BattleTech
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Created by

Raokster

Uploaded by

jaajoo

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About this mod

Trying to fix obviously broken issues the vanilla game had + slightly more.
This is mod + mod pack. All in one.
Tonnage limit based on planet details.

Permissions and credits
Donations
Addiotional modules and credits:
JK Variants - Justin Kase
Real Hit Chance - casualmdods
Mech Maintenance By Cost - Morphyum
BTMLColorLOSMod - Janxious
Unlock full map after obtaining the Argo - SamokhodnayaUstanovka
Battletech ModTek & Mod Loader - mpstark


Changelog - No Guts No Galaxy 0.4.0.0:
- Big dll has been split to multiple smaller dll files
- settings.json files to give more configuration options
- AI Crit Change increased from 0.2 to 0.5
- Piloting skills give 2% Stability Defense, works for player and AI
- To counter and balance piloting skill Stability Defense, wounded pilots get -5% to Stability Defense per injury
- BTMLColorLOSMod, indirect fire color changed to be more yellow. Improved contrast in desert maps.

- More XP pilot has, less XP earned in the future
Each 10k XP pilot has adds 0.9 multiplier to actually gained XP.
Example:
1000xp after 10k xp -> 1000 * 0.9 = 900xp
1000xp after 20k xp -> 1000 * 0.9 * 0.9 = 810xp
etc.


Changes before 0.4.0.0:

Abilities:
- Juggernaut is now 5 point skill
- Bulwark is now 8 point skill
- Gunnery skill accuracy decreased from 2.5% to 2%
- Piloting skill melee hit decreased from 2.5% to 2%

Chassis:
- Stability has increased to 100 + Mech tonnage.  Atlas 100+100=200 stab HP.  Locust 100+20=120 stab HP

Weapons:
- Large Laser heat set to 24
- Large ER Laser heat set to 36
- Large Pulse Later heat set to 30
- Medium ER Laser heat set to 15
- Medium Pulse Laser heat set to 12
- Medium Laser Heat set to 9
- PPC ER heat set to 45
- PPC heat set to 30
- AC2 heat from 5 to 3
- AC5 heat from 10 to 3
- AC10 heat from 15 to 9
- AC20 heat from 25 to 21
- LRM/SRM stab damage -1
- SRM2 heat -1
- SRM4 heat +1
- AC2 ammo increased from 25 to 45
- AC5 ammo increased from 15 to 20
- AC10 ammo increased from 8 to 10

Financial:
- Jump Ship cost doubled
- Mech and Mech Warrior costs decreased -25%
- Contracts per system from 3 to 5
- Contract renewal per week from 0.5 to 0.2
- 3-5 skull contracts with low drop tonnage pay additional "High Risk Reward"
- 50% more specials in shops
- Shops sell new variants
- Argo Base Maintenance Cost from 80k to 240k
- Rebalanced ship upgrade prices to counter other financial changes

Salvage:
- Destroyed mechs recovery change set to 50%

Mech and Med:
- Starting Med Tech skill from 6 to 3
- Mech Bay 2 cheaper operation and purchase cost
- Mech Bay 3 cheaper operation cost
- Repairing mech tech requirements x4
- Med Tech Skill upgrades set to 1, except automation 1 has still 2
- Tech Skill per Mech Bay set to 1
- Mech Tech Skill upgrades set to 1
- Component installations 20% faster
- Mech operation costs are based on mech tonnage.  More tons, more you pay.  Set to 12 per ton.
- Mech repair cost and time is based on mech tonnage.  Set to 0.028 per ton.

Combat:
- Base hit change from 75 to 65
- Called shot bonus from 2x to 1.5x
- Called Shot Bonus from 2.4x to 1.8x
- Called Shot Master from 3.75 to 2.2x
- AI can be inspired
- Slightly decreased accuracy when first moving and then shooting
- Precision shot cost increased from 20 to 30 points of morale
- Low Moral Precision shot cost increased from 30 to 40
- High moral Precision shot cost increased from 10 to 20
- Added 30% melee(?) penalty when leg non functional
- Melee hit change from 90% to 80%
- Tactics base % from 65% to 60%


...
I don't promise that I got them all.

TODO:
- 2% Pilot Stability bonus is not yet in the GUI
- The nice way to add ModTek modules is not yet in use.  Mainly using Mod Loader.
- Still copying over some original files.

I hope you can live with some undone parts that would be nice to have.  It is simply time that is running out.