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Author Topic: MekHQ - "Just how does it work?" edition  (Read 76922 times)

Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #105 on: November 03, 2015, 05:18:30 pm »

With the various DF things happening during gameplay
Spoiler (click to show/hide)

I made me wonder, as mechs lose mechanical limbs on a regular basis, does the Battletech rules have something about picking up items from ground and either throwing them or using it for melee (as there are some mechs , present in Megamek too, come with melee weapons) ?

I'm fairly certain I read about that. I know if you enable certain rules in megamek, if your mech has 'hands' you rip a tree trunk from a forest tile and use it as a club. It can even break.  I remember doing that to deal with a platoon of infantry I couldn't hit. I beat them all to death with a tree.

*Edit* SoB. Sorry for the double post! I could of sworn I had clicked edit.
« Last Edit: November 03, 2015, 05:23:03 pm by Xardalas »
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RedKing

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Re: MekHQ - "Just how does it work?" edition
« Reply #106 on: November 03, 2015, 05:38:29 pm »

With the various DF things happening during gameplay
Spoiler (click to show/hide)

I made me wonder, as mechs lose mechanical limbs on a regular basis, does the Battletech rules have something about picking up items from ground and either throwing them or using it for melee (as there are some mechs , present in Megamek too, come with melee weapons) ?
Classic Btech did in fact have rules allowing you to pick up and use blown-off limbs as clubs. I'm not sure if MegaMek incorporates that or not, but I believe it does.
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Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #107 on: November 03, 2015, 06:53:34 pm »

Thanks, i will have to check this more closely.
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etgfrog

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Re: MekHQ - "Just how does it work?" edition
« Reply #108 on: November 03, 2015, 11:31:22 pm »

The buttons are there and I believe they work, I haven't used it much either because your essentially using a turn instead of using something like a kick which has the chance of knocking down the enemy. Hm...actually, I should read some more on the various physical weapons, I remember the hatchet does a variable amount of damage depending on the size of the mech that uses it. Then again, it might be really silly to try to add the physical weapons to a mech.
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EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #109 on: November 04, 2015, 02:38:33 am »

Yeah. There's already a fix for AtB not working, but it's not out yet. You can use 0.3.19 for now, and it should work peachy! There are a few bugs that I've encountered, but it's a pretty enjoyable experience so far! You still do need to set the company up initially, which takes a while, but other than that I think it's mostly automated!

Also, don't delete finished contracts. Turns out unit rating is based on contracts that you've finished, and if you've deleted them, it doesn't count. I was wondering why my rating was so low ;D

I also gave up on the double the vehicle rules, in case you have that enabled. Battletech is full of extreme effects (CT crit to the engine, or crits to ammo, etc) that, even though low probability, with enough vehicles throwing their puny weapons at you, they *will* happen. To your brand new assault mech :P Also makes the game a lot slower :)

How, where, what now?  MekHQ on sourceforge can't have ATB (too small).  And I haven't found ATB anywhere.

Hanzoku

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Re: MekHQ - "Just how does it work?" edition
« Reply #110 on: November 04, 2015, 03:41:06 am »

The MekHQ on SourceForge does include implementation of AtB in the newer versions.  The excel sheet referenced can also be found here: Latest Rules - 2.31 - I'm hosting it since otherwise you have to sign up on the battletech forums and find back the post with the rules in it.

The download linked in the first post is a lot bigger because it includes a lot of extra image files for character portraits and mech camo.
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EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #111 on: November 04, 2015, 11:30:42 am »

The MekHQ on SourceForge does include implementation of AtB in the newer versions.  The excel sheet referenced can also be found here: Latest Rules - 2.31 - I'm hosting it since otherwise you have to sign up on the battletech forums and find back the post with the rules in it.

The download linked in the first post is a lot bigger because it includes a lot of extra image files for character portraits and mech camo.

AH, that makes sense.  So I can just copy the newer SourceForge version onto the combined version, and keep the cool "graphics" but have the newest model.  Thanks for the explanation.  I will exact my enjoyment out of this.  Plus, I never thought I'd be playing a game that made me think Aurora's interface and inclusion of info was an improvement, he he he.

Hanzoku

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Re: MekHQ - "Just how does it work?" edition
« Reply #112 on: November 04, 2015, 12:55:38 pm »

Just not 0.3.20, or you'll tear you hair out wondering why AtB won't turn on :P
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Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #113 on: November 04, 2015, 04:29:13 pm »

Took me a while to understand when trying to play while following the basic setup from there :
http://bg.battletech.com/forums/index.php?topic=41494.msg957784#msg957784

(by the way, the battletech board seems to have broken all the old links with their new forum code, so maybe a good idea to change the "getting-started-with-against-the-bot" old and now broken link from the 1st post to the new one i just posted)

And got a bit lost with some details, by example, it wasn't obvious to me from what i was reading
Quote
-Add your Mechs.  To actually add the Mechs you generated (however you did so) to your roster, go to Marketplace - Purchase Unit.  Use Add (GM) to add the units to your roster immediately (using the Automatic Success means you would still have to wait for delivery).
but the MekHQ+AtB does not actually generate for you the starting mechs assigned to your merc comparny, you need to make the rolls with your dice/dice rolling program manually against the .xls table and then GM-> give yourself those mechs.

It puzzled me for a while as i thought the AtB was automatising this kind of thing for you, but finally understood that it does not.
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etgfrog

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Re: MekHQ - "Just how does it work?" edition
« Reply #114 on: November 04, 2015, 05:58:56 pm »

I've been doing a noble house campaign recently, its reasonably fun. It does take a bit more work to set it up though with the landholds being assets. I guess it is also a bit tricky since ATB doesn't let you set the weight of the garrison. What is suppose to happen is the land you hold determines the weight of it, so any type of non urban land with no facilities is considered a light lance on a defensive mission for battle rolls, either urban or with a facility is considered medium, then finally a land that is both urban and has a facility is considered heavy. The rules for it is in that ATB excel sheet.
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Sharp

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Re: MekHQ - "Just how does it work?" edition
« Reply #115 on: November 04, 2015, 07:16:29 pm »

I am unsure if the possibility exists in MekHQ but is there anywhere you can strip down a salvaged/damaged/unwanted mech for use as scrap parts?

Trying to restore salvaged mechs can be a bit expensive and I might as well use some of the more damaged mechs for spare parts instead of buying new parts from the market and waiting for them to arrive.
You can. In the repair rbay of mekhq, right click on it and set it to salvage. But parts from a 30 ton mech will ONLY work in a thirty ton mech.

Ok I'm just really stupid xD. I saw the mechs in the repair bay with settings set to salvage but just thought my techs would be trying to repair them. It's also slightly annoying that I sold a light mek which had an intact left arm when I need one for my armless mech :(

Also I have another mek which has a damaged gyro but there isn't even an option to try and buy a replacement part, is the mek just fucked forever and is just almost pristine salvage?
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etgfrog

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Re: MekHQ - "Just how does it work?" edition
« Reply #116 on: November 04, 2015, 07:30:25 pm »

In the center part of the repair bay, you will see a tab called acquisitions, select that and the parts to order should show up.

If it says the part is unavailable then you could turn off the "limit parts in missions" under the against the bot tab.
« Last Edit: November 05, 2015, 04:51:25 am by etgfrog »
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Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #117 on: November 05, 2015, 11:28:14 am »

Got a nice very balanced battle with the princess bot using the random army assignement to both side , the result had been very uncertain, i started nice by getting rid early of one of the bot mechs, and badly damaging another so it couldn't even stand up , but in a stroke of bad luck for me/good luck for bot, the field went even, 2 mechs down on both side.

The battle went on with lots of melee too and it was finally a 1 vs 1 between 2 damaged but still moving mechs.

I got a bit of luck and hammered the bot mech so much he failed a piloting roll to keep standing
Spoiler (click to show/hide)

And the melee phase gave me the victory

Spoiler (click to show/hide)

karate kick for the win :D
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Sharp

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Re: MekHQ - "Just how does it work?" edition
« Reply #118 on: November 05, 2015, 01:34:24 pm »

In the center part of the repair bay, you will see a tab called acquisitions, select that and the parts to order should show up.

If it says the part is unavailable then you could turn off the "limit parts in missions" under the against the bot tab.

That is true for many things like the PPC on my armless mek that is missing however for this I just have in the repair tab "Repair Standard Gyro" then red with IMPOSSIBLE, then on acquisitions there is nothing, I GM added all the Gyros I can (which even I can buy at a 3+ roll while on Planetary Assault apparently) and still Impossible to repair.

The mek is the Anubis ABS-3T which I did add in setting up campaign instead of being bought/rolled but doesn't explain why it can't be fixed, all other parts of it were able to be repaired. I'm thinking last resort will be trying to salvage the gyro and then stick it back on but would be nice to see if there is any other solution first.
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Anvilfolk

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Re: MekHQ - "Just how does it work?" edition
« Reply #119 on: November 05, 2015, 02:26:10 pm »

So the way repair works is intuitive once you understand it. If a Green tech fails to repair, you need a Regular or more. If the Regular fails, you need a Veteran. If the Veteran fails, you need an Elite. If the Elite fails, then the part needs to be scrapped and you got to get a new one. This is why, for hard repairs, I make sure to start with Green techs... it increases the probability of an overall success.

But I do think you need to scrap it manually. Not sure that you can salvage it.

Also, depending on your Acquisition settings, you might be unable to get parts for the mech (if the mech is from the fuuuuutuuuuureeee).
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