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  • Attack Improvement Mod

    Attack Improvement Mod

    Last Update: 21 Jun 2018
    Author: ElleSheepy

    For BATTLETECH 1.1. Fix the bug that doubles headshot% of normal attacks. Fix broken vehicle called shot. Re-enable clustering called shot (can be disabled). Optional: Show real hit chance, adjust called shot effectiveness, adject roll correction strength, adjust miss streak breaker, easily accessible attack log.

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    Attack Improvement Mod

    Last Update: 21 Jun 2018
    Author: ElleSheepy

    For BATTLETECH 1.1. Fix the bug that doubles headshot% of normal attacks. Fix broken vehicle called shot. Re-enable clustering called shot (can be disabled). Optional: Show real hit chance, adjust called shot effectiveness, adject roll correction strength, adjust miss streak breaker, easily accessible attack log.

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News & Updates

  • V0.2.0

    This release focuses on general conversation and general node manipulation.

    - Major Features -


    Added the ability to save an existing conversation as another file with 'Save Conversation As…'
    Added the ability to create a new conversation with 'New Conversation'
    Edit conversation node id
    Edit conversation node comment
    Ability to select a conversation node speaker. This allows you to select which type of speaker lookup you wish to do (crew def id [without the leading castDef_ or speaker id from speakers.cvsl.byte)
    Ability to regenerate conversation and dialog node ids. This can help any id clashes that might occur.

    - Minor Additions -


    Added ‘Save Conversation’ to the file menU

    - B...

  • Incorporating the DangerBoat lance into RandomCampaignStart

    I highly recommend the RandomCampaignStart mod.  To start the game with the DangerBoat lance, you'll need to edit the Mods/RandomCampaignStart/mod.json file with the entries below.  (Do not edit the mod.json file in the Dangerboats directory!)

    "Settings": {
      "RemoveAncestralMech": true,
     
      "NumberLightMechs": 2,
      "NumberMediumMechs": 3,
      "NumberHeavyMechs": 0,
      "NumberAssaultMechs": 0,
      "LightMechsPossible": ,
      "MediumMechsPossible": ,
    ...

  • New Heat Rules

    Heat will generate negative effects for you for each turn you are over heated

    Guts reduces the chance of shutdown/ammo exploison

            "ShutdownPercentages": ,
            "AmmoExplosionPercentages": ,
            "HeatToHitModifiers": ,
            "OverheatedMovePenalty":

    a 1 on the chances implies a 100% chance



    RogueTech has been updated to use TT Like Double Heatsink Rules for Internal Engine heatsinks

    As long as a chassis is exclusively equipped with double heatsinks, it gains the same heatsinks on its engine (doubling base dissipiation capacity)

    BUT

    Heatbanks and Exchangers, while providing a significant buff on their own, does prevent the engine from g...

  • Initial Upload

    Created a simple mod for holding down the shift key to do single point armor increments....

  • Capellan Emblems

    44 emblems as of v. 1.0....

  • ConverseTek - Sim Conversation Editor

    To aid the modding efforts I've created `ConverseTek` - a sim conversation editor.

    The sim conversations used by Battletech are saved in a binary file format (.convo.bytes). These are not editably unlike the .json files used for many of the other areas of the game.

    ConverseTek allows you to load up a directory of the conversation files, view and edit the dialog. This is only version v0.1.0 so the feature set is limited but please checkout the roadmap for the intended direction.

    Thanks....

  • New Passive Skill tree

     Gunnery:Gunnery 5Multi Shot-1 Called Shot PenaltyGunnery6 -1Recoil Penalty  Gunnery7 -2 Called Shot Penalty  Gunnery8 BreachingShot  Gunnery9 -2Recoil Penalty  Gunnery10 -3 Called Shot PenaltyPiloting:Piloting3+1 Max Evasive ChargePiloting4+10 Unsteady threshholdPiloting5Evasive Maneuvers-5% stability damage takenPiloting6+2 Max Evasive ChargePiloting7+10Sprint distancePiloting8-10%Stability damage takenPiloting9+20 Unstead threshholdPiloting10+3 Max Evasive Charge+20Sprint DistanceGutsGuts4+1HealthGuts5Juggernaut-5% Heat GeneratedGuts6+10 Overheat ThreshholdGuts7+2HealthGuts8-10% Heat GeneratedBerserkerGuts9+20 Overheat ThreshholdGuts10+3 HealthTacticsTactics 4-1 Indirect Fire PenaltyTactics5-45m minimum rangeMaster TacticianTactics6Called shot improvement+50 Spotter Dist...

  • Mod Conception

    Reasoning behind changes:

    Just a couple of ideas, jotted down, so you guys can get a feel for why I made the changes.

    The intent of this mod is to improve the depth of effective tactics and increased the difficulty. Would you like to engage in long range duelling or sniping, how about scouting with your F.O. for strike packages or using high evasion tactics to out flank, its all possible now.  Tweaks to evasion, sensors, visual range, height advantage, range splits, morale, weapon ranges, initiative, weapon stats, skills and more. Save game compatible.
    Now don't get me wrong, the vanilla game is a fun way to play and those medium range slugfest's are brilliant, I love metal meat suit jousting, but after a few hours I was after something a little different th...

  • AI Update - Reduce Conservative Firing Behaviour

    AI UPDATE:

    An update to the AI was required due to the skill changes and the low % chance to hit at times.  The AI has a tendency to take a conservative approach when firing weapons.  Preferring to fire a single weapon, breaching shot, when its % chance to hit was below 40%, this is an unintended consequence.  To address this issue, the AI's behaviour needs to be modified, I am unable to get BTML/ModTek to support AI behaviour changes, so a manual patch or editing is required, see download section.

    I am working on further changes to the AI to make it better utilise this mods changes, work in progress.  It will be released as a separate download. 

    How To Install the AI Update:

    **WARNING** - Be very careful when you apply these, dou...

  • Mod Conception

    Reasoning behind changes:

    Just a couple of ideas, jotted down, so you guys can get a feel for why I made the changes.

    The intent of this mod is to improve the depth of effective tactics and increased the difficulty. Would you like to engage in long range duelling or sniping, how about scouting with your F.O. for strike packages or using high evasion tactics to out flank, its all possible now.  Tweaks to evasion, sensors, visual range, height advantage, range splits, morale, weapon ranges, initiative, weapon stats, skills and more. Save game compatible.
    Now don't get me wrong, the vanilla game is a fun way to play and those medium range slugfest's are brilliant, I love metal meat suit jousting, but after a few hours I was after something a little different th...

  • AI Update - Conservative Firing Behaviour

    AI UPDATE:  - Conservative Firing Behaviour

    An update to the AI was required due to the skill changes and the low % chance to hit at times.  The AI has a tendency to take a conservative approach when firing weapons.  Preferring to fire a single weapon, breaching shot, when its % chance to hit was below 40%, this is an unintended consequence.  To address this issue, the AI's behaviour needs to be modified, I am unable to get BTML/ModTek to support AI behaviour changes, so a manual patch or editing is required, see download section.

    I am working on further changes to the AI to make it better utilise this mods changes, work in progress.  It will be released as a separate download. 

    How To Install the AI Update:

    **WARNING** - Be ve...

  • Mechs for the Random start

            "LightMechsPossible":

                "mechdef_locust_LCT-LR",
                "mechdef_jenner_JR7-X",
                "mechdef_urbanmech_UM-R66",
                "mechdef_firestarter_FS-PM",
                "mechdef_jenner_JR7-RX",
                "mechdef_panther_PNT-9L",
                "mechdef_panther_PNT-5T",
                "mechdef_jenner_JR7-D",
                "mechdef_panther_PNT-9R",
                "mechdef_cicada_CDA-2A",
                "mechdef_cicada_CDA-4L",
                "mechdef_firestarter_FS9-T"
                
     
            "MediumMechsPossible":

           ...

  • Version 1.45

    Sharpened the edges of all emblems. This should be the final version, unless I add the few remaining units that I've identified....

  • Version 1.4

    Added 3 new merc companies and cleaned up some of the previous emblems....

  • All 3025 Mercenary Emblems v1.3

    Includes 10 new mercenary commands that I'd missed, along with another edit to the Northwind Highlanders....

  • Version 1.2

    Replaces Northwind Highlanders emblem with proper, older version....

  • Version 1.2

    Replaces the Northwind Highlanders emblem with the proper, older version....

  • All 3025 Merc Emblems v 1.1

    Version 1.1: standardizes emblem size and unit naming conventions, as well as minor name changes to reflect the 3025 era....

  • All 3025 mercenaries

    A mod that inserts all 3025 canon mercenary emblems into the Battletech game....

  • Easily changeable mod options

    This section will now be included to easily show how to change mod options and which do what, it will be extented depending on frequently asked questions


    Adjusted Salvage

    open the settings.json

    {
        "ownMechsForFree" : false,  <-set this to true if you dont want to spend salvage on your own mechs
        "ejectRecoveryBonus" : 0.5, <-this settings determines the additional chance a ejected mech is recovered for free
        "incapacitatedRecoveryBonus" : 0.25 <-this settings determines the additional chance a KIA-pilot mech is recovered for free
       "centerTorsoSalvageValue" : 1 <-value in terms of salvage of a cored mech
    }

    it is defined by a chance between 100 and 0 with an itneger between ...

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