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criticalHit=<some value> — probability of crit?
and I suppose that damage less or equals 5 doesn't damage components, right? (if not critical hit maybe)
Expectations: ==ERRORR!!!==
Reality: INSANE BUILDING DEMOLISHER!!!
Sold all guns, got 84 available tonnage!!! (44 by default), so....I guess...that... available tonnage depends on initial mech loadout.
Didn't try to put big guns into small\med\wrong slots, etc..... yet.
I'll have to modify each one manually... and inherit existing mechs for different loadouts (don't know how but I'll try 👀)
Has been asked before, you cannot. You CAN go in and modify the default loud out though. Is what I have done.
Btw, is it possible to make the ability to save mechs' custom loadouts for future use?
Wish there were maps and missions made for it. But skirmish works nicely!
I know there's already a battletech mod set during the clan-invasion, but I really like how this mod does this, so I hope in the future you might make one set in the clan-invasion.
And just like someone else has said, the infantry is a constant problem. Please adjust them.
If you want to avoid losses a light/ medium mech with good speed (0.81 the minimum) armed with MG and/or flamers + AMS if it has slots, this requires quite the micro tho
For AI not using mech it somewhat inherited from vanilla (not using costly stuff but spamming cheap), the modder would have to insert some hefty (and finniky) scripts to make it happen frequently
You could also try playing the Sandbox mode where you can give commands to all AI players
Overall infantry need a huge nerf to their cloak and their weapon range, and damage to mechs if not using rockets. Elementals need to move much faster since they have jump jets.
As for turrets I guess the dev doesn`t want players to turtle too much? Still you can spam them, a 3*3 square with 1 ammo depot in the middle with 8 AC turrets is quite dangerous
Because the mod is not vanilla, it`s a Total Conversion
Second, I don't see the AI making many of their unique mechs, mostly just Awesome, Marauders, Centurions and the smaller stuff. Never seen Jade Falcon pull out a clan mech. Could just be me being blind, but I noticed it enough to mention.
Still wish we could save custom loadouts somehow. Be so awesome to not have to give all my Mad Cats AMS instead of MG's.
I ask because the AI is quite passive even on Impossible.
I would sit around and just build up while the AI just sets up 5 or so outposts then just launch piecemeal attacks at me. I'm playing on a map with resource pods literally all over the map and the AI just uses a handful.
Is there anyway you can make the AI more expansive and aggressive? Especially on Impossible?
thank you very much once again
How do you change some things in the game, like adding more resources, like energy, oil/gas and nutrition? I wanted to make the game more about collecting, like a small truck picks up supplies from a distant area and has to deposit them at the main base, so the game would be even more challenging. Like, I could continue using credits (C-Bills) to buy things, but with the addition of these elements, and if I were to pay only with credit, it would be a mercenary construction (but the time and price would be double or triple to produce the unit). I really wanted to be able to do that, but I don't know how to do programming commands (I tried about 20 times and failed miserably every time). If you can (I know it's kind of selfish on my part), but could you send me a video of how to make these new resources and how to hire new people in your mod? I believe that my 13 hours of gameplay were only with your mod. I don't even think about playing vanilla anymore.