BattleTech
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Crusher Bob

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crusher_bob

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About this mod

Mod allows you to change the engines of battlemechs, to make then faster or slower; weights should match TT rules.

Pretty much all mechs but the Locust, Urbanmech, and Star League mechs should be supported now.

Please mess around with it in skirmish, see if there is any unexpected behavior.

Permissions and credits
Changelogs
Update .3
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Pretty much all mechs but the Locust, Urbanmech, and Star League mechs should be supported now.

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NOTE: if upgrading to this mod from version .2, unstall ver .2 first, as there have been some structural changes.

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Installation:
mods folder goes into [...]\BATTLETECH\BattleTech_Data\StreamingAssets\data
copy 'mech' folder into [...]\BATTLETECH\BattleTech_Data\StreamingAssets\data as well, choose to overwrite

Add lines in "version manifest add lines.txt" to your versionmanifest file

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Uninstallation:
Copy backup\mech into your [...]\BATTLETECH\BattleTech_Data\StreamingAssets\data and choose to overwrite

Remove added lines from versionmanifest

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Structural changes:
Movement and chassis files moved to 'mods' folder to be more cooperative with other things that want to address base chassis or movement files (like other mech variant mods)
So only mechdef files need to be over-written now.

On the other hand, the number of lines added to versionmanifest lines has grown considerably.

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Bug Fixes:
Commando 1B:
    upped max head armor to 45 (was 30)
Commando 2D:
    Upped max head armor to 45 (was 30)
Spider:
    Upped max head armor to 45 (was 30)
Highlander 733P:
    Moved jump jets from arms to legs (no more rocket punch for you)

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Changes:
Spider:
    Added hardpoints; now (4E 1B 2S); was (2E 2S)
Banshee 3E:
    Added hardpoints; now (4E, 1M, 2B, 4S); was (2E 1B 4S)

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Update 0.2
Fixed a weight error in the 45 ton Walk 3 engine

Mod now works for 45 trough 60 ton mechs:
Blackjack, Vindicator
Centurion (A, AL), Enforcer, Hunchback (G, P), Trebuchet
Griffin (1N, 1S), Kintaro, Shadowhawk (D, H), Wolverine (K, R)
Dragon, Quickdraw (A, G)

Updated Displayed engine names to include mech base tonnage, in anticipation of adding to the campaign.

(Note Trebuchet CT armor max is corrected here as well)

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Proof of concept engine switching mod

move def: base walk and sprint speed set to 5
chassis def: changed CT crit locations to 8 | base tonnage set to 7.5

Engines are jumpjets, since only JJs allow for tonnage setting.
"stackLimit" : 1 and "Id" : "EngineWalk" and "Id" : "EngineRun" should mean that you can't equip two engines and get a move bonus out of it.  Think the second engine will just act as a very heat jump jet.

Tested with "Id" : "MASCWalk" and "Id" : "MASCRun" and setting move multipliers to x2.  Seemed to actually work as expected.  That is, the mech with an engine and another speed booter with a different type made the mech twice as fast. So should work fine with other walk and run speed boosting gear.

For testing:
Please skirmish, reduce armor, and load up on MGs to shoot at each other.  What happens when you engine gets shot?

There's a tag "effectsPersistAfterDestruction" which may prevent mechs from getting their engines taken out, if this turns out to be a problem.

Engine set to crits:4 in anticipation of adding to campaign, putting big things in you mech seems to take longer.  Making engines even bigger would shove them even further off the UI, though.

For testing:
Does the campaign gracefully handle the time needed to install even bigger (i.e. moar crit spaces) engines?

Are the 'engines' blown up when the CT is destroyed?

Cost: How much should engines cost?  How much should the base mech chassis cost be reduced to stay in line?