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1.0 Release
  • [ModTek] Better AI 1.0 Release Package [Mod Edit: no unapproved links please]

    Initial 1.0 Release
    Major changes to these behavior .jsons:
    • global/brawler - Wants to grant LoS to many enemies, deal damage and break Bulwark with melee
    • global_def - Defensive mood for all units, should be more aggressive than stock
    • sniper - Wants to stay high and out of sight for fire support, will DFA more readily if closed on
    • scout - Flanks to the sides and seeks out rear arcs, provides Sensor Lock if able
    • sensorlock - Mood sets defensive posturing when using Sensor Lock
    • vehicle - Flee from melee range, deal damage, not able to reserve by default
    • meleeonly - Amped up stock config that seeks out melee attacks
    • lastmanstanding - Will do anything to take someone down with it and moves to more defensive areas
    Role reassignments for 'Mechs:
    • AWS-8Q - Sniper changed to Brawler
    • ENF-4R - Brawler changed to Sniper
    • LCT-1M - Scout changed to Sniper
    • QKD-4G+5A - Both Brawlers changed to Scouts
    • SHD-2D - Brawler changed to Scout
    • UM-R60 - Brawler changed to Sniper
    • ZEU-6S - Brawler changed to Sniper
    For detailed .json changes see google chart below.

    Massive thanks to Mpstark for making ModTek and helping me with that side of the mod. Also, thank you to everyone who has helped provide feedback along the way here going back to beta!

    I'm still tinkering with the AI. Some goals are further scout/light mech reserve mechanics, better Sensor Lock behavior and possibly some role specific defense tweaks. I need all the feedback I can get. If you record/upload your gameplay with my mod let me know! I've only got to see it in action with one or two other players and I need more people with different play styles than my own to really run the AI through its paces.

    The AI isn't going to be as good as an average PvP match yet. It's just not there, "less dumb" has been my own way of describing it right now. But it should be significantly harder than the stock AI and make less choices that leave you thinking it's just dumb.
     
    Permanent Evasion Add-On 1.0.0
  • BetterAI-Permanent-Evasion-Add-On/releases/tag/1.0.1 [Mod edit: no unapproved links,please]

    Here's the Add-On for Better AI + Perm. Evasion. Both are needed in ModTek for dependency checks. This only edits the global.json, the only one where the pip stripping variable is declared in my mod.
     
    1.1.0 Release
  • Release 1.1.0 [mod edit: no unapproved links, please]

    UPDATE INSTRUCTIONS
    • Delete Better AI folder from your ModTek /Mods folder
    • Unzip Better AI 1.1.0 in to /Mods
    For BATTLETECH 1.1.1

    Release Notes:
    • Overheat levels rebalanced - Lets more units fire up to heat capacity with enough restraint for sensible overheat/shutdown on vulnerable targets, overall more dmg/round
    • Sensor Lock vs. firing adjusted toward fire by 5 across the board, global to 60, scout to 30 (global stock = 35)
    • Bulwark up by 5 to 75 global
    • Defensive Mood - Increased fear of heat generating dots from -0.3 to -0.6, AI was sheltering in Rad.Crystals on Lunar, lowered sprint exclusion radius to 100m and increased melee damage weight from 2 to 2.5
    • Scout - Increased base reserve by 5 to 80, increased likelihood to move less from -0.9 to -1.5
    • Vehicle - Defensive mood tuned for vehicle specific considerations
    • Lastman - Added lowered conservative shot value for more "panicked" firing
    1.1.1 w/Permanent Evasion Add-On [mod edit: no unapproved links, please]
    • Same as 1.1.0 but with pip settings to 1.0
    • 1.1.1 Removes dependency on Perm. Evasion
     
    Last edited:
    1.2.0 Release
  • RELEASE 1.2.0 [no unapproved links, please]
    For BATTLETECH 1.1.2
    • 1.1.2 - No stock .json updates in data/behaviorVariables from HBS
    UPDATE INSTRUCTIONS
    • Delete Better AI folder from your ModTek /Mods folder
    • Unzip Better AI 1.2.0 in to /Mods
    Release Notes:
    • Float_FenceRadius adjusted to increments of 24 to match dot pitch across all files
    • Global -
      • Increased protecting rear arc from -1.5 to -1.75 and -1.5 to -2.0 sprint, slightly less chance of moving where rear is exposed
      • Lowered point multiplier for rear armor counting from 15 to 10, more rear seeking attack weight
      • Increased melee multipliers from 2.5 to 3 for normal and braced targets
      • Bulwark % increased from 75% to 80%
      • Lowered opportunity fire chance from 30% to 25% (20% stock) to let AI take more opportunity shots on vulnerable, but not primary targets
      • Increased need to not be alone from -0.8 to -1.2 for slightly better chance lone unit will fall back and regroup with Lance
    • Defensive Mood -
      • Lowered overkill threshold for reserve from 90 to 80, defensive units less likely to reserve if expecting heavy fire
      • Increased Melee Damage Multi from 2.5 to 3.0
    • Last Man Standing -
      • Increased Melee Damage Multi from 3.0 to 3.5
    • Scout -
      • Bulwark allowed, if rarely, set to 30%
      • Increased fear of melee range from -0.8 to -1.0
      • Enabled Melee Bonus Multiplier when attacking Braced targets, from 0.0 to 1.0, overall Scouts should still not want to melee, but can break Brace a little more frequently
      • Lowered overkill threshold for reserve from 100 to 80, Scouts less likely to reserve if expecting heavy fire
      • Set sprint hysteresis recovery from 0.0 to 1.0 (2.0 stock) to allow on/off sprint and deny endless sprinting
    • Vehicles -
      • Bool_RewriteNonAttackMoves reverted to stock "True" as precaution against stuck convoys, not like they can Brace anyway
    1.2.0 Release w/ Permanent Evasion+Semi-Permanent Evasion Add-On [no unapproved links, please]

    • Same as above, but with Pip Strip and Conservative Shot Variables adjusted for these mods
    • Needs base Better AI 1.2.0

    This is just the test branch from a few weeks ago committed to release and tested against 1.1.2. 1.1.2 didn't change anything to the AI .jsons and I didn't expect any conflicts. Let me know if anything is going wrong.

    I'm about to be gone for about a month again. I should have internet during off hours, but probably no time to troubleshoot as even the preparation for the job has left me with no time to play in the past few weeks. Those you who posted issues and reports, I read them and will look in to them when I get time. If some kind of large release happens between now and Sept. I might not be able to update this mod until I return and get some time off.
     
    1.3.0 Release for BT 1.2.0
  • Here's a hasty update for 1.2.0:

    Better AI 1.3.0
    Better AI - Permanent Evasion Add-On 1.3.0
    [Mod Edit: no unapproved links, please.]

    UPDATE INSTRUCTIONS
    Delete Better AI folder from your ModTek /Mods folder
    Unzip Better AI 1.3.0 in to /Mods

    For BATTLETECH 1.2.0

    Release Notes:

    Global -
    Added "k" : "Bool_AllowAttack", to allow 1.2.0 compliance

    Only real change from 1.1.2 to 1.2.0 was the addition of one new variable in global. I'll get to updating the spreadsheets over the weekend and hopefully test out the beta branch and push a build for that one too. If this doesn't work, let me know.

    By the way, did modtek/ mpstark go silent? Is there now a new mod loader? I'm out of date on the mod scene again.
     
    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.
     
    1.4.0 Release for BT 1.3.2
  • Better AI 1.4.0 [mod edit, no unapproved linking, please] - For Battletech 1.3.2

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.4.0 in to the BATTLETECH\Mods folder.

    This version is fully tuned to the new AI and mechanics found in the 1.3 update. Every role has gone through testing and adjustments. One big change is the addition of edits to the CombatGameConstants.json file. The AI now has the same chance to score a Critical Hit as the player (from 0.2 to 1.0) and I've edited some of the limits to how many of each dynamic role may be in a Lance.

    I highly recommend using this in conjunction with cFixes. The community fixes add in missing tags for the new Flashpoint 'Mechs and work together with Better AI. Make sure Better AI is loaded after cFixes by editing the order in BATTLETECH\Mods.modtek\load_order.txt. You can also simply remove Better AI, launch and exit the modded game with cFixes, and replace the Better AI folder to add it to the end of the load order list.

    1.4.0 Full Change Log -

    HBS Dev Comments added to all files

    Removed blank files to minimize mod footprint
    • role_brawler_def
    • role_lastmanstanding_def.json
    • role_meleeonly_def
    • role_noncombatant
    • role_noncombatant_def
    • role_scout_def
    • role_sniper_def
    • role_turret
    • role_turret_def
    • skill_reckless
    • skill_reckless_def
    Variables Adjusted from Better AI 1.3.3:

    CombatGameConstants.json - ADDED
    • "AICritChanceBaseMultiplier": 1.0 from Stock = 0.2 - AI has same Crit Chance as Player
    • "sniperMaxFrac": 0.75 from Stock = 0.5 - Lance can have 3/4th Snipers or 2/3rd Snipers instead of only 2/4 and 1/3

    global.json
    • Float_ExistingTargetDamageForOverheatAttack 90.0 from 0.0 - HBS fixed overheating and I didn't have to change this one much from stock
    • Float_PreferLowerMovementFactorWeight -0.9 from -0.7 - Greater Pip building for 1.3 Evasion
    • Float_PreferHigherExpectedDamageToHostileFactorWeight 3.25 from 4.0 - Lowered aggression to increase defensive positioning
    • Float_VentCoolantHeatThreshold 1.99 from 2.1 - Trigger Coolant Vent slightly sooner
    • Int_VentCoolantHealthThreshold 1 from 2 - Old value from when it caused injury, set it to 1 just in case
    • Float_PreferInsideMeleeRangeFactorWeight -1.25 from -0.5 - AI needs to fear a player operated HTC
    • Float_SprintPreferInsideMeleeRangeFactorWeight -1.5 from -0.7 - AI needs to fear a player operated HTC
    • Float_PreferLocationsThatGrantGuardFactorWeight 1.5 from 1.4 - Greater tree hugging for 1.3 damage reduction
    • Float_SprintPreferLocationsThatGrantGuardFactorWeight 1.5 from 1.25 - Greater tree hugging for 1.3 damage reduction
    • Float_BulwarkThresholdPercentage 0.0 from 80 - Nullified old Bulwark logic
    • Float_OverkillThresholdLowForRearArcPositionFactor 40 from 50 - Lowered acceptable levels to promote rear protection
    • Float_OverkillThresholdHighForRearArcPositionFactor 60 from 75 - Lowered acceptable levels to promote rear protection
    • Float_PreferLethalDamageToRearArcFromHostileFactorWeight -2.0 from -1.75 - Increased fear of units behind AI
    • Float_MinimumSensorLockQuality 55.0 from 60.0 - Slightly larger chance for non-scouts to Lock
    • Float_OpportunityFireExceedsDesignatedTargetByPercentage 20.0 from 25.0 - Returned to Stock value
    • Float_PreferStationaryWhenHostilesInMeleeRangeFactorWeight -0.75 from -0.5- AI needs to fear a player operated HTC
    • Float_PreferAttackFromBehindHostileFactorWeight 0.4 from 0.3 - Small bump to attacking the rear arc
    • Float_SprintPreferLOSToMostHostilesFactorWeight 0.2 from 0.3 - Small dip to lower being an easy sprint target
    global_def.json
    • Float_PreferLowerMovementFactorWeight -1.0 from -0.5 - Greater Pip building for 1.3 Evasion
    • Float_CoolDownRange 200.0 from 100m - Get further away before trying to cool down
    • Float_PreferInsideMeleeRangeFactorWeight -1.3 from -1.0 - AI needs to fear a player operated HTC
    • Float_SprintPreferInsideMeleeRangeFactorWeight -1.75 from -1.0 - AI needs to fear a player operated HTC
    • Float_PreferLocationsThatGrantGuardFactorWeight 1.8 from 1.5 - Greater tree hugging for 1.3 damage reduction
    • Float_SprintPreferLocationsThatGrantGuardFactorWeight 1.5 from 1.25 - Greater tree hugging for 1.3 damage reduction
    • Float_BulwarkThresholdPercentage 0.0 from 85 - Nullified old Bulwark logic
    • Float_PreferLethalDamageToRearArcFromHostileFactorWeight -2.5 from -2.0 - Increased fear of units behind AI
    • Float_SprintPreferLethalDamageToRearArcFromHostileFactorWeight -2.5 from -2.0 - Increased fear of units behind AI
    • Float_PreferLOSToFewestHostileFactorWeight 0.6 from 0.5 - Increase LoS break while defensive
    • Float_SprintPreferLOSToFewestHostileFactorWeight 0.8 from 0.6 - Increase LoS break while defensive
    global_sensorlock.json
    • Float_PriorityMovePercentage 0.0 from global = 100.0 - ADDED - Trying to let Lock pilots move where it is safe, not rush at the target
    • Float_PreferInsideMeleeRangeFactorWeight -1.3 from -1.0- AI needs to fear a player operated HTC
    • Float_SprintPreferInsideMeleeRangeFactorWeight -1.75 from -1.0 - AI needs to fear a player operated HTC
    • Float_SprintPreferLocationsThatGrantGuardFactorWeight 1.5 from 1.0 - Greater tree hugging for 1.3 damage reduction
    • Float_PreferHigherDamageReductionLocationsFactorWeight 1.0 from global = 0.5 - ADDED - Greater tree hugging for 1.3 damage reduction
    • Float_SprintPreferHigherDamageReductionLocationsFactorWeight 1.0 from global = 0.5 - ADDED - Greater tree hugging for 1.3 damage reduction
    role_lastmanstanding.json
    • Float_OwnMaxLegDamageForDFAAttack 0.99 from 0.9 - Slightly larger DFA window
    • Float_DFADamageMultiplier 2.75 from 2.0 - Slightly higher chance of DFA
    • Float_PreferNotSurroundedByHostileUnitsFactorWeight 0.4 from 0.5 - Slightly less afraid of being surrounded and fleeing
    • Float_SprintPreferNotSurroundedByHostileUnitsFactorWeight 0.4 from 0.5 - Slightly less afraid of being surrounded and fleeing
    • Float_PreferLOSToMostHostilesFactorWeight 0.2 from 0.0 - Slightly less afraid of being surrounded and fleeing
    • Float_SprintPreferLOSToMostHostilesFactorWeight 0.1 from 0.0 - Slightly less afraid of being surrounded and fleeing
    role_meleeonly.json
    • Float_SprintExclusionRadius 96.0 from global = 200 - ADDED - Lets AI sprint to melee
    • Float_PreferInsideSprintExclusionRadiusHostileFactorWeight 1.0 from global = 0.0 - ADDED - Lets AI sprint to melee
    role_scout.json
    • Float_PreferHigherExpectedDamageToHostileFactorWeight 3.0 from 2.0 - Less afraid behavior
    • Float_PreferOptimalDistanceToAllyFactorWeight 0.2 from 0.1 - Stay slightly closer to Lancemates
    • Float_MeleeBonusMultiplierWhenAttackingEvasiveTargets 0.5 from 0.0 - Slightly more likely to punch opposing scout units
    • Float_BulwarkThresholdPercentage 0.0 from 30 - Nullified old Bulwark logic
    • Float_OverkillThresholdHighForLethalPositionFactor 95.0 from 90.0 - Less afraid behavior
    • Float_OverkillFactorForReserve 60.0 from 50.0 - Greater chance to reserve
    • Float_PreferSurroundingHostileUnitsFactorWeight 1.25 from 1.5 - Stay slightly closer to Lancemates
    • Float_SprintPreferSurroundingHostileUnitsFactorWeight 1.5 from 1.75 - Stay slightly closer to Lancemates
    • Float_PreferNotSurroundedByHostileUnitsFactorWeight 0.3 from 0.5 - Less afraid behavior
    • Float_SprintHysteresisRecoveryTurns 2.0 from 1.0 - Less afraid behavior and chained sprinting away from combat, returned to Stock value
    • Float_PreferStayInsideFenceNegativeLogicFactorWeight -5.0 from -3.0 - Stay slightly closer to Lancemates
    • Float_SprintPreferStayInsideFenceNegativeLogicFactorWeight -1.0 from -0.5 - Stay slightly closer to Lancemates, returned to Stock value
    • Float_FenceRadius 120.0 from 168.0 - Tighter Fence to enforce staying close to Lancemates
    • Float_MinimumSensorLockQuality 25.0 from 30.0 - More frequent Sensor Locks
    • Float_BuddyAloneFiringSolutionPreferenceWeight -0.8 from -0.4 - Stay slightly closer to Lancemates, returned to Stock value
    • Float_BuddyAloneMoveNearbyPreferenceWeight -1.2 from -0.6 - Stay slightly closer to Lancemates, returned to Stock value
    • Float_SprintBuddyAloneMoveNearbyPreferenceWeight -0.8 from -0.4 - Stay slightly closer to Lancemates, returned to Stock value
    • Float_SprintPreferHigherDistanceFromClosestHostileFactorWeight 0.3 from 0.5 - Less afraid behavior
    • Float_PreferLOSToFewestHostileFactorWeight 0.2 from 0.4 - Less afraid behavior
    • Float_SprintPreferLOSToFewestHostileFactorWeight 0.4 from 0..5 - Less afraid behavior
    role_sniper.json
    • Float_PreferLowerMovementFactorWeight 0.8 from 0.0 - Greater Pip building for 1.3 Evasion
    • Float_DFADamageMultiplier 1.75 from global = 1.4 - Greater chance of sniper "freaking out" and DFA when rushed, still pretty rare
    • Float_PreferInsideMeleeRangeFactorWeight -1.5 from -1.0 - AI needs to fear a player operated HTC
    • Float_BulwarkThresholdPercentage 0.0 from 80 - Nullified old Bulwark logic
    • Float_PreferStayInsideFenceNegativeLogicFactorWeight -4.0 from -3.0 - Stay slightly closer to Lancemates
    • Float_FenceRadius 168.0 from 192.0 - Tighter Fence to enforce staying close to Lancemates
    • Float_PreferHigherRangedDefenseBonusLocationsFactorWeight 0.0 from global = 1.0 - ADDED - Stay out of shot killing Crystal Fields and other tiles
    • Float_BuddyAloneFiringSolutionPreferenceWeight -1.0 from 0.0 - Increase odds of return fire from beyond LoS to support Lancemates
    • Float_BuddyAloneMoveNearbyPreferenceWeight -0.6 from -0.8 - Lower odds to enter LoS in support of Lancemates
    • Float_PreferAttackFromBehindHostileFactorWeight 0.2 from 0.1 - Slightly higher odds for rear attack
    • Float_PreferLowerRangedToHitPenaltyLocationsFactorWeight 1.0 from global = 0.0 - ADDED - Try to avoid shot ruining tiles like Crystal Fields
    role_vehicle.json
    • Float_PreferLowerMovementFactorWeight 0.9 from 0.7 - Greater Pip building for 1.3 Evasion
    • Float_PreferHigherExpectedDamageToHostileFactorWeight 3.5 from 2.5 - Less afraid behavior
    • Float_OptimalAllyDistance 96.0 from global = 168.0 - ADDED - Vehicles stick to Lancemates tighter
    • Float_PreferOptimalDistanceToAllyFactorWeight 0.3 from 0.2 - Vehicles stick to Lancemates tighter
    • Float_PreferLethalDamageToRearArcFromHostileFactorWeight -2.0 from -0.5 - Increased fear of units behind AI
    • Float_SprintPreferLethalDamageToRearArcFromHostileFactorWeight -2.0 from -0.5 - Increased fear of units behind AI
    • Float_SprintPreferHigherDistanceFromClosestHostileFactorWeight 0.4 from 0.3 - Stay out of melee Range
    • Float_PreferLOSToFewestHostileFactorWeight 0.1 from global = 0.0 - ADDED - Small bump to stay out of LoS
    • Float_SprintPreferLOSToFewestHostileFactorWeight 0.3 from global = 0.0 - ADDED - Small bump to stay out of LoS
    role_vehicledef.json
    • Float_PreferLowerMovementFactorWeight -1.0 from -0.8 - Greater Pip building for 1.3 Evasion
     
    1.4.1 Release for BT 1.4.0
  • Better AI 1.4.1 - For BATTLETECH 1.4.0

    I've been busy making a custom FP and totally missed a proper ModTek 5.0 release and now we're already on ModTek 6.1. @Mpstark and the ModTek crew have implemented a feature request I made to have some mods load after others, but not require those mods to load in the first place. ModTek now has both "Dependency" and "Optional Dependencies" and I've updated Better AI to be loaded after cFixes if it is present. You will not longer need to ensure Better AI loads after cFixes. I've also put in the daily test branch edits to make the AI a little less defensive.

    REQUIRES MODTEK 6.1

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.4.0 in to the BATTLETECH\Mods folder.

    Full Change Log:

    New ModTek Features:
    • Optional Dependency - Thanks to the ModTek crew for implementing my request for Optional Dependencies. Better AI can now detect if cFixes is in your Mods folder and will automatically load after cFixes has been applied.
    • Advanced JSON Merges - Allows Better AI to replace the single unit_role entries inside the mechdef's unit tags. Previously, the entire array had to be overwritten, causing issues with cFixes and other mods.
    global.json
    • Float_PreferHigherExpectedDamageToHostileFactorWeight 3.8 from 3.25 - Less afraid base AI
    • Float_PreferInsideMeleeRangeFactorWeight -1.0 from -1.25 Less afraid of melee ranges
    • Float_MeleeBonusMultiplierWhenAttackingEvasiveTargets - Greater multiplier to attacking evasive units with Melee
    global_def.json
    • Float_PreferHigherDistanceFromClosestHostileFactorWeight 1.25 from 1.5 - Less retreating when in defensive mode
    role_lastmanstanding.json
    • Float_DFADamageMultiplier 3.0 from 2.75 - Slightly more chance to DFA when all is lost
    • Float_PreferInsideMeleeRangeFactorWeight 0.0 From global -1.0 - Last Man isn't afraid to enter melee
    role_sniper.json
    • Float_MeleeDamageMultiplier 0.75 from 0.5 - Slightly more weight to punch, I still want snipers to try and run from close combat
    • Float_DFADamageMultiplier 2.0 from 1.75 - Higher weight to just DFA when rushed in to melee range by player units
    role_vehicle.json
    • Float_PreferHigherExpectedDamageToHostileFactorWeight 3.8 from 3.5 - Matches new global
    • Float_OptimalAllyDistance 120.0 from 96.0 - Vee's sticking too closely
    • Float_PreferNotLethalPositionFactorWeight 0.7 from 0.8 - Less afraid Vee's
    • Float_BuddyAloneFiringSolutionPreferenceWeight -1.0 From global -0.8 - Gave them the role_sniper weight for seeking lines of fire
     
    1.5.0.1 Release for BT 1.5.0
  • Better AI 1.5.0.1
    [Mod edit:no unapproved links: please no direct linking to nexus/github]
    For BATTLETECH 1.5.0

    Requires ModTek 0.7.1

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.5.0.1 in to the BATTLETECH\Mods folder.

    Removed settings that are now stock in 1.5.0, adjusted files to standard "mergeDef" format. Moved to JK format versioning to keep pace with game version.

    Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.5.0.1 automatically.

    Now that the Dynamic Sniper max adjustment is stock, I removed it from this mod. I also changed the filenames of some stuff to conform to modding standards. No AI variables have been changed from 1.4.1.
     
    Last edited by a moderator:
    1.5.1.1 Release for BT 1.5.1
  • Better AI 1.5.1.1 - at GitHub at BattletechModders/BetterAI/releases/tag/v1.5.1.1

    For BATTLETECH 1.5.1

    Requires ModTek 0.7.1

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.5.1.1 in to the BATTLETECH\Mods folder.

    Major New Feature:

    LanceDef's have been partially optimized to fit the appropriate types of pilots in to the best suited 'Mechs. I'm limiting this to two units per Lance to preserve variety. You should see more of the heaviest unit pulling Bulwark in mixed tonnage Lances, more Gunners and Defenders in Battle Lances and at least one Tactician in a Scout Lance. All vehicles have had their potential pilots culled of skill sets they cannot use, primarily the Guts track.

    Massive credit goes to scJazz who came upon the initial idea.

    Minor New Feature:

    This mod now loads after cFixes and Z_Sab_JK_RarityTables to allow them to apply their basic JSON overwrites first and then Better AI's Lance and 'Mech Tags on top of the modified files. If you encounter any merging issues with these or other mods, let me know.

    Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.5.1.1 automatically.
     
    Last edited:
    1.6.0.1 Release for BT 1.6.0
  • Better AI 1.6.0.1 - at GitHub BattletechModders/BetterAI/releases/tag/v1.6.0.1

    For BATTLETECH 1.6.0

    Requires ModTek 0.7.2

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.6.0.1 in to the BATTLETECH\Mods folder.

    Major New Feature:

    Initial addition of Urban Warfare Active Probe, ECM and EWE roles and variables. Minor tweaks have been applied, but further testing is needed. Stock Raven and role_ewe have shown to throw null exceptions. Please report any strange behavior regarding Ravens, ECM carriers and AP carriers.

    Changelog for 1.6.0.1:

    global.json
    • Float_PreferInsideMeleeRangeFactorWeight -0.5 from -1 to allow easier entry to close combat
    • Float_PreferSurroundingHostileUnitsFactorWeight 0.7 from 0.5 to allow better flanking now that "buddy" variables control lance cohesion
    • Float_PreferHostileECMFields 1.5 from 0.3 to increase chance of entering ECM bubble to provide LoS
    • Float_SprintPreferHostileECMFields 0.5 from 0.2 to increase chance of entering ECM bubble to provide LoS
    role_activeprobe.json
    • Float_PreferInsideMeleeRangeFactorWeight -0.1 from 0.1 slightly less melee range for AP vehicle
    • Float_PreferLocationsThatGrantGuardFactorWeight 1.5 from 0.5 to match other modded global.json
    • Float_PreferNotSurroundedByHostileUnitsFactorWeight 0.1 added to allow AP unit to enter hostile area to use ping
    • Float_SprintPreferNotSurroundedByHostileUnitsFactorWeight 0.1 added to allow AP unit to enter hostile area to use ping
    • Float_AlonePreferenceWeight -0.8 added and returned to stock value to allow AP carrier to reach enemy to ping
    • Float_PreferActiveProbePositions 1 from 0.5 increase weight to positions they can use ping
    • Float_PreferNoCloserThanMinDistToHostileFactorWeight 0.0 added to allow closer regardless of weapons
    • Float_SprintPreferNoCloserThanMinDistToHostileFactorWeight 0.0 added to allow closer regardless of weapons
    role_ecmcarrier.json
    • Float_SprintPreferLowerMovementFactorWeight -1.0 from 0.0 to match other modded global.json
    • Float_PreferLocationsThatGrantGuardFactorWeight 1.5 from 0.5 to match other modded global.json
    • Float_PreferFriendlyECMFields 1.5 from 0.75 to stack tokens
    • Float_SprintPreferFriendlyECMFields 0.5 added to stack tokens
    • Float_SprintPreferHostileECMFields -0.1 added to prevent entering hostile LoS
    • Float_SprintPreferLOSToFewestHostileFactorWeight 0.2 added to prevent entering hostile LoS
    role_ewe.json
    • Float_PreferLowerMovementFactorWeight -0.9 added to match other modded global.json
    • Float_PreferHigherExpectedDamageToHostileFactorWeight 2.0 from 0.8 to match other modded scale
    • Float_PreferInsideMeleeRangeFactorWeight -1.0 from 0.0 to prevent enemy entering bubble
    • Float_PreferLocationsThatGrantGuardFactorWeight 1.5 from 0.5 to match other modded global.json
    • Float_AppetitivePreferApproachingRearArcOfHostileFactorWeight 0.1 added to increase weights of staying with Lance
    • Float_SprintAppetitivePreferApproachingRearArcOfHostileFactorWeight 0.0 added to increase weights of staying with Lance
    • Float_AppetitivePreferIdealWeaponRangeToHostileFactorWeight 0.1 added to increase weights of staying with Lance
    • Float_PreferSurroundingHostileUnitsFactorWeight 0.1 added to increase weights of staying with Lance
    • Float_PreferLOSToFewestHostileFactorWeight 1.75 added to keep EWE out of direct fire
    • Float_SprintPreferLOSToFewestHostileFactorWeight 0.2 added to keep EWE out of direct fire
    role_vehicle.json
    • Float_PreferHigherExpectedDamageToHostileFactorWeight 4.5 from 3.8 for more aggressive vehicles
    mergeDef_mechdef_urbanmech_UM-R90.json
    • unit_role_sniper from unit_role_brawler
    Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.6.0.1 automatically.
     
    1.6.1.2 Release for BT 1.6.1
  • Better AI 1.6.1.2 - at GitHub BattletechModders/BetterAI/releases/tag/v1.6.1.2

    For BATTLETECH 1.6.1

    Requires ModTek 0.7.2

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.6.1.2 in to the BATTLETECH\Mods folder.

    Major New Feature:

    ECM/AP tweaks to AI. Biggest change is allowing the AI to fire from inside the ECM bubble, at the cost of losing their single stealth charge. APC escorts will also do this, but due to some bugs I can't exclude them from this action yet. I've also enabled Bool_EnableUrbanBiomeNavigationEverywhere to let the AI solve moving around dead end platforms. This needs a lot of testing, let me know if the AI still gets stuck on things.

    Changelog for 1.6.1.2:

    global.json
    • Float_SprintPreferInsideMeleeRangeFactorWeight -1.0 from -1.5 eagerness to close increased
    • Float_SprintExclusionRadius 120.0 from 200.0 eagerness to close increased
    • Float_PreferHostileECMFields 5.0 from 1.5 eagerness to pop ECM bubble greatly increased
    • Float_SprintPreferHostileECMFields 5.0 from 0.5 eagerness to pop ECM bubble greatly increased when sprinting
    • Int_MinimumECMGhostedPipsToFire 1 from 2 allows firing from inside ECM bubble
    • Bool_EnableUrbanBiomeNavigationEverywhere true from false to allow better pathfinding
    global_def.json
    • Float_PreferFriendlyECMFields 1.75 added
    • Float_SprintPreferFriendlyECMFields 1.0 added
    • Float_PreferHostileECMFields 0.0 added to null out wanting to stay in hostile bubble while defensive
    • Float_SprintPreferHostileECMFields 0.0 added to null out wanting to stay in hostile bubble while defensive
    • Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive

    role_activeprobe.json
    • Reordered listing to flow in global.json order
    role_ecmcarrier.json
    • Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
    • Reordered listing to flow in global.json order
    role_ewe.json
    • Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
    • Reordered listing to flow in global.json order
    role_noncombatant.json - FILE ADDED
    • Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
    role_scout.json
    • Float_SprintExclusionRadius 196.0 from 244.0 eagerness to close increased
    role_vehicle_def.json
    • Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
    Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.6.1.2 automatically.
     
    1.6.2.1 Hotfix for BT 1.6.2
  • Better AI 1.6.2.1 - at GitHub BattletechModders/BetterAI/releases/tag/v1.6.2.1

    For BATTLETECH 1.6.2

    Requires ModTek 0.7.2

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.6.2.1 in to the BATTLETECH\Mods folder.

    1.6.2 HOTFIX:

    New variables added by 1.6.2 added to global.json hotfix. This is untested in contracts, but should work without issue. Skirmish was tested with no errors.

    Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.6.2.1 automatically.

    Changelog:

    global.json
    • Float_ConfidenceInSignificantDamageWhileGhostedLevel - Added for 1.6.2
    • Float_WeaponDamageSpreadLerpValue- Added for 1.6.2
    • Float_StructuralDamagePercentageMultiplier- Added for 1.6.2
    • Float_ExpectedAndMaxDamageShootingInGhostStateLerp- Added for 1.6.2
    • Float_GhostStateHysteresisMultiplierTurnIncrease- Added for 1.6.2
    • Bool_ExpectedDamageAccuracyIncrease - Added, set to true
    • Bool_EnableLongRangePathfindingBeActorAware- Added, set to true
    • Float_LongRangeToShortRangeDistanceThreshold- Added for 1.6.2
    mechdef_victor_VTR-9S
    • Changed role to unit_role_sniper from brawler to "AC/20 Snipe" like the CP-10-Z
     
    1.6.2.2 Release for BT 1.6.2
  • D/L at /BattletechModders/BetterAI/releases/tag/v1.6.2.2 on GitHub

    For BATTLETECH 1.6.2

    Requires ModTek 0.7.2

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.6.2.2 in to the BATTLETECH\Mods folder.

    Some small adjustments to increase rear arc attacks, DFA in meleeonly mode and slightly less punchy base AI. Bug corrected and AI should be allowed to overheat again, stock AI heat management is much better. AI should still be overheating a few times before destruction on a normal temp. Biome but shouldn't be self destructing on Lunar maps unless it has a very high chance of destroying a location.

    1.6.2.2 Changelog:

    global.json
    Float_ExistingTargetDamageForOverheatAttack 0.90 from 90.0 - Bug, thanks Dra9o!
    Float_MeleeDamageMultiplier 2.75 from 3.0 - Slightly less punchy base AI
    Float_EvasiveToHitFloor 30.0 from 40.0 - AI much better at heat control, players more evasive
    Float_CenterTorsoRearArmorMultiplier 5 from 10 - slightly higher chance to attack rear
    Float_PreferAttackFromBehindHostileFactorWeight 0.5 from 0.4 - slightly higher chance to attack rear

    role_meleeonly.json
    Float_DFADamageMultiplier 8 from 6 - slightly higher chance to DFA in meleeonly

    Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.6.2.2 automatically.
     
    1.7.0.0 Release for BT 1.7.0
  • BETTER AI 1.7.0.0 - D/L at /BattletechModders/BetterAI/releases/tag/v1.7.0.0 on GitHub

    For BATTLETECH 1.7.0

    Requires ModTek 0.7.3

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-1.7.0.0 in to the BATTLETECH\Mods folder.

    Some small adjustments to increase rear arc attacks, DFA in meleeonly mode and slightly less punchy base AI. Bug corrected and AI should be allowed to overheat again, stock AI heat management is much better. AI should still be overheating a few times before destruction on a normal temp. Biome but shouldn't be self destructing on Lunar maps unless it has a very high chance of destroying a location.

    1.7.0.0 Changelog:

    global.json, role_activeprobe.json and role_ecmcarrier added new variables and stock adjustments to ECM field weights.

    Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.7.0.0 automatically
     
    The Resurrection
  • I'm back and here's a new 1.9.1 daily test build. I've worked on increasing the aggression of the AI, specially vehicles and am working with some new AI tools the community has made to make this mod even better. Check out the new daily build at github at BattletechModders/BetterAI/tree/Daily-Test-Branch and download it at the green "clone or download" button to DL the zip file from there. This should work in both HBS mod loader or ModTek.

    Let me know how it plays, I think it's close to releasable.
     
    • 2Like
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    2.0.0 Release for BT 1.9.1
  • Better AI - 2.0.0 - SEE UPDATED OP

    Uses ModTek 0.7.7.4
    Better AI can be used with the HBS mod loader, however DLC content will not be corrected. It's recommended to use this mod with ModTek.

    Instructions:
    For older versions - Delete old Better AI folder in BATTLETECH\Mods
    Copy BetterAI-2.0.0 in to the BATTLETECH\Mods folder.

    Release Notes:
    Better AI 2.0 is a clean slate rewrite using the AI diagnostic tools developed by mpstark and input from Koztaz of "Relentless AI" to further improve the tactical challenge in a stock environment. It's more aggressive, keeps Lances cohesive and is more capable in reserve play with numbers. This mod has been built for and tested with the stock game mechanics. The Better AI Permanent Evasion Add On will still be needed for mods and modpacks that use it. If you are using the BT: Extended, BT: Advanced, please wait for the modpack curators to update to this version. BT: Revised users now have "Relentless AI" from Koztaz already tuned to their modpack.
    Feedback is greatly appreciated either on the PDX forum Better AI thread or the various BT discords.

    Modpack users: AT YOUR OWN RISK - Copying only the "\data\behaviorVariables" folder from Better AI 2.0 in to your modpacks existing Better AI folder should work with minimal interference. However, this is not recommended.

    Better AI Permanent Evasion Add On - No update of Add-On required, will work with 2.0.0 automatically



    It's finally done! I feel like the AI is a step up from the previous version, but still not the smartest kid on the block. From here, I'll be going in to making custom behavior trees using the existing nodes with mpstark's AIToolkit. This should let me do things like change what order the AI moves units, like moving the slowest units in a phase first before the faster ones.

    The biggest thing I need is feedback!
     
    • 6Like
    • 2Love
    Reactions: