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Prussian Havoc

PDXCON 2019 ~ MechWarrior of the Year
58 Badges
May 12, 2017
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forum.paradoxplaza.com
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In less than 2-days BATTLETECH will have Official Mod Support!

What Mod will you try first?

For me, I will look to add @Amechwarrior ‘s “Better AI ” (from GitHub) as my first Mod-Supported Mod.

...Better AI is a ModTek mod that improves the enemy AI and acts similar to a human player. The AI can reserve, will use cover/terrain more intelligently and utilize the dynamic roles to a greater extent. The AI will pose a greater challenge than stock, but not insurmountable in our experience. I've done my best to make the AI as tactically proficient as I can. It should make less dumb moves overall. I'm always looking for suggestions on how to make it better, please post your opinions in this thread...

...AI MOODS

The five moods are:

  • Aggressive
  • Defensive
  • Sensor Lock
  • Undefined
  • Ruthless (1.1 addition)
...

Dynamic Roles, AI Moods, an AI that can Reserve... sign me up! And very soon I’ll being doing just that. :bow:


How about you?

What Mod are you looking to add as your very first Mod-Supported Mod?
 
I’ll be going vanilla for a while. I’m not going to have a lot of gaming time, so I’d like to have a stable experience.

Down the road, I’ll be very interested in mods. The AI mod would be high on my list.

Something that adds more OpFor variety would be awesome. I don’t know if it is possible, but I’d love to see hardpoint compatible variants like the JR7-F Jenner added as a different opponent while keeping it on the JR7-D chassis so that there isn’t too much chassis proliferation while having more opponent variety.
 
Definitely the AIM - Attack Improvement Mod. It has a lot of settings but I use mostly it for configuring the line of sight thickness when choosing between multiple targets (for example a dotted line with a different color for indirect fire), the preview movement dots (color/thickness), to show the real Base Chance to hit, accurate heat info, logging all attacks in detail into an easy to read text file, ... That's for the info only settings, beyond that I also disable roll correction and enable % to hit steps, so all stat increases matter. And it doesn't alter the savegames, so you can disable the mod (or if it breaks) and play as normal, and sometimes I play with global clustering together with a global multiplier adjusted multiplier (to compensate the increase of the chance to hit a location) for making aiming at specific locations more natural (if you aim at the head you should get increased chances for the torsos, for example, which is not the case in vanilla). All can be configured in an easy to read json file with labeled settings.

At the very list, if you don't want to alter any of the game mechanics the UI improvements are very nice and if a new version of the game breaks it you can just play without it until it gets updated.
 
AIM is definitely a great Mod. : )

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I’ll be going vanilla for a while. I’m not going to have a lot of gaming time, so I’d like to have a stable experience.

Down the road, I’ll be very interested in mods. The AI mod would be high on my list.

Something that adds more OpFor variety would be awesome. I don’t know if it is possible, but I’d love to see hardpoint compatible variants like the JR7-F Jenner added as a different opponent while keeping it on the JR7-D chassis so that there isn’t too much chassis proliferation while having more opponent variety.
Most total conversion mods are extremely stable. BattleTech Extended 3025 is a great mod if you want to balance the vanilla game with the vastly superior depth that total conversions like Roguetech offer.
 
In less than 2-days BATTLETECH will have Official Mod Support!

What Mod will you try first?

For me, I will look to add @Amechwarrior ‘s “Better AI ” (from GitHub) as my first Mod-Supported Mod.



Dynamic Roles, AI Moods, an AI that can Reserve... sign me up! And very soon I’ll being doing just that. :bow:


How about you?

What Mod are you looking to add as your very first Mod-Supported Mod?
you think it will be compatible at launch? or take a while?
 
you think it will be compatible at launch? or take a while?
In the run up to officially supporting Mods, HBS has worked closely with a number of the fabulous folks in our Modding Community. As a result some Mods may be available sooner rather than later. I do not know if Amechwarrior was one of those HBS worked with, or when he might have the time and opportunity to make Better AI available. But I am a fan of his work and will be waiting in the wings for whenever Better AI is available for use with Version 1.8 :bow:
 
In the run up to officially supporting Mods, HBS has worked closely with a number of the fabulous folks in our Modding Community. As a result some Mods may be available sooner rather than later. I do not know if Amechwarrior was one of those HBS worked with, or when he might have the time and opportunity to make Better AI available. But I am a fan of his work and will be waiting in the wings for whenever Better AI is available for use with Version 1.8 :bow:
nice!
 
Hmm...I would have to check as I haven't done many mods at all yet.
I did install the basic panic system early when that came out, but haven't done much else beyond that yet.
I do really need to try out the extended 3025 or Rogue Tech shortly after they're available for download.
 
In the run up to officially supporting Mods, HBS has worked closely with a number of the fabulous folks in our Modding Community. As a result some Mods may be available sooner rather than later. I do not know if Amechwarrior was one of those HBS worked with, or when he might have the time and opportunity to make Better AI available. But I am a fan of his work and will be waiting in the wings for whenever Better AI is available for use with Version 1.8 :bow:
From what they've said, I gather that the design of the official mod support is specifically intended to allow existing mods to be run as-is. Which makes sense, with there being only one format that has essentially been standardized for them. There may be some incompatibilities due to the change, but I would expect that to be the exception rather than the rule.

To answer your original question... I'll be making sure my personal mods are working and most likely publishing them on my GitHub page. First priority will likely be the one that brings all movement speeds to a flat 30 meters per tabletop movement point and brings jump jets down to 30 meters per as well. The priority comes mostly from the fact that it's the only one that needs to change DLC mechs and therefore isn't working with the current system... so I'm hopeful that all will be well with the new infrastructure.
 
for me its a toss up between Hyades Rim and BT3025 EXT CE.
abnd hopefully add in all the little mods that add something a bit extra i enjoy.
 
I personally really liked BEX and am curious what it will look like after Heavy Metal as it included many of the mechs in HM including the Phoenix Hawk and Annihilator. I will probably install the AIM mod sooner than later though. And probably navigation computer and cfixes if they're available.
 
I'll be sticking with my own personal mods at least for my first few careers.

First I added some new contracts that are designed as high skull missions for lighter mechs. That means that the OPFOR consists of lights and mediums and the player has tonnage restrictions. So it's lighter mechs with elite pilots on both sides with difficulty appropriate rewards. This gives me a reason to both keep and deploy a lance of lights and a lance of mediums right till the end of my career.

Additionally in order to add more variety to the OPFOR I've added more mechs. Unfortunately most of those added by mods stray too far from HBS's art style for my tastes so I've added variants of existing mechs instead. So far I've got a Commando-Mongoose, Javelin-Valkyrie, Firestarter-Wolfhound, Cicada-Clint, Vindicator-Wyvern, Kintaro-Dervish, Quickdraw-Ostol, Dragon-Champion, Stalker-Longbow, Cyclops-Linesman/Mauler, King Crab-Nightstar and Atlas-MaruderII. When Heavy Metal drops I'm going to try to add an Assassin-Whitworth and Vulcan-HermesII.
 
I've been using Amechwarrior's 'Better AI' mod pretty much from when it came out and wouldn't want to play with out it. Letting the AI reserve and act intelligently makes a world of distance. No more clubbing baby seals with reserve abuse.

I'll be waiting for this to be working before I fire up after the Heavy Metal goes live.

Concerning mod stability, I've never had an issue when the mods were not officially supported so hopefully HBS did not break anything by making mods supported.