Thank you Brother @
XTRMNTR2K. The final solution is:
- use mech nickname if present, and append it to existing "Id" key. Potential problem - nick might not be unique, but I suppose even with such flaw my tool will be useful for your needs.
- if there is no nick I use big caliber cannon - UUID instead. And therefore, last test is required - stock Enforcer, but with AC10++, SL+++ and LL+++, no other changes.
Btw, what is that Mech Engineer you mention?
The Enforcer works. As for MechEngineer, I've attached a screenshot showing how the Mech looks in the modified ME MechLab:
What MechEngineer does is give the MechLab a complete overhaul, as well as introduce as-close-to-TT Mech building rules as possible. As you can see, a Mech by default consists of more components which can be modified and/or destroyed, with various effects depending on the component. Core destruction for instance is a way to kill a Mech even without completely destroying the CT or Head, as is cockpit destruction. Damaged/destroyed arm/leg actuators give accuracy/movement penalties, and so on.
Additional rules can also be enforced if enabled in the mod's settings file, like structure-to-armor-ratio enforcement, or no mixing of DHS and SHS.
The standard components you see like shoulder/upper arm, life support, engine cooling, etc. are added by the so-called autofixer. Arms actuators need to be limited for some Mechs that are not supposed to have hands or lower arm actuators (which is done in the chassisdef), but other than that the autofixer does its work without any additional user input needed.
Mechs with special equipment like LosTech are a slightly different matter, though. The rule-breaking vanilla SLDF Mechs are one such example, where the files need to be set up manually to prevent any errors.
In short: MechEngineer is sweet! Being able to switch engine cores and do more Mech tinkering is great.
@Lord_CoH Yes, MechEngineer is generally standalone, but also works great providing the framework for additional content and features.
