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So there can't be a lance-within-a-lance? Would be cool to have a kind of "lance leader" trait affecting decisions for the assassination missions that then swaps to LMS other lances are down. But I do know that you're working within engine's limitations ;)
I wish I could do that, maybe HBS can get to that or something like it in the 1.3/Flashpoint update. Also, if you ro @don Zappo want to check the daily test branch on the git page. I made some of those suggestions to the files and threw in a few more vulnerability adjustments. I moved the scouts fence down one hex in hopes it will be just a bit closer, from 192m to 168m as the point where going farther than that triggers the "I shouldn't be this far" weights to activate. I also want to see if a lower reserve overkill factor (from 75% to 50% hp damage) for scouts can make them take a turn when wounded vs reserving. Played one quick match with this setup for both player and AI on River Crossing:

('Mechs slotted in this order from top down to test Light reserve and turn skip triggers)

JM6-A Apex
HBK-4P Mockingbird
BL-6-KNT Sumo
COM-2D Showboat

Sumo was great at spending coolant vent to maximize firepower and Mockingbird was there to mop up on the next turn. Showboat was still able to run away once she was badly damaged and Apex did the sniper thing and basically camped their forest by the spawn hill.

I'm ending the match with some serious damage where before or on stock, I'd make it out without a unit lost and maybe only one arm missing.
 
Sure, I could push an update with the daily build. As a note to all, I currently provide no support for the HBS beta with alternate skills. I will once it goes live, but if anybody wants to try the AI branch here for that beta, I can't guarantee any compatibility with CCC.
 
Sure, I could push an update with the daily build. As a note to all, I currently provide no support for the HBS beta with alternate skills. I will once it goes live, but if anybody wants to try the AI branch here for that beta, I can't guarantee any compatibility with CCC.
To piggyback on this:
Better AI Branches -
  • Daily Test Branch will always be for the current public build.
  • Beta Abilities Branch build will get the daily test values later today.
 
I'm back again from another field exercise. I'm probably going to wait until the 1.3 update comes out to resume serious work on this. I'm sure a lot will need to be done with the ability changes and whatever else gets thrown in for the AI.
 
As an update, I've been very pleased with your current daily build.
 
I added some info to the google sheet in the OP.
  • Added chart for unit_role by weight class in the respective sheets
  • Added sheet for unit_lance with both alphabetical and weight class charts, STOCK only at this time
  • Made spaces for Flashpoint units, highlighted yellow for now
 
1.3.3 Release Hotfix for 1.3.0
Here's the link to a 1.3 compatible Better AI. [mod edit: no unaproved links, please]

I've moved all my test branch changes in to the main and added the new 1.3 variables for the ability update. The overheating trigger in stock has been brought down to the level I had it in Better AI, I moved my value to the exact stock value of 1.99 from my 1.9. should act basically the same.

As I thought, the AI has changed a lot behind the scenes. If anything, how they interpret Bulwark weights and target priority seems updated and better. I'm going to have to re-baseline this mod from scratch for a proper 1.4 release. I'll start with reserve weights and go from there, but it might take me some time.
 
Another vote for semi-permanent evasion.

Not a showstopper to make the change ourselves if you need to consolidate to a single version, especially if you include a reminder note on which value to change. IIRC it's a single number text edit.
 
i am using @don Zappo 's semi perm evasion that is based off yours.

Another vote for semi-permanent evasion.

Not a showstopper to make the change ourselves if you need to consolidate to a single version, especially if you include a reminder note on which value to change. IIRC it's a single number text edit.

Do you use them outside of DZ's CCC mod or as part of that package? I think he also changes some other variables too. I might see if he wants to just maintain his fork going forward. I'll send him a PM on discord as well.
 
i use his semi perm mod outside of CCC.

i dont use any mod paks at present as they all have some things i do not want.

though i am interested in a mod pak from you and dr banzai
 
So I'm thinking for my Ironman career mode... well, I don't particularly want the AI to be as good as possible, but I'd like to tweak a few choice parameters to make it a bit more competent. I'd like to keep it mostly stock, so focusing on high-impact changes... any recommendations?

Turning on the capability to reserve seems like the most obvious one... but I don't know what else would have similar impact.
 
So I'm thinking for my Ironman career mode... well, I don't particularly want the AI to be as good as possible, but I'd like to tweak a few choice parameters to make it a bit more competent. I'd like to keep it mostly stock, so focusing on high-impact changes... any recommendations?

Turning on the capability to reserve seems like the most obvious one... but I don't know what else would have similar impact.

Turning on reserve is going to be the single biggest thing. It's going to force withdraws when you face 2+ Lances early in the game when you need evasion as much as damage reductions. From there you could add in the unused variables to protect their weakened side with the "k" : "Float_PreferPresentingHigherArmorToHostileFactorWeight", found in the unused.json. Just paste that from unused.json in to anywhere in the middle (or end, but watch the commas) of the global.json and it set it to a non-zero value and it will be active. You could also play with the "k" : "Float_PreferInsideMeleeRangeFactorWeight", in global and add "k" : "Float_PreferNoCloserThanMinDistToHostileFactorWeight", from unused.json to keep those peaky LCT-1Ms and other LRM boats from rushing to brawl you.
 
Another vote for semi-permanent evasion.

Not a showstopper to make the change ourselves if you need to consolidate to a single version, especially if you include a reminder note on which value to change. IIRC it's a single number text edit.

i use his semi perm mod outside of CCC.

i dont use any mod paks at present as they all have some things i do not want.

though i am interested in a mod pak from you and dr banzai

I used your "Permanent Evasion Branch" mod when i wanted to play a stock-ish game. Please keep it up.

I packaged it up for release. [mod edit: no unapproved links, please.]