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The starmap and reputation system feel very superfluous - I wish there was more meat there. Some reason for me to go to different star systems other than the hope of getting lucky with the market and getting a different set of random missions. I am also noticing a distinct lack of Urbanmechs. I think my first mod/edit will be to replace the starter lance with urbies.
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# ¿ Apr 27, 2018 20:27 |
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# ¿ May 15, 2024 00:38 |
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Eej posted:Ah yeah I didn't think of turning it into a Catapult, maybe I'll give that a spin and use my Thuds as brawlers. Here's one of my 3 skull difficulty assassination missions. That's a Dragon, 2 Quickdraws, 2 Hunchbacks, 1 Thunderbolt, 1 Cataphract, 2 griffins, a Panther, and a Demolisher tank (dual ac/20s) all converging in a single point. I had 1 heavy mech at this point. So... I hope they fix the bug. I just avoid Assassination missions now.
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# ¿ Apr 27, 2018 20:37 |
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I know I should sell all these light/med mechs but I keep thinking that I might need them. That there may be some mission that requires fast mobile flankers and poo poo. But who am I kidding - I have 3 thunderbolts and a highlander. The only mechs I need now are more assaults.
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# ¿ Apr 27, 2018 21:41 |
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Kalas posted:I can tolerate a bit of laggy graphics and camerawork and some odd hiccups here and there, but finishing a mission and watching MY dropship land and destroy one of MY own mechs is outright bullshit. There wasn't even a 'go there or don't stand here' area, it was 'we win, boom'. The code is a curious hodpodge of various things crammed together into a game shaped thing. Just from poking around in the dll I can see a lot of things that would cause performance problems. Hopefully we'll get a patch soon to fix things.
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# ¿ Apr 27, 2018 22:30 |
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I think the economic part of the game is pretty tight. Most of my campaign it felt like I was barely scraping by with the missions and downtime for repairs and healing. This will probably change dramatically once I'm done shoveling my cbills into the upgrade furnace.
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# ¿ Apr 27, 2018 23:12 |
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Good idea? Or great idea?
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# ¿ Apr 27, 2018 23:30 |
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Baron Porkface posted:What all is tested during knockdown? Knockdown happens in a few different places. If a mech part is destroyed and that part is the left or right leg that flags a knockdown. If a mech is overheating that can cause a knockdown - I'm not sure on the circumstances of this one. This one uses HandleKnockdown() instead of FlagForKnockdown() If the mech is unstable and Stability Percentage is >= 1 then it gets flagged for knockdown. It can't go directly from stable to knockdown in a single attack though, it needs to be unstable before it gets knocked down. This might not matter for things like LRMs but probably does matter for melee and AC/20s. When the mech is knocked down: It becomes prone (duh) All evasive pips are removed It goes down one phase in the move order The pilot is injured
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# ¿ Apr 28, 2018 00:27 |
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cuntman.net posted:the shadowhawk at the end of the 3 years later mission punched me in the head and killed me instantly
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# ¿ Apr 28, 2018 03:48 |
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I edited a few files and started a new campaign
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# ¿ Apr 28, 2018 09:33 |
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Ratzap posted:You forgot the worst part - no heat mechanics. Double heatsinks utterly ruined BT making a sharp divide between 'must pay attention to heat' and 'lol, heat?'. See the rotting abortion that MWO has become. They went straight to DHS mechs and then clan shite, rapidly realised it was all broken to hell and back so they invented new terrible mechanics to try and paper the cracks. I've heard stories about how some die-hard clan players would just ignore all the rules specifying how the Clan are supposed to pick targets and act and how pissed they would get if they lost too - to the point where the store owner or convention runners had to asked/tell the clan player to leave. I'm glad the game has no clan atm and I hope it doesn't for a while, clan-less Battletech is pretty sweet. If they ever do add clan mechs/tech I hope it's as enemies only. I have been poking through the decompiled game code - I haven't been looking at the data files as much. Are there any weights/options in the data files to control how the AI builds the enemy lances in a mission?
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# ¿ Apr 28, 2018 17:53 |
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Galaga Galaxian posted:Yeah, there is a folder in data called "Lance" that seems to have definition files for building lances. I haven't looked closely at it, still tinkering with milestone files trying to figure out how to set up my sandbox stuff cleaner than just overwriting tons of stuff. I believe those are just the predefined lances for the skirmish mode. I'll take another gander at it though. Another thing I would like to tweak is to make the mechbay time for refitting lights shorter. But I don't know if there is a built in modifier for tonnage yet. I suppose that is another thing I will need to look for or add to my list of code to add/inject.
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# ¿ Apr 28, 2018 18:10 |
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In case if anyone else is interested in doing this: After running into an unbeatable convoy mission - even with a jenner it was literally impossible to reach the convoy vehicles - I modified the vehicle sprint speeds. Things like Galleons and APCs had a walk distance of 165 and a sprint distance of 275. And roads give a 1.5x or 2x bonus (not sure which). A jenner has a walk distance of 190 and a sprint distance of 315... so yeah. I went in and changed the sprint speeds of all vehicles. I just made them sprint 25 meters faster than they walked. A galleon/apc is now 165/180. Setting them to a percentage would probably be smarter but this is easier. The other idea I had which I might go back to is to reduce the total speed of the wheeled vehicles so that they will go their stated speed on roads, and would be slower off-road. The files are in BattleTech_Data\StreamingAssets\data\movement\ - just change the MaxSprintDistance value to what you desire. The files that control the vehicle speeds are movedef_APC_Wheeled.json movedef_BULLDOG.json movedef_CARRIER_LRM.json movedef_CARRIER_SRM.json movedef_DEMOLISHER.json movedef_GAELLEON.json movedef_MANTICORE.json movedef_SCHREK.json movedef_SCORPION.json movedef_WHEELEDAPC.json (I'm not sure where there is a APC_Wheeled and a WHEELEDAPC. Campaign Spoilers: movedef_SLDFDroneHeavy.json movedef_SLDFDroneMedium.json It is also possible to tweak the movement modifiers for roads, rough terrain, forests etc. Those are all in BattleTech_Data\StreamingAssets\data\designMasks\ . Wheeled vehicles have a 0.5x movement modifier for roads - just changing that to 1 would make them move at their given speed on roads. I might do this later on and also make tweaks so light mechs can go faster on roads than heavies and other things.
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# ¿ Apr 28, 2018 20:59 |
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Vanilla: A Galleon or APC on a road will move 550m/turn. A Jenner on a road (before bonuses from piloting) can move 331m/turn.
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# ¿ Apr 28, 2018 21:03 |
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Quick trip report, vehicles were still going ridiculously fast on roads (even with my modification, galleons were going 360 meters/turn on roads) My hunch is that the movement rates for the vehicles were for their 'on road' rates - ie the Galleons were supposed to go 275 when sprinting on a road. Then someone forgot that, assumed that those speeds were for their off-road travel and made the roads give 2x the movement for wheeled vehicles. So we get the light/medium wheeled vehicles that go 550 meters in a single turn. I undid my previous changes and edited BattleTech_Data\StreamingAssets\data\designMasks\DesignMaskRoad.json and set the "moveCostWheeled*" rates to 1.0 and it feels pretty good. I actually have a chance to catch the convoy, they're not moving multiple screen widths in a single turn. I also made lights move faster on roads because why not.
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# ¿ Apr 28, 2018 21:33 |
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Trip report: I was actually able to intercept the convoy after changing the wheeled vehicle modifier to 1x. Feelsgoodman.
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# ¿ Apr 28, 2018 21:56 |
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I think I tracked down why Urbanmechs never appear. It's specifically set not to appear in all of the dynamic lance files Every lance file I've looked at has the following quote:"excludedUnitTagSet" : { Why do you hate the things I love, HBS.
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# ¿ Apr 28, 2018 22:52 |
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Deuce posted:Ammo crate mission: The enemy has a powerful force that swarms you, and has turret fire support. But don't worry, there's things you can blow up to help thin them out! Except the AI knows to never, ever step in one of those blast zones. Hahaha good luck! Stop those supply trucks! *Supply truck spawns in 500m away and zips away at 300mph before you even get a chance to react*
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# ¿ Apr 29, 2018 00:35 |
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yeah, 60-80T vehicles are no joke.
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# ¿ Apr 29, 2018 05:30 |
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UberJew posted:But yes that it can carry the Leopard through a jump is a violation of space physics as presently described. The Argo isn't the one performing the jump though. What's the difference between the Leopard docking with the Jumpship and the Leopard being physically attached to the Argo which is docked with the Jumpship?
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# ¿ Apr 29, 2018 20:46 |
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Psion posted:but then this is the fanbase which produced ECM Rant Guy, so who even knows. Tell us more. :popcorn:
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# ¿ Apr 29, 2018 21:12 |
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CalvinandHobbes posted:Whats the game developer reason for pathfinding AI in escort missions. It seems logical to either have the escorts be under the players control or match speeds with the player. Escort/Convoy/campaign missions are a hell of a lot more reasonable when you change the road distance modifier for wheeled vehicles. I think the given travel distances for the wheeled vehicles was intended for their road travel distance, with them going slower off road, but at some point someone at HBS forgot this when they gave all of the wheeled vehicles a 2x travel modifier on roads and you end up with Galleons and APCs that can travel 2-3 screen lengths in a single turn.
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# ¿ Apr 29, 2018 21:25 |
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Plek posted:Why does my locust have ballistic hardpoints in the arms? It can't mount the lightest AC and machine guns go in the support hardpoints. Am I missing something? HBS decided to make S Lasers and Machine Guns (and flamers) into their own dedicated "Anti-Personel Weapon" slots instead of being Energy or Ballistic weapons. They didn't change all of the mechs to reflect this. So you have some weird and stupid mechs like the locust and urbanmech with 4 ballistic hardpoints that are literally impossible to use.
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# ¿ Apr 30, 2018 16:24 |
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I really wish there were some weapons in 3025 to bridge the gap between 1t MLasers and 5t LLasers.
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# ¿ Apr 30, 2018 18:18 |
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AAAAA! Real Muenster posted:I must be because otherwise I agree with you That would be a super easy modification to make.
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# ¿ Apr 30, 2018 18:38 |
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CommieGIR posted:I wish, like Mechcommander, you could field vehicles. Because I'd like to just field 6-7 SRM carriers and go nuts on someone's rear armor. I haven't tried giving the player vehicles yet. I haven't come across any posts/reports of other people doing it either - so I have no idea if it's possible or not. Maybe I'll see if I can mod vehicles into the stores and see what happens if I buy one.
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# ¿ Apr 30, 2018 20:10 |
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MMF Freeway posted:Are there uhh planes in this universe? There are planes that turn into mechs!
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# ¿ Apr 30, 2018 20:16 |
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Mechs being compartmentalized means they can take a lot more fire than a big tank. SRM60 carrier can put out a lot of hurt but it can't take it in return.
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# ¿ Apr 30, 2018 20:20 |
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pedro0930 posted:Yes. You'll see a passive effect icon when you are deployed leaving no doubt it's just straight up +2 hit difficulty modifier. I think that's one of the charms of Battletech - before Clans and the advanced tech the mech loadouts were all pretty bad from a min/max perspective. And you just had to deal with it.
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# ¿ May 1, 2018 03:36 |
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Rascyc posted:I mean I don't think it's exactly a big secret that you can trivialize all generic contracts with kiting+chokepointing and long range weaponry customization. The campaign missions are more fun since they actually have real design put into them but numerically they're balanced for a wide range of mechs so they're easy to overpower with good weaponry if you customize well. Campaign missions are probably only truly great when you play them blind though, if you know each campaign mission's trick then it's whatever. It would be neat if it were possible to limit the amount of customization - like you could remove/replace x pieces, but not everything.
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# ¿ May 1, 2018 19:45 |
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Mazreal posted:It'd be cool if this game had a more passive way to generate money to support having a ton of mechwarriors/mechs at a time like the argo allows, like sending lances off on auto-resolved missions and whatnot. This is the way!
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# ¿ May 1, 2018 21:54 |
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I hope mechs eventually get the ability to equip giant axes and maces and poo poo. Battletax:
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# ¿ May 1, 2018 22:35 |
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One change I wish we could make would be that you could use other variants of a chassis to assemble a mech. While having 20 or 50 more variants of all of the mechs might be nice it will make getting the 3 parts from the same variant to build a new mech torture. If I get an Urbanmech 60R, a 60L and a 73 then let me use them all to frankenmech an urbanmech together into something resembling one of those 3.
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# ¿ May 1, 2018 23:15 |
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mods change my name posted:I just want to see an Urbanmech at some point Yeah, they're specifically set to not spawn in any of the dynamic lances. One theory was that they slowed down the lances too much which broke their AI because they wanted to stay in proximity? I changed that on my playthrough so urbanmechs could spawn in the lower difficulty Fire and Support lances. Let me tell you it's hella scary when an Urbanmech appears out of the shroud and fires it's AC10 at you.
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# ¿ May 1, 2018 23:27 |
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Gwaihir posted:Open up some of the lance definitions in That pretty much. Look for the files like lancedef_mech_d#_dynamic_something.json. I modified d1-d3 (difficulty 1-3) and the lightFire, lightSupport, lightBattle. I didn't want urbies spawning in the scout or calvary lances. You can also make them appear as assassination targets (and remove vehicles as assassination targets) by editing the lancedef_mech_d#_dynamic_solo.json files and adding code:
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# ¿ May 1, 2018 23:42 |
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my kinda ape posted:Are urbanmechs actually good? I saw a couple places with 3x scrap of them for sale while I was looking for pilots but they didn't look like they were worth it over a heavy Urbies are pretty awesome tbh. Think of them as an anti-heavy light mech. Panthers are probably better though.
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# ¿ May 1, 2018 23:48 |
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Yeah if you're comparing the urbanmech vs a heavy then it's going to look bad. Any light is going to look mediocre compared to a heavy.
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# ¿ May 2, 2018 00:05 |
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BurntCornMuffin posted:I didn't even realize there were turrets on my first go until I saw the generator. I started with "better be careful, and move through cover", saw the generator, and was all "Turrets? gently caress that" and shot it. Dumb place to keep an important generator like that anyway. But the mission start voiceover tells you that there's turrets. and a turret generator. And you should blow up the turret generator first.
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# ¿ May 2, 2018 18:24 |
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It's possible to tweak the dynamic enemy lances so that they'll spawn with a medium and light even in late game instead of being all heavies and assaults -- but there's still no real reason to not bring all heavies/assaults yourself. Such a change would just make the game easier but that might not be a terrible idea given how much of a slog the higher skull missions seem to be.
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# ¿ May 3, 2018 22:48 |
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I'm going to go out on a limb here and say that the creators didn't intend for people to approve of the Clans and idealize their philosophies and culture.
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# ¿ May 4, 2018 18:20 |
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# ¿ May 15, 2024 00:38 |
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Xotl posted:This is actually a regret of one of the older BT line developers. He's said that if he had the chance, he would have redone the Clans' weaponry and mech design to better reflect a dueling aesthetic, with an emphasis on short range instead of long, and instead of generally reflecting the idea of "Inner Sphere but with technological advancement". This would be neat - if they tried relaunching/redoing the lore or history of the clans the fanbase would tear itself (and them) apart - but if the creators decided to just redo some of the clan tech that but keep the lore in place then that might be palatable. Just make it moddable so the super invested people could mod in their boring old clan tech because nothing must ever change or be balanced.
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# ¿ May 4, 2018 19:05 |