Possible? yes. will i do it? Unlikely. I am pretty busy working on other stuff we need for roguetech, so as long as no one else makes a pull request for that its not likely to happen, but i will add it to the list.
My question is regarding the "Only Ace Pilot" boolean string, if I leave light mechs to false and set medium, heavy, assault to true.. and I also enable the only Ace Pilot line...
SO
Light = false Medium = true Heavy = true Assault = true Ace Pilots = true
Will the outcome of the above be that every light mech keeps pips permanently, and everything else only keeps pips for ace pilots? That's what i'm going for.
That's my intended outcome but I'm not sure if it'll work how I posit there or if enabling the only ace pilots bit will override every last thing.
Basically does the only Ace Pilots line only apply to the above lines marked as "True" or does it also apply to the above lines marked as "False" and will I get the functionality described above if I set things as described?
Im getting a freeze with this only this Mod installed in Linux Battletech 1.5.1 anytime a mech would lose a pip of Evasion. Current setup: Linux Mint 19.1 + Native Steam Client. BattleTech 1.5.1 base game no expansions Modtech 0.7.1 + Permanent Evasion v1.0 only. Other mods load and run fine if loaded.
I can confirm that trhis mod is breaking 1.6.1, too - there is a mod called "semi-permanent evasion" [https://www.nexusmods.com/battletech/mods/249] which is a more than adequate replacement for this mod.
nice work! one question. i have the rouge tech mod install, but i dont see your mod in the folder. Ingame the mechs dont lose the pips so i think your mod is working. But i dont find the setting datei. Where is the setting.json datei?
Hello! Awesome job with all of these mods so first thank you.
I am a bit confused by the settings in this though. If I want all mechs to lose pips normally, but ace pilot to apply the permanent evasion, I should set all 5 variables to true?
Also, something I noticed in my short test was that it was applying to enemy vehicles, even though I set everything to true like above. I made the following change a while ago: "VehiclesGetEvasive": true, - and am wondering if this mod does not take that variable into consideration.
"I am a bit confused by the settings in this though. If I want all mechs to lose pips normally, but ace pilot to apply the permanent evasion, I should set all 5 variables to true?"
Exactly this yes
"VehiclesGetEvasive": true / where did you make this change? And what do you expect it should do?
This is in the combat constants json. It allows vehicles to get evasive pips.
So in my current game with the settings above, vehicles can get evasive pips (which I want), but unlike mechs their pips are permanent. As I am in the very beginning of the game, I am assuming that the vehicles I observed did not have ace pilots (though I could be wrong).
I just had a few quality and lengthily engagements using this mod and one that extends sensor ranges. And I gotta say it was really fun. Fights are finally interesting enough.
So basically always? ^^ I mean like 80% of the weapons do stab damage :P I wont implement a stab damage feature in this, even acepilots lose all evasion when they get unstable, that should be enough.
Im running with your latest files; I like your mod, but I'm having an issue. I set the light and med mech to false as well as Ace Pilot, but the lights/med don't lose evasion pips even though they are not ace pilots. Kinda weird.
LightLosePip - bool - default false - set this to true if you want light mechs to behave like in the vanilla game.
so if you set this to false they don't loose pips, as it says set this to true if you want light and medium mechs to lose pips like in the vanilla game.
I misspoke; I set the onlyacepilot to true like so: { "LightLosePip" : false, "MediumLosePip" : false, "HeavyLosePip" : true, "AssaultLosePip" : true, "OnlyAcePilot" : true } Light and Med mechs do not lose pips; which would be fine if the MWs doing the piloting were Ace Pilots (which they are not). I'm running quite a few mods; I'm wondering if I have a conflict. I'll poke around a bit. Thanks for your response!
Hey Morphyum; I tested all the versions that you have for download and removed all my other mods except for yours and I still am running into the same issue; the mod seems to ignore the "OnlyAcePilot" value in the settings. When I load the settings below I'm expecting that only light mechs being piloted by a pilot with the 'Ace Pilot' skill will not lose pips. This is not the case; ALL light mechs do not lose pips with the settings below. I'm still using your mod as it goes well with Sensor Lock removes more pips, but it would be better if the "OnlyAcePilot" setting was working better. Thanks. { "LightLosePip" : false, "MediumLosePip" : true, "HeavyLosePip" : true, "AssaultLosePip" : true, "OnlyAcePilot" : true }
60 comments
SO
Light = false
Medium = true
Heavy = true
Assault = true
Ace Pilots = true
Will the outcome of the above be that every light mech keeps pips permanently, and everything else only keeps pips for ace pilots? That's what i'm going for.
That's my intended outcome but I'm not sure if it'll work how I posit there or if enabling the only ace pilots bit will override every last thing.
Basically does the only Ace Pilots line only apply to the above lines marked as "True" or does it also apply to the above lines marked as "False" and will I get the functionality described above if I set things as described?
Current setup:
Linux Mint 19.1 + Native Steam Client.
BattleTech 1.5.1 base game no expansions
Modtech 0.7.1 + Permanent Evasion v1.0 only.
Other mods load and run fine if loaded.
I can also confirm that it specifically does not work after the Urban warfare update.
Sorry to hear that it's not being updated anymore, this was a must-have on my mod list.
there is a mod called "semi-permanent evasion" [https://www.nexusmods.com/battletech/mods/249]
which is a more than adequate replacement for this mod.
one question. i have the rouge tech mod install, but i dont see your mod in the folder. Ingame the mechs dont lose the pips so i think your mod is working. But i dont find the setting datei. Where is the setting.json datei?
thx
I am a bit confused by the settings in this though. If I want all mechs to lose pips normally, but ace pilot to apply the permanent evasion, I should set all 5 variables to true?
Also, something I noticed in my short test was that it was applying to enemy vehicles, even though I set everything to true like above. I made the following change a while ago: "VehiclesGetEvasive": true, - and am wondering if this mod does not take that variable into consideration.
Thanks again!
Exactly this yes
"VehiclesGetEvasive": true / where did you make this change? And what do you expect it should do?
So in my current game with the settings above, vehicles can get evasive pips (which I want), but unlike mechs their pips are permanent. As I am in the very beginning of the game, I am assuming that the vehicles I observed did not have ace pilots (though I could be wrong).
And I gotta say it was really fun.
Fights are finally interesting enough.
Kudos
I'd be interested in an option that allows even ace pilots to lose an evasion pip when taking stability damage.
I wont implement a stab damage feature in this, even acepilots lose all evasion when they get unstable, that should be enough.
LightLosePip - bool - default false - set this to true if you want light mechs to behave like in the vanilla game.
so if you set this to false they don't loose pips, as it says set this to true if you want light and medium mechs to lose pips like in the vanilla game.
{
"LightLosePip" : false,
"MediumLosePip" : false,
"HeavyLosePip" : true,
"AssaultLosePip" : true,
"OnlyAcePilot" : true
}
Light and Med mechs do not lose pips; which would be fine if the MWs doing the piloting were Ace Pilots (which they are not). I'm running quite a few mods; I'm wondering if I have a conflict. I'll poke around a bit. Thanks for your response!
{
"LightLosePip" : false,
"MediumLosePip" : true,
"HeavyLosePip" : true,
"AssaultLosePip" : true,
"OnlyAcePilot" : true
}
{
"LightLosePip" : true,
"MediumLosePip" : false,
"HeavyLosePip" : false,
"AssaultLosePip" : false,
"OnlyAcePilot" : true
}
Everything you set to true loses pips.onlyAcePilot lets ace pilot ignore the pip loss even so the mech loses pips normally.