This Download package contains Sean Lang's Weapon Rebalance Mod (with bugs) and confused_shelf's vehicle rebalance mod. Plus the common Mech-Tonnage fix for MechCommander builts.
MECHCOMMANDER GOLD - NGNG WEAPON REBALANCE PROJECT
by Scott aka HomerJr/SerEdvard, Phil aka SeanLang 9/8/2014
This mod does two things: 1) completely rebalance IS and clan weapons to diversify weapon capabilities and give them different niches/roles in the game, and 2) increase the default screen resolution to expose ~4X more of the battlefield.
Inner Sphere Weapons - Weapon Rebalance Mod by SerEdvard, Version 1.0
Clan Weapons - Weapon Rebalance Mod by SerEdvard, Version 1.0
KNOWN BUGS v1, 9/8/2014
SeanLang on NGNG 2014:
This is the current weapon re-balance for Clan/IS weapons! I've attached the .PDF's for you to download if you desire!
Here's a Google Drive link to download the weapon rebalance mod: Drive.google.com
Includes a readme with instructions for easy installation.
Here's a quick summary of the weapon rebalance philosophy:
Here's how each weapon type was affected:
RizZ note: This patch updates patches Firestarter, Centurion & Jagermech tonnage settings to work more canonlike. This fix only includes updatet BattleMech profiles!
Confused_Shelf on reddit 2017: Second mod in what will hopefully be a series of mods I'm releasing over the next couple weeks.
This mod aims to fix the Firestarter, Centurion and Jagermech tonnage error. In game those 'Mechs are listed as 30, 55 and 70 tons respectively when they should be 35, 50 and 65 tons.
This mod slightly changes the balance of these three 'Mechs and their variants:
Original download (single download) from Confused_Shelf's googledrive
To install simply copy the "missions" folder into the DATA folder wherever the game is installed. If you already have a "missions" just copy the individual files but make sure the folder structure remains the same (DATA/missions/profiles/file).
Worth noting I only checked to see if these worked correctly in the mechbay and that they didn't crash the game. The balance might be way out of wack. The numbers all seemed reasonable but if you find they are made of paper/adamantium then let me know and I'll fix it.
Hope you guys enjoy.
RizZ note: This patch contains various profile changes for vehicles and vehicle crew artificial intelligence settings. This should make vehicles more competitive in the game.
Confused_Shelf on reddit 2017:
To install, extract the files from the zipped folder and paste the contents into your DATA folder. It will ask to overwrite OBJECTS (make a copy first) and then it should run just fine since I've already handled the folder hierarchy.
Okay so first things first. This update was supposed to take a day or two. Ended up taking longer than the first two releases combined. Probably spent around 12+ hours doing this over the past week
IMPORTANT: Asking the game to load desc.fit from anywhere other than MISSION.FST increases the MechBay load time from around two seconds to six seconds. This is totally unavoidable if I want to edit that file. If you don't like this minor inconvenience then simply delete desc.fit (or move it somewhere else). You'll only ever notice this when you go back to the MechBay at the end of a mission, otherwise everything runs as usual.
I discovered the fantastic Solaris Skunkwerks (and Solaris Armor Werks too) which has a complete list of every 'Mech/Vehicle that has ever had a record sheet printed about it. This program has every bit of information you could ever wish to know about a vehicle, including the distribution of armor points.
Whereas before I was guesstimating what the armor points for a vehicle would be based on what I could find on sarna.net, now I have 100% accurate figures for every vehicle*. Took quite a while to update them all.
Couple of exceptions on the armor front (jesus christ, I've gone full american, I don't even think about spelling it 'armor' now). First of all, in MechCommander all vehicles have a turret. In BattleTech that is not true. To resolve this issue I've set turret armor to match side armor where relevant. This gives those vehicles without turrets a minor (almost insignificant) armor bonus over what they should have but it is the most fair way to go about things. Interestingly, their damage display on the HUD for vehicles without turrets doesn't have a seperate area to display the damage to this region but I've tested it and it is there.
Vehicle speeds have got a complete overhaul. Sarna.net had a mix of cruise speeds and flank speeds listed on the pages. Now I have set every vehicle to travel at its cruise speed. This restores some sense of realism, hovercraft accelerating to stupid speeds in an instant always looked goofy.
The only exception is the Mobile Artillery. It has a cruise speed of 6m/s but the game exe defines "walk speed" as 9m/s. Therefore you can get the vehicle to move faster by doing a regular move order rather than a sprint order. Honestly I think the 6m/s was too slow so I'm not too fussed.
Internal Structure stats has been added to every vehicle. This increases survivability of all vehicles over 10 tons. In the vanilla game the vehicles all had an internal structure of 1, far below what they should have.
You'll see a better descriptions for each vehicle you can buy that more accurately reflect their new canon loadouts. There's also a little fluff squeezed in there where I can.
The player vehicle pilots have all been rebalanced. By default light vehicles have skills of 35, medium 50, heavy 60 and assault 75. Vehicles with sensors have a sensor skill relevant to their purpose. For example an Alacorn has a sensor skill of 35 because it's purpose is not to scout. A Pegasus, even though it is a light vehicle, has a sensor skill of 75 because that is the entire purpose of that vehicle.
NEW VEHICLE: I repurposed some unused assets for an Elemental Carrier to create a new vehicle, the Maxim. The assets bear many similarities with the Maxim. Even better, there was a 3050s redesign for which there is no picture so I'm claiming my Maxim is the new model. Even, even better, the new model has a variant designed to carry Battle Armor (an Elemental Carrier if you will), so that's what I'm using for the stats. It won't appear anywhere in game yet but in the future I have plans to do a campaign reworking which will include the vehicle. Alternatively change things yourself, it is PV20400.
Hope you enjoy the changes. You'll find below a comparison table that shows the differences between the vanilla game and my mod.
This is the last update for the vehicle balance for now. v1.0 will launch after I've reworked the weapons, which is my next project. I'll then correct the weapons loadouts where needed and launch the final version.
Special thank you to /u/EricAKAPode for explaining the finer points of Battletech mechanics, helped me a great deal.
Right, the Refit Truck. Originally a 35 ton vehicle. In the game files it has 168 repair points before it is exhausted. I did some testing on an Atlas-A (21 tons of armour, despite what the files say) and discovered that each repair point is equivalent to 0.5 tons of armour. So that 35 ton vehicle was carrying 84 tons worth of repairs. That's ridiculous to me and in my mind that vehicle made many of the missions too easy. I have no issue with the game mechanic of repairing mechs in a few seconds but it was clearly far too powerful.
So I made some changes. The vehicle now weighs 55 tons and carries only 25 tons of repairs (70% less). The Refit Truck shares its front end design with the Salvage Truck and Salvage Rig (40 and 50 tons). If I assume the Salvage Truck has 10 tons of cargo then I can deduce the empty version of such a vehicle would weigh 30 tons. Add 25 tons of repairs and you get the 55 ton total. That's still enough to repair an Atlas-A with literally every single component set to 0 armour (more damage than it would ever accrue in a real fight) so it still has a use, but is far less OP.
Plans for v0.3:
Please let me know if you encounter any problems.
As a small bonus here is a collection of the different civilian vehicles in the game, many of which don't even appear in the missions:
Got a little something for you today, an idea I've been planning for over a year now. Finally spent a few hours changing the files and testing them.
Have you ever felt that the vehicles in MechCommander don't pose as much of a challenge as they should? Well I have and so I decided to make some minor changes to the vehicles.
I researched every vehicle on sarna.net and changed the weapons to reflect their canon appearance. Speeds and armour have also been corrected.
Some of the major changes:
To install, extract the files from the folder and paste the contents into your DATA folder. It will ask to overwrite OBJECTS (make a copy first) and then it should run just fine since I've already handled the folder hierarchy.
Planned changes for v0.2:
Beyond that I have a couple of other ideas for MCG mods. Tomorrow I'm hoping to release a fix for the Firestarter, Centurion, Jagermech tonnage. I have an expansive weapons mod planned (~80 new pieces of equipment, all canon, more than double stock content) that I want to complete before I look at rebalancing the 'Mechs.
Enjoy. I welcome your feedback.
(c) by RizZen - thx to SerEdvard & Confused_Shelf