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Cyttorak001

Lt. General
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Feb 22, 2018
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The SimGameConstants file contains the identity of the player's starting 'Mech (Blackjack) as well as the rest of the starting 'Mechs and pilot roster. I've seen a couple of mods that changed the starting 'Mechs, and one that altered the starting pilots a little, but nothing stand-alone that randomized starting conditions.

I would like to randomly roll the player's starting 'Mechs based on their faction (or the background tags of their pilots). I imagine it would go something like this:

1) roll a roster of 4 random pilots with associated background tags, based off of how hiring halls generate their rosters. Total skill points would be somewhere between 10 and 12 for each, and these pilots would replace the starting pilots in the SimGameConstants file.
2) using the background tags of these pilots, roll a random 'Mech for each. There would be two versions of the mod, one for normal difficulty and another for hard (starting roster would be one medium, the rest lights). This would use more canon frequency charts like Xotl's work, or my derivatives thereof:
RAT_LtMd.jpg

RAT_HvAs.jpg

2a) The normal version would have a BJ-1, two random light 'Mechs, and two random mediums out of CDA,SDH, WVR, GRF (and including VND for Capellan pilots). All frequency weights would be pulled from the charts above.
2b) The hard version would have a BJ-1 and 4 light 'Mechs.
2c) Note that all versions have the player starting 'Mech as a Blackjack: it's the perfect starting 'Mech for all players faction-wise, since it is a 'Mech that's common across all factions in canon.

I would do it myself, but the process the game uses to generate random pilots isn't very clear to me, nor is the proper syntax to include random rolls in the SimGameConstants file (if it's possible at all).

I think this would be a great mod though.
 
Last edited:
*edit*

I just realized that rolling starting 'Mechs based off of pilot tags assumes they came to the merc company with their own equipment. It's also possible (and probably easier) to just roll 'Mechs off of the Merc/Periphery random tables above, which assumes that the 'Mechs were actually provided by the player's company. Or, maybe another version of the same mod could be written for this, and the player chooses which one he wants to install.
 
*update*

There already exists a mod that does most of this, it just wasn't very well publicized: RandomCampaignStart, by Mpstark:
[Mod Edit: unapproved link, No Github please]

The original file is good, but I made some personal changes:
1) No ronin (higher-level) pilots. Instead, you get 8 randomly generated pilots, like what you would see in the hiring halls. Since the frequency of generation is heavily skewed towards lower-level pilots, 8 should give you enough for a starting roster. You just have to go through and fire the ones that are "too good" (or don't).
2) I changed the list of possible 'Mechs to match the Mercenary/Periphery table above.
2a) If there were a way to weight each entry, then this mod would be almost canonically perfect. But as it stands now, all 'Mechs in the list must receive equal weight. I don't have the chops to open up the .dll file and edit it, and I don't know what commands I could use to weight the list anyway.

Here is my altered text for the "mod" file:
{
"Name": "RandomCampaignStart",
"DLL": "RandomCampaignStart.dll",

"Settings": {
"RemoveAncestralMech": false,
"NumberRandomRonin": 0,
"NumberProceduralPilots": 8,

"NumberLightMechs": 3,
"NumberMediumMechs": 1,
"LightMechsPossible": [
"mechdef_locust_LCT-1V",
"mechdef_spider_SDR-5V",
"mechdef_urbanmech_UM-R60",
"mechdef_firestarter_FS9-H",
],
"MediumMechsPossible": [
"mechdef_cicada_CDA-2A",
"mechdef_blackjack_BJ-1",
"mechdef_centurion_CN9-A",
"mechdef_hunchback_HBK-4G",
"mechdef_hunchback_HBK-4P",
"mechdef_trebuchet_TBT-5N",
"mechdef_griffin_GRF-1N",
"mechdef_shadowhawk_SHD-2H",
"mechdef_wolverine_WVR-6R"
]
}
}

*edit*
P.S. this is already confirmed to work. My first play with it got about 5 pilots with 10-12 skill points, and the 'Mechs were: BJ-1, CN9-A, UM-R60, FS9-H, LCT-1V.
 
Last edited by a moderator:
*update*

There already exists a mod that does most of this, it just wasn't very well publicized: RandomCampaignStart, by Mpstark:
[Mod Edit: unapproved link, No Github please]

The original file is good, but I made some personal changes:
1) No ronin (higher-level) pilots. Instead, you get 8 randomly generated pilots, like what you would see in the hiring halls. Since the frequency of generation is heavily skewed towards lower-level pilots, 8 should give you enough for a starting roster. You just have to go through and fire the ones that are "too good" (or don't).
2) I changed the list of possible 'Mechs to match the Mercenary/Periphery table above.
2a) If there were a way to weight each entry, then this mod would be almost canonically perfect. But as it stands now, all 'Mechs in the list must receive equal weight. I don't have the chops to open up the .dll file and edit it, and I don't know what commands I could use to weight the list anyway.

Here is my altered text for the "mod" file:

*edit*
P.S. this is already confirmed to work. My first play with it got about 5 pilots with 10-12 skill points, and the 'Mechs were: BJ-1, CN9-A, UM-R60, FS9-H, LCT-1V.
This really needs to be posted on the Nexus mod database. Great addition.
 
We can't post GitHub links here? Huh.