liger0000 Posted April 28, 2018 Share Posted April 28, 2018 Main mission is so very hard We have only 4 mach in term but we need to figh Mach vehicle and very long rage turet and destroy some thing in ten turn Any one can make is more easy player have make more damage and have more defend power? Link to comment Share on other sites More sharing options...
Watcher0187 Posted May 1, 2018 Share Posted May 1, 2018 Look at easy start. It changes some of the initial mechs and you can edit your starting lance in simgameconstantants yourself. Link to comment Share on other sites More sharing options...
Arkonahn Posted May 6, 2018 Share Posted May 6, 2018 I cant remember if this mission is before or after getting a unique mech during the story campaign but you can edit its unique weapons to help you during that mission. I'm guessing its the one where you have to destroy the spaceship? You can also edit ++ type weapons but I'm not 100% sure the ai doesn't use them. Link to comment Share on other sites More sharing options...
Watcher0187 Posted May 6, 2018 Share Posted May 6, 2018 I haven't seen them using any ++ gear though it's in the scrap if it's in the mechdef loadout. They definatly use the weapons I've created in the loadouts I've created (clan stuff) but I never see the base game's ++ markers inspecting stock mechs and no way to see their gear in combat so not absolutly certain if they are using it but again it's in the scrap Link to comment Share on other sites More sharing options...
Arkonahn Posted May 6, 2018 Share Posted May 6, 2018 In SimGameConstants.json there is some code showing "VeryRareWeaponChance" under salvage, but I figured it was for spawning special loot. All the best weapons like ac/20+++ I modded extra damage and have not run into any mechs using them so far. Link to comment Share on other sites More sharing options...
Watcher0187 Posted May 7, 2018 Share Posted May 7, 2018 I like easy start but I'm going to have to redo it myself because I still want higher diff planets out there post campaign just not every damned planet being ten the second I finish the campaign. Going to be a pain but I defiantly think core and border systems should be hard with mid planets especially the garbage planets being easier. One of these days someone is going to figure out how to tax drop weight so you have motivation to keep using lighter mechs even though by campaign end you're likely sitting on 4+ assault. Link to comment Share on other sites More sharing options...
Arkonahn Posted May 7, 2018 Share Posted May 7, 2018 I made a small mod that makes a new upgrade that enhances evasion by using the "EVASIVE MOVEMENT" skill so I can have light mechs with sprint like evasion while moving and shooting. However even with six evasion pips the ai will focus down my light mechs easily when there are 4+ firing at it, might have to change the max evasion possible. For changing system difficulty I changed "ContractDifficultyVariance" in SimGameConstants.json so I can have 2-5 skull missions at the end of the campaign, a lot easier than changing individual system difficulty. Link to comment Share on other sites More sharing options...
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