Thanks guys! I was able to get some missions to show up on my contract.
I ran into two problems.
1) I had a mission that for some strange reason, my mechs were doubled. The mechs were doubled, the pilots were doubled, etc. I said "That's weird" and right clicked and deleted the doubles. Little did I realize that I was now dropping into a battle with half the BV the enemy had.. Why did this happen? if it happens again, what is the right way to fix it?
2) I had a mission where I had rioting going on. I had to assist a set of loyalist vehicles defeat a bunch of rebel ones. Looking at the win conditions, I think I won, but I can't get MegaMek to exit.. it keeps going turn after turn. perhaps I didn't make the win conditions, but also didn't fail? How does one signal to megamek that the battle is over, and how is that communicated to mekhq?
a couple unrelated questions..
1) on the Thomas Marik video, he additional images to flesh out his mechwarriors and additional unit badges etc.. Are these downloadable somewhere? are they included and my 20 seconds of looking wasn't good enough to find them?
2) what are 'normal' start parameters for a small mercenary company (1 lance of mechs)? I'm looking for a RP sort of start where a MW has decided he's done working for the man, (yes has a rich uncle that has XXX; or maybe a solaris championship, or something), and decides to start a merc unit up on his own... Starting small, 1 lance, just enough techs/support to survive, and not enough extra cash laying around that all the decisions don't really matter (i.e. contract evaluaation (is this actually profitable?) weapon loadout, etc..
and finally.. how many times do I have to prove I'm human before the forum remembers :)
Thanks again for your help.. I really do appreciate it!