There was a major bug in some missions where the AI would seem to hang and the mission would be very laggy. Version 2.1 solved this issue. Please make sure to download it!
This mod provides instructions on which key/values to edit in the JSON to adjust the mode to your liking, but i fear I'm missing something horridly obvious- each time i edit the JSON file, then run RT, the values reset to the originals?
Again, i think there is something basic im not doing here, if someone could point that out to me that would be really great.
EDIT: Sorry all, I realise the issue now and its not related to this mod. Please delete this comment.
rt launch safety changes settings back when you launch (you can turn it off on the rt launcher with advanced mode enabled)changing the settings in mod.json sill does nothing for me tho... havnt figured out why yet.
1 - would be nice if it included 'no time to bleed' features
2 - mod.json settings don't seem to work? version 7.3 I changed "FatigueTimeStart" from 7 to 2, but still producing fatigue based on the default value. Tried incrementing the version number in case modtech was caching something, no change.
Thanks for the hard work, donZappo. Your mods are great!
1) It has part of the No Time To Bleed Features in the mod. For "InjuriesHurt" if you turn that to true then fatigue will reduce skills for each injury. You still can't drop with injured pilots. However, if you keep that false then my guess is that you could delete the conflict with No Time To Bleed and they would both work together. Not 100% on this one, however.
2) It still should. Looked at the math and it looks right. Keep in mind that fatigue time is also impacted by the amount of damage a mech took. The more damage they take, the longer they will be fatigued. That setting only defines the baseline value it starts with.
How do I adjust the skills detraction when fatigued? -Also it seems to be a mistake in the mechwarrior barracks, the debuff on the mechwarriors doesn't say fatigued, it says unavailable (when they clearly are not) Edit - also - how is it with mechwarriors with different guts values all come out of the same battle with the same fatigue level? -also - what is resolve?
hi, what is meant by "light injuries"? do they get hurt when the light shines on them? or are we talking about a secret damage multiplier when facing a locust decked out in small lasers?
Any chance there is a way to have the "FatigueTimeStart" be based off skull rating of the mission? for Example a .5 or 1 skull mission could be 2, but 4.5 and 5 skull missions would be 7. It would seem that harder missions would leave a pilot more fatigued than an easy mission.
Any recommended settings for using this with Flashbacks and concurrent missions? As it stands, pilots always get "Low Spirits" whenever there is a concurrent mission. Seems a little unfair considering there is no possible chance of avoiding it.
Perhaps turn off the Low Spirit setting? What do you suggest?
Possibly stupid question, actually two. 1. If I have the Pilot Quirks mod, should I change the quirks setting in the file to True? 2. What exactly does Injuries Hurt do when set to True (I see the mod conflicts with the Injuries Hurt mod, so I wonder if it essentially does the same thing of give a temporary penalty to pilot and gunnery skills when the mechwarrior suffers an injury in combat)?
1) Yes, that should be set to true. 2) If you have InjuriesHurt set to true then your skills will be decreased one pip per injury your pilot has. This is precisely why it conflicts with InjuriesHurt.
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so in game my mod manager says this game conflicts with piratetech, though, though the game still runs ok, is it fine to run like this anyways?
This mod provides instructions on which key/values to edit in the JSON to adjust the mode to your liking, but i fear I'm missing something horridly obvious- each time i edit the JSON file, then run RT, the values reset to the originals?
Again, i think there is something basic im not doing here, if someone could point that out to me that would be really great.
EDIT: Sorry all, I realise the issue now and its not related to this mod. Please delete this comment.
Thanks in advance
1 - would be nice if it included 'no time to bleed' features
2 - mod.json settings don't seem to work? version 7.3 I changed "FatigueTimeStart" from 7 to 2, but still producing fatigue based on the default value. Tried incrementing the version number in case modtech was caching something, no change.
Thanks for the hard work, donZappo. Your mods are great!
2) It still should. Looked at the math and it looks right. Keep in mind that fatigue time is also impacted by the amount of damage a mech took. The more damage they take, the longer they will be fatigued. That setting only defines the baseline value it starts with.
-Also it seems to be a mistake in the mechwarrior barracks, the debuff on the mechwarriors doesn't say fatigued, it says unavailable (when they clearly are not)
Edit - also - how is it with mechwarriors with different guts values all come out of the same battle with the same fatigue level?
-also - what is resolve?
Perhaps turn off the Low Spirit setting? What do you suggest?
1. If I have the Pilot Quirks mod, should I change the quirks setting in the file to True?
2. What exactly does Injuries Hurt do when set to True (I see the mod conflicts with the Injuries Hurt mod, so I wonder if it essentially does the same thing of give a temporary penalty to pilot and gunnery skills when the mechwarrior suffers an injury in combat)?
2) If you have InjuriesHurt set to true then your skills will be decreased one pip per injury your pilot has. This is precisely why it conflicts with InjuriesHurt.