New StratCon Scenario Modifiers #3801
Merged
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This PR adds 23 StratCon modifiers that have been discussed in Discord and are a combination of ideas from various of our regulars. Most "fill holes" for opfor types that we dont have. (EDIT: Added some beast infantry). There were other suggestions too, but those will require a little more work. These use the fixed mul system, so they are an attempt for Princess to sometimes get an actual organized force instead of just random units. They are all canon introtech units that are always available. Stock varients with no advanced tech. I have tested them all and I believe they are balanced. If my math is right, there is approximately a 1/74 chance to draw any of them, or a 15/74 chance to draw one of the negative ones, so it is possible to go an entire contract and not draw any. (I did multiple times in testing, and I had their frequency quadrupled for testing purposes. I "clicked through" about 20 6 month contracts to test their frequency and even with it quadrupled, they were suitably rare) Played two full 6 month contracts with them and saw 2 per contract.
Note all units mentioned below are introtech versions and always available. The modifiers added in this PR are:
Allied Officer Mech (1) - a generic randomly rolled Allied Mech Officer in a medium or heavy mech. Added as a random modifier and a shared modifier from the Allied Base of Operations (the missing mirror of the Enemy Officer Mech added previously).
Allied Cavalry Lance with vet pilots (1) - 60 ton fast heavies that reinforce on turn 3. Ostsol, Ostroc, Dragon, Champion.
Allied Horse Cavalry (1) - Allied beast infantry. Into the valley of death rode the 600...
Allied Mech Ace with vet pilot (5) - a single unit, of different types (only one of these will appear): Ostscout, Trebuchet, Crusader, Guillotine, Goliath
Enemy Mech Ace with vet pilot (7) - a single unit, of different types (only one of these will appear): Firestarter, Phoenix Hawk, Grasshopper, Archer, Marauder, Awesome, Highlander
Enemy Air Cav (1) - Warrior VTOLs of two types that reinforce on turn 3.
Enemy Air Mobile Infantry (1) - Strike Falcon VTOLs carrying Basic and Jump infantry that reinforce on turn 3.
Enemy Beast Infantry (2) - Branth and Kangaroos with freaking laser beams that reinforce on turn 3.
Enemy Mercenary Themed Lances with vet pilots (4):
Scouts - Phoenix Hawk, Vulcan, Firestarter, Javelin
Skirmishers - Wolverine, Shadowhawk, Griffin, Phoenix Hawk
Brawlers - Highlander, Orion, Flashman, Guillotine
Fire Support - Archer, Awesome, Crusader, Thunderbolt
Enemy Veteran Pilots have 1-2 Edge and 1-2 SPAs (Most have 1), so if those options are enabled the pilots will have them. Some of the Allied Veteran Pilots have 3 SPAs, since they are a boon to the player, and cannot be captured.
If it helps, I have played with the enemy aces on my personal build for months, and they are a good addition. I have combat tested against the VTOL and Merc Lances and fought both multiple times with a 3025 Company with only 4 veteran pilots in the whole company and no advanced tech. These new modifiers add difficulty when you roll them, but are not overbearing or punishing or too common. Because there is no way to sort muls by date and these are all introtech, during Post-Clan eras these will be trivialized. But an Awesome-8Q with a good pilot is nothing to sneeze at in any era.
Last - it also moves the previous modifiers that were added from the "usermodifiermanifest" to the regular modifier manifest. They should not have been put in the other file in the first place.
I have tested all of them and they should work with no bugs (fingers crossed). Let me know if any questions. Thank you.