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Axterix13

Second Lieutenant
8 Badges
Dec 31, 2019
180
2
  • BATTLETECH
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Up on Nexus Mods now.

While discussing "over-engined" mechs over in this thread, one thing that came up was that people were disinclined to use certain mechs when other mechs had basically the same free space, but got to move an initiative phase earlier due to being in a lighter weight category. So I decided to mess with mechs using "quirks" to see how it would play if speed, not weight, determined the phase you move in. I liked the result, so I made a dll mod out of it.

A dll mod that changes mech and vehicle initiative base phases to be based on the MaxWalkDistance variable in their movement files. Or in other words, to make it so that faster mechs move first, regardless of weight, and slower mechs, well, they move later.

Works with the default mod loader, as well as ModTek.

You can customize the points at which this happens by tweaking the settings.json file. The default values for mechs are in the following mech movement speed ranges:
Phase 5 aka special: Locust/Spider speed and above. 8/12 and above in TT terms.
Phase 4 aka light: Phoenix Hawk, Vulcan, Assassins, Jenners, etc... 6/9s and 7/11s in TT terms.
Phase 3 aka medium: Griffins, Dragons, Quickdraws, Shadow Hawks, etc.. The 5/8s.
Phase 2 aka Heavy: Battlemasters, Marauders, Enforcers, Panthers, etc.. The 4/6s.
Phase 1 aka Assault: everything else, so King Crabs, Urbanmechs, and so on.

Vehicles have their own variables. Since the core game has them moving a weight category slower than mechs, I made the default variables in this mod require them to be able to move 20-25m per turn more to go in the same initiative phase. So a tank with the same movement speed as a Griffin (medium) moves with the heavies, currently. Haven't had too much chance to play with this yet, so the default values may change in the future. And maybe I'll add a variable that will let the user use the core game initiative for vehicles, if they so desire.
 
Last edited:
Good to know. There has been a small but dedicated group who've discussed similar since beta. I'll keep it in mind for reference next time I see such discussion.
 
@Axterix
{
"Description" : {
"Cost" : 0,
"Rarity" : 99,
"Purchasable" : false,
"Manufacturer" : "Hartford",
"Model" : "S1000",
"UIName" : "Hartford S1000 TTS",
"Id" : "Gear_General_Hartford_S1000_TTS",
"Name" : "Hartford S1000 TTS",
"Details" : "The Cicada's Hartford S1000 TTS allows it to accurately fire at rapidly moving targets while moving at high speeds itself. Perfect for the Cicada's role as a hunter of light 'Mechs.",
"Icon" : "UixSvgIcon_specialEquip_System"
},
"BonusValueA" : "* Sprint & Fire",
"BonusValueB" : "* Ignores 1 Evasion",
"ComponentType" : "Upgrade",
"ComponentSubType" : "NotSet",
"PrefabIdentifier" : "",
"InventorySize" : 3,
"Tonnage" : 0,
"AllowedLocations" : "RightTorso",
"DisallowedLocations" : "All",
"CriticalComponent" : false,
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"stackLimit" : 1
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"showInTargetPreview" : true,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "StatusEffect-HartfordS1000TTS-CanShootAfterSprinting",
"Name" : "HARTFORD S1000 TTS",
"Details" : "This 'mech can shoot after sprinting.",
"Icon" : "UixSvgIcon_specialEquip_System"
},
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "CanShootAfterSprinting",
"operation" : "Set",
"modValue" : true,
"modType" : "System.Boolean",
},
"nature" : "Buff"
},
{
"durationData" : {
"duration" : -1,
"stackLimit" : 1
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"showInTargetPreview" : true,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "StatusEffect-IntSys-IgnoreEvasion1",
"Name" : "HARTFORD S1000 TTS",
"Details" : "This unit ignores [AMT] charges of EVASIVE when attacking targets.",
"Icon" : "UixSvgIcon_specialEquip_System"
},
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "EvasivePipsIgnored",
"operation" : "Float_Add",
"modValue" : "1",
"modType" : "System.Single",
"additionalRules" : "NotSet",
"targetCollection" : "Weapon",
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "NotSet"
},
"nature" : "Buff"
}
],
"ComponentTags" : {
"items" : [
],
"tagSetSourceFile" : ""
}
}
This subforum is the home for such json mods.