• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DutchRits

Second Lieutenant
2 Badges
May 2, 2018
115
0
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
Just a quick question for the mod community in general. Okay, really a series of related questions.

I've noticed the UnitTags.json after seeing the "MechTags" in the mechdef json. I don't know if I missed these tags before, or if it's something new. It appears that there is a large portion dedicated to factions, as seen below (UnitTags.json, lines 40-53):
"Marik",
"Liao",
"Steiner",
"Kurita",
"Davion",
"MagistracyOfCanopus",
"TaurianConcordat",
"NoFaction",
"AuriganDirectorate",
"AuriganRestoration",
"ComStar",
"MercenaryReviewBoard",
"AuriganPirates",
"AuriganMercenaries",

Now, I didn't think the OPFOR was generated using anything similar to the tabletop RATs, based upon previous posts, but I'm willing to admit when I'm wrong. Did this change in (v)1.3/Flashpoint? And if so, do these tags impact where/when you encounter certain Mechs?

For example, could I edit the Vindicator mechdef to add a "Liao" UnitTag, and then have it only appear when taking contracts against the Capellans? And to further complicate the subject, what happens if you have multiple factions? For example, having both "Davion" and "AuriganMercenaries"?

Contrast this with the PlanetTags used in the shopdef.jsons, which indicates where you can find certain Mech parts & complete chassis. The only purpose I can see to the UnitTags is for creating specific faction forces for the OPFOR.

Or am I wrong?
 
I think placing those tags in the data/tags/UnitTags.json may be in preparation for future capabilities to have faction specific encounters.

RogueTech uses tags to identify the OpFor and create more of a tailored faction specific lance - and there is another mod (from back in May/June) that @Sabrist and I were working on to use with vanilla BT (and with the JK Variants).

But, yah, I think you are right that they are indeed headed that direction. Would be interesting if they setup something like the ItemCollection csv files but for mech and vehicle encounters, where you could have individual faction files that have a column for the Mech/Vee, then use the next couple of columns to identify the rarity and any other variables they want to use.
 
Lady Alekto told me on Reddit (assuming I understood right) that this can be done in exactly the way you guessed, except that you have to add corresponding faction tags to every single lance definition you want the faction tagged mech(s) to be evaluated for. Which is what they did for RT. It creates a powerful and flexible system where certain factions can use certain mechs for certain missions, but tracking and coding all the possible combinations is a huge undertaking.
 
Both very helpful, thank you! Having faction RATs is something I’d LOVE to see in the game.

Follow-on question, then: are the “mech_role_XXX” and “mech_lance_XXX” tags tied to AI behavior, then?
 
Both very helpful, thank you! Having faction RATs is something I’d LOVE to see in the game.

Follow-on question, then: are the “mech_role_XXX” and “mech_lance_XXX” tags tied to AI behavior, then?
Yes and No.

unit_role_xxxx tells the game which dynamic tactical role to give the AI in combat as you suspected. unit_lance_xxxx tells the game what kind of "role" this 'Mech serves for Lance generation, but doesn't affect the tactical AI. I made a google sheet with a listing of them here.
 
Yes and No.

unit_role_xxxx tells the game which dynamic tactical role to give the AI in combat as you suspected. unit_lance_xxxx tells the game what kind of "role" this 'Mech serves for Lance generation, but doesn't affect the tactical AI. I made a google sheet with a listing of them here.

I’m glad I was on the right track, at least. VERY helpful product, btw!

So, I thought of this while reviewing your spreadsheet: I get the Brawler/Scout/Sniper unit roles, and the lance roles of Tank/Support/Assassin, but what does ‘Vanguard’ determine for lance composition? I guess I’m just confused as to the logic behind lance generation. Maybe I need to dig into those jsons a bit more.
 
I’m glad I was on the right track, at least. VERY helpful product, btw!

So, I thought of this while reviewing your spreadsheet: I get the Brawler/Scout/Sniper unit roles, and the lance roles of Tank/Support/Assassin, but what does ‘Vanguard’ determine for lance composition? I guess I’m just confused as to the logic behind lance generation. Maybe I need to dig into those jsons a bit more.

Vanguard is kind of like scouts, faster units that show up first.
 
Vanguard is kind of like scouts, faster units that show up first.

Which makes sense from the word’s definition, but I’m thinking more as to the criteria for assigning the tag. There are Mechs assigned a “cavalry” type of moniker in the tabletop TROs, which I think would apply, but I’m confused as to the game effect.
 
Which makes sense from the word’s definition, but I’m thinking more as to the criteria for assigning the tag. There are Mechs assigned a “cavalry” type of moniker in the tabletop TROs, which I think would apply, but I’m confused as to the game effect.

Take a look through the different lancedef files in the data/lance folder. You can see things like "Battle" Lances have a few Tank calls and then some Any. The Scouts Lancedef will have calls for Vanguards and exclude things like support or Tank.