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ZPointZ

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About this mod

A TT-inspired weapon stat & price conversion for Battletech Revised
> All weapons modified excepting tonnage and critical space
> Argo expenses truer to CBT prices
> Reconfigured to-hit Stepped Algorithm
> New weapons, gear, and munitions
> Save compatible!

Requirements
Permissions and credits
Changelogs
Attention: this is a mini-mod for Battletech Revised and cannot be used without it. It has no independent mod.json and is thus totally dependent on BTR. Do not install it without first installing BTR v2.5.1

Many thanks to Edmon for giving me the go-ahead on the BTR discord!
Special thanks to bloodydoves for allowing me to implement his C3 system!
My utmost gratitude to koztaz for introducing sprint and shoot-capable AI!
Description:
What is a mini-mod? It's a mod of a mod, or, a mod that changes part of another mod. In this instance, while I was greatly enjoying BTR, I had my own ideas around weapon stats and decided to implement them. What started it all was wanting to change the Autocannons to all fire multiple rounds per shot, and it snowballed from there into adjustments to every weapon as well as general costs across the board.

The weapon stats were developed in close consultation with the official source material as found in rulebooks like the TechManual, Tactical Operations, and Total Warfare. Another mod, and it's not the only one, has successfully implemented a strict interpretation of basic TT rules for vanilla called CBT Balance Overhaul, and the methodology of that mod was consulted as a first-stop guide. While I did not consult it until recently, Guns of Kerensky was also a trailblazer in bringing some advanced CBT rules to BT by using the principle of proportionality. Differences include, e.g., the lack of a medium range bracket and differing extreme range rules implementation and more.

Shoot to Kill is not a genuine or complete TT conversion. Everything was redone from scratch, so as a result there is some departure from the official rules where I found certain inconsistencies, in making necessary changes to implement ideas, like burst fire autocannons in every calibre, and other changes for gameplay purposes. The major changes are noted below. I would like to stress that burst-fire ACs are in no way original and are partially implemented in
BTR and other mods; all I did was generalize them to all ACs, with my own twist.

What is original, however, is my own work over on the official forums (under the name Seer), where I researched just how much the Argo cost to build and how much it costs to keep it running. I have already released this on Nexus here. Those running costs have been implemented to add an additional layer of difficulty outside the battlefield. Also included in this mod are various price changes which better reflect how expensive, or inexpensive, things are in the BT universe. The specific changes to the Stepped Algorithm, too, are original. Roguetech and XAI turn it off, while BTR, Advanced 3062, and Extended 3025 leave it as-is. I think this is an under-explored facet of the CombatGameConstants so I tried to do something new with it.

The changes result, I believe, in a more unforgiving gameplay experience, which better reflects the ferocity of 'Mech combat and the feast-or-famine nature of being a mercenary in the early 31st century.

A Beta Release?
Yes, this is currently a beta of a mini-mod. A little silly, but I wanted to get this out here as it's mostly done. The 'mechs are the obvious missing piece. The full release will include completely redone 'mech structure and armor values based off TT record sheets; each 'mech variant will reflect its particular characteristics. Modified weapon critical space and tonnage will also be integrated into these changes. There's roughly 470 variants to redo so it will take some time to complete. It functions fine, so please enjoy it as-is for now.

Progress Update 10/03
The current release is compatible with BTR v3.0.3-BETA. I have yet to encounter any game breaking issues. I have updated the v2.5.1 release to v2.5.1 Legacy which contains the minor changes to the new beta releases. If I find any issues on my end I'll do my best to fix them. Please note: you must start a new career for the beta releases, if you haven't already.

What hasn't changed: planned 'mech changes will likely end up being one big update once all the 'mechs and vehicles are done. This will take a while. Thanks in advance for your patience and let me know if there are any issues.

Gameplay Changes:
It would be tedious to summarize every change, and doubtless I've forgotten some things, so I'll stick to the important ones. As a side note, BT was never intended to be a faithful recreation of the tabletop experience, and the more time I spend modding it, the more I can see it's simply not possible to recreate every aspect in BT without making an entirely different game; even the best modders are be stuck with the foundation they've been given, and it weighs them down. I'm not sure it's desirable to either when there's MegaMek, which has been built from the ground up with such an experience in mind.

General:
  • Every stat category has been adjusted excepting tonnage and critical space to avoid breaking every single 'mech variant.
  • Extreme ranges have been implemented from Tactical Operations, which is very simple. The max range bracket is now 2x the maximum medium range bracket. E.g. for a medium laser this is 180, and thus 360 is its max range. Medium ranges have been implemented as well.
  • Every weapon has had its instability and heat scaled according to a certain percentage of its damage, rather than a one-size-fits-all approach.
  • Instability damage is high. Tactical withdrawals are recommended. Keep moving.
  • Heat is higher. Missile boats in particular will feel the strain, balancing their extreme firepower (the Archer is notorious for this). Advanced energy weapons also run very hot. Structure damage is not as severe, however, so you can push the heat envelope much more effectively. Heat sinks also work harder (see below).
  • Ammo explosions are much more deadly, as per CBT rules. You will lose 'mechs to them without CASE. I've included instructions on how to
    jettison ammo for the relevant weapons in their description.
  • Argo upgrades have been reworked to better reflect the difficulties of the Argo's technology level. Full details are in the link above. In 3028, the Argo is an incredibly expensive ship to repair and run; it's not until the 3040s that Inner Sphere tech improves to ease those costs. Some upgrades are cheap to purchase but add considerable monthly costs. Others are just plain expensive to purchase on top of that.
  • Changes to the Stepped Algorithm can be found below.
  • Sprint and shoot has been enabled with the requirement of the CBTMovementCore mod. I would integrate it directly but the mod author has explicitly forbidden asset use, so you have to download it yourself. I have, however, included the required settings. I have also uploaded an experimental modification of BTR's version of CBTBehaviors, which hopefully provides the same functionality as CBTMC without the need of an additional file: but it needs testing. Further instructions are below. Also, please check the Known Issues article.
  • Thanks to koztaz of the Relentless AI mod, the AI can now sprint and shoot as well! (Though be aware this is a very new feature likely in need of refinement so please give him constructive feedback of what could be improved on his mod page.) I have made it a requirement alongside the CBTMC mod.
  • Melee weapons have been added, but there's a Known Issue with the two-handers, so, again, please read the article.

Weapons:
  • All weapons have had their stock prices adjusted to reflect TT values.
  • As many weapons have had a damage boost compared to BTR values, turrets in particular aren't as monstrously durable.
  • Critical chance numbers are more diverse, between 5-50, and so is less for most weapons or upgrades in general.
  • Stats were worked out, very simply, from TT values by multiplying them by 5, while range retained the 30m steps. This gave me a baseline from which to compare and implement my own changes, though many weapons and items were converted without adjustment (unless stated otherwise below).
  • Weapon jamming has been implemented, see the article for more information.
  • All weapons have had their descriptions updated.

Deliberate in-timeframe omissions:

  • Thunder munitions (3052): Thunder munitions require a lot of busywork to make functional, and besides that their introduction has a massive problem: any unit hit by a Thunder munition can safely exit the minefield according to Tactical Operations (p. 357), it's the units that come after which get caught in the field. There's good reason for this unrealistic rule: they'd be quite OP otherwise.
  • Swarm LRMs (3053): Swarm LRMs can't be implemented with any accuracy either, as evinced by Roguetech introducing them as an AOE munition.
  • ER LRMs (3054): ER LRMs are incredibly heavy and bulky for what they do and are really only seen in the post-Jihad era, as they were in limited production until then.
  • The following weapons were also omitted due to arriving too late to be plausibly introduced: X-Pulse Lasers (3057), Enhanced LRMs (3058), Medium Range Missiles (3058), Laser AMS (3059), & Hyper-Velocity Autocannons (3059). There are other, more implausible items omitted, but those are the major ones.
  • Conversely, some weapons and gear are introduced despite appearing later canonically. This was done because they are very simple "inventions" that don't impact the balance overmuch. A few other simple but non-canon inventions also appear and are listed in bold below.

Ballistic
  • All autocannons are now burst fire. ACs and UACs use the "Streak" to-hit roll; if the first round hits, they all hit. LB-Xs use "Cluster". Though ACs & UACs  have all their rounds hit upon a successful roll, they do not necessarily hit the same component. Their total damage has been increased accordingly (see below).
  • Damage curve per round is proportionally similar to TT AC damage curve.
  • Rounds fired per burst: AC/2=4, AC/5=3, AC/10=3, AC/20=2. Same for LB-X, double for Ultras.
  • AC per round damage: AC/2=5, AC/5=15, AC/10=25, AC/20=55. Same for LB-X, double for Ultras.
  • AC total damage: AC/2=20, AC/5=45, AC/10=75, AC/20=110. Same for LB-X, double for Ultras.
  • LB-X cluster projectiles, from 2-20, deal 2.5, 5, 6.25, and 9.1666... damage. It'll appear as 2, 5, 6, and 9, however.
  • LB-X cluster projectiles per round, from 2-20, are 2, 3, 4, and 6.
  • LBX total damage, from 2-20: 5, 15, 25, and 55. Please note that not all the cluster projectiles may hit. Also, see their entry in 'Munitions' below.

  • AC/5 & LB-5X & UAC/2 min range adjusted to 60.
  • AC/10 & LB-10X & UAC/5 min range adjusted to 30.
  • UAC/10 range adjusted to 150|330|480|660 to differentiate it from the LB-10X.
  • Ultra ACs now have a 1x or 2x firing mode, latter has a higher chance to jam.
  • Gauss got a slight (+5) damage boost and have had their explosion damage increased. Deal 5% of their damage to internal structure upon a hit.
  • MGs got a slight (+5) damage boost.
  • Added Light, Medium, and Heavy Rifles with a slight (+5) damage boost. Obsolete weapon systems that're nonetheless produced and used in the Periphery.
  • Added an Assault Rifle scaled according to its predecessors.
  • Added the Light Gauss Rifle, only available from House Marik.
  • Added the Thumper Artillery Piece & Thumper Artillery Cannon as weapons (rather than gear) so they need a ballistic hardpoint.
  • Changed the KGC AC/20 from something plain to my take on the Deathgiver.
  • Mech Mortars 1-8 have been added: they require a ballistic hardpoint.
  • Added the HMG & Twin HMG.
  • Heat (% of damage): AC=30%, Ultra=35%, LB-X=25%, Rifle=15%, MG=10%, Gauss=5%
  • Instability (% of damage): 40% for all, divided by rounds fired, except Gauss=70%, Mortars=50%, & Thumpers=80%.

Energy

  • Added the C3 Master Unit: requires a laser hardpoint for its TAG, only available from House Kurita.
  • COIL weapons function effectively as laser autocannons (use the "Streak" to-hit roll and fire one 'round' per evasion pip).
  • COIL damage: S=15, M=20, L=30
  • COIL heat divisor: S=1.6, M=1.4, L=1.1 (they run hot.) Note: heat generated is listed at 1 because its value is utilized in a formula, not because that's their actual heat. You can check weapon heat generated by pressing the Alt key during a mission.
  • COIL explosion damage has also been increased.
  • Pulse Lasers no longer shoot multiple rounds and behave like they do in vanilla. The reason for this is that the Streak to-hit modifier still results in a multi-component hit; using it, pulse lasers are in effect laser shotguns. Kinda cool, kinda not what they should be.
  • Small Pulse got a slight (+5) damage boost.
  • All Pulse Lasers are now +2 Acc., removed their evasion pip ignoring.
  • Twin Small is now a Binary Small Laser Cannon (BS Laser).
  • Added a Binary Medium Laser Cannon (BM Laser). Find it hanging out with its big brother.
  • Small Laser heat (% of damage): 40%, Pulse=50%, Binary=60%, ER=70%
  • Medium Laser heat (% of damage): 60%, Pulse=70%, Binary=80%, ER=90%
  • Large Pulse Laser got a slight (+5) damage boost.
  • Large Laser heat (% of damage): 90%, Pulse=100%, Binary=115%, ER=130%
  • Snub PPCs have their damage fall off, as per TT rules.
  • PPCs have their < 90 range Field Inhibitor. Disabling the inhibitor risks damaging the weapon.
  • PPC heat (% of damage):  90%, ER=130%
  • Instability (% of damage): 20% for all but the PPCs, which are 30%.

Missile
  • Added Rocket Launchers: RL10, 15, & 20, and added an RL5 scaled according to the others. Another Periphery specialty.
  • A Thunderbolt prototype has been added, available only from House Steiner/Davion.
  • AMS performance has been tweaked: much higher rate of fire but lower accuracy with larger bins. It cannot be disabled (as per TT rules).
  • LRMs can hot load their ammo to negate their minimum range, but risk the armed missiles exploding in the launcher if crit.
  • SSRMs no longer ignore evasive pips as all they are known for is the solid lock.
  • Added the Arrow IV, available from House Liao and rarely from SLDF battlefields.
  • Missile heat (% of damage): 50% for all.
  • Instability (% of damage): 60% for all, divided by rounds fired.

Support
  • TAG heat adjusted to 2, moved to Support category.
  • TAGs now also give a bonus to missile accuracy and increase the target's visual signature for its duration. Best used early and often.
  • NARC heat adjusted to 1.
  • NARCs grant a permanent +1 to all missile accuracy and +100% sensor signature against any unit it's attached to upon a hit.
  • Flamers, as in CBT Overhaul, now deal regular (5) and heat (10) damage. Heat generation increased to 15.

Munitions:
  • Ammo bins have been adjusted to ensure they hold appropriate amounts for the weapons that changed.
  • "Double" ammo bins now hold +50% over a standard and still weigh an extra ton. E.g. a double LRM bin is 180 instead of 240. This was to ensure they weren't flat-out superior for the critical space.
  • New ammo bins have been added: double and half bins for Artemis IV LRMs and SRMs, LB-X autocannons, and Narcs.
  • All LRMs, SRMs, and Narcs now have One-Shot bins. There was a compromise here: it's 20 for LRM, 6 for SRM, and 1 for Narc. This was to ensure the player wasn't swamped with OS bins for every possible missile rack. Again, something you'd see in the Periphery more than the Inner Sphere.
  • Rifle ammo bins have been added. Their generic ammo is terrible but there is milsurp if you know where to look.
  • There are now Dead-Fire Missile bins for SRMs & LRMs. Impressive firepower but no guidance systems and a shorter range, and also less likely to be intercepted by AMS. They can be used in Streak SRM launchers but without the solid lock.
  • Gauss Rifle ammo can no longer be found everywhere, only where you'd expect to find it.
  • Inferno missiles have been buffed to 5 heat damage to compensate for increased heat sink efficiency.
  • Thumper ammo bins have been added, one type for each and they can't be mixed. Cluster bins too.
  • Tandem Charge SRMs have been added, only available from House Steiner/Davion.
  • SRMs cut to 96 from 100 so their consumption is divisible by 2, 4, and 6.
  • LB-X's now have their separate Cluster and HEAP bins. The latter act the same as AC/UAC rounds.
  • Much higher ammo explosion damage: you will need to jettison ammunition in an emergency or face the consequences. Instructions have been added to the description of every ammo-using weapons with the obvious exception of Gauss rifles. Again, Gauss & COIL weapon explosions are much more dangerous.
  • Artemis IV ammo now ignores 3 evasion pips and grants +4 to missile clustering.
  • Arrow IV Cluster and Inferno munitions added, available only from House Liao. Generic ammo is available elsewhere.
  • AC/5-20 bins hold 2-4x TT to account for being burst fire. A single AC/2 bin will still comfortably feed two guns.
>AC/20=10 (5 shots)
        >AC/10=30 (10 shots)
>AC/5=60 (20 shots)
>AC/2=180 (45 shots)

Gear:
  • In no particular order: battlefists, lower arms, actuators, gyros, cockpit mods, JumpJets, Guardian ECM, Artemis IV and other TTS, heat banks, exchangers, and heat sinks, have all had their prices adjusted.
  • Various upgrades, especially the TTS's, have had their performance tweaked and there have been some weight adjustments.
  • Heat Exchangers and Banks have been reworked and given new descriptions to make better sense in the BT universe. Importantly, you can only install one Exchanger per 'Mech.
  • Heat sinks are 5/8/8 for single, prototype, and double to account for the increased heat load.
  • CASE no longer has its damage-limiting feature as it is not CASE II, but it still contains any ammo explosions.
  • Added the C3 Slave Unit, only available from House Kurita.
  • Added the Improved Combat Computer: provides better weapon heat management for your 'Mech, only available from House Marik.
  • Added the Improved Cooling Jackets for: ACs, COILs, Lasers, LRMs, PPCs, & SRMs.
  • The Thumper also returns as fixed gear and appears in the Bull Shark MAZ.
  • Added the SLDF Advanced Neurohelmet from Interstellar Operations. If you're lucky you'll find one.
  • Added Hardened Armor from Tactical Operations, only available from House Steiner/Davion.
  • Added Explosive Reactive Armor, an obsolete kind of modular armor only found in the Periphery.
  • Added Prototype Stealth Armor, only available from House Liao.
  • Added Spiked Armor (Periphery only).
  • Added Prototype TSM & adjusted built-in TSM, former is only available from House Liao.
  • Added Chaff Pods
  • Added Blue Shield Particle Field Damper, only available from House Steiner/Davion.
  • Added One-Handed & Two-Handed Melee Weapons (Periphery only). NOTE: Please read the Known Issues article for a minor problem with the two-handers. Also note that there is no model for them or shields (below), they're included more as an optional novelty.
  • Added Small, Medium, & Large Shields (Periphery only)
  • JumpJets have been given a 10% distance boost as they're falling a bit short.
  • Adjusted ECM performance to be closer to the tabletop.
  • Adjusted MASC performance to be closer to the tabletop.
  • Some 'mech quirks were adjusted, others had their descriptions edited to fix the wording. Stats are now:
>Abundant Baffles: +2 tohit
>Advanced Command Console: 10% damage reduction
>Anti-ballistic Design: reduced to 10% damage reduction
>All or nothing: nerfed to 15% damage, but is now only a +2 to-hit
>Calibrated SRM Mount: -2 tohit
>Crab Claws: 15% damage reduction
>Compact Design: +3 tohit
>Configured for Awesome: reduced to -2, +2
>Enhanced Command Console: 5% damage reduction
>Generalist: -1 tohit
>Heavy Platform: -1 to morale
>High Precision Laser Targeting: -4 tohit
>Internal Pre-igniter: +2 heat damage
>Massive Searchlight: -1 tohit
>Missilery Suite: LRMs +2 clustering, SRMs +2 stability damage, both ignore 1 evasion pips.
>PPC Input Lag: +9 heat
>Small Arms Fire Control: +1 Dmg., -2 tohit
>Under Stress: reduced to 20%

CareerDifficultyConstants:
  • Contract payment adjusted: Generous to 150,000, Normal to 120,000, and Stingy to 90,000

SimGameConstants:

A few minor changes, and the major ones are:
  • 60k per jump as the Argo uses minimum two docking collars.
  • The Argo's monthly running costs are now 241,380 per month, which includes costs for the Leopard.
  • MechWarrior XP gain reduced to hopefully prevent your entire team from becoming Morgan Kells within a year.
  • Lower payouts, salvage, and reputation gain for contracts but also less ridiculous payouts and markups for factions that hate you.
  • MechWarrior salaries are vastly reduced to be in line with CBT standards. You save a lot of money here.
  • Almost everything is much cheaper to purchase new, including upgraded weapon variants. 'Mechs are still expensive, however, and so is LosTech.
  • Selling at shops will net you more of an item's value, roughly 30%. Damaged remains roughly 10% and scrap 5%. Shop inventory is larger.
  • MechWarriors will also take more time to heal after battlefield injuries. They're only human, after all.
  • By default the chance of recovering a cored 'Mech is 75% instead of 100%, so the die is cast instead of it being dead certain.

CombatGameConstants:
Again, some minor changes, and some of the more important ones in no particular order:
  • Base accuracy is the same but ToHitStepThresholds have been adjusted to 0, 2, 3, 5, 7, 11, 13 while the ToHitStepValues are now 0.075, 0.06, 0.055, 0.04, 0.035, 0.02, 0.015. The first steps are higher because sudden changes in direction impose greater difficulties on the shooter. It also helps out Assault 'mechs.
  • Evasive Pips are now 1-9 and their progression is 1, 3, 5, 7, 9, 11, 13, 15, 17 to-hit.
  • Adjusted some HitTables to better spread damage, lend a bit more unpredictability.
  • All 'mechs except Assault have a base increase to their to-hit. Heavy=1, Medium=2, Light=3. Assaults remain bullet sponges.
  • to-hit: Min=6, Short=-1, Medium=1, Long=3, Max=6, Obstructed=2, & Indirect=5.
  • The Short to Long range modifiers were moved back one step from the TT 0, 2, 4 as most of the following assumptions are quite harsh.
  • Min range is +6 since the LRM's minimum begins at 180m (180 / 30 = 6). In TT the closer the target the greater the penalty, so the max is assumed.
  • Max range has a +6 penalty according to extreme range rules.
  • Indirect fire adds +1 according to TT rules. Another +1 is added because it must be assumed the spotter attacks in the same round or that there is partial cover between the spotting unit and the target. As per extreme range rules, another +3 is added since any long range modifier must be assumed to apply as well. The total is thus +5.
  • Obstructed assumes one of the following: standard partial cover (+1), 3/4 cover rules (+1), or vertical cover (+1) and another +1 for assumed wooded terrain for a total of +2.
  • Shutdown (immobile)=-4 for both ranged and melee hits; Prone=1 for ranged and -2 for melee.
  • Friendly fire has been enabled but it's incredibly rare to see it outside of being caught in friendly artillery.
  • Increased Max Heat to 150 (5x TT)
  • 'Mechs should now generate heat as they walk.
  • 'Mechs now take vastly reduced structure damage from overheating. Couldn't find any reference to this in either Total Warfare or Tactical Operations. Pushing the heat envelope isn't anywhere near as expensive in C-Bills but it will still cost you a day's worth of repair time so there's some drawback. You can still lose a heavily damaged component to overheating so beware.
  • Shutdowns dump less heat to make them less of a crutch (and per TT rules).
  • MechWarriors no longer suffer an injury when a side torso (sans ammo bin) is destroyed.
  • Base sensor distance has increased to 450.
  • Sensor Lock strips only 1 pip, helping out light 'mechs.
  • Called Shots are made at a +3 penalty rather than a bonus, in line with Tactical Operations, p. 78
  • Called Shot bonus multiplier set to 1.25 and lerpfactor to 0.7.
  • Called Shot and Vigilance base cost is now 50 resolve.
  • Damage Reduction has been nerfed: NormalBlow=0.95, GlancingBlow=0.9, IneffectiveBlow=0.85, EntrenchedMultiplier=0.85. Guarded or cover = 5%, Bulwark = 10%, and Bulwark + cover = 15%. Entrenched grants a 15% instability reduction.
  • 'Mechs will suffer a permanent stability loss (5%) from destroyed components; the more you lose the worse it gets.
  • Unsteady counters guarded but melee does not; unsteady does not counter evasive but melee does.
  • Bracing or standing up will only dump 4 bars of stability damage to help address when a 'mech is knocked down and immediately gets back up next turn.
  • Morale is more dynamic with bonuses and maluses as the battle evolves.
  • Turrets should now have multi-target.
  • Rewritten descriptions for MechWarriors killed in action.
  • Minor changes have also been made to certain abilities due to the above.

CustomActivatableEquipment
  • Enabled piloting check for recovering from a knockdown. Will become more difficult to (hopefully) nigh impossible with enough critical effects. Small chance to fail even without those, so don't be surprised if your 'mech tries to get up but then falls over again. Just curse your idiot pilot.

CustomAmmoCategories

  • Adjusted vehicle hit chance to be more difficult from the front or rear, rather than the side.
  • Ammo explosions should now kill vehicles and turrets.
  • Autojettisonammo has been enabled for when a weapon is destroyed.
  • Enabled ammo cookoff: 0.5% chance during overheat, 1% chance during shutdown. More of an experimental setting as this should already be enabled in a different way by CBTBehaviors.

Mechengineer
  • Turrets should now run out of ammo.
  • 'Mechs can now mount more than one Artemis IV (as per TT). More of a setting to enable proper lore builds than anything, though if you want to use tonnage on redundancy then that's now an option.
  • Critical effects have also been adjusted: i.e. what happens when important components like actuators and gyros are crit. Check the descriptions when they appear. Some departure from TT was necessary. E.g. since in TT even if a 'Mech is rendered permanently knocked down from a destroyed gyro, they can still aim and shoot from a prone position. That's not possible in BT, so now you get 3 crits before you're on your ass.

Mission Control
  • Added new Ally dialogues upon the start of a joint contract.
  • A couple minor tweaks.

PanicSystem
  • Pilots will now consider ejecting when they have no weapons.

PermanentEvasion

  • Increased chance to keep pips to 75% (still dependent on pilot skill).

Pilot Fatigue
  • Base fatigue is one week, with a minimum of 2 days. You don't want your pilots developing PTSD, after all. This also makes experienced pilots more valuable.

Pilot Quirks
  • Adjusted quirk salary modifiers downwards slightly with a few exceptions.
  • Adjusted the names of two quirks: Command = Leadership; Unstable = Mental Health Condition.
  • Cautious is now +1 to-hit self and -1 to-hit enemy.
  • Tech quirk is now +250 tech points.
  • Reintroduced dishonest -1 morale penalty; disgraced is now -2.
  • Added more descriptive detail.

Ship Upgrades:
The true cost of running the Argo has been spread over its many upgrades: for a short explanation see the description of my earlier mod. Some already-built upgrades still need to be 'researched' to represent them being cleaned up and made livable or workable, while many upgrades are cheaper to purchase but add significantly to the monthly costs. For a full cost breakdown consult this post. I have also taken the liberty to do the same for the Bigger Drops upgrades. Notably, you'll end up with slightly more med and tech points than ordinary.

Galaxy at War
Settings changed to (hopefully) slow down the breakneck pace of the stock settings. Intended primarily for canonical speed games.

Installation & Uninstallation:

Warning: this mod alters files in the following BTR folders:

  • AbilitiesArgoEventsSkills
  • AIToolkit
  • BE Mechs
  • BiggerDrops
  • BR_MechQuirks
  • BTR-Core
  • BTR-Munitions
  • BTR-Overrides
  • (Optional) CBTBehaviors
  • CustomAmmoCategories
  • GalaxyAtWar
  • IRTweaks
  • Mechengineer
  • MissionControl
  • PanicSystem
  • PermanentEvasion
  • Pilot_Fatigue
  • Pilot_Quirks
  • Relentless AI
  • ReputationOverhaul
  • vfProcGenStores

So back them up in a separate folder. You'll need them if you want to uninstall. If you are installing for BTR v3.0.3-BETA you must start a new career!

Download and install CBTMovementCore version 0.5.2 in order to enable sprint and shoot by unzipping it in the Battletech/mods folder. It is compatible with the settings I've included. Then download and install the sprint included Relentless AI in the same way. Finally, unzip Shoot to Kill  and overwrite. That simple.

For the experimental CBTBehaviors settings, download the DLL here (scan it too) and place it in your CBTBehaviors folder but do not install CBTMovementCore: it's one or the other. Doing so might result in bugs. Delete the CBTMovementCore folder that unzips with StK as well, as it's unneeded and will give you a modtek error if you don't.

The mini-mod is save game compatible but if it doesn't work out, delete the above folders, then take the folders you saved and copy them back over to your mod folder, and delete the CBTMovementCore folder (if necessary). Again, that simple. It won't harm your saves but you may need to rejig some 'mechs if you used an exchanger.

Please note: A source of common errors is forgetting to install the Community Asset Bundle prior to installing BTR: follow the instructions and you won't have to bother the team on discord about stuff not being there.

I'll reiterate that this mini-mod is dependent on other modder's work and the files themselves, excepting what HBS created, are their work and not mine. I make no claim to ownership of any files. The most I can claim for myself is some original research, creative writing, and the patience to implement and troubleshoot the changes.

I hope you enjoy it!

Recommended BTR-Compatible mods:

Acknowledgements:

  • Thanks to Edmon, donZappo, and the BTR crew. It's a great mod.
  • Thanks to bloodydoves for letting me use his C3 implementation.
  • Thanks to koztaz for providing new AI settings for sprint and shoot.
  • Thanks to Aldodrem for providing my own starting point for how TT can meet BT.
  • Thanks to Eirikr for first demonstrating how to reduce MechWarrior salaries.
  • Thanks to MagnusEffect for giving me the idea to include Rifles.
  • Thanks to The Maths Guy and Lady Alekto over on the RogueTech discord for helping me understand how range brackets work.
  • Thanks to Interactive Rubber Dolphin over on the RogueTech discord for assisting me with various problems.