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6 comments

  1. nexusmodsfnv
    nexusmodsfnv
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    Thanks for making this dependency free (I hope) ;)
    Hmmm... Any plans for settings.json file for some user tweaks?
    1. BTNomad
      BTNomad
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      There are no settings to speak of for this mod. What did you have in mind? 
    2. nexusmodsfnv
      nexusmodsfnv
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      Unless it's already hard coded in the dll, configuring pilot tag modifiers and initiative base by tonnage in mod.json could be tweaked. However its not necessary if the config scale is unnoticeable or minor impact... just saying...
    3. BTNomad
      BTNomad
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      The mod will search for any initiative modifiers that are applied to the pilots based on the HBS stat value for initiative. So it takes into account things like Tactics 8. That isn't a hard coded check for the skill just anything that modifies the pilots stat value. 

      The tonnage is simple math. (Tonnage / 10) = initiative so to custom levels wouldn't be impossible just beyond what is there today. PM me if you want the code if you'd like to play around with it yourself. 
    4. jtd871
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      Note that I am referring to the vanilla game behavior for this post + all 3 official DLC.
      While tonnage / 10 is simple, it doesn't jibe (to my sense at least) entirely with the "vanilla" HBS experience. 

      Buffs to initiative AFAIK are Master Tactician pilot, Vigilance, Battle Computer init bonus, max of +3 possible (as Battle Computers shouldn't stack, correct me if I am mistaken).

      Maluses to initiative AFAIK are Knockdown and suffering a Precision Strike, max of -5 possible if knocked down (prone) and precision struck by all 4 units of the player lance (not sure there is enough lance resolve available to do this, but might be possible if all pilots have the High Spirits tag).

      AFAIK the normal phases are 2 = lights, 3 = mediums, 4 = heavies, 5 = assaults

      So, the way I see it, there should be 3 + 4 + 5 = 12 phases to account for all possible combinations of weight class and initiative modifiers (correct for inaccuracies in above assumptions) + whatever "fake phases" at the beginning/end of each round may be present in the base game for scripted actions/triggers to occur outside of active combat. Not all phases may be used, depending on how many units are active, their classes and current initiative modifiers. Naturally, a pilot who reserves has the opportunity to act in the next phase, except "reserving" in Phase 1 braces the unit and ends their round.

      Phase 12: Lights with net +3 buff
      Phase 11: Lights with net +2 buff, Mediums with net +3 buff
      Phase 10: Lights with net +1 of the buffs, mediums with net +2, or heavies with net +1
      ...
      Phase 1: Assaults with net -5 buff

      I get that making changes to this mod along the above lines may be something you aren't interested in, so I will send a PM asking to fork your code.
  2. peppupeikko
    peppupeikko
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    Would this work with BEX?