v2.0.8 -Needed for Loot Magnet
~Mission Control v1.1.3 -Great mod! Note, there are some custom lances included in this mod that are "Battle damaged", so even though I cleared out  damaged AI units in the vanilla contracts, these lances may still spawn. I have only seen them a couple times in my current playthrough, so not a
big deal really.
~Panic System v3.7.8 -Another great mod!
~Pilot Quirks v5.3 -Adds some more flavor!
~Pilot Fatigue v7.3
~Commander Background Quirks v1.3.0
~Monthly Tech and Morale Adjustment v5.1
~Engine Initiative v1.0
~Scorched Earth v3.0.5
~Dont Shoot the Dead v1.9.1-004R
~Navigation Computer v2.0.2
~Better Headlights v3.0.2
~Melee Mover v1.1.2
~Camera Unchained v1.9.1-001R
~ModTek v0.8.0
I'll add more as I use/test 'em.



Known Issues:

Spoiler:  
Show


~The MAZ doesn't seem to fire its thumper, I'm not sure if the
A.I. is programmed to use
it. I'll keep poking around, would be interesting to have to worry
about thumpers...





To-do List

Spoiler:  
Show


-Updated 4/13/2022

~Continue experimenting with the MAZ/Thumper issue. I just doesn't look like
the A.I. can use it, but I'll mess with some more.

~Loot distribution. Would like to be able to tone down the amount of loot
that drops without requiring people to adjust difficulty settings. I've
been experimenting with this, but the results just seem to be a bit
erratic, and sometimes ineffective. part of it may be the way I was
doing some of my testing but I will continue experimenting/testing. I'm a
bit conflicted on this issue, as I am trying to keep this mod as
standalone as possible and loot adjustments require modifications to the
SimConstants file which a lot of modders/mod tweak. If I come up with a
good solution, I'll probably just post the modded SimConstants file
and/or the specific changes to the file needed. anyway work in progress
for now... in the meantime the loot issue can be addressed effectively
with in-game difficulty adjustments.