BattletechModders / ConcreteJungle

MIT License
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Concrete Jungle

This is a mod for the HBS BattleTech game that makes Urban combat more dangerous and exciting. It introduces various types of ambushes that will occur in non-interleaved (i.e. non-combat) mode. When the player's non-interleaved turn ends and control flips to the enemy team, the mod will scan for buildings near to the player's current position. If there are buildings around, there is a chance an ambush is spawned. Ambushes can take multiple forms:

These ambushes only occur on the 'Urban Hi-Tech' map type introduced in the Urban Warfare DLC. If you do not have the DLC you may not see the effects of this mod at all.

In addition, the mod can pre-destroy a certain percentage of buildings to reflect a war-torn and destroyed urban area. This is controlled by the Devastation settings, below.

This mod relies heavily upon buildings, some of which can be contract targets or objectives. Every effort has been made to exclude contract objectives and important buildings from the list of possible ambush sites. If you notice an error, please open an issue so I can refine the selection filtering.

:warning: This mod requires several other mods to function properly. For each of them, you should download the latest copy and include them in your Mods/ folder.

Configuration

The mod is designed to be heavily configurable, and express that configuration through mod.json settings. It's brown down into multiple sections, which are covered in sequence. General settings are:

:information_source: Many mod options have an Ambushes: [ ]. These represent different ranges of contract difficulty that you can configure. You MUST supply an appropriate ambush definition for all possible contract difficulties. If a ambush definition cannot be found for the contract's difficulty, it will be discarded and that contract will not experience any mod logic. Ranges cannot overlap and must be distinct - so you cannot have 1-3 and 2-4 ranges, for instance.

Ambush Configuration

These options are available under the Settings.Ambush:

Devastation Configuration

Devastation will pre-destroy a certain percentage of the buildings, making the map look war-torn and ravaged. Note that this adds a few extra seconds to Urban map loads, typically on the order of 2-5 seconds.

Explosion Ambush Configuration

An explosion ambush spawns multiple explosive blasts around an origin point. These blasts will do damage using the CustomAmmoCategory AoE semantics, with damage falloff the further the target is from the blast origin. If multiple blasts are configured, each blast past the first occurs in a hex adjacent to the origin hex.

Infantry Ambush Configuration

An Infantry Ambush spawns an invisible, invincible turret within a building. The outer building then is marked as having weapons, and will display the turret's name on the building's combat HUD. This allows a building to approximate being inhabited by infantry, who then attack their targets from within. This turret exists so long as the building exists, and will be removed when the building is destroyed. It fires from a position approximately 70% up the building's height, to better represent infantry shooting from the higher floors of a building.

Mech Ambush Configuration

A Mech Ambush spawns one or more units within nearby buildings. The buildings will be destroyed during the spawning process, with a small quip being played beforehand to taunt the player.

Vehicle Ambush Configuration

A Vehicle Ambush spawns one or more units within nearby buildings. The buildings will be destroyed during the spawning process, with a small quip being played beforehand to taunt the player.

Quips Configuration

Most ambushes will play a short taunt before the effects are resolves. These are configured through the Quips element in mod.json. All quips sections are lists of strings, one of which will be randomly determined and used during an ambush. The different types of ambushes are served by different quips:

DEV NOTES

Todo

Ideas

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