@Amechwarrior I'm using your better AI mod, but would also like to use your permanent evasion. I put in in my mods folder and unzipped, but that didn't seem to work. Am I missing something?
Best,
Mad
Best,
Mad
@Amechwarrior I'm using your better AI mod, but would also like to use your permanent evasion. I put in in my mods folder and unzipped, but that didn't seem to work. Am I missing something?
Best,
Mad
@unclecid I did release a Gauss Cyclops pretty much right after Flashpoint release on Nexus. Currently working on an update to HCD and then moving on towards a joint venture project including Amechwarriors AI.
Or for those of us that are sufficiently geeky, just run "git pull".Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.4.0 in to the BATTLETECH\Mods folder.
Y'know... setting CanAIBeInspired to true would be more drastic, but would also be appropriate for the same reasons as the crit chance. Assuming it actually works as expected... I think I'm going to go ahead and turn it on for my games and see what happens.
- "AICritChanceBaseMultiplier": 1.0 from Stock = 0.2 - AI has same Crit Chance as Player
I've been debating that too. Setting that level to let the AI use it right was a pain in the beta and I've just back-burnered it. Let me know how the balance feels, I think it would need tuning from PvP "equal rates" due to the fewer targets the AI has to deal with and the quicker losses it suffers.Y'know... setting CanAIBeInspired to true would be more drastic, but would also be appropriate for the same reasons as the crit chance. Assuming it actually works as expected... I think I'm going to go ahead and turn it on for my games and see what happens.
Based on the settings in the FuryConstants section (where it is already on and which is presumably Skirmish-only), I'll also try setting InspirationAccelerationMultiplier to 1.0 (it is 0.5 in the FuryConstants section, but that's most likely still a nerf).
Hmm... that's a good point. I'm thinking it may be mitigated or even eliminated as a concern by the specific events that trigger morale gain... I'm only rarely going to have a mech destroyed, after all. And really, Morale in the campaign is gained when bad things happen to the enemy and tends to help the side that's already winning. If that isn't me, maybe it's good to have another reason to back off and fight another day. While in skirmish mode the number of mechs is even and Fury is gained when bad things happen to friendly units and is intended to help the side that's losing.I've been debating that too. Setting that level to let the AI use it right was a pain in the beta and I've just back-burnered it. Let me know how the balance feels, I think it would need tuning from PvP "equal rates" due to the fewer targets the AI has to deal with and the quicker losses it suffers.
I got no idea on that one. You'd have to see if AIM or whatever is cutting in to the base code at a fundamental level to affect both AI and player. But as for json values, shouldn't be too many things, % hit for overheat and conservative shots come to mind.Hmm... that's a good point. I'm thinking it may be mitigated or even eliminated as a concern by the specific events that trigger morale gain... I'm only rarely going to have a mech destroyed, after all. And really, Morale in the campaign is gained when bad things happen to the enemy and tends to help the side that's already winning. If that isn't me, maybe it's good to have another reason to back off and fight another day. While in skirmish mode the number of mechs is even and Fury is gained when bad things happen to friendly units and is intended to help the side that's losing.
Another unrelated thing that has occurred to me... I've started using a few of the DLL mods that are out there and one of my high priority mods is True RNG Hit Rolls to turn off roll correction (aka roll corruption) and streak-breaking (aka statistics n00b nerf).
The thing is, the AI is using specific odds cutoffs in places, right?
If it does, it almost certainly uses the stated percentage rather than the real percentage... so how bad is the tuning going to be off with those two mods being used together?
Yeah, OK.I got no idea on that one. You'd have to see if AIM or whatever is cutting in to the base code at a fundamental level to affect both AI and player. But as for json values, shouldn't be too many things, % hit for overheat and conservative shots come to mind.