• 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.

Morphyum

Sergeant
68 Badges
Mar 28, 2014
61
1
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - Parklife
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Necroids
  • Europa Universalis IV
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
WarTech
BattleTech mod (using ModTek), that enables factions on the map to war each other.

Requirements
Recommended
Features
  • Factions start, end and join wars
  • Factions attack system they see as valuable
  • Doing a mission for one faction raises control for this faction
  • Planets change owners if control percentage is flipped
  • Border planets have higher difficulty
  • Contract targets depend on neighbour planets
  • If you are liked by a Faction they offer you good paying priority contracts for target planets
For detailed explanations check WarMechanics

Download
Downloads can be found on NexusMods.

Settings
- AttackPercentagePerPlayerMission - int - default 10 - How much control a successful player mission will grant the employee faction.
- excludedFactionNames - List<string> - default ["MercenaryReviewBoard","ComStar","Locals","AuriganPirates","NoFaction"] - Factions listed here will be excluded from the wars.
- PercentageForControl - int - default 30 - How much percentage of control is needed at minimum to control a planet.
- WeightOfNeighbours - int - default 1 - How important it is for Factions to conquer planets that have lots of own neighbors(prevents border gore)
- minMonthDuration - int - default 1 - The minimal Number of month a war goes before factions have a chance to surrender.
- maxMonthDuration - int - default -1 - The maximal Number of month a war goes before it ends automaticly (-1 = infinite)
- InlandPlanetDifficulty - int - default 0 - The Planet difficulty of inland planets.
- BorderPlanetDifficulty - int - default 0 - The Planet difficulty of border planets.
- priorityContactPayPercentage - float - default 2 - The multiplicator for the priority missions (normal payment * priorityContactPayPercentage )(normal salvage * priorityContactPayPercentage)
- FatiquePerLostAttack - float - default 0.5 - How much war exhaustion each faction gets for a lost background battle.
- FatiqueLostPerMonth - float - default 3 - How much war exhaustion each faction gets each month at war.
- FatiqueRecoveredPerDay - float - default 0.5 - How much war exhaustion each faction recovers each day when out of war.

Install
  • After installing BTML and ModTek, put everything into \BATTLETECH\Mods\ folder.
  • If you want different settings set it in the settings.json.
  • Start the game.
 
I haven't tried it yet, but if this works well, your mods are bringing this close to my ultimate game. Kudos man, your mods have turned a pretty darn good game into a masterpiece.
 
Looks like a very welcome change from the campaign.

Will the Opfors have a faction flavor?
 
Understood
 
This mod is great!

Look at how Laio took this planet from the Taurians!

I even got it working with the regular map and didn't have to start a new campaign!
(At the first monthly finance report it froze, but after adding the InnerSphereMap Mod it let me get past that financial report and all the factions started fighting. Then I just set that "Mod.json's enable to false so it don't load InnerSphereMap anymore.)
 
Great mod, but one thing should be improved: most of contracts require long time travels, I would like to have at leat 1-2 missions in a planet when I arrive there

Anyway amazing work! Going to play right now.
 
Sounds like great mod.
Unfortunatelly it don't work for me properly. It always crashes or freeze my game so I had to quit and restart the game.
With Version 1.0 it crash or freeze always when the Financal Report pop up. With Version 1.1 this is fixed but now the game hang up during a travel to another planet. This happens all the time sooner or later during the flight sequence.

BTModLoader.log says nothing special
Code:
BTModLoader -- 7/22/2018 12:15:28 AM
12:15:28 AM - ModTek.dll: Found and called entry point "Void Init()" in type "ModTek.ModTek"

Took 0.2951211 seconds to load mods

12:15:28 AM - WarTech.dll: Found and called entry point "Void Init(System.String, System.String)" in type "WarTech.WarTech"

ModTek.log says nothing special as well. There is no error message in any of the .log files.
 
Um...this mod sounds pretty fokin awesome. I dont care about bugs etc...that can always be fixed.

The DEVS should look at this, and maybe put it in the game.
Faction wars are the Battletech world really.

Very good mod!
 
v1.2:

ABSOLUTELY NOT SAVE COMPATIBLE DELETE BATTLETECH\ModSaves\WarTech WHEN INSTALLING
  • Factions now lose all planets they conquered, when they surrender
  • Factions now regain some exhaustion each time they conquer a planet
  • Prio contracts now load correctly from savefile
 
@Yankee Kitsune

As Co-Author of Roguetech i have absolutely no interets of it eeing able to run with RT ;-)
Jokes asside all mods i do are made to be used with RT,t hats the reason i make them, the solo releases of them are just for none RT users. We are already running a test version of this new map with RT.
 
@Yankee Kitsune

As Co-Author of Roguetech i have absolutely no interets of it eeing able to run with RT ;-)
Jokes asside all mods i do are made to be used with RT,t hats the reason i make them, the solo releases of them are just for none RT users. We are already running a test version of this new map with RT.

Ah, sorry. I'm not on the boards that much since the switch so haven't been keeping track of who's making what.
 
v1.3:
  • Factions now lose resources the more exhaustion they have
  • Factions can now enter and leave non-agression pacts
  • Factions can now settle abandonned planets
  • Factions can now take over local systems
  • Planet description is only changed to war percentgae when at a war border.
  • Fixed exhaustion going over 100%
 
anyone have any issues with wartech post 1.2?
i had no issues prior.
did a clean install of all mods
am running btml 4.2 and modtek .03.1