Very small change... I bumped up LRM 15 heat by 1 based on some feedback and some math![]()
Math is hard. Could we just go shopping instead?
Very small change... I bumped up LRM 15 heat by 1 based on some feedback and some math![]()
Is the BehaviorVariables folder the entirety of the AI mod?
My initial goal was to reduce the efficacy of missiles being used for called shots. Therefore, I did want them to scatter away from the main location. The modder I got this idea from completely removed any preference, but I do kinda like the missiles being able to bunch around the location they hit.Mod Suggestions:
Things that I have modded when I included this in my Mod Pack:
Not opposed to this...although I'd like to know why you think these settings are better? I mean basically you have a slightly higher chance for an adjacent location AND for a non-adjacent location. I suppose it would reduce single area damage a bit?
- Clustering of LRM to 4/3/2 - Blah, blah, blah. We've had this discussion already.
I got this idea from No Guts No Galaxy. This is what he baked in:Definition considering this - I actually almost put something like this in during my last changes. Do you know if the math is explained anywhere (how the multiplier works?)? I'd kind of like to make the change intelligently instead of just guessing.
- Hit Tables - I think it that called shots are too easy to take (from NGNG mod):
- "HitTables":
{
"CalledShotBonusMultiplier": 1.5,
This one is quite easy. Just toggle this to true in CombatGameConstants:How would I do this? Sounds very interesting
- Allow the AI to be inspired.
Very good points! The AC2 and the AC20s are the ones that need the most love.I'm hestitant to do this as the AC/10 is balanced around required 2 tons of ammo... if we up it to 10 shots I'll likely have to rebalance the damage lower. Honestly I almost never run out of ammo - although the AC/20 change actually would be nice (and maybe the AC/2). If I do it I'd probably just alter those 2 since it wouldn't impact balance.
- Ammo buff - nice QoL change especially since it is harder to hit now:
- -AC2 set at 30 (+5)
- -AC5 set at 18 (+3)
- -AC10 set at 10 (+2)
- -AC20 set to 6 (+1)
Things I don't have, but have had before or have considered adding:
Fantastic idea... if you can figure out how to do it!Not a bad idea - I'm considering looking at the to hit penalty for firing after jumping (which is probably more important).... I'll definitely consider this.
- +1 hit penalty for walking. Your mod greatly rewards moving with evasion. Provide a little incentive to not move.
I'm still tweaking with these to-hit values and the AI mod to see what "feels" right. I'll go back to your 0.75 to-hit as you say you have vetted it well and give some feedback on this with your new evasion tweaks. I was finding the indirect fire penalty to be too painful, so I actually reset it to the vanilla value of 3. If you do such a thing, I might suggest the +1/+2 for the ++ weapons as you were considering before.
Oh, I took the time to reset the AI to the values listed in the main forum thread after reading the thread at HBS. One change that I made was the Float_EvasiveToHitFloor to 35.0. I'm trying to offset the global reduced to-hit values and seeing how the AI reacts to such a change.