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BTX_CAC_Compatibility

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

Installation/Update: (requires working BEX installation)

  • Add BEX BiggerDrops addon (if not already present)
  • install a new ModTek (4.1+) (if not already present) (BEX by default uses ModTek 0.8)
  • Remove BTMLColorLOSMod, MechResizer and StablePiloting from your BTX installation (as CAC, CU and MechAffinity basically do the same)
  • update CAB
  • remove IRBModUtils and MissionControl (CAC-C for now contains their own versions of them)
  • remove any previous version of CAC-C, CAE, CAC, CC, CLoc, CPrewarm, CU, CVoices, if they exist
  • Add BTX_CAC_Compatibility, overriding files

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: -
      • Heavy Laser: -
      • Binary Laser: fixed animation
      • Pulse Laser: fixed animation
      • X-Pulse Laser: changed to single projectile, changed effect to pulse laser
      • 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
      • LBX: AC mode to fire AC ammo (slugs), cluster ammo uses CAC shells instead of multiple projectiles, small range increase (to TT values)
      • UAC: fixed firing speed, added AC mode (1 shot, but +4 acc, lowered recoil, quartered (halved for 20s)) heat, minimal range increase (to TT values)
      • Gauss: -
      • Silver Bullet Gauss: fixed multiple projectiles
      • Heavy Gauss: -
      • Light Gauss: -
      • 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 (fires at all nearby missles) / can be used as MG)
    • Missle
      • LRM: added hotload mode, added Deadfire ammo
      • Artemis IV LRM: turned into a Weapon Addon for LRMs (deprecated, but still working)
      • SRM: added inferno ammo (inferno causes fires everywhere), added Deadfire ammo
      • Artemis IV SRM: turned into a Weapon Addon for SRMs (deprecated, but still working)
      • Streak SRM: added inferno ammo, added streak effect, added Deadfire ammo
      • NARC: multiple pods
        • Homing Pod: attacking a narced unit has an +3 accuracy boost, narc pod gets removed after 3 rounds (depends on launcher), ecm blocks narc acc bonus
        • Explosive Pod: damge (kurita shops after 3059)
      • ATM: added 3 ammo types, trading damage for range, added clustering
      • Infernos: Broken, use SRM inferno ammo instead
      • MRM: individual hit generator, unguided flag
      • RL: individual hit generator, unguided flag
      • iNarc: multiple pods
        • Homing Pod: attacking a narced unit has an +3 accuracy boost, narc pod gets removed after 3 rounds (depends on launcher), ecm blocks narc acc bonus
        • Explosive Pod: damge
        • Haywire Pod: -3 accuracy for 3 rounds
    • Artillery
      • Thumper: light artillery (replaces HM mortar / Bull Shark)
      • Sniper: medium artillery (found in mining shops)
      • Long Tom: heavy artillery (found in mining shops, only mountable in Bull Shark)
      • Arrow IV: medium artillery (lostech / FP reward / Liao shops after 3049)
      • Artillery Loader: every artillery needs a Loader attached in the same or adjacent location (found in mining shops)
  • Electronics
    • ECM
      • Guardian ECM: -20% detectability, 180m aura (ECM: +4 defense, indirect immune, sensorlock immune, friendly only, blue or ECCM: negates 1 ECM, cyan)
      • Liao Prototype ECM: -10% detectability, 90m aura (ECM: +4 defense, indirect immune, sensorlock immune, friendly only, blue or ECCM: negates 1 ECM, cyan)
      • 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 (free action) (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 (counts as 10 Guardians), +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)
    • Coolant Pod: doubles heatsinking for 1 turn, 1 activation per pod (does not stack)
    • Artemis IV FCS: attaches to one SRM or LRM launcher and gives it: +4 direct fire acc, better clustering
    • PPC Capacitor: attaches to one PPC or ERPPC and gives it: CAP Mode (+25 DMG, +15 Heat, 1 turn Weapon Cooldown)
  • 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)
    • Phoenix Hawk LAM PXH-HK1 (SLDF Royal LAM) (comstar) (HK1R?)
    • Stinger LAM STG-A5 (SLDF LAM) (comstar/kurita, factory Irece)
    • Stinger LAM STG-A1 (SLDF Royal LAM) (comstar LAM)
    • Wasp LAM WSP-105 (SLDF LAM) (comstar) (100b?)
    • UrbanMech LAM UM-LAM-X (Experimental LAM) (Kurita/Liao Flying High Again mission)

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 Integrated Artillery Mount)
  • 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
    • Deadfire LRMs/SRMs (Weapon_SRM_DFSRMX_0-STOCK -> Ammo_AmmunitionBox_Generic_SRM_DF)(Weapon_LRM_DFLRMX_0-STOCK -> Ammo_AmmunitionBox_Generic_LRM_DF) to standard LRMs/SRMs with deadfire ammo
    • Mech Mortar (Gear_Mortar_MechMortar -> Weapon_MortarCAC_ThumperFree) to Thumper with matching ammo (requires ballistics slot)
    • Artemis SRM/LRM (Weapon_SRM_ASRMXXX/Weapon_LRM_ALRMXXX -> Gear_Addon_Artemis4) to a matching standard SRM/LRM launcher with Artemis IV FCS attachment

TODO List:

  • quad critable arm actuators to leg actuators
  • imp sensor unlocks sensorlock without skill (add to irtweaks)
  • multitarget quirk unlocks without skill? (irtweaks stat)
  • a-pods CAE?
  • edit texts
  • NARC reveals target?
  • Flamers & Inferno ammo balance
  • ECM tohit balance
  • new mechs: LAMs

Known bugs:

  • CustomLoc patchig strings

Optional:

  • i recommend having a look at BT_Extended_CE/mod.json settings and enable some of these in all modes
  • 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)
  • if you do not want to drop more than 4 mechs, i recommend turning off MissionControls AdditionalLances

Manual setup:

  • clone git repo, including submodules
  • correct paths in dll
  • compile Package for release:
  • update version info in mod.json and dll
  • setup additionalDependencies
    • ModTek 4.1
    • SimpleMechAssembly
    • IRBModUtils
    • BiggerDrops
    • MechAffinity 1.4 (dll only)
    • MissionControl
    • CustomComponents (latest, Dec 28, 2023)
  • compile as release
  • use pack.bat

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, Tarantula and Scorpion jsons
  • Hounfor for the Quad, LAM and Helepolis icons
  • lordruthermore for half working Goliath jsons
  • Pode for half working LAM jsons
  • Pode/bhtrail for looking up mech loadouts
  • Hounfor + Graywolfe for helping updating to BTX 1.9.3
  • Hounfor for Flying High Again contracts
  • Kierk for Scorpion/Tarantula pathing