TTRulez AI Mods

## Overview

The TTRulez\_AI mods are actually a pair of mods best used together. The TableTopRulez\_LancemateAI mod and the TableTopRulez\_EnemyAI mod. As it suggests in the titles these mods modify the lancemate and enemy AI respectively. The EnemyAI mod adds several types of behaviors including; lance formation and behaviors, torso twisting to spread damage, and the use of Jump Jets. The Lancemate AI builds on this and also adds combat roles for each mech and variant. Both these mods also add forward vectoring to JJs. In otherwords JJs will now actually propel the mech forward as well as upward.

## Installation Guide

### TableTopRulez\_LancemateAI Download:

Nexus

EGS

### TableTopRulez\_EnemyAI Download:

Nexus

EGS

To install these mods, first download them from your desired location. If downloading from nexus you will then need to extract the folder inside the .zip files into your Mods folder. For a detailed guide check out the Mod Installation Guide on the Main Page.

## TableTopRulez\_EnemyAI Features

### Twisting Mechanic

Enemy AI will watch targeted mech and if they detect fire from a PPC, Gauss, AC10, AC20, SRM6, or LargeLaser it will twist to attempt to spread damage. It does this check before the weapon hits. However, due to variable like torso twist speed and distance to target this may not be immediately apparent. The AI will also do a check to see if the target is shooting at a component that is without armor. If so the enemy will shield that damaged part. To avoid being locked in a twist check loop and not being able to return fire the AI will only do the twist check a minimum of once every 10 seconds.

### Lance Behaviors

When 3 or more mechs spawn at the same time they will, if circumstances allow, adopt lance tactic behaviors. This will happen as long as no more than one of the mechs is a fast light. The logic is only run by the lead mech every 8-10 seconds who will then send commands to the other members of the lance. If no commands are given the mechs will default to a follow behavior. The enemy mechs will organize into one of two lance types each with their own logic and behavior.

Scout lance:

Scout lance will be composed of no more than one light, one fast heavy, and no assaults. If the lead mech is ranged they will maintain distance and send the light to engage nearby lights and intercept heavy mechs in order to maintain their firing range. If the lead mech is short ranged they will attempt to flank slower targets or move to engage fast targets directly.

Combat Lance:

The lead will analyze lance composition to determine if overall combat range is long distance or short and compare that to the weapon ranges of targets on the field. If overall range is longer than the lead will keep lance at a distance and engage from range, while deploying fast movers to intercept incoming mechs. If shorter the lead will move the lance up quickly to engage at close range. Using lighter mechs to flank the enemies.

### Pilot Skills

Overhauled the aiming accuracy to more closely match TT values. Default MW5 made enemy mechs very accurate close range but very inaccurate at mid to long range. Especially with weapons like PPCs and Gauss. To hit ranges are set at; 0-300m for close range, 301-800m for medium range, and 801-1200m for long range. Each range increment was given to hit modifiers similar to TT values and then modified with a sine curve to make the progression more of a gradient between the ranges. Effectively, what this does is decrease the to hit at closer ranges and increase the to hit at longer. Making the to hit chance more of a gradual decrease as the distance increases instead of having a sharp drop off.

Evasion modifiers where also overhauled for lateral movement. The base modifier for a locust at top speed was 80%. This is been brought down to better match TT values while still keep the evasion modifier slightly higher to take into account the real time nature of the game. Further changes were made to the modifiers added by the evasion skill making the modifiers higher for fast medium mechs like the phoenix hawk.

Increased the overall risk tolerance for heat levels in order to increase enemy mech aggressiveness. This also means that enemy mechs are more likely to overheat especially when targeted by heat weapons like flamers.

Added a chance for rookie or regular pilots to focus fire along side veteran and higher skilled pilots. Along side this pilots are also more likely to focus damaged parts depending on their skill level.

## TableTopRulez\_LancemateAiMod

This mod does many of the same things that the enemy AI mod does just for your lancemates. JJ use, accuracy adjustments, twisting logic, and component focusing are all adjusted in the same manner that the enemy AI has been in order to keep things balanced.

The lancemate AI mod also add a specific combat role to each variant in the game. The lancemate's behavior will be based almost entirely on these role so it is very important to understand what they are. These roles do not change based on your build unless you are running MercTech as well. With MercTech there is a tab in the equipment menu in the mechlab that will allow you to switch the role of a specific mech.

If you are using the lancemateAI mod and you find that a specific mech is acting in a way that seems odd or confusing it's possible that they have a specific role that is not apparent.

A large portion of the lancemateAI behavior depends on you having a target locked. If you find that your lancemates are not firing or have low damage try paying attention to how you are targeting. If you aren't targeting at all the lancemates aren't going to know what targets to prioritize as well. If you flip between targets quickly it might confuse their logic. The best tactic is to pick a target and stick with it until it is dead and move on.

### Mech Combat Roles

#### Ambusher

A role mainly for fighting among buildings. An ambusher will use buildings as cover and try to utilize hit and run tactics. As of now there are only 3 vanilla variants assigned to this role. The UM-R60L, UM-R60, and the UM-SC. This role will not be included in the tables until it is more utilized. However, players running MercTech will be able to assign their mechs to this role.

Command Behavior

* Follow Me: Will follow along side the player picking targets at will.
* Attack My Target: If more than 300m from target will move up towards target using JJs if available. Once within 300m will seek cover then start to engage target by popping out of cover to fire for a few seconds before diving back into cover. Ideal for urban environments and other cover rich locals.
* Best Tactic: Follow Me when in the open. Attack My Target when in cover rich environments.

#### Brawler

Slow mech with long range energy or ballistic weapons and heavier armor that moves in and out of cover firing at targets.

Command Behavior

* Follow Me: Ranges 200m in front of the Player absorbing damage and fighting but doesn’t use cover.
* Attack My Target: Moves in and out of cover firing at the enemy trying to keep engagement around 400-500m or if shorter weapons 200-300m. If the enemy gets to within 150m switches to close range engagement. If an enemy is near death may wade in to finish them.
* Best tactic: Use Attack My Target command.

#### Juggarnaut

Slow mech with heavy armor and good short range punch. Marches to the target and relentlessly attacks. Best supported by Brawlers, Skirmishers, or Firesupport mechs.

Command Behavior

* Follow Me: Ranges 200m in front of the player absorbing damage and fighting, but doesn't use cover.
* Attack My Target: Marches inexorably towards the target and then circles at very close range using its close-range weapons. Usually needs fire support to survive.
* Best Tactic: Attack my target (but remember to provide fire support as won’t dodge)

#### Anti-Aircraft/Tank

Mechs with rapid fire AC (2 or 5) or LRMs for targeting fast moving aerial targets and tanks. Usually dual role as fire-support or Missile Boat.

Command Behavior

* Follow Me: Follows to the sides of the player and focuses fire on player targeted slow heavy and assault mechs. Preferentially fires on targets such as VTOL and tanks if not a heavy or assault targeted.
* Attack My Target: Moves in and out of cover firing at the enemy trying to keep engagement around 400-500m. If the enemy gets to within 150m switches to close range engagement.
* Best Tactic: Follow Me

#### Missile Boat

Mechs that are LRM predominant. Usually dual role as firesupport.

Command Behavior

* Follow Me: Follows 250m behind the player and focuses fire on player targeted slow heavy and assault mechs. Preferentially fires on targets such as VTOL and tanks if no heavy or assault targeted.
* Attack my target: Uses indirect AI. Keeps distance of 500m from the enemy and launches missiles uses JJ or running to try to maintain range. Does not have short range routines.
* Best tactic: Follow me

#### Scout

Mechs whose role is to scout (lock) and clear light mechs and vehicles to keep heavier mech safe.

Command Behavior

* Follow Me: Will range ahead out to 500m killing tanks, VTOL, and light mechs. If no light targets will follow to the sides of the player mech providing fire support per their AI.
* Attack My Target: Uses hit and run AI to perform flash attack runs on targets and then clear out for another pass
* Best Tactic: Follow me

#### Skirmisher

Mechs that are mobile and fairly well armed at medium range. Move in and out of cover distracting targets and supporting slower mechs.

* Follow me: Will break off formation out to 600m to kill light mechs. If no light mechs will range ahead out to 200m drawing fire and attacking targets but will not use cover.
* Attack my target: If target is Light or Medium aggressively pursues until dead. If Heavy or Assault it moves in and out of cover firing at the enemy trying to keep engagement around 400-500m or 200-300m depending on loadout. If the enemy gets to within 150m switches to close range engagement.
* Best tactic: Attack my target unless you want them to clear light mechs

#### Sniper/Firesupport

Slow mechs (As opposed to Brawlers) with longer range direct fire weapons (PPC, AC). Usually support the advance of heavier mechs such as Brawlers and Juggernauts.

* Follow me: Will march to the sides of the player and focus fire on assaults and slow heavy mechs to support the player. If no targeted heavy or assault mechs will march to the sides of the player selecting its own targets unless also designated as Antiaircraft/Tank.
* Attack my target: Moves in and out of cover firing at the enemy trying to keep engagement around 400-500m. If the enemy gets to within 150m switches to close range engagement.
* Best tactic: Follow me

#### Striker

Fast mechs with heavy short ranged weapons (usually SRM) design to close and kill a target then regroup. High risk of damage but also heavily damages the target. Best used as a distraction while a Juggernaut moves in on a target.

* Follow Me: March to the sides of the player but won’t use cover. If an assault or slow heavy is targeted will break off to provide flanking maneuver to the side of the target then get to their rear.
* Attack My Target: Will try to flank the target if Medium, Heavy, or Assault. If Light will pursue aggressively until dead.
* Best Tactic: Attack my target

#### Mech Combat Role Assignment Tables

A table outlining all the combat role assignments per variants.