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Author Topic: MekHQ - "Just how does it work?" edition  (Read 76931 times)

EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #135 on: November 08, 2015, 02:42:09 am »

I usually do not double post, but I think my newest creation deserves it.

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

I bring you: The Basic Auto-SoldierMechwarrior Insertion Creator!

Needs a better name, will probably change acronym if I upload anything else in this vein.

It is a modification of Faction & Rarity Tables linked to previously that will automagically create your entire starting company of 12.  It does need some player input: You need to select a table year that actually works for each character.  However if you roll "Star League", I included four additional Star League Mech Generations (4 is the max that you can get, as only the first 4 characters have a chance of rolling "Star League").

Whenever the MekHQ community gets their act together, I'd like to suggest it for inclusion for distribution on their sites as well.

Speaking of which, where can I freely upload files these days, and have them actually stay up?

Sharp

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Re: MekHQ - "Just how does it work?" edition
« Reply #136 on: November 08, 2015, 03:22:13 am »

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.

I think it's just Lance weight that affects the opposition you face, then there is enemy/ally skill in contracts which I think also affects the quality of the meks but it could just be pilots. Not too sure what enemy morale does but for me it seems to make enemy pilots have lower skills.

I usually do not double post, but I think my newest creation deserves it.

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

I bring you: The Basic Auto-SoldierMechwarrior Insertion Creator!

Needs a better name, will probably change acronym if I upload anything else in this vein.

It is a modification of Faction & Rarity Tables linked to previously that will automagically create your entire starting company of 12.  It does need some player input: You need to select a table year that actually works for each character.  However if you roll "Star League", I included four additional Star League Mech Generations (4 is the max that you can get, as only the first 4 characters have a chance of rolling "Star League").

Whenever the MekHQ community gets their act together, I'd like to suggest it for inclusion for distribution on their sites as well.

Speaking of which, where can I freely upload files these days, and have them actually stay up?

Cool, I will give that a try sometime, dropbox is reliable as well for uploading files.
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Rince Wind

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Re: MekHQ - "Just how does it work?" edition
« Reply #137 on: November 08, 2015, 05:46:32 am »

Where do I change the AI for individual teams? Next mission is a big battle with lots of civvies again.
And I am pretty sure somewhere an option was mentioned that during the movement phase the order can't be changed to speed up the AI, but I can't seem to find it. There will be 12enemy.mechs, that will take ages for them just to deploy. I might turn the civilians to my control, just to speed it up.

Edit:
I think I figured it out. Individual Initiative in the RPG Rules and just create a new bot with the desired behaviour and change the owners to them. Hope it works and I still get my bonus for saved vehicles, if there are any left at the end.
« Last Edit: November 08, 2015, 07:14:03 am by Rince Wind »
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EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #138 on: November 09, 2015, 01:43:52 am »

Click on the file for the teams in MekHQ's description of the battle to change AI.

etgfrog

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Re: MekHQ - "Just how does it work?" edition
« Reply #139 on: November 11, 2015, 12:33:06 am »

So does anyone know how to get a tag to work? The game keeps telling me that I need to use it in the offboard phase, but I have no clue what that is.

Nevermind...I need to get some semi-guided weapons for tag to get a chance to fire.
« Last Edit: November 11, 2015, 12:41:02 am by etgfrog »
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Anvilfolk

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Re: MekHQ - "Just how does it work?" edition
« Reply #140 on: November 11, 2015, 09:40:38 am »

Click on the file for the teams in MekHQ's description of the battle to change AI.


Yeah, some of the things that really stumped me were this:
- No troops are deployed until the day of the battle, then they are deployed automatically. So if the battle isn't on the first day of the week, you'll have some days where your troops aren't deployed but are selected for the battle anyway.
- On the right of the engagement screen, with the description of the mission, you can click on the folder looking icons to see what units the enemy's bringing. You can also look at your unit. Right-clicking on the folders for the different forces will bring up a menu in which you can set up the AI, like EuchreJack said.

And remember, if you've had Scout lances that weren't assigned a mission this week, a roll of 5 or 6 on a 1d6 allow that unit to reinforce another battle. For a Fight lance I think it's on a roll of 6. The troops will arrive quite a few turns into the battle though. I'm actually not entirely sure of either of the exact rolls for reinforcement right now, but I'd look in the rules. Sometimes that reinforcement can really help, especially if the BV fight is close.

Rince Wind

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Re: MekHQ - "Just how does it work?" edition
« Reply #141 on: November 11, 2015, 09:49:53 am »

Base Attack (defender), heavy urban, fortress city. This is going to take ages for the deployment alone. I gave myself control of the turrets, because in the last base defence the AI placed them all on the same hex. In cover behind some buildings.  ::)

But I brought two reinforced Lances, 16k BV. The FWL will regret this attack and I will get some nice loot (hopefully), because I let the employer take most of the stuff up until now, as it was mostly badly damaged vehicles.



Where do you send reinforcements? Do you deploy them from the TO&E screen?

Edit: I also wish there were better light mechs for sale. I am sick of Stingers and Wasps. They die way to quickly. Panther is ok, but too slow. At least I have one Firestarter.


And are there any other melee mechs in '39 than the Hatchet? My commander likes to get up close and personal.
« Last Edit: November 11, 2015, 09:52:06 am by Rince Wind »
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Hanzoku

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Re: MekHQ - "Just how does it work?" edition
« Reply #142 on: November 11, 2015, 10:10:46 am »

No, that's the only one, sadly. The others are all post Clan invasion - I like the Berserker, mostly because its 100 tons of raging goodness.

*edit* Oh, hey, I finally tracked down a bug that had been irritating me. If I have Chrome open, I can't start MekHQ. As soon as I close Chrome again, I can. That's one hell of a weird interaction bug.
« Last Edit: November 11, 2015, 10:19:21 am by Hanzoku »
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etgfrog

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Re: MekHQ - "Just how does it work?" edition
« Reply #143 on: November 16, 2015, 03:50:49 pm »

The new version is up, so far I haven't had any major issues with it. I have been having fun with arrow IV on urbanmechs.
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EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #144 on: October 16, 2016, 03:26:49 am »

Is this game still being updated?

I forgot what a pain it was to check for updates of this mess.

Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #145 on: October 16, 2016, 04:17:24 am »

Megamek main webpage seems to have got a problem on their news page so you'll have to check their forum for latest ones.

They released a Megamek update for Megamek and the related (MekHQ/Megameklab) in the end of august, mostly focused on the infantry :
http://megamek.info/forums/index.php?topic=2490.msg17066

And for those interested :
Quote
Quote
Is the Against the Bot Campaign system implemented in this version?
Yep, AtB has been included for quite a few versions.  If you download just the MekHQ you'll have all the programs

But that said they released newer dev version (on their download page) and didn't made a news post on their board for it , so you have to check other board to get the notice :
http://bg.battletech.com/forums/index.php?topic=55038.0

And for the next releases, it looks like there will be some really nice visual enhancement :
http://bg.battletech.com/forums/index.php?topic=54246.0

« Last Edit: October 16, 2016, 04:27:02 am by Robsoie »
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Rince Wind

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Re: MekHQ - "Just how does it work?" edition
« Reply #146 on: October 16, 2016, 11:55:19 am »

I need to try this new version. I wonder if my AtB save will work with it, my version is probably about a year old, because the last time I tried it (Around June maybe?) it didn't work very well so I went back to my old install.

Edit: After copying around various portrait and camo files it seems to work. Though I had to allow invalid designs, as apparently my stock Grashopper GHR-5H is invalid. Maybe because it uses Thunder Augmented LRMs in that LRM 5?

I would like to know how to get that tileset from the link above though.
« Last Edit: October 16, 2016, 01:08:11 pm by Rince Wind »
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Mini

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Re: MekHQ - "Just how does it work?" edition
« Reply #147 on: October 16, 2016, 01:51:36 pm »

Though I had to allow invalid designs, as apparently my stock Grashopper GHR-5H is invalid. Maybe because it uses Thunder Augmented LRMs in that LRM 5?
It's probably the year, MekHQ/AtB doesn't have any built-in checks to stop you from buying ammo before it's available, whereas Megamek does check ammo availability dates. Thunder Augmented was (according to Sarna) only developed in 3057, so if you're before that then that'd be why.
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Rince Wind

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Re: MekHQ - "Just how does it work?" edition
« Reply #148 on: October 16, 2016, 02:35:26 pm »

I am in 3070 so that shouldn't be the problem.

And it also declared half the OpFor invalid, as well as my customized mechs (that part I can understand, somewhat). It works if you allow invalid units though, so I am fine. For the OpFor it seemed to be mainly the artillery, maybe because the AI can't use it. It should just not be on their tables to choose from.

I only just now realized that I was also teleported from New Earth to Terra. :D And the JumpShips are 107% charged.
No matter, the missions against the Word spawn. I is hard to get used to normal salvage values after a contract vs. the Ghost Bears with 80% salvage rights, that brought in a LOT of money and mechs. The Word mostly uses vees here, and since I use the option to make them last longer they usually end up as salvage rather than just incapacitated.

Edit:
Quote from: BT-Forums
Something like 80-90% of all mechs are flagged as illegal. IIRC itīs an already known bug that the legal/illegal check isnīt working right.
That is the 2nd newest version, but I guess it wasn't fixed for now.
« Last Edit: October 16, 2016, 02:38:07 pm by Rince Wind »
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Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #149 on: July 25, 2017, 11:30:39 am »

Looks like there have been lots of development with Megamek, multi-crew for huge mechs , quadvees and tripods, LAM and WiGE are worked in for your robotech/macross-like battle needs etc
http://bg.battletech.com/forums/index.php?topic=57647.30

latest development release for Megamek, MekHQ  and MegmekLab
http://bg.battletech.com/forums/index.php?topic=58080.0
« Last Edit: July 25, 2017, 11:35:33 am by Robsoie »
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