Install third (make sure you use the sprint included ver.)
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
HBS for creating this great game.
Amechwarrior for creating BetterAI and his HUGE help and support.
Battletech Revised mod team for creating the mod I was waiting for a long time and their support.
Mpstark for creating and allowing me to use AItoolkit.
Gnivler, CWolf, FrostRaptor for their invaluable guidance.
Thanks to Cla, Aegis, tdy, legionof1, sper and all the testers I have missed!
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 0.9.6
Fixed assasination targets sometimes bracing without fighting back. This time for good. I promise :)
Reduced out of combat lance spread.
Adjustment to line of fire acquisition for mechs with indirect fire weapons.
Small behavior adjustments.
Version 0.9.5
Compleetly reworked and expanded behavior tree.
Minor bug with some calcultaions of the variables in the influence map fixed.
Reckless skill (moving after shooting) will be properly used by the AI.
Jump moves will be preffered if AI can jump and shoot without overheating and is not unsteady.
Some tweaks to the influence variables of the mech roles.
Version 0.9.4
Fixed bug where assassinate targets brace for no reason.
Minior adjustments to the movement preference.
Reworked line of fire conditions.
Version 0.9.3
Fixed all unnecesary braces.
Fixed mech unable to move after stand up/power up.
Redesigned move prefference.
Separate line of fire conditions for mechs with indirect fire weapons.
Weaponless mechs will allways sprint toward nearest enemy.
Mechs will use much more their jumpjets if the maps allow it.
Reworked influence map.
Version 0.9.2
DFA softlock should be completely fixed now. Please report any issues.
Version 0.9.1
Fixed soft lockup on DFA attack.
Version 0.9.0
Fixed support weapons don't fire in melee attack
Added support weapons now fire on DFA
Version 0.8.9
Added new custom node that enables jump moves more often.
Slight pathfinding improvement.
Increased defensive preference for the AI (It is still quite aggressive)
Version 0.8.8
Updated pathing conditions for mechs without indirect fire weapons.
Increased accuracy requirement for overheat attacks.
Changed line of fire acquisition.
Version 0.8.7
Fix for rare unnecessary braces.
Added DFA damage filter, based on leg damage.
Reduced desire to get in melee range.
Version 0.8.6
Small, but important improvement on the move filter.
Version 0.8.5
Reworked line of sight aquisition.
Improved DFA and melee sequences.
Reworked attack priorities.
Improved pathfinding.
"Sticks" are now your worst nightmare. Do not ignore them!
Version 0.8.4
Fixed a bug where last mech was unable to melee or DFA.
Adjustment to the behaviour tree priorities.
Minor behavior variable changes.
Scout type mechs desire to hide in forests reduced.
Version 0.8.3
Added new behavior node for better attack movement filtering.
Changed LOS acquisition logic.
AI can and will try to abuse terrain cover. Now it is your turn to be cheesed!
Melee and DFA targets will be properly filtered by "proximity". No more shooting on spot at distant enemies.
Targets will be chosen by "effectiveness" and not by "thread" which allowed heavy armored mechs with bullwark to soak damage for their team.
Fixed mechs without weapons bracing when they are out of melee range. They will try to sprint into it.
Version 0.8.2
Added a new custom move node to get mechs inside encounter boundary properly.
Sniper role mechs will no longer get too agresive when hit.
Slight overall agression reduction. AI will try to use terrain cover while advancing.
Weaponless mechs will try to run if sprint is available toward closest enemy - not working properly.
Improvement of deffensive type moves.
Version 0.8.1
Added more options for defensive type moves
Optimized "StayInsideBounds" and "MoveToRegion" orders.
Snipers aggresion toned down. Obtaining visual contact is handled by the tree itself now.
Fixed assasinate targets not trying to escape.
Enemies will preffer sprinting to combat if there is no valid firing position.
"MoveToLastSpottedEnemyPosition" is replaced with a sprint move.
Minor influence map adjustments.
Version 0.8.0
Added custom and optimized AI behavior tree.
Some minor changes to AI prefferences.
Pre-combat and In-combat turn improvements.
DFA and melee logic enhancement.
Version 0.7.3
Tweaks to scout behavior.
General agressiveness tuning.
Some calculation optimizations for "faster thinking".
Version 0.6.1
Adjusted scout logic to better match coil equiped and scout type mechs.
Added more flanking options for the AI
Tweaked ovearheating preferences.
Minor behavior adjustments.
Slope avoidance tolerance tweaked for vehicles.
Version 0.5.2
Fixed : last mech standing wasting it's turn with sensorlock.
Version 0.5.1
Added new defensive and sniper logic.
Workaround about vehicles getting stuck on slopes.
Slight aggresion tweaks.
Slight improvement of AI to get around obstacles.
Version 0.1
Initial release
Donations
No donations accepted
A lot more aggresive AI variant. No more camping. No more hiding. No more waiting. No more sensorlock cheesing.
AI is relentless and will try to keep you in LOS for his buddies. Spreads more and will try to aproach you from different angles when that is possible. It will prefer high ground or cover bonus but if it see an opportunity will step out in open and unleash hell even if that means overheating!
Death From Above and melee moves will be used without hesitation as long as they are best available option and in range.
Sticks or mechs without weapons wil no longer aimlessly walk around or brace for no reason, but sprint towards closest enemy and will supply constant pressure. Careful with those as they don't have any limit for DFA!
Defensive moves like running away, bracing or breaking LOS will happen only after you deal serious ammount of damage and even then it may decide to return the favor. Vehicles will not be stuck waiting in holes. Scouts will not run away if you hit them with a medium laser. And your repair bills will skyrocket.
You have been warned! Get some tissues for your tears and lubricant for your accurators.
It will NOT work properly with mods that support run and gun, because in the custom build AI behavior tree run moves are excluded in combat unless no other option is available. This improves AI think time signifficantly! However a separate version with included sprint move is uploaded in optional files that is NOT recommended if your mod does not support run and gun.
And yes you heard it right now relentless AI has its own customised and optimized behavior tree! Thanks to Mpstark and his awesome AIToolkit.
Is it better than BetterAI? Absolutly not! It is different. With my own twists and surprises. Just a different view of how should combat flow.
Enjoy!
Installation:
Remove any of the following folders in "BATTLETECH\Mods": ".modtek", "AIToolkit", "Relentles AI" and "BetterAI" if present and unzip there the folders inside ".zip" file.