• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
- I do agree that the 1.1 M Las heat nerf seems like a good idea, as if I understand the math right it still leaves it as one of the most efficient weapons in the game for weight & heat.

- I think this mod's heat for the ER L Las is a bit to high. +8 heat for the range bump seem to be too much. It's only +2 and +3 for the Small & Medium versions. Would only +4 Heat over a regular L laser be too powerful?


Also this may be crazy sounding, but I like the idea of giving the lasers *really tiny* amounts of Stability damage so that they interact with the stability system at all. Like 1/2/4 Stab for S/M/L Las for example. Maybe double that for Pulses (which would still be far inferior to their AC equivalents for Stability) as a further side buff for Pulses, which also fits the Lore descriptions of how they work (they evaporate more area/weight per blast which is why they do higher damage).

It just feels a bit weird to have a Mech go unstable from my Melee mech's hit, and then evaporate literally multiple tons of armor/structure/components off it with a fair sized Laser volley from a ranged mech and it doesn't even need to make a pilot check or anything to fall over.
 
- I do agree that the 1.1 M Las heat nerf seems like a good idea, as if I understand the math right it still leaves it as one of the most efficient weapons in the game for weight & heat.

- I think this mod's heat for the ER L Las is a bit to high. +8 heat for the range bump seem to be too much. It's only +2 and +3 for the Small & Medium versions. Would only +4 Heat over a regular L laser be too powerful?


Also this may be crazy sounding, but I like the idea of giving the lasers *really tiny* amounts of Stability damage so that they interact with the stability system at all. Like 1/2/4 Stab for S/M/L Las for example. Maybe double that for Pulses (which would still be far inferior to their AC equivalents for Stability) as a further side buff for Pulses, which also fits the Lore descriptions of how they work (they evaporate more area/weight per blast which is why they do higher damage).

It just feels a bit weird to have a Mech go unstable from my Melee mech's hit, and then evaporate literally multiple tons of armor/structure/components off it with a fair sized Laser volley from a ranged mech and it doesn't even need to make a pilot check or anything to fall over.

28 heat actually might work well for the ERLL.... I'll think about it and run the #s
 
Have a few tweaks to make (will probably take the ML heat increase from vanilla...also might drop AC heat a bit as well as the ERLL). I also need to fix the star league shop rarity and make sure everything still works with 1.1... Hope to put something out before I leave on vacation later this week
 
Have a few tweaks to make (will probably take the ML heat increase from vanilla...also might drop AC heat a bit as well as the ERLL). I also need to fix the star league shop rarity and make sure everything still works with 1.1... Hope to put something out before I leave on vacation later this week
Is your life just one perpetual vacation now? Isn't that, like, 3 in a month? Do you even work anymore? ;)

In my Mod Pack I have changed the Star League rarity as well. I assume you mean for LosTech. Anyways, what I did was a "dirty" fix. All non-LosTech multiplied by 10 and LosTech set to 1. Since I've exposed the math I know this works for making it very rare. These values could use refinement if you wanted to play with them as I just made a pass to make sure they stopped showing up every damned time. Oh, same thing with Black Markets, too.
 
I have found the code so now I can give an exact answer for weights in shops.

  1. It does work as hypothesized. Only weights matter as defined in the shop files.
  2. It creates a sum of all of the weight values for these items.
  3. Then, for each special that the shop is allowed (as defined by its max specials value), it generates a new item. It queries the item list in order and checks to see if that item gets added.
  4. The algorithm for this is simple, yet subtle in its ordering preference. It always starts from the top of the list and works its way down. It follows this logic:
It takes the summed value of all of the weights in the shop file. It generates a random number from 0-1 and multiplies it times this total value of weights.

It then looks at the list in order. For each item, it takes its weight value and sees if it is larger than these randomized value from all of the weights. If it is, the item gets added to the shop. If the item is already there, it just adds more of the same item based upon its "count" value. If the weight is lower than the randomized value, it adds that items weight value to the next item in line and checks if this new weight value hits the threshold. If it does, it gets added to the shop. If not, it continues adding this weight value until an item is added...

It continues to do adding over and over until it reaches the limit of allowed specials. It always starts over from the top of the list every time.

The MAJOR take away from this is that the adding of items is percentage based with an order dependence. The items at the top off the list will always be more favored than lower on the list.
 
By the way, when my commando lost its arm with the +melee damage actuator installed I was VERY sad. So, one of your upgrade changes has been quite good for me.
 
Do Gauss Rifles really have +1 accuracy? I see that listed in your spreadsheet for 1.1. Didn't realize that if it's true!
 
yes - that's the same as vanilla IIRC
I figured as much. Would have been really odd for you to add that.

By the way, I have the +2 penalty for jumping included! :)
 
Changelog for 2.4:

Switched AI to use AI from dz Consolidated Company Commander
Permanent evasion switched to dz Permanent Evasion by movement
- Ace Pilot gives one Permanent evasion
- Permanent pips at the following movement breakpoints
- 140: 1
- 165: 2
- 190: 3
- 210: 4

Clustering set to 1/1/1

To hit light/medium/heavy/assault mech to 0/1/2/3 from 1/2/3/4

To hit light/medium/heavy/assault vehicle to 0/0/1/2 from 0/1/2/3

AC/2: +5 ammo per ton, -1 heat
AC/5: +5 ammo per ton, -2 heat
AC/10: +2 ammo per ton, -3 heat
AC/20: +1 ammo per ton, -4 heat
LRMs: Accuracy -1 for all
ML: +2 heat
SL: +1 heat
ER PPC: -5 heat
ERLL: -2 heat
LPL: -2 heat
ERSL: -2 heat
SPL: -2 heat

Fixed Commando and Spider Max head armor

Adjusted rarity of lostech in stores
 
Oh man, you didn't trim out all the extra bits in the .jsons. I revoke my proposal. ;)
 
I am now invoking a mod order. Congrats, your mod gets to be #1. ;) You now will no longer conflict with my mod. Heh.
 
Oh, I don't think your LosTech values are working as intended. You still have Double Heat Sinks, for example, at 0 rarity. That means they always show up. Is that your intent? Lower rarity is more rare, except for 0.
 
Oh, I don't think your LosTech values are working as intended. You still have Double Heat Sinks, for example, at 0 rarity. That means they always show up. Is that your intent? Lower rarity is more rare, except for 0.

I thought only the shop files mattered? Do I also need to adjust the rarity some on the item itself? FWIW I've never seen a double heat sink in a shop (but I have seem gauss rifles, pulse lasers, etc)
 
I thought only the shop files mattered? Do I also need to adjust the rarity some on the item itself? FWIW I've never seen a double heat sink in a shop (but I have seem gauss rifles, pulse lasers, etc)
Oh, of course. That rarity value is called for salvage not for store...
 
I just uncovered an unfortunate bug in your Mod. HBS changed their instability penalties from a 1-100 scale to a 0-1.0 scale in the last patch. Since you use the entire .json you are overwriting that in combat.json and your old values are causing an issue. Specifically,this:

Code:
"PilotingConstants":
    {
        "LocationDestroyedPermanentStabilityLoss": 0.2,
        "OnlyPermanentLossFromLegs": true,
        "SideTorsoBlackRelativeInstability": 0.0,
        "CenterTorsoYellowRelativeInstability": 0.0,
        "ArmBlackRelativeInstability": 0.0,
        "LegDamageRelativeInstability": 0.0,
        "InstabilityReductionLight": -1.0,
        "InstabilityReductionMedium": -1.2,
        "InstabilityReductionHeavy": -1.4,
        "InstabilityReductionAssault": -1.6,
        "InjuryFromSideTorsoDestruction": true,
        "InjuryFromAmmoExplosion": true,

It's functionality is to basically make mechs with a lost leg have 100% instability.
 
The two non-stock flamer models have an ammo count of 16 but the default stock has an ammo count of 6, seems like somebody forgot to add a 1 to the stock ammo :p or is it intended? Actually with the newest update it's down to 4, which is the vanilla ammo count I think
 
Since this seems to be main balance mod discussion going on.
What do you guys think about changing the upgraded weapons types instead of ++ to +- weapons.
Add a value but also subtract a value where

+5 Dmg = +10 Stab = +25%crit = +2 acc = -3 Heat

examples
Donal PPC = +5 Dmg and -2 acc or +3 heat (instead of just +5 Dmg alone)
Federated AC20 = +25%crit, -5 Dmg
something like that
 
I've always thought this was a cool idea. I do like that aspect of Gen's weapons diversity mod. It is a lot more work, though, depending on how me987654 decides to implement it.