Modifies BTX (and BTXMinusWeapons, if present) for CAC.
Installation: (requires working BTX installation)
- Download CustomBundle https://github.com/BattletechModders/CustomBundle (0.3.12)
- Direct download link: https://github.com/BattletechModders/CustomBundle/archive/refs/tags/0.3.12.zip
- Download IRTweaks https://github.com/BattletechModders/IRTweaks (REL_0.9.4.7)
- Download IRBTModUtils https://github.com/BattletechModders/IRBTModUtils (REL_1.12.0)
- Download MissionControl https://github.com/CWolfs/MissionControl (version v1.3.0)
- updade MissionControl by
- replace files from the MissionControl zip to your current BEX Installation
- MissionControl/MissionControl.dll
- MissionControl/mod.json
- MissionControl/config/Contracts/My_FP_Contract_ID_Example.json
- MissionControl/contractTypeBuilds/Blackout/common.jsonc
- MissionControl/contractTypeBuilds/Blackout/mountainhold_lunar.jsonc
- MissionControl/contractTypeBuilds/DuoDuel/common.jsonc
- MissionControl/contractTypeBuilds/SoloDuel/common.jsonc
- MissionControl/overrides/contracts/duoduel/DuoDuel_FestiveCouple.json
- MissionControl/overrides/contracts/duoduel/DuoDuel_YearlyTussle.json
- if you are updating your installation: delete everything in MissionControl/config/Contracts except My_Contract_ID_Example.json and My_FP_Contract_ID_Example.json
- (the settings json will be updated below, when you copy over BTX_CAC_Compatibility)
- replace files from the MissionControl zip to your current BEX Installation
- Remove BTMLColorLOSMod and MechResizer from your BTX installation (as CAC and CU basically do the same)
- Remove FewerHeadInjuries from your BTX install (IRTweaks is configured to to the same, just better)
- Add IRBTModUtils and IRTweaks to your mods folder
- Add CustomAmmoCategories, CustomComponents, CustomLocalization, CustomActivatableEquipment and CustomUnits to your mods folder (only add these 5 from CustomBundle, the rest is not needed)
- Remove the folder CustomAmmoCategories/StreamingAssets
- Add BTX_CAC_Compatibility, overriding files from anything previously mentioned and MissionControl and BiggerDrops
- If you updated CAB recently (first reported 2.9.21, might be there for a few days before that), you have to reset the CAB-CU and CAB-Misc (in both cases, remove the current folder, then copy in the old one):
- replace it with these ones: CU https://github.com/BattletechModders/Community-Asset-Bundle-CustomUnits/archive/cef38ffefa137ac7557a211194e9c5e14de8e4ae.zip, Misc https://github.com/BattletechModders/Community-Asset-Bundle-Miscellaneous/archive/5a00631b8ba3a3d2bf6dd8e4662eff694ebfc520.zip
- or (if you know your way around git) reset the CAB-CU in your CAB cache to commit cef38ffefa137ac7557a211194e9c5e14de8e4ae, and CAB-Misc to 5a00631b8ba3a3d2bf6dd8e4662eff694ebfc520 and copy them over
Component list (Clan & SLDF ones included):
- Weapons (& Ammo)
- Energy
- PPC: added FI OFF mode
- ER PPC: -
- Snub PPC: 5 projectiles, damage falloff over medium range, upgraded version have extra mode with 1 projectile
- Laser: -
- ER Laser: -
- Pulse Laser: fixed animation
- Tag: attacking a tagged unit has an +3 accuracy boost, tag gets removed when unit moves, upgraded tags have a bonus to its own hit chance
- Flamer: added forestfires
- Ballistic
- AC: fixed firing speed, only one visual projectile
- LBX: added cluster/slug ammo, cluster ammo uses CAC shells instead of multiple projectiles, small range increase (to TT values)
- UAC: fixed firing speed, only one visual projectile, added AC mode (1 shot, but +4 acc), minimal range increase (to TT values)
- Gauss: -
- Silver Bullet Gauss: fixed multiple projectiles
- MG: added double speed mode (double shots, -4 acc, +5 heat)
- AMS: MG that shoots at incoming missles (20 shots at 0.5 acc) (can overload for 30 shots + jam chance / can be used as MG)
- Missle
- LRM: added hotload mode
- Artemis IV LRM: added hotload mode, changed acc to +4 in direct fire (+0 indirect), added clustering
- SRM: added inferno ammo (inferno causes fires everywhere)
- Artemis IV SRM: added inferno ammo, added clustering, +4 acc
- Streak SRM: added inferno ammo, added streak effect+clustering
- NARC: attacking a narced unit has an +3 accuracy boost, narc pod gets removed after 2 to 4 rounds (depends on launcher), ecm blocks narc acc bonus
- ATM: added 3 ammo types, trading damage for range, added clustering
- Infernos: Broken, use SRM inferno ammo instead
- Artillery
- Thumper: light artillery (replaces HM mortar / + version for Bull Shark)
- Sniper: medium artillery (found in mining shops)
- Long Tom: heavy artillery (special, only for Bull Shark with special event)
- Arrow IV: medium artillery (lostech / FP reward / Liao shops after 3049)
- Energy
- Electronics
- ECM
- Guardian ECM: -20% detectability, 180m aura (+4 defense, indirect immune, sensorlock immune) (friendly only) (blue)
- Liao Prototype ECM: -10% detectability, 90m aura (+4 defense, indirect immune, sensorlock immune) (friendly only) (blue)
- Packrat ECM (only in Packrat vehicle): 90m aura (+4 defense, indirect immune) (friendly + enemy) (blue)
- AP
- Beagle Active Probe: +150m sensor range, free action sensor lock, 120m active probe ping (free action) (brown)
- Liao Prototype AP: +100m sensor range, free action sensor lock, 90m active probe ping (brown)
- Mech Quiks
- Improved Sensors Quirk: +50m sensor range (stacks with AP)
- Improved Comms Quirk: 200m aura (removes indirect immune) (hostile only) (green)
- Stealth:
- Null Signature System: Activatable (+2 defense, -50% detectability, +1 stealth, sensorlock immune, +10 heat)
- Chameleon Light Polarization Shield: Activatable (+2 defense, -50% visibility, +1 stealth, +6 heat)
- ECM
- Upgrades
- AMS: Broken, use Ballistic Weapon AMS instead
- TSM: Auto activates at >27 heat (*2 melee damage, + 60m movement)
- Prototype TSM: Auto activates at >27 heat (*1.5 melee damage, +30m movement)
- MASC: Activatable (*2 speed) (fail chance 15%, add up per turn in use)
- Argo Upgrades
- Storage: added 3 additional storage upgrades, each giving a new mechbay to use
- Engine Repairs: The storage upgrades do fix BiggerDrops tonnage increase upgrades, by giving you a way to fullfill their requirements
- Indirect Fire changes:
- Shooting at something you cannot see (but your ally can) is considered Indirect Fire, and in turn will be blocked if the target is covered by ECM
- You only get an accuracy penalty for Indirect Fire if you have to shoot over obstacles to hit your target (if it was considered Indirect Fire by the old rules)
- Mechs:
- Goliath GOL-1H (quad, SLDF/SW) (low chance everywhere, factory Stewart)
- Goliath GOL-3M (quad, HC) (marik after 3047, factory Stewart after 3048)
- Helepolis HEP-3H (sniper arty, SLDF) (comstar/snords) (TODO heat?)
- Phoenix Hawk LAM PXH-HK2 (SLDF LAM) (comstar) (HK1(R)?)
- Stinger LAM STG-A5 (SLDF LAM) (comstar/kurita, factory Irece) (A1?)
- Wasp LAM WSP-105 (SLDF LAM) (comstar) (100b?)
What to do when adding CAC-C into an existing savegame:
- Store and ready every mech that has any of the following fixed equipment:
- any ECM (you are fine if the component has - X% Detectability as bonus)
- any ActiveProbe (you are fine if the component has +Xm Sensor Range as bonus)
- any TSM (you are fine if the in mission GUI shows only one active component for it)
- MASC (you are fine if the in mission GUI shows only one active component for it)
- Bull Shark BSK-MAZ (you are fine if it has a fixed Thumper ballistic weapon)
- Exterminator EXT-4D (you are fine if it has Null Signature and Chameleon)
- Remove any equipment and use its new replacements (use the savegame editor to change the parts in your inventory if you want):
- Liao ECM (Gear_Sensor_Prototype_ECM -> Gear_SensorCAC_LiaoProtoECM)
- Liao AP (Gear_Sensor_Prototype_ActiveProbe -> Gear_SensorCAC_LiaoProtoAP)
- AMS upgrade components (Gear_AMS_XXX -> Weapon_AMSCAC_XXX) to AMS weapons & MG ammo
- Infernos Launcher (Weapon_Inferno_Inferno2_XXX -> Ammo_AmmunitionBox_Generic_SRM_Inferno) to standard SRMs with Inferno ammo
- Mech Mortar (Gear_Mortar_MechMortar -> Weapon_MortarCAC_ThumperFree) to Thumper with matching ammo (requires ballistics slot)
TODO List:
- edit texts
- vehicle updates (inferno?)
- NARC reveals target?
- Flamers & Inferno ammo balance
- ECM tohit balance
- ac projectiles per shot, if possible
- new mechs: LAMs
Known bugs:
- CustomLoc patchig strings
Optional:
- If you want Urban vehicles to leave blood on destruction, look at CACs settings and change "DrawBloodChance" to 0.3
- manual deployment can be enabled via CU, set "DeployManual": to true to do so (warning: laggy)
Credits:
- CMiSSioN for CustomBundle
- everyone involved in RougeTech (also Crackfox for Vanilla CAC) for examples and inspiration on how to use CB
- Haree for BTX
- Hounfor for the Goliath, LAM and Helepolis icons
- lordruthermore for half working Goliath jsons
- Pode for half working LAM jsons
- Pode/bhtrail for looking up mech loadouts