The ammo cost seems too lowly calculated, or in a way I don't understand. After my last battle, the mod shows around 55k cost in the debriefing while the real sum would be like 188k with my TT rule costs, while vanilla should be around 168k. I take the full ammo bin cost divided by its max-rounds as shot-cost. E.g. I fired 320 rounds of LRM20 in my last battle which alone costs already 80k (orig: 53k). 30k/120 * 320 (orig: 20k/120 *320) All this with AmmoCostModifier: 1.0
The DropCostsEnhanced mod got it right with the costs if you like to take a look at it. I only use the ammo cost there and don't need the rest, so I'd gladly switch to your package here. I also think the green letters of Success looks better there instead of your red Failed. Failed makes you always worry you didn't do something right, although understandable if you want to mark this as a substraction this way.
Another way to read that is: int currentAmmo = ammunitionBox.CurrentAmmo; if (currentAmmo < 0) currentAmmo=0; int ammoCapacity = ammunitionBox.AmmoCapacity; int usedAmmo = ammoCapacity - currentAmmo; int costPerShot = ammunitionBox.ammunitionBoxDef.Description.Cost / ammoCapacity;
Okay, but that's not what I had in the game. It was always much less for whatever reasons, and after so many tiresome reloads in this game and buggering of other mods, I really grew tired to figure everything out. I rather enjoy playing the game, and not fixing it most of the time. No problem, I deactivated the cost there and use the other mod's calculation. Thanks for the other features though!
Hadn't noticed you already made an update. I'm not sure if adding the new updated mod version with ammo calculation on is save game proof, as I had ammo costs of 13 mio instead of 158k in one of my last-turn battle saves. Don't have time anymore to do another test tonite. "ObjectiveStatusFailed set to false" worked at least fine. Thanks. Sorry for the inconvinience I cause here.
I'm not really playing the game right now. I'm working on other projects like IXION, OuterWilds, DSP. The unity modding scene never stops. I reinstalled and tested the 0.0.6 update myself so everything should be working fine again. This is save game compatible.
I still shows 16m and in another save 11m cash. I removed my mentioned DCE mod to be sure it's not conflicting even with disabled setting. Looks fine with DCE mod enabled, while setting in BS disabled. I have DropCost disabled if that somehow matters. Version # wasn't updated btw. I made sure I tested with the dll from yesterday.
PS: I enabled DropCost and checked my first save again. Drop Costs: 0 (with DropPercentageOfMechCost: 0.001 or 1.0 according to my tests) Ammo Costs: 13,374,000 (131,550 should be the vanilla costs) DCE was removed from mods folder for these tests. I don't think I've got anything else installed that could conflict. CustomAmmoCategories shouldn't really matter, and I haven't used any custom ammo, internal ammo, or any other custom gear in this test. I had already tested this without any other mod too. MechBays, RealTimeline, StartingYear, MechCostByTon settings work fine as far as I have checked and played.
Ammo Costs works now with the latest v0.0.6, as far as I've tested with two save games! Only Drop Costs still shows 0 C-bills. I did another test with the untouched mod.json settings to be sure. I don't play with drop costs, so I can already kick the DCE mod out and play with yours instead. Thanks! I can still test the DCs on though if you like to earn my endorsement. Everything should work!
Hello! If im running BTE CE + CAC-C and I just want the mech cost per ton can I just use the mod and turn all the other settings off? Or is that gonna mess with my other mods?
15 comments
Thank you.
After my last battle, the mod shows around 55k cost in the debriefing while the real sum would be like 188k with my TT rule costs, while vanilla should be around 168k.
I take the full ammo bin cost divided by its max-rounds as shot-cost.
E.g. I fired 320 rounds of LRM20 in my last battle which alone costs already 80k (orig: 53k).
30k/120 * 320 (orig: 20k/120 *320)
All this with AmmoCostModifier: 1.0
The DropCostsEnhanced mod got it right with the costs if you like to take a look at it.
I only use the ammo cost there and don't need the rest, so I'd gladly switch to your package here.
I also think the green letters of Success looks better there instead of your red Failed. Failed makes you always worry you didn't do something right, although understandable if you want to mark this as a substraction this way.
AmmoCost += Mathf.FloorToInt(ammunitionBox.CurrentAmmo > 0 ? ammunitionBox.CurrentAmmo : 0 * ammunitionBox.AmmoCapacity * ammunitionBox.ammunitionBoxDef.Description.Cost / ammunitionBox.AmmoCapacity * Main.ModSettings.AmmoCostModifier);
The Default Cost of an LRM20 AmmoBox is 20000/120*320 = $53,333
"AmmoID" : "Ammunition_LRM",
"Capacity" : 120,
"Description" : {
"Cost" : 20000,
int currentAmmo = ammunitionBox.CurrentAmmo;
if (currentAmmo < 0) currentAmmo=0;
int ammoCapacity = ammunitionBox.AmmoCapacity;
int usedAmmo = ammoCapacity - currentAmmo;
int costPerShot = ammunitionBox.ammunitionBoxDef.Description.Cost / ammoCapacity;
AmmoCost += Mathf.FloorToInt(usedAmmo * costPerShot * AmmoCostModifier)
No problem, I deactivated the cost there and use the other mod's calculation.
Thanks for the other features though!
I'm not sure if adding the new updated mod version with ammo calculation on is save game proof, as I had ammo costs of 13 mio instead of 158k in one of my last-turn battle saves. Don't have time anymore to do another test tonite.
"ObjectiveStatusFailed set to false" worked at least fine. Thanks.
Sorry for the inconvinience I cause here.
I removed my mentioned DCE mod to be sure it's not conflicting even with disabled setting.
Looks fine with DCE mod enabled, while setting in BS disabled.
I have DropCost disabled if that somehow matters.
Version # wasn't updated btw. I made sure I tested with the dll from yesterday.
PS: I enabled DropCost and checked my first save again.
Drop Costs: 0 (with DropPercentageOfMechCost: 0.001 or 1.0 according to my tests)
Ammo Costs: 13,374,000 (131,550 should be the vanilla costs)
DCE was removed from mods folder for these tests.
I don't think I've got anything else installed that could conflict. CustomAmmoCategories shouldn't really matter, and I haven't used any custom ammo, internal ammo, or any other custom gear in this test.
I had already tested this without any other mod too.
MechBays, RealTimeline, StartingYear, MechCostByTon settings work fine as far as I have checked and played.
Only Drop Costs still shows 0 C-bills.
I did another test with the untouched mod.json settings to be sure.
I don't play with drop costs, so I can already kick the DCE mod out and play with yours instead. Thanks!
I can still test the DCs on though if you like to earn my endorsement. Everything should work!
PriorityMissionsIncurDropCost has to be set to true if you want drop cost on FP, or Story missions.