Releases: BattletechModders/BetterAI
Better AI - 2.0.0
For BATTLETECH 1.9.1
Uses ModTek 0.7.7.4
https://github.com/BattletechModders/ModTek/releases
Better AI can be used with the HBS mod loader, however DLC content will not be corrected. It's recommended to use this mod with ModTek.
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-2.0.0 in to the BATTLETECH\Mods folder.
Release Notes:
Better AI 2.0 is a clean slate rewrite using the AI diagnostic tools developed by mpstark and input from Koztaz of "Relentless AI" to further improve the tactical challenge in a stock environment. It's more aggressive, keeps Lances cohesive and is more capable in reserve play with numbers. This mod has been built for and tested with the stock game mechanics. The Better AI Permanent Evasion Add On will still be needed for mods and modpacks that use it. If you are using the BT: Extended, BT: Advanced, please wait for the modpack curators to update to this version. BT: Revised users now have "Relentless AI" from Koztaz already tuned to their modpack.
Feedback is greatly appreciated either on the PDX forum Better AI thread or the various BT discords.
Modpack users: AT YOUR OWN RISK - Copying only the "\data\behaviorVariables" folder from Better AI 2.0 in to your modpacks existing Better AI folder should work with minimal interference. However, this is not recommended.
Better AI Permanent Evasion Add On - No update of Add-On required, will work with 2.0.0 automatically
Better AI - 1.7.0.0
For BATTLETECH 1.7.0
Requires ModTek 0.7.3
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.7.0.0 in to the BATTLETECH\Mods folder.
Some small adjustments to increase rear arc attacks, DFA in meleeonly mode and slightly less punchy base AI. Bug corrected and AI should be allowed to overheat again, stock AI heat management is much better. AI should still be overheating a few times before destruction on a normal temp. Biome but shouldn't be self destructing on Lunar maps unless it has a very high chance of destroying a location.
1.7.0.0 Changelog:
global.json, role_activeprobe.json and role_ecmcarrier added new variables and stock adjustments to ECM field weights.
Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.7.0.0 automatically
Better AI - 1.6.2.2
For BATTLETECH 1.6.2
Requires ModTek 0.7.2
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.6.2.2 in to the BATTLETECH\Mods folder.
Some small adjustments to increase rear arc attacks, DFA in meleeonly mode and slightly less punchy base AI. Bug corrected and AI should be allowed to overheat again, stock AI heat management is much better. AI should still be overheating a few times before destruction on a normal temp. Biome but shouldn't be self destructing on Lunar maps unless it has a very high chance of destroying a location.
1.6.2.2 Changelog:
global.json
Float_ExistingTargetDamageForOverheatAttack 0.90 from 90.0 - Bug, thanks Dra9o!
Float_MeleeDamageMultiplier 2.75 from 3.0 - Slightly less punchy base AI
Float_EvasiveToHitFloor 30.0 from 40.0 - AI much better at heat control, players more evasive
Float_CenterTorsoRearArmorMultiplier 5 from 10 - slightly higher chance to attack rear
Float_PreferAttackFromBehindHostileFactorWeight 0.5 from 0.4 - slightly higher chance to attack rear
role_meleeonly.json
Float_DFADamageMultiplier 8 from 6 - slightly higher chance to DFA in meleeonly
Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.6.2.2 automatically.
Better AI - 1.6.2.1
For BATTLETECH 1.6.2
Requires ModTek 0.7.2
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.6.2.1 in to the BATTLETECH\Mods folder.
1.6.2 HOTFIX:
New variables added by 1.6.2 added to global.json hotfix. This is untested in contracts, but should work without issue. Skirmish was tested with no errors.
Changelog for 1.6.2.1:
global.json
Float_ConfidenceInSignificantDamageWhileGhostedLevel - Added for 1.6.2
Float_WeaponDamageSpreadLerpValue- Added for 1.6.2
Float_StructuralDamagePercentageMultiplier- Added for 1.6.2
Float_ExpectedAndMaxDamageShootingInGhostStateLerp- Added for 1.6.2
Float_GhostStateHysteresisMultiplierTurnIncrease- Added for 1.6.2
Bool_ExpectedDamageAccuracyIncrease - Added, set to true
Bool_EnableLongRangePathfindingBeActorAware- Added, set to true
Float_LongRangeToShortRangeDistanceThreshold- Added for 1.6.2
mechdef_victor_VTR-9S.json
Changed role to unit_role_sniper from brawler to "AC/20 Snipe" like the CP-10-Z
Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.6.2.1 automatically.
Better AI - 1.6.1.2
For BATTLETECH 1.6.1
Requires ModTek 0.7.2
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.6.1.2 in to the BATTLETECH\Mods folder.
Major New Feature:
ECM/AP tweaks to AI. Biggest change is allowing the AI to fire from inside the ECM bubble, at the cost of losing their single stealth charge. APC escorts will also do this, but due to some bugs I can't exclude them from this action yet. I've also enabled Bool_EnableUrbanBiomeNavigationEverywhere to let the AI solve moving around dead end platforms. This needs a lot of testing, let me know if the AI still gets stuck on things.
Changelog for 1.6.1.2:
global.json
Float_SprintPreferInsideMeleeRangeFactorWeight -1.0 from -1.5 eagerness to close increased
Float_SprintExclusionRadius 120.0 from 200.0 eagerness to close increased
Float_PreferHostileECMFields 5.0 from 1.5 eagerness to pop ECM bubble greatly increased
Float_SprintPreferHostileECMFields 5.0 from 0.5 eagerness to pop ECM bubble greatly increased when sprinting
Int_MinimumECMGhostedPipsToFire 1 from 2 allows firing from inside ECM bubble
Bool_EnableUrbanBiomeNavigationEverywhere true from false to allow better pathfinding
global_def.json
Float_PreferFriendlyECMFields 1.75 added
Float_SprintPreferFriendlyECMFields 1.0 added
Float_PreferHostileECMFields 0.0 added to null out wanting to stay in hostile bubble while defensive
Float_SprintPreferHostileECMFields 0.0 added to null out wanting to stay in hostile bubble while defensive
Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
role_activeprobe.json
Reordered listing to flow in global.json order
role_ecmcarrier.json
Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
Reordered listing to flow in global.json order
role_ewe.json
Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
Reordered listing to flow in global.json order
role_noncombatant.json - FILE ADDED
Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
role_scout.json
Float_SprintExclusionRadius 196.0 from 244.0 eagerness to close increased
role_vehicle_def.json
Int_MinimumECMGhostedPipsToFire 2 added and set to stock value to keep stealth when defensive
Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.6.1.2 automatically.
Better AI - 1.6.0.1
For BATTLETECH 1.6.0
Requires ModTek 0.7.2
https://github.com/BattletechModders/ModTek/releases
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.6.0.1 in to the BATTLETECH\Mods folder.
Major New Feature:
Initial addition of Urban Warfare Active Probe, ECM and EWE roles and variables. Minor tweaks have been applied, but further testing is needed. Stock Raven and role_ewe have shown to throw null exceptions. Please report any strange behavior regarding Ravens, ECM carriers and AP carriers.
Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.6.0.1 automatically.
Better AI - 1.5.1.1
For BATTLETECH 1.5.1
Requires ModTek 0.7.1
https://github.com/BattletechModders/ModTek/releases
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.5.1.1 in to the BATTLETECH\Mods folder.
Major New Feature:
LanceDef's have been partially optimized to fit the appropriate types of pilots in to the best suited 'Mechs. I'm limiting this to two units per Lance to preserve variety. You should see more of the heaviest unit pulling Bulwark in mixed tonnage Lances, more Gunners and Defenders in Battle Lances and at least one Tactician in a Scout Lance. All vehicles have had their potential pilots culled of skill sets they cannot use, primarily the Guts track.
Massive credit goes to scJazz who came upon the initial idea.
Minor New Feature:
This mod now loads after cFixes and Z_Sab_JK_RarityTables to allow them to apply their basic JSON overwrites first and then Better AI's Lance and 'Mech Tags on top of the modified files. If you encounter any merging issues with these or other mods, let me know.
Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.5.1.1 automatically.
Better AI - 1.5.0.1
For BATTLETECH 1.5.0
Requires ModTek 0.7.1
https://github.com/BattletechModders/ModTek/releases
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.5.0.1 in to the BATTLETECH\Mods folder.
Removed settings that are now stock in 1.5.0, adjusted files to standard "mergeDef" format. Moved to JK format versioning to keep pace with game version.
Better AI Permanent Evasion Add On - No update of Add-On required, will work with 1.5.0.1 automatically.
Better AI - 1.4.1
For BATTLETECH 1.4.0
Requires ModTek 6.1
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.4.1 in to the BATTLETECH\Mods folder.
Adds new ModTek features and and a small tuning update from user feedback. Automatically loads Better AI after cFixes.
Better AI - 1.4.0
For BATTLETECH 1.3.2
Instructions:
For older versions - Delete old Better AI folder in BATTLETECH\Mods
Copy BetterAI-1.4.0 in to the BATTLETECH\Mods folder.
This version is fully tuned to the new AI and mechanics found in the 1.3 update. Every role has gone through testing and adjustments. One big change is the addition of edits to the CombatGameConstants.json file. The AI now has the same chance to score a Critical Hit as the player (from 0.2 to 1.0) and I've edited some of the limits to how many of each dynamic role may be in a Lance. The full changelog will be posted in the PDX thread.
I highly recommend using this in conjunction with cFixes. The community fixes add in missing tags for the new Flashpoint 'Mechs and work together with Better AI. Make sure Better AI is loaded after cFixes by editing the order in BATTLETECH\Mods.modtek\load_order.txt. You can also simply remove Better AI, launch and exit the modded game with cFixes, and replace the Better AI folder to add it to the end of the load order list.