Perfect Many thanks to Morphyum, sqparadox, and to worcottle for bringing the revised version to our attention.
I think this mod, along with 'Drop cost per Mech' solves the major issue of giving some reason to use lighter mechs later in the game. Trying to address this with contrived tonnage limits always seems forced and un-intuitive. More importantly, these random limitations miss the main reason why a commander wouldn't want to throw his heaviest force against a lighter opposition - Cost.
If mechs are expensive to keep ready, there is an incentive to keep as light a stable as possible. Add in drop costs, and running a Steiner Scout lance on 2 skill mission will put you several hundred c-bills in the hole! With this combo there is a great incentive to run with the lightest setup you possibly can, as that's the only way to make money!
Kudos to the author(s) for adding the final piece of puzzle on this issue.
I take no credit for this. This is all Morphyum's code. I literally add 1 line, that's it.
Granted it did take me about 10 hours to figure out that the issue was down to adding that 1 line, but that's on me for misunderstanding the stack trace thrown by Modtek in Modtek.log. It was all right there if I'd simply understood what I was reading. Totally worth it though, even just for the learning experience.
Hopefully Morphyum or whoever has control over the original github will commit these changes at some point.
sqparadox, any chance you'd be willing to update it for 1.7 and make your own mod. Judging from the Unique DLs up to 2 thousand people would like to have this mod :)
I believe your mod imposes a cost and time onto changing armor values. How can I alter the cost and time required per armor point? I found the line "System.IO CBILLS_PER_ARMOR_POINT " in the mod dll, but I can't find any way to change anything.
The file SimGameConstants.json seems to be unrelated, as the "ArmorInstallTechPoints" : 0, "ArmorInstallCost" : 0, remain at their default '0' values.
I'm sure its an incompatibility with some other mod i have, but when i started a new campaign with this enabled all my repair times were in the 1700-2400 days. I removed the mod and started again and they were back to normal. Likely just a "me" issue, but figured i would pass it along.
After further investigation, its when using "advanced difficulty settings" in combination with this mod. If i delete either, the other works fine. I'm good using just yours, but wanted to follow-up. Thanks!
Is it at all possible to make the maintenance costs rely on a new value completely separate from cost and tonnage? I'm planning on making my own version of Roguetech that stays true to lore, with mech maintenance costs that reflects its reliability. At least right now chassis price is separate from salvage part price, so I just play with that, but it would lead to some complete mechs being much cheaper or expensive to buy/sell.
Love this mod and I know it works, but can't for the life of me figure out why its not working for me. I followed instructions but it wont work for some reason. Using BTML 0.2.0 and ModTek 0.1.5 alpha. Does the .dll file get moved to the main Mods folder? I assume not.
I figured it out. I extracted the zipped folder into itself and moved that whole thing as one folder into Mods. I should have unzipped the files directly to the Mods folder instead.
4:38:04 PM - Setting up mod manifests... 4:38:04 PM - Doing merges... 4:38:04 PM - Done.
4:38:05 PM - Loading another manifest with already setup mod manifests. 4:38:05 PM - Done.
Your mod appears not to be achieving anything.
3) Perhaps because of the previous, I suspect your mod did not read your settings.json file. I currently have that file under [Steam path] / BATTLETECH / Mods / MechMaintenanceByCost (along with MechMaintenanceByCost.dll and mod.json). I hope you don't want the settings.json file to be elsewhere, because that could clash with other mods.
1) I don't need a modjson file because this is not a modtek mod yet its only a modloader mod. 2) Still not a modtek mod 3) Please follow the install guide
Yep, when I follow your installation instructions, it works perfectly. Don't I feel like a dummy!
My excuse is that when I saw your parameter file was called "settings.json" I just assumed it went into your mod's folder, because having that file immediately under /Mods was an obvious risk of clashing with another mod. If you aren't going to modtek your mod for a while, I suggest renaming your parameter file to something like MechMaintenance.json
Is there a version that isn't dependent on other mods? I like the concept behind this particular mod, but will not download if I have to also download mods that break lore and/or canon.
37 comments
EDIT: sqparadox was kind enough to post a 1.8 update for this. You can find it here:
https://github.com/sqparadox/MechMaintenanceByCost/releases
Many thanks to Morphyum, sqparadox, and to worcottle for bringing the revised version to our attention.
I think this mod, along with 'Drop cost per Mech' solves the major issue of giving some reason to use lighter mechs later in the game.
Trying to address this with contrived tonnage limits always seems forced and un-intuitive. More importantly, these random limitations miss the main reason why a commander wouldn't want to throw his heaviest force against a lighter opposition - Cost.
If mechs are expensive to keep ready, there is an incentive to keep as light a stable as possible. Add in drop costs, and running a Steiner Scout lance on 2 skill mission will put you several hundred c-bills in the hole!
With this combo there is a great incentive to run with the lightest setup you possibly can, as that's the only way to make money!
Kudos to the author(s) for adding the final piece of puzzle on this issue.
The version here was not working for me.
Gave an odd error in the log files and mentioned error loading in the mod menu.
https://github.com/sqparadox/MechMaintenanceByCost/releases
I take no credit for this. This is all Morphyum's code. I literally add 1 line, that's it.
Granted it did take me about 10 hours to figure out that the issue was down to adding that 1 line, but that's on me for misunderstanding the stack trace thrown by Modtek in Modtek.log. It was all right there if I'd simply understood what I was reading. Totally worth it though, even just for the learning experience.
Hopefully Morphyum or whoever has control over the original github will commit these changes at some point.
Would be greatly appreciated.
I believe your mod imposes a cost and time onto changing armor values. How can I alter the cost and time required per armor point?
I found the line "System.IO CBILLS_PER_ARMOR_POINT " in the mod dll, but I can't find any way to change anything.
The file SimGameConstants.json seems to be unrelated, as the "ArmorInstallTechPoints" : 0, "ArmorInstallCost" : 0, remain at their default '0' values.
Thanks
Fixed a wrong calculation that gave you to few maintenance, because it didn't consider the gear sometimes.
mech maintenance costs that reflects its reliability. At least right now chassis price is separate from salvage part price, so I just play with that, but it would lead to some complete mechs being much cheaper or expensive to buy/sell.
Nice little mod, but I had some problems.
1) You need a mod.json file. I created the following:
{
"Name": "MechMaintenanceByCost",
"Enabled": true,
"Version": "0.2",
"Description": "Mech Maintenance is a Percentage of Purchase Cost",
"Author": "Morphyum",
"Contact": "www.nexusmods.com/users/11789743",
}
2) In game, the maintenance costs were unchanged. I made your mod the only one in BATTLETECH/Mods, so the resulting...
.modtek/load_order.json file is just:
[
"MechMaintenanceByCost"
]
The ModTek.log is:
ModTek v0.1.5.36858 -- 5/25/2018 4:38:04 PM
Loaded merge cache.
Loaded type cache.
4:38:04 PM - Loading MechMaintenanceByCost
----------
4:38:04 PM - Setting up mod manifests...
4:38:04 PM - Doing merges...
4:38:04 PM - Done.
4:38:05 PM - Loading another manifest with already setup mod manifests.
4:38:05 PM - Done.
Your mod appears not to be achieving anything.
3) Perhaps because of the previous, I suspect your mod did not read your settings.json file. I currently have that file under [Steam path] / BATTLETECH / Mods / MechMaintenanceByCost
(along with MechMaintenanceByCost.dll and mod.json). I hope you don't want the settings.json file to be elsewhere, because that could clash with other mods.
Happy Gaming,
MRJ
2) Still not a modtek mod
3) Please follow the install guide
Yep, when I follow your installation instructions, it works perfectly. Don't I feel like a dummy!
My excuse is that when I saw your parameter file was called "settings.json" I just assumed it went into your mod's folder, because having that file immediately under /Mods was an obvious risk of clashing with another mod. If you aren't going to modtek your mod for a while, I suggest renaming your parameter file to something like MechMaintenance.json
Thanks.
EDIT - I see now. Duh. lol