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Axons Amok

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Jul 22, 2012
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I'm curious to know if there are any mods that create more interesting effects when buildings are destroyed, especially in urban maps. I've searched here and Nexus Mods but didn't find anything on the first effort. The two things that stick out in my mind are:

  1. buildings collapsing directly next to a 'mech or vehicle do not inflict any damage on them, and
  2. 'mechs on top of a building will take stability damage if it is destroyed, but due to the Unsteady -> Knockdown sequence, still land on their feet in the rubble.
Are there any mods that inflict damage to immediately neighboring units when a building collapses, or enforce a knockdown if fall damage is from a certain height?
 
I'm curious to know if there are any mods that create more interesting effects when buildings are destroyed, especially in urban maps. I've searched here and Nexus Mods but didn't find anything on the first effort. The two things that stick out in my mind are:

  1. buildings collapsing directly next to a 'mech or vehicle do not inflict any damage on them, and
  2. 'mechs on top of a building will take stability damage if it is destroyed, but due to the Unsteady -> Knockdown sequence, still land on their feet in the rubble.
Are there any mods that inflict damage to immediately neighboring units when a building collapses, or enforce a knockdown if fall damage is from a certain height?

As for the second bit, take a Multishot Pilot. Throw enough stability to get the mech unstable, then hit the building with enough to knock it down in one turn. It’s better to target the mech first so any missed shots hit the building, just in case.

The code just treats any falling mech as if it had performed a DFA.
 
As for the second bit, take a Multishot Pilot. Throw enough stability to get the mech unstable, then hit the building with enough to knock it down in one turn. It’s better to target the mech first so any missed shots hit the building, just in case.

Fair enough. I usually have 2 Multi-Shot pilots in the lance so it's not hard for me to take that path. I know there are thousands of examples in the game where you can point to things that aren't realistic, so I don't try to hold it to that standard. I just find it a little odd that there's not a bigger incentive, gameplay-wise, for shooting out the building instead of just putting that 100-150 damage onto the target instead.

As for the buildings damaging neighboring units, I know it's possible. One of the early Arano campaign missions has ammo dumps that explode and deal AoE damage when they're destroyed. I guess it just comes down to whether or not that's something with scripting in the mission, or if it's a property that can be implemented on any building.
 
Fair enough. I usually have 2 Multi-Shot pilots in the lance so it's not hard for me to take that path. I know there are thousands of examples in the game where you can point to things that aren't realistic, so I don't try to hold it to that standard. I just find it a little odd that there's not a bigger incentive, gameplay-wise, for shooting out the building instead of just putting that 100-150 damage onto the target instead.

As for the buildings damaging neighboring units, I know it's possible. One of the early Arano campaign missions has ammo dumps that explode and deal AoE damage when they're destroyed. I guess it just comes down to whether or not that's something with scripting in the mission, or if it's a property that can be implemented on any building.

My guess would be that they avoid building collapses doing aoe damage to avoid domino effects on nearby buildings.
 
The variable "StabilityDumpFalling" in CombatGameConstants.json governs the number of stability bars that are filled when falling from a building. It defaults to -3, but if you set it to -5 it will cause any 'Mech falling from a destroyed building to be knocked down.
 
My guess would be that they avoid building collapses doing aoe damage to avoid domino effects on nearby buildings.

I hadn't thought that far ahead, but now I only want this more! :)

The variable "StabilityDumpFalling" in CombatGameConstants.json governs the number of stability bars that are filled when falling from a building. It defaults to -3, but if you set it to -5 it will cause any 'Mech falling from a destroyed building to be knocked down.

Bless you for doing the Lord's work, kind sir. o7
 
The variable "StabilityDumpFalling" in CombatGameConstants.json governs the number of stability bars that are filled when falling from a building. It defaults to -3, but if you set it to -5 it will cause any 'Mech falling from a destroyed building to be knocked down.
I've always thought that buildings were far too fragile in the stock game, so I doubled their hitpoints. That means that its rare for bulidings to come down with a single barrage.
It does happen though, and when it does it only makes sense that anything standing on the top should be dumped on its arse (if not severely damaged and pinned by rubble.

This is a change I am implementing immediately!
Thnk you, sir