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Wasn't there a mod that let you build a base mech from ANY parts no matter the variants? If you had enough Hunchback parts you could build a Hunchback for example?
Adjusted Mech Assembly

Have considered some of the new Model mechs but was not sure how stable they were and do they really add whole new models to the game?
All new models, very stable in a crash sense. Occasional weirdness in the campaign mechbay but switching to another mech and then back usually sorts most of those out (as well as showing a hybrid of the two mechs in the process, which can be both awesome and hilarious) Some are missing jump jet effects and sometimes blown off arms fly in odd ways. All minor bugs IMO.
 
@Pode beat me to both answers :)

AMA is really nice when using all these new variants, especially if you decide on more than 3 parts. I would love to see something like that integrated into the core HBS game as a toggle option.

For the models, I don't use any of them in my lance (because of the occasional visibility bugs with the MechBay) - but I like having them as an option for the OpFor and I haven't seen an issue in using them as of yet.
 
Suppose, as a pure hypothetical of course, that i wanted to tag the newly modded Nightstar mechs as being extremely rare Davion exclusives (based on a mere 20ish years production at 2 Davion based factories). Could I tag it with unit_none and unit_ext_rare_davion or do I need the full faction list?
 
@Pode

Already have it done, but had to run out and didn't post it yet - give me a minute to zip and post it up ;)

Here you go - Rarity for the Nightstar.

Also, I included the TRO 3028 version (the 10C) in a separate download.



The 3028 Mechs can be dropped into the relevant folders:
Mauler - Linesman
Bushwacker - Jayhawker
Nightstar - Nightstar

Thanks!
 

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Working with @Dialcaliper on incorporating in his wonderful Star League era work - hopefully along with a few surprises ;)

With any luck we will have a release ready by the end of the weekend or early next week.

Thoughts on this banner for Nexus?

Sab_JK_Encounters.png
 
SOOOO many mech mods for 3025/28.

LOVE IT

endless variety....
ya never know what you are going to see anymore much less how it is equipped.
 
Adding all the Royals/SLDF makes it even more wonderful than it already was.
 
Looks good, man.

Looking better after this eve ...


Before anyone asks - Champion rarity.

Still adjusting the LanceDefs so we don't have 2750 era 'Mechs accidentally spawning all over the place :p
 

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Still adjusting the LanceDefs so we don't have 2750 era 'Mechs accidentally spawning all over the place :p

I wanted to ask about that - last night I decided to try out the Rarity Tags and I promptly ran into an SLDF Black Knight during a 4-skull Destroy Base mission. At first I was pleasantly surprised, but the surprise soon gave way to the horror when it started alpha-striking my Stalker over and over again (especially bad since it was a winter map).

In any case, I was wondering if the possibility of a 6b showing up is intended or not.

(Also, another question: If I don't have all of the required mech mods, do I need to take out the corresponding files and folders out of this one? Just asking because I did.)
 
I wanted to ask about that - last night I decided to try out the Rarity Tags and I promptly ran into an SLDF Black Knight during a 4-skull Destroy Base mission. At first I was pleasantly surprised, but the surprise soon gave way to the horror when it started alpha-striking my Stalker over and over again (especially bad since it was a winter map).

In any case, I was wondering if the possibility of a 6b showing up is intended or not.

(Also, another question: If I don't have all of the required mech mods, do I need to take out the corresponding files and folders out of this one? Just asking because I did.)

Ouch!

Yes, if you are using Rarity tables, then it is best to make sure the MechDef tags are updated as part of this mod.

But, right now, because of the way the SLDF mod rarity is written, they can spawn based on the faction rarity, as there isn't an exclusion for the 2750/2900 era.

I should have that done tonight!
 

Ouch indeed. :D
Ended up with one side of my Mech being blown off and I should probably be happy that the outcome wasn't worse.

But, right now, because of the way the SLDF mod rarity is written, they can spawn based on the faction rarity, as there isn't an exclusion for the 2750/2900 era.

To be honest I'm not unhappy about them spawning at all, I was merely surprised to see several SLDF-era Mechs that night (most were mod variants, though they are included in the rarity tables).

On the upside, I'm now just one Black Knight part away from my very own BL-6b-KNT! :D

I should have that done tonight!

Do you ever take a day off? :D
 
@XTRMNTR2K Heh - yes, glad to see them appearing, and technically working as built, but not as intended ;)

As part of integrating some of the new stuff out there, we needed to add some new tags for use in exclusion tables. There are now :
  • hero (which is for the 1 off special 'Mechs - the idea is that these could be called for an assassination mission as a unique design)
  • era (designates if something is 2750 or 2900)
  • clan (bet you can guess what this indicates ;) )
There are some other new tags added, but they don't actually appear in Exclusion, they are instead used as Inclusion tags. This allows us to make missions that will call from a limited pool / lancedef. The SLDF mod the @Dialcaliper is releasing will have new LanceDefs that take advantage of this feature. We could then use this same logic to pull specific mixes of eras that we want.

In the Rarity mod, you will see an example of this and how it works - it has variable Mobile HQs, something that didn't quite work in the Vanilla contracts. Working on another little surprise with @B4CKF1SH for another example of special missions.

Once I get this posted, it should eliminate the SLDF / Royals from appearing in random missions, but they would still appear in the missions DC added. Make sense?

LOL - yes, I take far too many days off as it is ;) But @LadyAlekto and the RT puts me to shame!
 
@XTRMNTR2K Heh - yes, glad to see them appearing, and technically working as built, but not as intended ;)

There's something else I found as a side effect.

I just encountered an SLDF Griffin in a mission and managed to get the pilot to bug out, so I could get all three parts as salvage.

When I rebuilt it, it was mostly broken (due to Adjusted Mech Assembly), but after repairing the ME Mech Lab showed an error with regards to the heatsinks (only one engine heatsink may be installed). Upon looking closer, I noticed that there was the fixed DHS kit as well as another stock, SHS slot.

Now I had fixed this for the regular SLDF Griffin, like the one you see in the campaign. But it occured to me there's another variant in the game files, the Greed variant - one I hadn't fixed yet.

So it seems that potentially all blacklisted variants can spawn (until you release the next update, anyway). Just thought that was an interesting side effect. :D


As part of integrating some of the new stuff out there, we needed to add some new tags for use in exclusion tables. There are now :
  • hero (which is for the 1 off special 'Mechs - the idea is that these could be called for an assassination mission as a unique design)
  • era (designates if something is 2750 or 2900)
  • clan (bet you can guess what this indicates ;) )
There are some other new tags added, but they don't actually appear in Exclusion, they are instead used as Inclusion tags. This allows us to make missions that will call from a limited pool / lancedef. The SLDF mod the @Dialcaliper is releasing will have new LanceDefs that take advantage of this feature. We could then use this same logic to pull specific mixes of eras that we want.

Sounds good. What I was wondering about, how does this work with mechs that aren't tagged, i.e. from non-supported mods? Is there still a chance these may spawn or do the new LanceDefs replace the old system completely?

Once I get this posted, it should eliminate the SLDF / Royals from appearing in random missions, but they would still appear in the missions DC added. Make sense?

Can't wait for the update, then! :)

LOL - yes, I take far too many days off as it is ;) But @LadyAlekto and the RT puts me to shame!

I guess some people don't need to sleep. ;)
 
@XTRMNTR2K - A non-tagged MechDef or VehicleDef could be called if it meets the requirements or doesn't have the exclusions.

So, if the following is called:
"unitTagSet" : {
"items" : [ "unit_light", "unit_mech", "unit_lance_assassin"],
"tagSetSourceFile" : "Tags/UnitTags"
},
"excludedUnitTagSet" : {
"items" : ["unit_noncombatant", "unit_urbie", "unit_very_rare_{CUR_TEAM.faction}", "unit_ext_rare_{CUR_TEAM.faction}", "unit_none_{CUR_TEAM.faction}", "unit_hero_{CUR_TEAM.faction}", "unit_LosTech", "unit_era_2750", "unit_era_2900", "unit_clan"

This could still pull any light mech that has Assassin as the lance type -AND- doesn't have urbie, noncombatant on it

I could add a tag at the top that requires "mod_rarity" (or something) then it would only pull from the tags in this mod. Currently I refrained from doing that to avoid frustrating people that are trying to add other mods and aren't as savvy.

But, if the greater group would like to see something like that, it can be added easily enough.

I guess some people don't need to sleep. ;)
I seem to recall a certain mod with your name on it - speaking of no sleep ;)
 
Last edited:
Test version 1.3.2b (I guess this really is the Royal variant - LOL)

This should take care of most of the random 2750/2900 era stuff from appearing unless called for in a specific mission.

There is an example contract that overwrites one of the original contracts but then points to the new "transport" lance defs. This allows the variant MobileHQs to appear.

I will be adding another example later ;)

This mod includes tags for:
  • HBS Vanilla - all 'Mechs and Vehicles in base game
  • HBS Flashpoint - Cyclops, Crab, Hatchetman
  • @bloodydoves - Annihilator, Archer, Assassin, Champion, Flea, Nightstar, Rifleman
  • @Colo - Javelin, Mauler (Linesman), Raven, Vulcan, Wolfhound
  • @GentlePayload - Bushwacker (Jayhawker)
  • @SolahmaJoe - Charger, Marauder, PhoenixHawk, Warhammer
  • JK Variants - all 'Mechs and Vehicles in JK Variants (other than the heroes)
  • @Dialcaliper - the SLDF Royals 'Mechs
Please let me know if you run into anything strange!
 

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Test version 1.3.2b (I guess this really is the Royal variant - LOL)

This should take care of most of the random 2750/2900 era stuff from appearing unless called for in a specific mission.

There is an example contract that overwrites one of the original contracts but then points to the new "transport" lance defs. This allows the variant MobileHQs to appear.

I will be adding another example later ;)

This mod includes tags for:
  • HBS Vanilla - all 'Mechs and Vehicles in base game
  • HBS Flashpoint - Cyclops, Crab, Hatchetman
  • @bloodydoves - Annihilator, Archer, Assassin, Champion, Flea, Nightstar, Rifleman
  • @Colo - Javelin, Mauler (Linesman), Raven, Vulcan, Wolfhound
  • @GentlePayload - Bushwacker (Jayhawker)
  • @SolahmaJoe - Charger, Marauder, PhoenixHawk, Warhammer
  • JK Variants - all 'Mechs and Vehicles in JK Variants (other than the heroes)
  • @Dialcaliper - the SLDF Royals 'Mechs
Please let me know if you run into anything strange!
Looking forward to working with this :)

I think you still have VIP in there that is left off your list
 
Looking forward to working with this :)

Give it a test spin and let me know if it works - right now the SLDF rarity levels are still all Very_Rare - but I am getting that fixed before pushing it out on Nexus.

At least it should stop the accidental bleedover.
 
Question for the group (do we have poll functions??)

Currently the mod is created in such a way that if you add in new 'Mechs/Vehicles, they will not be blocked from the game - they will, in effect, be viable options for anything that calls their tags.

Option 1 : Currently if the game calls for a Light / Mech / Scout : but it excludes Rare / Very Rare / Ext Rare / None / Hero - it will treat everything as an equal chance. So you would have a shot of pulling ANY Common / Uncommon (by that faction) or non-tagged Light / Mech / Scout. As another example, for a Light / Mech / Scout excluding Common / None / Hero (for a Solo mission) you would have a chance of pulling ANYUncommon / Rare / Very Rare / Ext Rare or non-tagged Light / Mech / Scout. Essentially, ALL the untagged stuff will always be a viable choice right now.

Option 2 : If we add in a "mod" tag ("unit_rarityMod" or something), that tag could be added to every LanceDef as required - this would mean that only stuff that had ALL the tags would have a chance to be picked. If you added a new mod from @bloodydoves for his kitbashed Valkyrie, they would not appear until tag files were created.

Option 3: The last choice would be something in the middle. If we added the "mod" tag to required for 1/2 or 3/4 of the LanceDef calls, then you would have that amount of each lance chosen from the Rarity Tables only (like Option 2), while the remaining units would be pulled from everything viable (like Option 1).

Thoughts?
 
Question for the group (do we have poll functions??)

Currently the mod is created in such a way that if you add in new 'Mechs/Vehicles, they will not be blocked from the game - they will, in effect, be viable options for anything that calls their tags.

Option 1 : Currently if the game calls for a Light / Mech / Scout : but it excludes Rare / Very Rare / Ext Rare / None / Hero - it will treat everything as an equal chance. So you would have a shot of pulling ANY Common / Uncommon (by that faction) or non-tagged Light / Mech / Scout. As another example, for a Light / Mech / Scout excluding Common / None / Hero (for a Solo mission) you would have a chance of pulling ANYUncommon / Rare / Very Rare / Ext Rare or non-tagged Light / Mech / Scout. Essentially, ALL the untagged stuff will always be a viable choice right now.

Option 2 : If we add in a "mod" tag ("unit_rarityMod" or something), that tag could be added to every LanceDef as required - this would mean that only stuff that had ALL the tags would have a chance to be picked. If you added a new mod from @bloodydoves for his kitbashed Valkyrie, they would not appear until tag files were created.

Option 3: The last choice would be something in the middle. If we added the "mod" tag to required for 1/2 or 3/4 of the LanceDef calls, then you would have that amount of each lance chosen from the Rarity Tables only (like Option 2), while the remaining units would be pulled from everything viable (like Option 1).

Thoughts?

A simple way to think of it is that without some sort of restriction, any mech not included in the mod will effectively be treated as “common” for every faction, where almost everything covered by the mod is at most “common” with a few factions.

In other words, any “outside” mech someone wants to add will automatically become the most common mech encountered everywhere. That’s a definite minus for anyone adding mechs because they are looking to add more variety to the game (they’ll end up with less variety)

That said, it’s also too restrictive to exclude any other mech mod that doesn’t include the appropriate tags.

I vote option 3.

One side note is that as long as @JustinKase is okay with it, anyone who wants who wants to could add the add tags to their custom mech files, and it would automatically play nice with his mod.