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Tactics though, is less obvious. There is a TacticsDivisor and a TacticsModifierDivisor, but I'm not sure if either of these affects precision shots or how. CalledShotBonusMultiplier? CalledShotBonusDegradeLerpFactor? As Rojo points out, called shot is still too good at +4, so I'd like to nerf Tactics, and reduce the odds of hitting the targeted location so you are more likely to hit adjacent - it should be a way of targeting an area, not a single part.

Only my best guess (haven't tested any of it):
"CalledShotBonusMultiplier": 2.0,(line 428 in CombatGameConstants.json) doubles the hit chance for a body part in general and in addition the multipliers from TraitDefCalledShotImprove.json (value 2.4) and TraitDefCalledShotMaster.json (value 3.75) (in ...\StreamingAssets\data\abilities\Traits) are also applied.
Base hit chance for head (from front arc) is 1, so 1*2*2.4*3.75=18 which is the maximum to hit chance for the head with a called shot.
Edit: but doesn't work for other locations...

@Benkyo
If I understand that right:
To-Hit modifiers: ±1 to ±10 mods step up in 5% increments (ex. +5 is 25% -3 is -15%) once the total modifier goes to ±11 or more the percent set changes to 2.5% (ex. +13 is 5x10=50% for the first 10 and then 2.5x3 =7.5% for a total of 57.5%). The Base to-hit is 75% and (all in CombatGameConstants I believe) Gunnery increments in steps of 2.5%
decreasing the second value in
"ToHitStepValues":
[
0.05,
0.025
],
should decrease the hit chances for the higher gunnery skills without influencing the hit chances of lower gunnery skills as much or at all.
 
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TostitoBandito - sure, strong AI would be great, but it is never going to happen (aside from using reserve, that would be simple). Strong AI is just so totally beyond the resources of most development teams it's not even worth hoping for. Anyway, I'm not asking for the moon, just for existing mods or simple mods.

Really I'd be happy with a change to simply let the AI use morale abilities and reserve. From a programming perspective it shouldn't be too difficult to implement (just need logic telling the AI when to use), and by itself it would make a massive difference in how the game feels to play. The AI would be less predictable and would have more possible ways it could approach each round.
 
Really I'd be happy with a change to simply let the AI use morale abilities and reserve. From a programming perspective it shouldn't be too difficult to implement (just need logic telling the AI when to use), and by itself it would make a massive difference in how the game feels to play. The AI would be less predictable and would have more possible ways it could approach each round.

The best and easiest way for that is to just get Amechwarrior's excellent 'Better AI" mod which is located in the mod section on this forum. It has the enemy using reserve when it makes sense and making better use of their pilot talents - pilots with Bulwark try and stay in cover, pilots with mutli-breaching shots shoot three of your mechs with breaching and so on. Makes for a much better game.
 
Really I'd be happy with a change to simply let the AI use morale abilities and reserve. From a programming perspective it shouldn't be too difficult to implement (just need logic telling the AI when to use), and by itself it would make a massive difference in how the game feels to play. The AI would be less predictable and would have more possible ways it could approach each round.
The best and easiest way for that is to just get Amechwarrior's excellent 'Better AI" mod which is located in the mod section on this forum. It has the enemy using reserve when it makes sense and making better use of their pilot talents - pilots with Bulwark try and stay in cover, pilots with mutli-breaching shots shoot three of your mechs with breaching and so on. Makes for a much better game.

If you are not using Better AI then you are in fact not playing against the best AI that the game can deliver with the available code.

Find it here... https://forum.paradoxplaza.com/foru...ase-better-ai-tweaks-for-deadlier-ai.1075322/
 
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Tactics though, is less obvious. There is a TacticsDivisor and a TacticsModifierDivisor, but I'm not sure if either of these affects precision shots or how. CalledShotBonusMultiplier? CalledShotBonusDegradeLerpFactor? As Rojo points out, called shot is still too good at +4, so I'd like to nerf Tactics, and reduce the odds of hitting the targeted location so you are more likely to hit adjacent - it should be a way of targeting an area, not a single part.
Sounds like what you're looking for is the part that defines how Called Shot Bonus and Called Shot Mastery work... which is in the abilities subdirectory, rather than constants.
 
Only my best guess (haven't tested any of it):
"CalledShotBonusMultiplier": 2.0,(line 428 in CombatGameConstants.json) doubles the hit chance for a body part in general and in addition the multipliers from TraitDefCalledShotImprove.json (value 2.4) and TraitDefCalledShotMaster.json (value 3.75) (in ...\StreamingAssets\data\abilities\Traits) are also applied.
Base hit chance for head (from front arc) is 1, so 1*2*2.4*3.75=18 which is the maximum to hit chance for the head with a called shot.
Edit: but doesn't work for other locations...
Nevermind, that's still a nice tip. I may now have enough information to make something very close to the game I'm looking for!

If I understand that right:

decreasing the second value in
"ToHitStepValues":
[
0.05,
0.025
],
should decrease the hit chances for the higher gunnery skills without influencing the hit chances of lower gunnery skills as much or at all.
I think that refers to total +hit, not just the +hit from Gunnery, right?