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Dra9o

Private
Jul 4, 2019
18
0
Code:
  "NumSensorLockImpairedEffects": 2,
  "SensorsImpairedEffect": {
    "durationData": {
   "duration": 1,
   "ticksOnActivations": true,
   "useActivationsOfTarget": true,
   "stackLimit": 1
    },
    "targetingData": {
   "effectTargetType": "SingleTarget",
   "showInTargetPreview": true,
   "showInStatusPanel": true
    },
    "effectType": "StatisticEffect",
    "Description": {
   "Id": "AbilityDefPPC",
   "Name": "SENSORS IMPAIRED",
   "Details": "[AMT] Difficulty to all of this unit's attacks until its next activation.",
   "Icon": "uixSvgIcon_status_sensorsImpaired"
    },
    "nature": "Debuff",
    "statisticData": {
   "statName": "AccuracyModifier",
   "operation": "Float_Add",
   "modValue": "1.5",
   "modType": "System.Single"
    }
  },

Does anyone know the exact mechanics of effects in the game? I mean "stackLimit" can be -1 0 1 2 ...
0 means one possible modifier+"modValue" operation? All PPC effects stackLimit=0. But SensorLock has 1...
And 1 means one operation now and the next one on the next tick (turn)? Or twice on this turn? Or it is possible only when "stackLimit"=2?
And what about -1? And if "duration"= 2 and the next PPC hit happens on the next turn - this means debuff doubling or simple substitution (when exactly 1 copy of effect ends)?

Also "ticksOnActivations": false makes effect internal or not?

And what about "AccuracyModifier" 1.0 means -5% or 1.0 / "ToHitModifierDivisor" = 1.0/10 = 0.1 = 10% ???



And "NumSensorLockImpairedEffects" or "NumSensorLockSteps" are "not about" stacking?



If you still trying to read this ;) please say what you know, I need some help...
 
Code:
  "NumSensorLockImpairedEffects": 2,
  "SensorsImpairedEffect": {
    "durationData": {
   "duration": 1,
   "ticksOnActivations": true,
   "useActivationsOfTarget": true,
   "stackLimit": 1
    },
    "targetingData": {
   "effectTargetType": "SingleTarget",
   "showInTargetPreview": true,
   "showInStatusPanel": true
    },
    "effectType": "StatisticEffect",
    "Description": {
   "Id": "AbilityDefPPC",
   "Name": "SENSORS IMPAIRED",
   "Details": "[AMT] Difficulty to all of this unit's attacks until its next activation.",
   "Icon": "uixSvgIcon_status_sensorsImpaired"
    },
    "nature": "Debuff",
    "statisticData": {
   "statName": "AccuracyModifier",
   "operation": "Float_Add",
   "modValue": "1.5",
   "modType": "System.Single"
    }
  },

Does anyone know the exact mechanics of effects in the game? I mean "stackLimit" can be -1 0 1 2 ...
0 means one possible modifier+"modValue" operation? All PPC effects stackLimit=0. But SensorLock has 1...
And 1 means one operation now and the next one on the next tick (turn)? Or twice on this turn? Or it is possible only when "stackLimit"=2?
And what about -1? And if "duration"= 2 and the next PPC hit happens on the next turn - this means debuff doubling or simple substitution (when exactly 1 copy of effect ends)?

Also "ticksOnActivations": false makes effect internal or not?

And what about "AccuracyModifier" 1.0 means -5% or 1.0 / "ToHitModifierDivisor" = 1.0/10 = 0.1 = 10% ???



And "NumSensorLockImpairedEffects" or "NumSensorLockSteps" are "not about" stacking?



If you still trying to read this ;) please say what you know, I need some help...
Based on the in-game behavior, I believe that the limit is per-turn and a zero indicates unlimited... since PPCs can stack, but Sensor Locks do not.

If you hover the mouse over a shot percentage, it should show the +/- modifiers that are going into the shot, using an integer difficulty rating. IIRC, that system scales down the percentage change after a while. So, for example, each point might be 5% until you're at plus or minus 10 points, and then it goes down to 2.5%... but I don't remember what the actual threshold and percentages are.

I've got ideas for what I would expect from some of the other numbers, but it would really all be speculation. I'd encourage you to go ahead and start changing values and see if you can tell what they did. (Maybe it goes without saying, but always make sure you have some way of reverting to the original values.)
 
Based on the in-game behavior, I believe that the limit is per-turn and a zero indicates unlimited... since PPCs can stack, but Sensor Locks do not.

If you hover the mouse over a shot percentage, it should show the +/- modifiers that are going into the shot, using an integer difficulty rating. IIRC, that system scales down the percentage change after a while. So, for example, each point might be 5% until you're at plus or minus 10 points, and then it goes down to 2.5%... but I don't remember what the actual threshold and percentages are.

I've got ideas for what I would expect from some of the other numbers, but it would really all be speculation. I'd encourage you to go ahead and start changing values and see if you can tell what they did. (Maybe it goes without saying, but always make sure you have some way of reverting to the original values.)

Well PPC has
Code:
"stackLimit" : 0,
And
Code:
D:\BATTLETECH\BattleTech_Data\StreamingAssets\data\constants\CombatGameConstants.json
has
"stackLimit" : 1. (for NumSensorLockImpairedEffects{})
So 0 allows stacking.

Maybe stackLimit is cooldown value. (And "duration" is how long in ticks debuff lasts) ???
 
I think the sensor impairment is limited to 4 in 1.6 with one of the new lines in the CombatGameConstants.json. This could use some testing.
I had not noticed that. Definitely worth looking into... though I, for one, have other plans for the Fourth of July...
 
I think now that

stackLimit =
1 -> 2 effects stack.
0 -> next effect replace previios (duration renew) infinitly.
-1 -> reject new effects at all until duration is not empty. Unsure.
 
I got some kids free time tonight and was able to test two setups:

1 - Sensor Locking Only: I SLocked this unit 3 times, the listed malus did not go over 4
20190704190411_1.jpg
2 - PPCs Only: I was able to get hit for well over 10 and was not SLocked by the AI. Not shown, I was also able to get over 4 on the AI with my own PPCs as expected
20190704190220_1.jpg
Not Tested: Will SLock increase the malus if it is already over 4 by PPCs alone?
 
I got some kids free time tonight and was able to test two setups:

1 - Sensor Locking Only: I SLocked this unit 3 times, the listed malus did not go over 4
2 - PPCs Only: I was able to get hit for well over 10 and was not SLocked by the AI. Not shown, I was also able to get over 4 on the AI with my own PPCs as expected
Not Tested: Will SLock increase the malus if it is already over 4 by PPCs alone?

Thank you.

So stackLimit=
1...N -> 1...N effects active.
0 -> Stacks infinitely.
-1 -> No stacking.
Effect Is active until "duration" counting N, ..., 1, 0.
Tick useActivationsOfTarget appears at the END of the enemy unit active phase. (So shooting influenced by debuff).

NumSensorLockImpairedEffects NumSensorLockSteps are for multiple different effects (possibly). Beacause NumSensorLockImpairedEffects = 2,one for evasive pips and "signature bosted and the next one for linked AbilityDefPPC.

Stacking PPC with Sensor Lock is still unclear, but not so important, I think.

Can anyone write it in English (without my mistakes :) ) for BT modding wiki
 
I'm thinking this change might be to prevent turrets from tanking any one unit's ability to fire. Massed AI units with SL don't often lock the same unit twice, the player in SP and PvP is not likely to take more than two SLock pilots. The only place I can recall getting mass locked is when I'm inside a turrets sensor range but out of direct LoS. This was probably highlighted in early Attack/Defend contracts where there is time pressure to destroy things other than turrets that usually get picked off at range and the player is not inside all 4 of their sensor zones.
 
I am not sure, but PPC possibly can't stack with Sensor Lock. I've restored 1.5.1 version for my mod debugging purpose. With PPC stackLimit=0, SL stackLimit=2 there was "2 Difficulty to all of this unit's attacks until its next activation." after Sensor Lock x2 + PPC hit x1. Sensor Lock was moded for duratin=2 but debuff has duration=1. This may explain Sensor Lock x2 = 1 debuff strength. But PPC hit happened in the same turn.

Maybe this is just a UI issue (was it fixed in 1.6 ?). Can anyone check stackLimit values in 1.6?