Author Topic: Mechwarrior 3 in MekHQ 0.41  (Read 3145 times)

Stormforge

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Mechwarrior 3 in MekHQ 0.41
« on: 08 August 2018, 08:56:20 »
Mechwarrior 3 was my reintroduction to the Battletech Universe after having played a single TT game years prior to MW3's introduction. Has been my favorite since I first played it out of all the others I have played, though sadly I never did get to play PC Mechwarrior 2. I found a Ben Rome scenario a while back called Alone in the Dust which outlined the first mission from the canon novel Trial Under Fire. No other scenarios have been forthcoming, so since I have yet to read the novel I decided to recreate the game. Then Trailblazer's excellent beginning missions to their campaign got me thinking of how I could link missions together to form a campaign.

A Little Backstory
Operation DAMOCLES happened on the tail end of Operations Bulldog and Serpent on the planet Tranquil from April 28th until May 6th 3060. You are Lt. Conner Sinclair, code name Damocles Commando One, an Officer with the Eridani Light Horse. The original objective was the elimination of all remaining Smoke Jaguar forces. Main Objective of this campaign is to complete all missions and leave the planet by the 6th of May or be stranded on Tranquil. More information can be found in the following links.

Sarna Mechwarrior 3
http://www.sarna.net/wiki/MechWarrior_3

Sarna Trial Under Fire (canon novelization)
http://www.sarna.net/wiki/Trial_under_Fire

Mechwarrior 3 Video Briefings and Missions by raby760
https://www.youtube.com/watch?v=qYBCUkwLjgw&list=PL704A16B9B8A7F61E&inde=

Install Instructions
Drop the .zip in your MekHQ folder then extract there. Everything will go to its own folder in campaigns, scenarios, and boards/unofficial. Overwrite localclient_mechset.txt when prompted for Saviors to use the Galaport Trailer image.

Gameplay Notes
   Only the first 8 missions are currently playable.
 
   Export to MUL file, then reinforce from MUL at Scenario Start.

   Start bot as Other Human, then use Replace Player on game start. Do this AFTER Reinforcing from MUL

   Recommended Bot behavior and home edge in the name, i.e. Smoke Jaguar StrikerS is behavior and S at end is home edge.

   Turn on Double Blind. Turn Teams Share Vision to off.

   Support Units are to deploy in all scenarios except the Op1 M1.

   Use whatever Campaign and MM options you desire. Tested with Increased Vehicle effectiveness on.

   Watch for Special Instructions in some scenarios. Only thing now is on Op1 M4 Paine can be either Human or bot. Also the bot_Paine_ScoutS.mul needs to be imported after the mission.

Changelog
Code: [Select]
0.41
  Fuel Tanks magnitude reduced to 100

0.40
  Operations 1 and 2 are complete
  Bushwacker changed to S2 variant. If you use quirks the Bushwacker does not have torso twist, so be watchful on how you move.
  Forces randomized using MM's RAT Generator (3060 Clan Smoke Jaguar Front Line and 3058 Draconis Combine A), Named Mechwarriors will have their mech from the novel (except heavy mech in op1m4, didn't see a reason for a Star Captain to have an Orion M when a Star Commander under them had a Summoner)
  Salvage is now based on replacement weapons and ammo for enemy forces you face. Tried to keep a steady progression of what mech you are rewarded with also
 

0.21
  Instructions added for Op1 M4 regarding Dominic Paine

0.20
  Original Release 5 Missions, Operation 1 Missions 1-4, and Operation 2 Mission 1
« Last Edit: 25 September 2018, 08:49:59 by Stormforge »
If the enemy is in range most likely so are you.

Hammer

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Re: Mechwarrior 3 in MekHQ or 20 missions in 9 days
« Reply #1 on: 08 August 2018, 11:11:40 »
.....MFB.....
We have some MFB equipped units in MM. The Savior intro 3059, and the Wayland intro 2541.  The Savior was specifically based on the Mechwarrior 3 unit.

What I would do is make a support company. Say 4 Saviors and 8 cargo carrying trucks.  Build up a tech platoon or company for personnel.  When you do the repairs you could set the repair location as Field Repair or the modifiers.

.....Time to Fix stuff....
It's possible, and half fun of the scenario you're proposing.  Get in, meet the objective and take minimal damage.  If you go in with a stand up fight you might not succeed the overall mission.

.....Trailers....
In the early stages of being coded, I'd say this fall sometime for them to be playable.

.....Forces....
I'd suggest you look at the new force generator in Megamek to help with generating Opfor, as well as the units the player could use.


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Stormforge

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Re: Mechwarrior 3 in MekHQ or 20 missions in 9 days
« Reply #2 on: 15 August 2018, 20:19:33 »
From Original Post
The plan so far...

Searching Sarna I found that Operation Damocles occurred from 28 April to 6 May 3060

Obviously there is not going to be the level or refit and repair that the MW3 has. So I am thinking run each Operation in the span of a day or 2 with a day in between if possible. This leaves me concerned that I might not have enough techs or man hours to complete that many repairs. The difficulty is ratcheted up from the game from this alone wondering if I will even have whole mechs by the end. How many crew can the MFBs hold?

The MFBs, any thoughts on these would be welcome. My first thought, and attempt, at building these was to add a bunch of cool toys they may or may not have had. What I do know is that they were tracked, had repair facilities, could carry 300 tons each, and I am guessing where most of your briefings were held. Tracked support vehicles only go up to 200 tons, though there are mobile structure rules in TacOps. Tried using 2 vehicles that have tractor or trailer chassis mods in MM, and could not get them to work. Take it that is not implemented yet?

Not building maps, so I will need to do a bit of perusing and see if I can fit some together to make them work. Plenty of maps to chose from.

I did find videos of salvage lists for most missions. Not that I think they really be worth much in the scheme of things. Ammo and armor are going to be the big 2 needed. Since each lance supposedly had 3 MFBs I am going to include some armor, ammo, and basic mech components like actuators and replacement weapons to start with for the original lance. Original lance being a Bushwacker X1, Shadow Cat Prime, Catapult C3, and an unknown model Crusader. Being 3060 Eridani Light Horse 4D maybe?

Thinking exporting the MUL from MekHQ, then reinforce with MUL into a Custom scenario to run the missions.

We have some MFB equipped units in MM. The Savior intro 3059, and the Wayland intro 2541.  The Savior was specifically based on the Mechwarrior 3 unit.

What I would do is make a support company. Say 4 Saviors and 8 cargo carrying trucks.  Build up a tech platoon or company for personnel.  When you do the repairs you could set the repair location as Field Repair or the modifiers.
Good call on the Savior and I especially like the fact that 3 of them give me room for the 3 platoons filled with techs, astechs, a doc, and medics. Using localclient_mechset to change the image to the Galaport Trailer to better match the Mechwarrior 3 MFB model.

Still kind of iffy on cargo trucks or even if I should include them. First few rounds so far have been keeping the MFBs hidden and adding more units will make this job much tougher. If I do I am looking at the Heavy BattleMech Recovery Vehicle with 30 tons of cargo, but wheeled. Another I was looking at was the UTR-588 Recovery Vehicle with 40 tons and tracked like the Savior, but probably extinct.  Haven't really decided yet. Leaning more towards not bothering with cargo.

It's possible, and half fun of the scenario you're proposing.  Get in, meet the objective and take minimal damage.  If you go in with a stand up fight you might not succeed the overall mission.
I am following the game's missions as much as possible. So they are pretty much kill everything with a couple objectives that can be handled after the fighting. This is mainly because you are also escorting your MFBs and need to clear a path for them. I am using forced withdrawal rules, but will leave that up to player preference.

I have finished all of missions in the first Operation in the game and the first mission of the 2nd Operation. Decided to create my own maps, while they do follow the game's terrain they are not by any means exact or super detailed.

Trying to get a flow to the missions so you do not face everything at once. Have been somewhat successful in this using Double Blind and turning off Teams Share Vision. Also helps in the beginning of missions to hide the MFBs. Was wondering if there was a way to delay deployment in the scenario files? This would help somewhat in trying to keep that flow.

New pilots showing up during the missions will be a separate force when they first show up. This is to help in importing the pilot and mech into MekHQ after the mission.

First release is the first 5 missions, Operation 1 Missions 1-4 and Op2 M1. Any special instructions are listed in the Mission description and in individual Scenario descriptions. Video links provided for more in-depth mission briefs. Drop the zip in your MekHQ folder then extract there. Everything will go to its own folder in campaigns, scenarios, and boards/unofficial. Overwrite localclient_mechset.txt when prompted for Saviors to use the Galaport Trailer image.

Edit: 0.20 initial release. 0.21 is a couple of notes added to op1 mission 4. Dealing with Paine who can either be bot or human controlled, and to import the Paine .mul into MekHQ after the mission.
« Last Edit: 16 August 2018, 17:57:10 by Stormforge »
If the enemy is in range most likely so are you.

pheonixstorm

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Re: Mechwarrior 3 in MekHQ or 20 missions in 9 days
« Reply #3 on: 16 August 2018, 06:10:45 »
Anything with the Mobile Field Base would use the transport repair site. All others (unless with a DS) would use field repair. At least if you follow the locations given in SO.

Stormforge

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Re: Mechwarrior 3 in MekHQ or 20 missions in 9 days
« Reply #4 on: 16 August 2018, 13:06:08 »
Anything with the Mobile Field Base would use the transport repair site. All others (unless with a DS) would use field repair. At least if you follow the locations given in SO.

Everything I have read on them in TO, SO, and IO does seem to describe a transport bay or outright compares the MFB to a transport bay. Except the Maintenance, Repair, and Salvage Check Modifiers Location Table on page 171 of SO which gives the MFB a +1 compared to +0 for transport bays. Thanks for the reminder that I need to change repair site to Field Workshop which I believe has the same +1.
If the enemy is in range most likely so are you.

Kirsala

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #5 on: 16 September 2018, 10:44:39 »
After playing the first two missions (and getting brutally destroyed by a bulldog), I just wanted to say that I really enjoyed this.

On a related note, are you still working on finishing it? If so, I'd like to help if I can. I'd love to see this finished and be able to experience winning the lost cause in a new fashion.

Stormforge

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #6 on: 16 September 2018, 11:24:07 »
After playing the first two missions (and getting brutally destroyed by a bulldog), I just wanted to say that I really enjoyed this.

On a related note, are you still working on finishing it? If so, I'd like to help if I can. I'd love to see this finished and be able to experience winning the lost cause in a new fashion.

Yup, still working on it. I just picked up Trial Under Fire by Loren Coleman, the canon novelization of the game, and will continue after I give that a read. Map for the next mission is done, but I am looking at different ways to set the pacing. Adding explosive fuel tanks in place of the acid tanks, but timing the last mech coming in so you can get there before it shoots them is a bit tricky. Damn you RNG.  :'(

I most likely am going to have some units show up a little later in some of the earlier missions to help out a bit now that I know I can delay deployment. So far in play testing the First Operation Area it can get a bit grueling especially when you start to run out of ammo. I often am down to just the ERLL and 2 MG when facing the Bulldogs. I found that stopping in the same hex and kicking one while taking pot shots at the others helps if you get one that moves away from the group. Above all else keep moving to keep those movement modifiers up.

Edit: Oh, and welcome to the Battletech forums.
« Last Edit: 17 September 2018, 15:01:20 by Stormforge »
If the enemy is in range most likely so are you.

Kirsala

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #7 on: 16 September 2018, 14:09:58 »
I often am down to just the ERLL and 2 MG when facing the Bulldogs.

I was having that problem too. I was also having a bit of trouble with the Owens and Strider teaming up on me, while trying to conserve ammo. That didn't work out too well.

I was also trying to hide from the turret, with varying degrees of success.

It's much harder without reload/repair mid-mission, and I think that the BSW-X1's (with its rather limited ammo reserves) just isn't a great choice.
I have often felt that being able to choose a different 'Mech at the beginning of MW3 would make it more interesting. Imagine trying to run the gauntlet with a Shadowcat (even more limited ammo!), a Blackhawk (with the severe lack of twisting), or even a Puma (easy mode maybe?).

Stormforge

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #8 on: 16 September 2018, 18:45:50 »
You only use the Bushwacker X1 for the first 3 missions. 2 if you for some reason decide to use the Strider instead after the second. The third mission rewards a Bushwacker S2 after completion. You receive a Clan Nova B on the 4th along with Paine and his Shadow Cat Prime, and a Summoner C on the 5th so it does get better if not easier.

I have played through these missions and done the repair and reload so I know it is possible to get through them. This is with vehicle effectiveness on as I prefer that, which you do not have to. Other than what is instructed in the Campaign and Mission notes you can use whatever rules you wish to flavor it to your preference. Heck I couldn't stop you if you suddenly decided to use a Timber Wolf from the get go.  >:D
« Last Edit: 16 September 2018, 18:56:32 by Stormforge »
If the enemy is in range most likely so are you.

Kirsala

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #9 on: 16 September 2018, 23:49:18 »
I knew about Dominic joining up in mission 4, since I've played the original at least a few dozen times over the years. But it's good to know that there's better 'Mechs waiting for me after a few missions.

Starting in a Timberwolf? Nah, but I'm probably going to try something slightly bigger next time.

Stormforge

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #10 on: 17 September 2018, 17:26:19 »
About halfway through Trial Under Fire and I am going to be making some changes to enemy units to bring this more in line with canon. To that effect I may be removing a lot if not most of the vehicles, and replacing some of the IS mechs with Clan mechs. Some will go the other way as in OP 1 Mission 4 the Clan Nova in the game is actually an IS Black Hawk KU in the book. Get ready to face a Summoner instead of the Bushwacker in OP 1 Mission 3.

Some other things like mech rewards will also change as Conner did salvage that Orion M at the mock-up mech factory.

Other than that I am going to stick with the Mechwarrior 3 mission structure and maps. They seem to be pretty similar in scope, though in the book some are just passingly mentioned, or some not at all like OP 1 Mission 2. Those will still be in.
« Last Edit: 17 September 2018, 18:58:25 by Stormforge »
If the enemy is in range most likely so are you.

Stormforge

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #11 on: 19 September 2018, 06:09:08 »
New plan.  :))

After just finishing the novel, and reviewing the game I am getting a little tired of the repetition of certain mechs. Like 9 Annihilators out of 22 assault mechs, 2 missions which have 3 each. So I am going to mix things up using MegaMek's new Force Generator.

All totalled up I am looking at 8 Trinaries of mechs. This is not including another 9 mechs and 9 partial elemental points (going to make partial BA points into a full point), which is close to its own Supernova Binary. Also there are 2 full Trinaries of vehicles with a combination of Wheeled APCs, Harassers, Strikers, Bulldogs, and Donars, with another partial star of 6 vehicles leftover. So...

129 mechs, 9 elemental points, and 66 vehicles total all taken out by a lance of mechwarriors over 9 days. 2 Heavy Clusters, a Galaxy, or an IS Regiment. xp


« Last Edit: 19 September 2018, 09:37:04 by Stormforge »
If the enemy is in range most likely so are you.

McSlayer

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #12 on: 22 September 2018, 16:53:05 »
This is Sweet. I have to try it
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Stormforge

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #13 on: 23 September 2018, 20:14:12 »
Operation 2 Coming Soon!

Edit: Hoping tonight or tomorrow to have the rest of Operation 2 out. Tweaking a few vehicles due to difficulty, and then just need to finish up the salvage and briefings for each scenario.
« Last Edit: 24 September 2018, 21:44:28 by Stormforge »
If the enemy is in range most likely so are you.

Stormforge

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Re: Mechwarrior 3 in MekHQ 0.21
« Reply #14 on: 25 September 2018, 07:38:00 »
Operations 1 and 2 are now finished. Download is in the first post. I made some changes from the game and novel due to the change from First Person Simulator to MegaMek's RNG. Feel free to leave feedback, good or bad. Some missions can be difficult so beware.

0.40
  Operation 1 and 2 are complete
  Bushwacker changed to S2 variant. If you use quirks the Bushwacker does not have torso twist, so be watchful on how you move.
  Forces randomized using MM's RAT Generator (3060 Clan Smoke Jaguar Front Line and 3058 Draconis Combine A), Named Mechwarriors will have their mech from the novel (except heavy mech in op1m4, didn't see a reason for a Star Captain to have an Orion M when a Star Commander under them had a Summoner)
  Salvage is now based on replacement weapons and ammo for enemy forces you face. Tried to keep a steady progression of what mech you are rewarded with also

Warning: DO NOT shoot the fuel tanks in the underground mission Op2m2. Thinking the magnitude was like in TacOps, based on fuel tonnage. Wanted a 14 hex blast so I set the magnitude for 14000. May lockup or seem to lockup MM. Nukes everything on the map.  xp

Reduced the Fuel Tank magnitude to 100. Need to do some testing with this.
« Last Edit: 25 September 2018, 08:50:33 by Stormforge »
If the enemy is in range most likely so are you.