MechWarrior 5: Mercenaries
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Oraeon1224

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Oraeon1224

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About this mod

This mod aims to improve the AI of your lancemate companions. May be used with my AI mod. The JJ files are iflagged as a conflict but they don't. Now MercTech Roles compatible, but requires the MW5 compatibility mod.

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TableTopRulez LANCEMATE AI MOD

PLEASE READ THE DESCRIPTION OTHERWISE YOU MAY GET CONFUSED BY LANCEMATE BEHAVIOR
MW5 SAYS LANCEMATEAI CONFLICTS WITH MY ENEMYAI MOD.  THEY SHARE JJ FILES BUT THEY ARE IDENTICLE SO NO ISSUES FOUND

This mod alters the LanceMateAI for the game to make them more reliable companions.  AI mechs will now follow orders and use human like strategies that are based off of speed, JJ, and weapon loadout and variant
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MOD INSTALLATION:Unzip the Mod file.  And copy the TTRulez_LanceMateAI folder to  Epic/MW5Mercs/MW5Mercs/Mods
WORKS BEST WITH MY ENEMY AI MOD (Ignore conflict flag): https://www.nexusmods.com/mechwarrior5mercenaries/mods/104
WORKS BEST WITH Advanced sensor mod, or Sensor mod (don't use both).  Don't use both. Advanced sensor mod adjust for weather and ups difficulty but includes sensor mod.

REQUIRES the MW5 MOD COMPATABILITY PACK to work correctly  https://www.nexusmods.com/mechwarrior5mercenaries/mods/168
STRONGLY RECOMMEND USING WITH MERCTECH AS IT HAS A NEW ROLES SYSTEM https://www.nexusmods.com/mechwarrior5mercenaries/mods/48
STRONGLY RECOMMEND USING TTRULEZ RESCALE MOD.  It makes the AI perform better in cities.  https://www.nexusmods.com/mechwarrior5mercenaries/mods/146 

DO NOT install with any other JJ mod it will conflict and not work correctly.
DO NOT install with any other formation mod

Moved alternative mods to this page: https://www.nexusmods.com/mechwarrior5mercenaries/mods/154
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IF USING MERCTECH OR RELOADED THEIR VARIANTS CURRENTLY GO TO DEFAULT BEHAVIOR. 
IF YOU MODIFY A CHASSIS MAKE SURE ITS LOADOUT STILL FITS THE BEHAVIOR. (I.E. Don't make a firesupport mech a juggernaut)

Please feel free to post any errors you see on the NexusModPage.  Please also post suggested AI behaviors you would like to see improved or would consider realistic.  I have already made many updates based on prior suggestions.

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v 1.0-1.4: Were proof of concept and to setup the approach for version 2.0.  Was not very functional but got behaviors to start working. 
v 2.0: Introduces combat role specific behavior.  I have included on the files page a spreadsheet with variants and roles.
v 2.8: Multiple rewrites and edits to make bug free and to optimize to minimize stuttering. Has limited friendly fire AI now in follow me.
v 2.9: No changes from 2.8 except now uses the new MercTech Roles system. If not using Merctech it defaults to the 2.8 system.  You don't need to worry about the version.
v 2.94: Stuck mech and bug fixes and optimization. New Overheating AI routines to avoid ammo explosions with MercTech and Biomes.  Doesn't effect vanilla.  New load order so make sure to download new Enemy AI mod as well.
v 2.99: Fixed the excessive jumping bug.  Fixed few small errors. Improved heat management behavior so MercTech Warhammers don't cookoff ammo on valcono worlds.
v 3.0: Improved the LRM mech behavior to avoid turning their back and running away. Also fixed an error that was resetting Hold Fire.
v 3.3: New System so AI Lancemate accuracy is now determined by their gunnery skill.  Heat skill determines overheat risk. This adds skills having real impact in the game other than boosting damage or heat tolerance.

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HOW TO USE EFFECTIVELY:
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Move to location will now set Lancemates to a point on the map. They will not wander off anymore.  They do have a patrol behavior that keeps them within 100m.  Once attacked they will wander from that location to maintain LOS for weapons fire but will remain in the general area assigned and after the target is dead will return to their location. Having them remain static doesn't work in combat.  Light mechs will wander farther and engage with JJ then return to the Guard location.


Brawler: Slow mech with long range energy or ballistic weapons and heavier armor
Follow me: Ranges 200m in front of the Player absorbing damage and fighting but doesn’t use cover.
Attack my target: Moves in and out of cover firing at the enemy, engagement around 400-500m, short range loadout 200-300m.  If the enemy gets to within 150m switches to close range engagement.
Best tactic: Attack my target

Juggernaut: Slow mech with heavy armor and good short range punch
Follow me: Ranges 200m in front of the player absorbing damage and fighting
Attack my target: Marches inexorably towards the target and then circles at very close range using its close-range weapons.  Usually needs fire support.
Best tactic: Attack my target (but remember to provide fire support, skirmishers, or strikers as the juggernaut won’t dodge)

Scout: Mechs whose role is to scout (lock) and clear light targets to keep heavier mech safe.  May also be a Skirmisher
Follow me: Will range ahead out to 500m killing tanks, VTOL, & light mechs.  If no target will follow to the sides of the player mech providing fire support.
Attack my target: Uses hit and run AI to perform flash attack runs on targets and then clear out
Best tactic: Follow me.  You can then focus on the mechs while they kill the tanks and VTOL.

Skirmisher: Mechs that are mobile and fairly well armed at medium range that occupy enemy fire distracting them from Juggernauts and Brawlers
Follow me: Will break off formation out to 600m to kill light mechs.  If no light mechs will range ahead out to 200m drawing fire and attacking targets
Attack my target: If target is Light or Medium aggressively pursues until dead.  If Heavy or Assault it moves in and out of cover firing at the enemy trying to keep engagement around 400-500m or if shorter weapons 200-300m.
Best tactic: Attack my target.  Follow me if you you want them to clear light mechs while you focus on heavier targets

Striker: Fast mechs with heavy short ranged weapons design to close quickly and kill a target then regroup
Follow me: March to the sides of the player but won’t use cover.  If an Assault or slow heavy is targeted will break off to provide flanking maneuver to the side of the target then get to their rear and try to stay there.
Attack my target: Will try to flank the target if Medium, Heavy, or Assault.  If Light will pursue aggressively until dead.
Best tactic: Attack my target

Sniper/Firesupport: Slow mechs (As opposed to Brawlers) with long range direct fire weapons (PPC, AC); May also be Anti-Aircraft.
Follow me: Will march with the player and  focus fire on player targeted Assaults/slow heavy mechs. If no targeted heavy or assault mechs finds on targets.
Attack my target: Moves in and out of cover firing at the enemy trying to keep engagement around 400-500m.  If the enemy gets to within 150m switches to close range engagement.
Best tactic: Follow me (remember to lock Assaults or slow (<64kph) mechs if you want them to focus fire with you.

Anti-aircraft/tank: Mechs with rapid fire AC or LRM for targeting fast moving aerial targets and tanks.  Usually dual role as fire-support
Follow me: Follows to the sides of the player and fires on targets such as VTOL and tanks if the player is not targeting a heavy or assault.
Attack my target: Moves in and out of cover firing at the enemy trying to keep engagement around 400-500m.
Best tactic: Follow me (remember target assaults or heavy if you want fire support, don't target them if you want them to kill VTOL or tanks)

Missile boat: Mechs that are LRM predominant.  Usually dual role as firesupport
Follow me: Follows 250m behind the player and focuses fire on player targeted slow heavy and assault mechs. Preferentially fires on targets such as VTOL and tanks if no heavy or assault targeted.
Attack my target: Uses indirect AI. Keeps distance of 500m from the enemy and launches missiles uses JJ or running to try to maintain range.  Does not have short range routines
Best tactic: Follow me (Remember if you target an assault or heavy they will focus fire, otherwise don't lock to have them kill VTOL/Tanks)

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JUMPJET UPDATES: DOESN'T WORK WITH OTHER JJ MODS
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1. Jumpjet accelerations in both the horizontal and vertical axis are now true to tabletop and much more rapid (occuring over 2 seconds instead of 3).  This makes them more defensive and better at avoiding weapon fire from enemy AI (which is effected by velocity).
2. Gravity set to 1G for the mechs only.  This reduces leg damage and makes physics more real world.  They may look like they are falling slow but it is an optical illusion because they are so big. PGI set gravity to 2.4g to make it seem visually like a human falling. Height is 10m/1JJ and horizontal 30m/1JJ
3. Uses a virtual velocimeter to detect falling velocity.  Like a human the AI now senses if it is falling too fast and fires JJs until its decent slows.  This conserves JJ use and hopefully eradicates fall damage.  I tested them falling from 230m.  May get stuck. Stuck mech routines should free in a few seconds.
4. JJ EQS sensor systems.  Now avoids jumping off heights of >70m and should also avoid jumping into buildings.

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FRIENDLY FIRE--Finally here
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1. I created a service that draws a capsule moving to the combat target. If this hits a teammate it turns off weapon fire and sends them to a routine to move laterally then try the check again.  Once clear they resume combat behavior.
2. Currently only in use on follow-me and every 1 second to limit stuttering.  If no major issues may increase its usage. 
3. It limits damage, but sometimes friendlies start firing before the check.  But they will stop once completed. 
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Thanks to AlexGarden at PGI for his blueprint suggestions and Yrrot for help with getting my sensors to sort by distance and for helping me figure out what I screwed up in version 2.3.