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MechEngineer

BattleTech mod that adds engines and other components to mechs based on TT rules.

Requirements

either

or

Suggested Mods

Use these mods to maximize enjoyment

  • CBT Heat - replaces overheat damage to be crit rolls
  • CBT Movement - movement reduces accuracy
  • CBT Piloting - mech can stumble by chance
  • Pansar - applies armor ratio enforcement according to CBT rules

Features

  • Engine ratings
    • defines the walk and sprint speeds of a mech
    • determines the amount of jump jets a mech can mount
  • Engine types
    • defines the weight and space use of an engine
    • Standard, XL, Light, Compact, XXL, Clan XL and XXL variants
  • Engine crits
    • each crit reduces heat sink dissipation
    • on third crit, destroy engine
    • each destroyed slot of an engine counts as a critical hit
  • Engine heat sinks
    • global heat dissipation removed
    • engines come with internal heat sinks already installed
    • can add additional heat sinks to an engine through drag & drop
    • can convert an engine to use DHS heat sinks instead of SHS through drag & drop of an DHS conversion kit
  • Armor and Structure components
    • these provide weight savings and in turn require critical slots
    • Endo Steel, Endo Composite, Clan Endo Steel
    • Ferros Fibrous, Heavy FF, Light FF, Clan FF
  • MechLab enhancements
    • fixes to have a better approximation of slot count in a mech (12 torso slots, 2 leg slots, 2 head due to cockpit etc..)
    • enforces that gyro, cockpit and engine parts are mounted
    • enforce engine side torso requirements
    • does not allow to mix heat sink types (can be disabled)
    • updated summary and enhanced tooltip info for movement and heat management
    • hide engine ratings that would make the mech slower or faster than allowed
  • Auto fixes existing mechs on load
    • reduces initial tonnage to 10% structure
    • auto adds cockpit and gyro
    • auto adds engine components
    • auto fix chassis to have inventory sizes that match the CBT standard implemented in this mod (* actuators are still missing)
    • fun fact, the atlas is perfectly auto-fixed
  • Prepared item packs
    • enabled by modifying the mod.json and removing the "disabled_" prefixes
    • standard package, that provides lore* and time appropiate items to the game (*lore as the game sees fit, so LosTech is OK)
    • exotic package, adds in stuff like clan tech
    • test package, to play around in skirmish mechlab with everythig
  • Settings
    • modders can add more components
    • players can disable some of the restritions
    • there are additional settings like factional accounting or partical weight savings for structre and armor components
    • see Settings Source Code for all available settings

TODO

Contributors

  • Aliencreature - ideas, lore and rules, item variants, testing
  • CptMoore - ideas, rules, coding, testing, core items
  • CrusherBob - ideas, lore and rules, engine rating to walk/sprint distance conversions
  • TotalMeltdown - ideas, lore and rules

Download

Downloads can be found on github.

Install

After installing BTML, ModTek and DynModLib, put the mod into the \BATTLETECH\Mods\ folder and launch the game.

Development

  • Use git
  • Use Visual Studio or DynModLib to compile the project

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