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Author Topic: MekHQ - "Just how does it work?" edition  (Read 76947 times)

Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #120 on: November 05, 2015, 02:35:32 pm »

checking on the bug reports, it looks like there seemed to be a bug in MekHQ that could be very well linked to what you're observing :
http://sourceforge.net/p/mekhq/bugs/872/
http://sourceforge.net/p/mekhq/bugs/890/
http://sourceforge.net/p/mekhq/bugs/842/

that seems to have been fixed for MekHQ 0.3.17

And unless i'm mistaken, the MekHQ+AtB is older than 0.3.17 , as more recent MekHQ version have AtB broken (incoming version will fix, whenever it will come)
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Hanzoku

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Re: MekHQ - "Just how does it work?" edition
« Reply #121 on: November 05, 2015, 03:16:32 pm »

Since this came up in the Let's Play as well, I have handy links already typed up. Behold!

Latest Rules - 2.31 You can find the 'Life Modules' option for generating a background for people in the 'Dev' tab, as they're probably not 100% yet. You do have to do the rolling yourself to come up with a basic background, and it more gives you points you can rig a bio around yourself.
Sourceforge Version Repository for MekHQ (Thanks to Anvilfolk for finding that back). You want 0.3.19, as 0.3.20 has a bug that prevents AtB from being used.
Xotl's Faction Assignment & Rarity Table
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Anvilfolk

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Re: MekHQ - "Just how does it work?" edition
« Reply #122 on: November 05, 2015, 04:11:44 pm »

For the Xotl's RAT, I'd actually go with the spreadsheet version. You can actually generate mechs automatically by inputting what you want!

You can find them here: http://bg.battletech.com/forums/index.php/topic,1219.0.html

EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #123 on: November 05, 2015, 04:35:43 pm »

For the Xotl's RAT, I'd actually go with the spreadsheet version. You can actually generate mechs automatically by inputting what you want!

You can find them here: http://bg.battletech.com/forums/index.php/topic,1219.0.html
+1 to that!  I was able to generate a unit fairly quickly that way.  In fact, if you just copy/paste the formula 11 times, you can generate your entire lance in one go (still have to input each pilot's faction/weight/tech, but still really convenient).

Anvilfolk

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Re: MekHQ - "Just how does it work?" edition
« Reply #124 on: November 05, 2015, 06:32:39 pm »

For the Xotl's RAT, I'd actually go with the spreadsheet version. You can actually generate mechs automatically by inputting what you want!

You can find them here: http://bg.battletech.com/forums/index.php/topic,1219.0.html
+1 to that!  I was able to generate a unit fairly quickly that way.  In fact, if you just copy/paste the formula 11 times, you can generate your entire lance in one go (still have to input each pilot's faction/weight/tech, but still really convenient).

It's probably easy to include the AtB generation rules into a separate sheet in Xotl's RAT spreadsheet. That would totally be the best. I'll try to do it when I have some time, which is definitely not before Monday :P

Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #125 on: November 06, 2015, 10:09:16 am »

From what i read on the megamek board, when the AI has mechs equipped with jump jets, it will take a very lot more time to calculate all the possible movements it can do than when it is using a regular ground mech.

After testing around it is very noticable for me too when i assign only ground mech or if i assign ones with jump jets.

I know it's possible in the Megamek panels to only have the game rolling non-jump capable mechs (in the advanced search of "add a combat unit" or "create a random army", you simply set Jump  "equal to" 0 ) , so you can use the create random army to assign randomly rolled mechs to the AI and so not worry about it taking too much time to play them.

But is that possible with MekHQ+AtB ?
I mean when you're in a mission and the campaign automatically create your opposition, is there a way to have ground only mechs or will you need to edit your opposition manually only after it has been automatically generated in the megamek panel ?
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EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #126 on: November 06, 2015, 11:59:12 am »

I haven't seen the amount of delay, so I probably shouldn't comment, but in my mind, I can only take away the AI's jump jets if I give up my own.  And I love jump jets way too much.

Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #127 on: November 06, 2015, 01:49:32 pm »

I don't mind personnally having no jump jet capable mechs on a field, the AI is terrible at using them anyways so choosing between sacrificing them in order to have the AI playing its turn 3 or 4 times faster or keeping them for the AI but having to wait long time when they come in play is not really a choice, i'll always go for faster AI turns :D
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Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #128 on: November 07, 2015, 11:07:05 am »

Yeesh. As much as I love megamek, I have seriously forgotten how hard it is to stay interested in it. I love playing against other players, but god damn, can it be annoying to constantly go up against opponents with ten+ years of experience at the game.

Oh well, I'm still having fun for the most part. Sides, I'm pretty sure a large reason for my string of losses is self inflicted. I mean honestly, I went for a formation on the server that is allowed to use any weight class of vee but only light mechs.
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Rince Wind

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Re: MekHQ - "Just how does it work?" edition
« Reply #129 on: November 07, 2015, 11:35:33 am »

Could it be that buildings on a map make the AI even slower? It is bad enough that they have 8 mechs and two of mine showed up rather late.

But, yay, thanks to this thread and tha Lets play next door I was able to install this myself.

Would it be faster if I would nat have to connect to the server for my single player games?

Well, finally Hunchback and Centurion joined in one the fun. If only the pilot of the latter could hit the broadside of a barn. That AC/20 is wasted on him. That laser Hunchback made quite an impression on an Capellan Vindicator though. (playing in '39)
« Last Edit: November 07, 2015, 12:24:14 pm by Rince Wind »
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Knave

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Re: MekHQ - "Just how does it work?" edition
« Reply #130 on: November 07, 2015, 12:51:14 pm »

Yeesh. As much as I love megamek, I have seriously forgotten how hard it is to stay interested in it. I love playing against other players, but god damn, can it be annoying to constantly go up against opponents with ten+ years of experience at the game.

Oh well, I'm still having fun for the most part. Sides, I'm pretty sure a large reason for my string of losses is self inflicted. I mean honestly, I went for a formation on the server that is allowed to use any weight class of vee but only light mechs.

It's the main reason why I'm always so hesitant to play mekwars. I loved playing btech as a kid with friends/fam, but that was a long time ago. Just can't match with the folks who've been doing this competitively for years :)
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Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #131 on: November 07, 2015, 01:50:48 pm »

Yeesh. As much as I love megamek, I have seriously forgotten how hard it is to stay interested in it. I love playing against other players, but god damn, can it be annoying to constantly go up against opponents with ten+ years of experience at the game.

Oh well, I'm still having fun for the most part. Sides, I'm pretty sure a large reason for my string of losses is self inflicted. I mean honestly, I went for a formation on the server that is allowed to use any weight class of vee but only light mechs.

It's the main reason why I'm always so hesitant to play mekwars. I loved playing btech as a kid with friends/fam, but that was a long time ago. Just can't match with the folks who've been doing this competitively for years :)

Yeah, I know the feeling. I'm at seven straight losses so far.
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EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #132 on: November 07, 2015, 02:48:41 pm »

Could it be that buildings on a map make the AI even slower? It is bad enough that they have 8 mechs and two of mine showed up rather late.

But, yay, thanks to this thread and tha Lets play next door I was able to install this myself.

Would it be faster if I would nat have to connect to the server for my single player games?

Well, finally Hunchback and Centurion joined in one the fun. If only the pilot of the latter could hit the broadside of a barn. That AC/20 is wasted on him. That laser Hunchback made quite an impression on an Capellan Vindicator though. (playing in '39)

I'm experimenting with changing the AI from Balanced to Berserker, in hopes it will get the AI to actually engage.

Rince Wind

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Re: MekHQ - "Just how does it work?" edition
« Reply #133 on: November 07, 2015, 03:15:12 pm »

What? Usually it is pretty suicidal for me. Like in that "Escaping prisoners" mission, where the freed 10t vehicles kept rushing at the Mechs for no reason.


But I have another problem now. For some reason I usually get the enemy personnel after the mission, and now the it says that I still have some people that have not been paid yet but I can't open the window in question anymore. The MechWarriors even count as having brought the Mech that I destroyed under their sorry asses. NP, I can give me the money back, or whatever, but it is really annoying that I get this popup now for every day. Saving and loading didn't help this time.
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EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #134 on: November 07, 2015, 08:51:42 pm »

What? Usually it is pretty suicidal for me. Like in that "Escaping prisoners" mission, where the freed 10t vehicles kept rushing at the Mechs for no reason.

For reference, the battle in which I set AI to Engage was actually the Pirate Free-for-All Big Battle, where I set both Enemy and Pirate (called Pirate and Pirates) to Beserker, as the whole point of that scenario is just to avoid damage and laugh as they kill each other.  At least that is how I interpreted it.

In the "Escaping Prisoners" mission, the AI for the freed 10t vehicles should be set to "Cowardly".  I've never played that scenario, but it would make sense if you don't want the outcome you just described.

I am afraid I can't understand the problem you are encountering with Enemy Personnel.  What I do know is that the Campaign does not automatically change prisoners to mechwarriors/vehicle crews, however it does[ automatically do the Recruit Prisoner Rolls.  Broken in that you can totally change the prisoners over into members of your roster even if you do not get the Recruit Prisoner roll.

Question: Do enemy lances scale on the Build Value of player lances?  I honestly do not know, but it would greatly factor into my willingness to field heavy and weak units.
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