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Redferne

Corporal
32 Badges
Mar 2, 2018
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Hello everyone,

This mod is based on Morphyum's PermanentEvasion (PE).
I liked the idea of donZappo's Semi-PermanentEvasion (SPE) regarding the limitation on permanent evasion pips so I added it to Morphyum's mod.

So basically I took what I liked from both mods and added my little grain of salt

All options are in settings.json.
Here the things that changed compared to PE and SPE:
- When a Mech is hit it will loose a pip. I modified the message to display HIT: -1 EVASION instead of the usual -1 EVASION.
- Like in SPE, you can set how many permanent pips each weight category can have. By default they are as follow:
"LightKeepPipsCount" : 5,
"MediumKeepPipsCount" : 4,
"HeavyKeepPipsCount" : 3,
"AssaultKeepPipsCount" : 2,
- You can configure the chance (in percent) of a permanent pip to not be strip on a miss. Ace pilot can give a bonus. It will display -1 EVASION when that happen like in the non modded game. Default value are:
"PercentageToKeepPips" : 50,
"AcePilotBonusPercentage" : 20,
- AcePilot can also give a bonus permanent pip. Default value is:
"AcePilotBonusPips" : 1,
- If you don't like the flat percentage for the chance of loosing a permanent pip I made a different version based on Piloting skill. The formula is the following "Pilot skill" x "PerSkillPointToKeepPips" or "Pilot skill" x "AcePilotPointToKeepPips" if the pilot has AcePilot. Default value are:
"PerSkillPointToKeepPips" : 7,
"AcePilotPointToKeepPips" : 8,
- To use that feature just put "PilotSkillToKeepPips" : false, to true.
- You can set the max chance to keep your permanent evasion pip so there is always a chance to loose your permanent pip. This works for both mode. Default value is:
"MaxTotalChanceTokeepPips" : 90
- If you succeed to keep to your permanent pip you will see "EVASION KEPT"

I hope this is clear enough.
It is compatible with BT 1.6.
You can find the files on github under Red1812/PermanentEvasion/releases.
 
- When a Mech is hit it will loose a pip.

It's an interesting idea, but I have to say I personally haven't liked the result of this change. It basically becomes a streak-maker where getting hit makes it more likely a mech will keep getting hit. Was that the intent? Especially because of missiles the chance of keeping a "permanent" evasion pip can be so rare with this change it's hardly different from the base game. In the 4 on 4 fights of lights and mediums and bad pilots I've used the mod with there were on average less than 1 kept pip message per round. I thought the mod was broken the first fight I used it because the kept message didn't appear until the 3rd combat round.

I'm going to see if I can do an experiment where I invert this. This change has me curious how evasion plays if not getting hit consumes an evasion pip or at least makes it more likely a pip will be lost. I'm curious how it affects evasion and damage when avoiding all damage consumes a pip (thus making it more likely the next attack will do damage) while taking damage usually keeps a pip to help reduce the next barrage's damage rate.
 
The idea behind that is if you're being hit you were not that great at evading :)
More seriously I got the idea after watching TheEdmon fighting against light mechs for too long for my taste because there was almost no way of getting rid of some of their pips. But I agree there is an issue with missiles. Fire a volley and hope for the best was not exactly was I had in mind. It is intended in the case of an alpha strike (without missiles), shoot, hope for the best and if you're lucky you'll gain something for that heat but not just for a simple volley of missiles.
I could make that feature optional or having a damage threshold (like LessHeadInjuries) or even having it only active for certain weight categories. Or all of them.

If you feel that the pips are not permanent enough just modify the settings to your liking. I personally use "PercentageToKeepPips" : 80 instead of the default. But the default settings are what they are default settings.
 
So following on this I added two new settings.
One will activate or deactivate the "on hit strip evasion". If you deactivate it, you will loose a pip on hit only if it is a non permanent one or if you fail the check to keep your permanent one.
The second setting is a min damage for evasion strip on hit, if "on hit strip evasion" is activated of course.

So back to testing, i need to make sure I covered every case... I hope to have a version later tonight.
 
Version 1.1.6.1 with the new settings is available as a pre-release on github.
I made some quick tests and nothing seems to be broken and it looks like it works as it should.
I'd appreciate any feedback you could give me.
 
Version 1.1.6.2 is now available:
Added option to disable stripping on hit.
Added option for minimum damage for on hit stripping.
Fixed a case where HIT: -1 EVASION was still displayed when it shouldn't.