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Anyone knows whether it is possible to "unlock" the hard limit of injuries per round of fire? So if you get lucky/unlucky and everything blows up and you even fall down you can lose the pilot in one single awesome volley.

I have a feeling this might not be moddable but hardcoded but if there is a slight chance this could be changed, where should one look for it?

You may need to decompile the Assembly-CSharp.dll - check this mod here.
 
I haven't tested it in that direction, but adding "BLACKLISTED" as the last line does not keep mechs from appearing in procedurally generated missions. I'm hoping Justin Kase's tests will reveal a way to eliminate certain mechs if so desired.
After looking into it a little more, it seems like the game's meta database needs to be edited to add / remove Mechs for the AI to use...
 
Hit an interesting problem over the weekend. A user reports that after he finished a Skirmish game, trying to access the Mechlab again (I.e., for the second time) consistently resulted in a crash. I spent a bit of time trying to isolate the problem today:

On the subject of crashes when trying to access mechlab after the first skirmish finished, I’ve done some testing:

1. The issue appears not tied to mod but to the length of the VersionManifest file; when the number of lines in the VersionManifest exceeds 8550, this problem appears to consistently occur.

2. In terms of the THI files, I’ve tested the files above line 8550, cutting the file short of 8550 lines, and the mechlab becomes accessible. I’ve also swapped the lines below 8550 to above the limit, and the mechlab remains accessible. So the files look to be ok per se.

I’d be raising a support request on this item, but modding being modding, I’m not sure of the outcome.

So at the moment reason is unknown, but do take note there might be a technical limit to the length of the VersionManifest file (intentionally or not is unknown). I’m also getting suspicious of the MDD, because prior to starting a CombatGame the logs indicate multiple attempts to create MDDs are done. I’m not sure if the loading of data into these MDDs are creating problems here.
 
Hi, I was wondering if someone could help me out understanding the Visual and Sensor Mechanics. I'll explain how I think it is working and explain my problems.

BaseSpotterDistance is how far you can see straight line with hills and obstructions modifying it by the RatioObstructedVis, RatioFullVis, and MinRatioFromActors values. (Anyone know off hand how this is working, whats the equation here?)

BaseSensorDistance is how far the blue line sensor range is, meaning you can identify mechs that are obstructed and use a sensor lock.

Ok, on to questions:

  1. What is determining the sensor blips and id's? (You know how you will see in order Unidentified, Unidentified Mech or Vehicle, Unidentified but with ton weight Mech or Vehicle, and then identified.) At first I thought the ShowExtendedBlipsBeforeContact and ExtendedSensorDistanceMultiplier would have something to do with it, but I'm doubtfull now. Is it just the SensorHysteresisAdditive value that accounts for all the differences in blips and if so does that mean at sensor range its id'd, and then the hystersis value past that is the blips?
  2. What exactly is the UseAsymmetricalSensors doing? (I thought the asymmetrical part just meant that if mech A can sense mech B, it doesn't mean mech B can sense mech A, but I am not really sure.)
  3. How does the AllowRearArcSpotting work? I assume it just means you can't visually see mechs behind you, but you could still have sensors highlighting them if within sensor range. I would like to set this to false if it works how I think, but I wonder if the AI could deal with it.
  4. Finally, is it possible to set it up so that a non-visually spotted mech does not show up as a blip on sensors past sensor range?
I changed my values so BaseSpotterDistance= 500 and BaseSensorDistance = 350, so that long range weapons are more viable with line of sight, but brawlers could use terrain to sneak up on long range mechs and couldn't be sensor locked until they were closer. What I am finding is that while the long range works better, you can't really sneak up to anyone sense you appear as a blip. I want to find a way to have these states:

Spotter Sensor Result
Beyond Beyond = Invisible
UnObstructed Beyond = Id'd but not able to sensor lock
Obstructed Beyond = Invisible (Be nice to have the Unknown Blips or Invisible based on obstruction level)
Beyond Inside = Blips of varying id's (Meant to only be possible once i add BAP)
UnObstructed Inside = Id'd and lockable
Obstructed Inside = Id'd and lockable (Be nice to have the Unknown Blips here)

Anyways, thanks for taking the time to read and respond.
 
Basically changing the sensor range will change AI behaviour -- up to a certain point, increasing the range used to improve their ability to set up and use weaponry. Can be interesting.

Asymmetrical sensors appears to be exactly that. There are cases where in game you can tell the enemy has no clue where you are while you are still holding their positions. Easiest way to test is to set different distances in the mechs.

Rear arc spotting is exactly as it says, it allows you to spot through the rear arc. Otherwise people can sneak into your dead zone. IIRC no radar either.
 
Probably a wee bit naughty. But part of looking into adding new meshes into the game, and researching how BT maintains and loads mech, I've managed to open Mech asset bundles in Unity.
(I'm trying to work out why some of the scripts are reported in the Output log as null when loading in a modded assetbundle as per SolahmaJoes instructions)

test.JPG

Its really not hard at all. so if you want to play with this you can use this (very basic) code


Code:
    void Start ()
    {
        var myLoadedAssetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/chrprfmech_warhammer-001");
        if (myLoadedAssetBundle == null)
        {
            Debug.Log("Failed to load AssetBundle! %s", myLoadedAssetBundle );
            return;
        }

        var names = myLoadedAssetBundle.GetAllAssetNames();
        foreach( string name in names )
        {
            Debug.Log( name );
        }

        var mech = names[0];

        GameObject prefab = (GameObject)myLoadedAssetBundle.LoadAsset(mech);
        if( prefab == null )
        {
            string outstr = "Failed to load Asset! " + mech;
            Debug.Log(  outstr );
            return;
        }
        Instantiate(prefab);
    }

Remember to put the asset bundle into the StreamingAssets folder in the Assets folder of your unity folder.

I'm thinking this might make a nice graphical mech editor for editing JSON files for designing new mechs out of existing asset bundles.
 
Yeah, I am definitely concerned with the AI abilities. With my BaseSpotterDistance= 500 and BaseSensorDistance = 350 setup, I once was able to visually id the enemies without them seeing me, because I had a rangefinder+. 2 of them just stood still and reinforced (not even directly facing me), and another moved in my direction and reinforced. I just moved into their sensor range so as not to cheese the AI, but afterwards I was wishing I had tested it more. The one that moved towards me was further away and definitely didn't "see" me as he started the movement outside my range. So, I think he might have just randomly moved; not sure though. I wonder if there is code for the AI to respond to fire when it can't see enemies.

About rear arc, didn't know it was for sensors too. I was hoping it was just visual, so you could sneak up to sensor range if behind someone, without the use of terrain cover. Good to know.

Thanks
 
So I've ran into a snag when attempt to add weapons, while testing them I override one and ending up causing the infinite loop, without the old verison I'm unable to test the game at all now, since I don't know the directory to which lances/mechs are stored. I've tried uninstalling and reinstalling going into %appdata% and deleting the battletech files, but they must be saved else-ware.
 
I'm a little stumped, and it doesn't look like this has come up elsewhere in the thread. I've been messing around with adding some stuff in: weapons, 'Mech chassis and the like. And I've hit this strange issue where I was able to get stuff to drop in a skirmish drop... but the mechlab won't load - for any 'Mech. It just gives a LWoD. Log file output as follows:
The referenced script on this Behaviour (Game Object 'uixPrfPanl_ITEM_inventory-Element-DEMO') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '<null>') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'uixPrfPanl_ITEM_inventory-Element-DEMO') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'uixPrfPanl_ITEM_inventory-Element-DEMO') is missing!

(Filename: Line: 1744)

Stopping ThreadPool

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
I'm lost beyond even knowing where to start with this. It's completely opaque, something about a demo element? I double checked the VersionManifest file and everything seems to have been properly added into the file, my weapondef/mechdef/chassisdef files seem to have been done correctly as well from comparing them to stock ones. Anybody got any suggestions? Much appreciated!

EDIT - SOLVED: I appear to have fixed it. One simple, tiny mislabeling of an LRM launcher. Addressed the wrong weapondef number. Feel free to ignore, just leaving up in case anybody else shares my blidness
 
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Sensors question of my own, i can see where the base sensor range is set, but i also know different weight classes have modifiers to their sensor range. Where is this set? Need file and parameter lines to look for.
 
So I've ran into a snag when attempt to add weapons, while testing them I override one and ending up causing the infinite loop, without the old verison I'm unable to test the game at all now, since I don't know the directory to which lances/mechs are stored. I've tried uninstalling and reinstalling going into %appdata% and deleting the battletech files, but they must be saved else-ware.

There was someone else with similar issues - try the troubleshooting in this thread:
https://forum.paradoxplaza.com/foru...eleted-mod-files-have-broke-mah-game.1096275/
 
If there's a post in this thread discussing it already, I've missed it. Is there a way to modify projectile speeds? The gauss rounds seem far too lackadaisical for a hypersonic bullet, and I'd like to speed them up to travel much faster. I would like the same for the PPC as well, actually; a charged-particle beam would travel at very nearly the speed of light IRL.
 
Hello,

Is is possible to mod mech rarity for a lack of better words? I'm a big fan of medium mechs, and would like it when a heavy or a assault show up its rare.

None of this full lance of assaults or heavys, max one mech kind of thing.
 
Is it possible to mod additional traits to mechwarriors? I feel like the pilots aren't unique enough. They're pretty much the same after a point. Even with the special abilities they don't really stand out much. Be interesting if they could get a bonus perhaps to specific weapons or mech weight class.
 
Hello,

Is is possible to mod mech rarity for a lack of better words? I'm a big fan of medium mechs, and would like it when a heavy or a assault show up its rare.

None of this full lance of assaults or heavys, max one mech kind of thing.

Honestly, the rarity thing messes with my head :p Even though I have some 'Mechs set as rarity 5, they show up as often as some of the rarity 0 & 1 'Mechs. I am wondering if we can broaden the range from 0-5 to 0-9 (or something).



Got my own question for y'all. Just starting to mess with Hardpoints and wanted to know if there is a way to 'shift' the hardpoint locations or if that is coded into the Assembly files.

Thanks - in advance!
 
While browsing for something else, I came across these flags in the SimGameConstants.json

"ExternalMilestones" : false,
"MilestonePath" : "",

Looks exactly like the hook point for adding new campaigns in, since the main campaign uses Milestones. Only issue? The missions may need to be listed at the bottom of the file. This would make adding multiple campaigns difficult until the cross-referencing is simplified.
 
New Patch (1.03) is now live - the patch notes include this nugget :

Additional note for players who mod various game files...Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.
 
Can't find my notes one where some things I tweaked are located in the JSON files, and I want to check them after installing the 1.03 patch:

* Chance of pilot death
* Experience gain rate and pilot skills

E: found it all in SimGameConstants
 
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