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Dr. Banzai

Second Lieutenant
7 Badges
Apr 9, 2018
143
7
  • BATTLETECH
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Howdy Folks,

I just uploaded a mod on Nexus called Dr. Banzais Helm Core Dawning.

The intention of this mod is to simulate the reemerging of LosTech due to the Helm Memory Core discovery.
For this purpose the mod adds mech and vehicle versions refit with LosTech equipment.
For balance reasions the core game lance compositions have been adjusted.


Now what it does in detail is this:

Adds Mech and vehicles versions refit with a varying degree of Star League equipment for all units in the game. Now also incorporates SolahmaJoes fantastic HotD mod along with LosTech versions of his original designs.

Note: This does not add new mechs but makes the existing models spawn with upgraded equipment. Since mechparts are based on Mechdefinitions rather
than chassis definitions I recommend the additional usage of Morphyums Adjusted Mech Assembly mod once it has been updated to the HBS Flashpoint release.


- Adds or unlocks ( Urbie! ) a couple of Mechs based on existing versions.
BNC-3S
WVR-6M
TBT-5S
STK-4P
STK-3H
UM-R60
BB-1DB
CN9-AH
DRG-1G
MAD-3D
MAD-3L
MAD-3R
MAD-3M
MAD-4A
PHX-1
PHX-1D
PHX-1K
WHM-6D
WHM-6K
WHM-6L
WHM-6R

Note: I recommend using Janxious Mech and Vehicle Resizer mod to resize the Marauder models as originally suggested by SolahmaJoe. I offer his 0.5.0 version including the Marauder settings under additional files.
I also offer a AddOn to Bloodydoves Annihilator mod. His base mod is required for the AddOn to work.


- Redefines lance and AI roles of ingame mechs.
Implements a maximum of 1 LosTech unit per lance.
Some roles are just poorly defined in the core game and make for unchallenging encounters. E.g. Victors being treated as tanks or Banshees as assassins. Those have been adjusted to create more challenging encounters since the game will now spawn more dangerous mechs while benching the awfull ones more often.
Also overhauled fire, support, cavalry and scout lacnes to contain more defined mech selections e.g. made all cavalry lance mechs jump capable and increased the number of indirect fire units in support lances.


- Installation (requires ModTek) : simply unzip the content of the downloaded file archive into your Mods folder. I reccomend the additional installation of cFixes, a community driven mod with general fixes to current HBS releases.

- Credits:
I'd like to credit Janxious for maintaining the ModTek and BTML files as well as the MechResizer mod. His work allows for structured modding without overwriting the base game files, making all this possible in the first place.
Another shout out to JustinKaseToo on who's original work I based some of my upgraded designs on.
A HUGE thank you to SolahmaJoe for allowing me to incorporate his HotD mod.
Another shoutout to Bloodydove for allowing me to build up on his Annihilator mod.


Cheers,
Dr. Banzai
 
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sounds great....i have been hoping for someone to do a mod that adds refound tech to existing meks.
two questions....
the meks that you list there....(excluding the urbie) i already have via JKs variants...will you mod override those or will it consider them different?\

also....redefining lance and AI roles...does that conflict with Amechwrriors Better AI mod?
 
the meks that you list there....(excluding the urbie) i already have via JKs variants...will you mod override those or will it consider them different?\

also....redefining lance and AI roles...does that conflict with Amechwrriors Better AI mod?
On mechs: It all depends on the specific IDs in the files. Will take a look.

On AI: My changes are in the mechdefs, they should be compatible to amechwarriors AI changes which generally are in the behavior variables. But again, will need to take a detailed look.
 
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ok...well i will most likely give it a go tomorrow.
i am always looking for more mods to enhance the game am currently running 25 mods without issue.
will let ya know if i break anything.:D
 
sounds great....i have been hoping for someone to do a mod that adds refound tech to existing meks.
two questions....
the meks that you list there....(excluding the urbie) i already have via JKs variants...will you mod override those or will it consider them different?\

also....redefining lance and AI roles...does that conflict with Amechwrriors Better AI mod?

On mechs: It all depends on the specific IDs in the files. Will take a look.

On AI: My changes are in the mechdefs, they should be compatible to amechwarriors AI changes which generally are in the behavior variables. But again, will need to take a detailed look.

Shouldn't be an issue.

While we differ on making the AWS-8Q a Brawler (my edit) or Sniper (His/Stock) and the LCT-1M as either Scout or Sniper, his adding the other tags in general is needed for the overall fix to the tags those files are missing anyway.

Really, any load order would work and you'd only see some slightly different behaviors on default roles for AWS-8Q and LCT-1M, but I'd make his load after mine as it opens a greater variety in lance generation with proper tags.

He doesn't touch the behaviorVariables, so the bulk of my mod won't conflict at all.

Overall this looks good. I know someone on the discords is working on a mod to the Lancedef generations that would pair beautifully with this mod and my own. All three together would make a very powerful opposition.
 
sounds great....i have been hoping for someone to do a mod that adds refound tech to existing meks.
two questions....
the meks that you list there....(excluding the urbie) i already have via JKs variants...will you mod override those or will it consider them different?\

also....redefining lance and AI roles...does that conflict with Amechwrriors Better AI mod?

On mechs: It all depends on the specific IDs in the files. Will take a look.

On AI: My changes are in the mechdefs, they should be compatible to amechwarriors AI changes which generally are in the behavior variables. But again, will need to take a detailed look.

So I did download and insert the mods you requested. game did boot up fine. was able to enter skrimish mechbay and played a campaign mission. Was able to finish it and did not encounter any errors in the logs. I hope you understand that this is as far as I'll go with testing for the time being. If anyone does encpounter a bug or issue I'll gladly investigate though.
 
so installed it and it is working with my other 25 installed mods so far with no issue.
in a mission right now on weldry right after the first priority mission there.
the opfor was lights and vees about half of which had +,++ and ER weapons.
the vees started pulling back once the meks were toast.

no bugs/issues so far.
 
so installed it and it is working with my other 25 installed mods so far with no issue.
in a mission right now on weldry right after the first priority mission there.
the opfor was lights and vees about half of which had +,++ and ER weapons.
the vees started pulling back once the meks were toast.

no bugs/issues so far.

Thank you for testing this. From the sound of it the high rarity versions are being used more commonly than I would have liked. Forgive my ignorance but it has been a while since I actually did play the campain. Most of my testing has been post campain. How far into the game is this and what exactly did you encounter?

EDIT: Doing this right I guess I will launch a new campaign myself to evaulate spawn frequency. Someone please call my wife and tell her she's a BattleTech widow yet again.

EDIT2: So I've been running a new campaign and quickly realized the base game draws from the rarity 6-8 units right from campaing start. There is no helping that so make sure you install this mod when you feel ready to face these upgraded units.
 
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@Dr. Banzai hey man no problem. i love TBS games and the modding comunities that come with.
my Civ V runs with ~300 mods and my Civ Vi about half that...i really like mods that enhance.
anyways...
that campaign i tested on is shortly after the prison break mission on weldry where you get the argo...about 3 maybe 4 mission later.
did a capture base... encountered 3 meks in first wave:
PNT with srm4++, erppc
LCT with 2x mg+ and mL+
COM with 2x srm2+ and erLL
second wave:
2 LCT one standard and one like the first two
a striker and a bulldog...standard

for me at least (555 hours played) this is my seventh playthru so i actually liked having those enhanced meks.
as you can see from my mods i am using the vehicle improvement project which has some vees in it that carry + weapons
and i am also using the battletech enhanced mod.

i thought there might be conflicts with the bt enhanced mod but everything seems kosher as a custom mek that uses modified HS i added the the BT enhanced is still correct.

suggestion....if you do fix it so that enhanced meks appear post campaign can you add an option/setting in the json so that folks like me can have them whenever they want?
 
Once 1.3 drops, I'll be curious to see if anyone can re-wire the revised store code (see Dev Diary #3) into the lance selection algorithm.

'Twould make it far easier to implement proper mech RATs.
 
Okay so after some additional testing I decided to increase the rarity spread from 6-8 to 10-20 to decrease overall spawn frequency of the upgraded designs somewhat.

Again, I'd be happy about any kind of feedback you guys can provide, especially about spawns during the campaign.
 
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...

He doesn't touch the behaviorVariables, so the bulk of my mod won't conflict at all.

Overall this looks good. I know someone on the discords is working on a mod to the Lancedef generations that would pair beautifully with this mod and my own. All three together would make a very powerful opposition.

Ive been wondering if there would be interest in a separate release featuring just the tag redefinitions. Maybe the 3 of us can even pool this together for a small modpack. What do you think?
 
Ive been wondering if there would be interest in a separate release featuring just the tag redefinitions. Maybe the 3 of us can even pool this together for a small modpack. What do you think?
Yes, I was thinking the same thing. Let's see what 1.3 drops in regards to the new 'Mechs and possibly fixed tags in addition to any other changes and let that other modder publish his initial release. Just touching the stock 'Mech tags, AI and Lancedefs would make a very environment agnostic trio able to work with nearly all other mods in whatever combination.
 
@Amechwarrior I feel this needs to be balanced against each other to some degree. When collaborating GitHub is the way to go. Let's maybe talk tonight, get a preliminary branch going.
 
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Great Mod!

It is proving to be an absolute JOY!

Did any of the Skirmish MechWarriors get tweaked?
 
@Dr. Banzai just a little fyi.
your mod causes the 'stop overpaying pilots' mod to stop working.
i think it is just a conflict since making that mod load before yours fixed the issue.
 
@unclecid: I am preparing for 1.3 atm, with one last big bundled release coming tomorrow. It will include my revised lance composition set for the AI, Amechwarriors fantastic better AI mod and the community fixes. I think the issue you reported might be solved with that release as well.

EDIT: A metric ton of real life work decended upon me and I will not be able to publish the release before 1.3 hits. I am sorry folks but hey, what's another couple of weeks in a 40 year franchise.
 
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Great Mod!

It is proving to be an absolute JOY!

Did any of the Skirmish MechWarriors get tweaked?

One could say so. The community fixes of Arclight, Showboat and Ozoone have been included and allow them for a 5th evasion pip. While more of a Bugfix than a tweak it certainly improved their performance. Go jump cavalry!
 
Hey guys,

playtesting and balancing within the campaign the presence of so many upgraded designs proved to be a balance issue from a game progression/economical point of view. I have decided to tone it down to a stock weapon only version, for both regular and Star League weapons.

Now the questin is, are you interested in a add on to that base version featuring all those +++ weapons in enemy mech designs, economics and progression be damned?