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BTX_CAC_Compatibility

Modifies BTX (and BTXMinusWeapons, if present) for CAC.

Installation: (requires working BTX installation)

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)
  • 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)
  • 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