Say, anyone know why I only get a maximum of one recruit a week even though I'm playing a combined arms regiment?
What I do is /kick the bot (or bot's) and replace with another one set for Escape. I find it MUCH more realistic as no battle ends with both sides just suddenly calling it quits and walking away from each other. The Escape bot is usually pretty good (at least the new version of Princess that Ral has) at making tactical withdraws.
You can push your luck and fight it till the map edge, picking off any units along the way or pull back yourself and just pot shot at each other until you're out of range or map edge reached.
Thanks! Here I have been typing commands in all this time
The GUI part is fairly new.
You should have played dumb and asked her to demonstrate what she meant. ;)
What I do is /kick the bot (or bot's) and replace with another one set for Escape. I find it MUCH more realistic as no battle ends with both sides just suddenly calling it quits and walking away from each other. The Escape bot is usually pretty good (at least the new version of Princess that Ral has) at making tactical withdraws.
You can push your luck and fight it till the map edge, picking off any units along the way or pull back yourself and just pot shot at each other until you're out of range or map edge reached.
While it is more realistic to play this way it feels like it unbalances things, at least in my Campaigns. The typical result is a situation where I'm just racking up extra kills and salvage. I use the BV method as well as killing off a Locust and leaving a Warhammer undamaged is just too easy. I calculate the full BV of the enemy so main plus reinforcements.
quick question atb using mq 3.12 i do not have a problem with the hq but come across a problem during missions
MM portion on occasion forces me to use /skip command during deployment. as game progresses i am forced to repeat /skip for units that had been used on during deployment.
funny enough i can finish the game with no problem and the goals for the mission and collect whatever reward i get.
it mostly occurs during time when i have an allied forces present during mission and enemy is deploying its forces problem usually starts after the allied force is deployed
and yes i am using latest java problem seems to travel to different machines as well also regardless of windows build (i use 7)
i was able to reproduce same problem with different machines 2 laptops running win 7 ultimate on quad pentium processors 2 with 4gbram desktop machines using i3 and additional machines using i5 and i7 processors with 12 gb of ram on all desktop machines all machines have latest updates of java. as a bonus i ran some of the games not only off the machines themselves but from usb mem sticks same results and each machine has different campaign on them
the problem does not impact the outcome as far as i can tell but it is annoying
or had i set the atb settings wrong that cause this?
A star is five points, and there are two points in a star. So a Clan vehicle star has ten vehicles without any doubling.
You can play without maintenance. If you do play with maintenance, take a -1 modifier, set maintenance cycle to 30 days, and only damage parts at "A" quality. Do not play with era mods. You will still often find that your Veteran and Elite techs are the only ones that maintain fairly well.
When the MekHq code gets written the AtB codes should call up the random planet generator used by the contract generator to assign pilots a random home world.
When the MekHq code gets written the AtB codes should call up the random planet generator used by the contract generator to assign pilots a random home world.The contract generator selects planets from the border area between the two factions, but it would not be a hard thing to build a list of planets controlled by the character's faction on the date of birth then select one.
How would you factor in Mercs and the occasional Solaris VII player?
Well, technically according to the rules, it affects the starting unit (if there is one). Former Solaris VII players get customized units as well (more reason to have an origin planet before S7). Clanners get bonuses and penalties and Clan technicians don't have the penalty in dealing with clan tech. Early on in the 50's and past Comstar (and later WoB) have a higher chance of coming with IS2 level equipment.MHQ already accounts for this in the personnel market when generating a recruit's unit. It doesn' account for this when generating the recruit, but ought to. Adding an entry to the personnel log would also be a way to account for the possibility of Solaris VII players, which I left out of the possibilities because I couldn't come up with an elegant way of presenting the player with the option to customize. What I don't see is what advantage it would be to go beyond the faction and determine the specific planet of origin.
MHQ already accounts for this in the personnel market when generating a recruit's unit. It doesn' account for this when generating the recruit, but ought to. Adding an entry to the personnel log would also be a way to account for the possibility of Solaris VII players, which I left out of the possibilities because I couldn't come up with an elegant way of presenting the player with the option to customize. What I don't see is what advantage it would be to go beyond the faction and determine the specific planet of origin.
I agree with pfarland, this seems neat and useful for RP purposes, but is purely fluff. (Not that I mind fluff. Most of my campaigns are quite fluffy. O0 In fact, I think I'll call my next unit the Fleecing Fusiliers ;D)got you beat...my unit is called Fluffy Bunnies. mechs sport playboy bunnies paint scheme and pilots are required to wear bunny ears during in and out of their mechs...male and female..and they are really mean.
On a different note, is there a way to set up a noble landhold style game without rolling all the battle specifics out of the spreadsheet? Would probably be alot of work, but it would be nice to be able to roll specifics for a manually added scenerio. Maybe add a dropdown for mission type and a "Roll scenerio" button to the new/edit scenerio dialog. I inevitably end up forgetting to change one of the weather settings or something if I do it manually. :PThat's way down on the list of priorities.
Yes, if you release your astechs between contracts, you will hurt the tech portion of your unit rating. So, if you release them there's a chance it will drop your overall rating enough that your contract options/terms will be worse.
I wouldn't consider that gaming the system so much as knowing that you can either pay some minimal salaries or take potentially worse/fewer contracts.
ok question is it better to hire astechs in bulk or as individuals?
i mean over all quality of their work not money you pay for them
I noticed that MekHQ is not doing the contract generation exactly right, as in faction capitals it should generate, at a minimum, 1 contract with the faction as the employer, even if the normal roll for contract results in 0 contracts... both in Atreus and Tharkad (did not test other capitals), sometimes i get no contracts... when that happens i generate contracts until one with the faction as employer shows up...I just fixed that for the next release, but Tharkad presents a bit of a problem. The code determines whether you're in a faction's capital by checking whether you're on the starting planet for the faction that controls the world you're on. During the FedCom era (3040-3057), Tharkad is considered to be part of the Federated Commonwealth, which has New Avalon as its starting planet. As far as I know that's the only situation where a faction has two capitals, but it's significant enough that I probably need to figure out how to accommodate it.
IF (Home Planet) = Tharkad THEN roll FEDCOM.
IF (Home Planet) = New Avalon THEN roll FEDCOM.
Just direct the contract script to the same place for the period?
I can think of all sorts of ways to do it and have it work. Not all of them are good practice.
Hi, I've been playing around with the AtB rules a bit now and I have a question:
How does random capture of pilots work in conjunction with the game option that makes ejected pilots automatically flee?
I've switched on 'Vehicles can be abandoned', but I then found that the mini-platoons that jump out of them somehow end up getting hired by my unit after each battle (there are recruitment payments in the finance tab and they clutter up my roster, but aren't marked 'prisoner'). So I switched on 'Ejected pilots automatically flee' to prevent those mini platoons from getting spawned. Now I'm basically not ever getting prisoners, and no one gets added to my roster after a battle, but I'm still paying recruitment payments to all enemies after each battle where I get the salvage screen.
And a note that should be in the starting guide: Make sure to set your faction to 'Mercenary' when you start a campaign. I've found that if you set it to something else (I thought it didn't matter) and then take a contract from that faction, the liason/integrated/house units are never created. As soon as I fixed that, I started getting those lemmings in my missions.
Thanks for the reply :)
I had been getting some prisoners when I turned off 'pilots autoflee' and 'vehicles can be abandoned', but not since then, so I thought there might be something connected there.
Any idea what I broke that's causing me to pay hiring fees for all the enemy personnel after a battle?
I actually like that Princess doesn't hunt down pilots anymore. I always facepalmed when a bot assault mech unleashed everything into one unarmed pilot even when actually threatening targets with low numbers to hit were around.
Second, MegaMek crashed in the middle of a battle; how do I go about safely resuming it? Or do I have the start the battle over?
A few questions; I can't seem to find the answers to and they're driving me nuts!
On my first contract, I had Transport Terms of 35%, which was added into the contract amount. But my transit was free. How do I get MekHQ to actually charge me for my transit costs? Do I have to use the Unit Market to buy a Jump/DropShip?
Second, MegaMek crashed in the middle of a battle; how do I go about safely resuming it? Or do I have the start the battle over?
Thanks!
Few things on this guy. What version are you using? What was happening when the crash happened? In the logs folder will be a mekhqlog.txt file. If you post that here it can help us trouble shoot things.
Also welcome to the forums.
Also, what if we added a rule for a delay in unmothballing? Is there anything on the canon rules for this? I thought about a delay for the unmothballing of 1 week for each weight level, so an Assault mech would take 4 weeks to unmothball, while a Light would take a single week. Maybe with additional time for IS Level 2 and Clan Units?
Okay, so maybe I need to back up a step. Because I have no transport capability, but was able to move to my contract destination, so I'm clearly missing something.
As a fresh, brand-new mercenary company, after I get my initial warriors, techs, and meks, what are the steps I take to get my company to the target planet. Looking at my file, I have no transport capability. Do I have to sit there and hope for a JumpShip roll to succeed before I can go out?
Okay, so maybe I need to back up a step. Because I have no transport capability, but was able to move to my contract destination, so I'm clearly missing something.
As a fresh, brand-new mercenary company, after I get my initial warriors, techs, and meks, what are the steps I take to get my company to the target planet. Looking at my file, I have no transport capability. Do I have to sit there and hope for a JumpShip roll to succeed before I can go out?
Otherwise you simply have to wait, spending 100k a week til you run out of cash.
What's the "generally accepted" way to setup and change lances? From the AtB rules, I gather that at the start of each week you:
- Give XP to eligible pilots in Training lances.
- Assign pilots to lances.
- Assign lances to activities (Fight, Scout, Defend, Training).
- Roll for battles.
As there's no way to stop MekHQ after Step 1 to reassign pilots, do you just change your lances on Mondays and fix the XP (as neccessary) it grants to Training Lances? Is that just the nature of the beast?
Different topic:
I also found that in the new version, I always have to replace the bot in chase(defender) scenario because the bot won't ever even try to escape.
I normally do everything on Sundays after any battles. Note that MekHQ now automates the majority of this.
I also found that in the new version, I always have to replace the bot in chase(defender) scenario because the bot won't ever even try to escape.
Parts availability does not exactly conform to the AtB rules. Instead IIRC it uses Era availability. This is because Neoancient would have had to create a whole new database assigning the AtB level codes to everything. Which as you can imagine would be a stupendous PITA.
Okay, that does sound like a total waste of time. Am I safe in assuming that using Era Availability is balanced enough? Are the tables in the Tech Manual, or is it somewhere else, like StratOps or FM:M? My goal is basically understanding how long to linger on an Early Victory contract to get parts, and when to jump ship to deal with retirements and such before finding new employment.
Hi
im looking to start playing this again after a busy 6 months. Last time i played there was a custom build of MekHQ and Megamek that was being used. It worked quite nicely i could get my friends to connect give them the units then when the match ended MekHQ still picked up on all the units.
Does anyone know what im on about? i foolishly forgot to save the link last year.
What's the order of operations for rolls? I'm asking because my current contract OpFor just went to "Rout," but still generated a (non-special) battle. Should I just delete that battle, or do the weekly battle rolls come first?
... I only ask because, I'm surprised they routed. Month #1 I was a whirlwind of death and destruction. Month #2 the pirates fought back with hugely unbalanced OpFors and I lost a lot of battles. Yet they routed. But if I lose this "death knell" battle, my contract goes from success to failure. :\
Also, does MekHQ support Player reinforcement? I'm thinking no, since I've never ONCE had my Scout Lance reinforce my main force, so I'm thinking there's no point, unless you want to blood some guys, to actually "Scouting". The whole point of a Scout Lance should be "lots of action," be it through their higher probability of a battle or their higher chance to reinforce another battle.
In warfare, if you can't field a force at least theoretically capable of winning, you avoid battle until you can engage on more even terms, or else surrender, because you're just throwing lives away for nothing.
I don't use AtB, but you always have the option to skip a battle and take the penalty towards your overall contract, as far as I know. People with more experience can explain it better but AtB doesn't always provide 'winnable' situations, especially early on.
I don't use AtB, but you always have the option to skip a battle and take the penalty towards your overall contract, as far as I know....except when it's a base attack. Lose the battle and it's "Contract failed".
...except when it's a base attack. Lose the battle and it's "Contract failed".
I'd rather run something like a PXH-1, FS-9A, LCT-1V, and STG-3R lance instead of a company of heavies and assaults any day. Normally, by the time I can field a full company of medium and heavy 'Mechs, it's time to quit and restart because I've lost interest. Unfortunately, that's about where the AtB rules START to function.
...except when it's a base attack. Lose the battle and it's "Contract failed".
You can also exploit princess in base battles. Just deploy inside a building of durable construction. Even when princess starts shooting at the building you should be able to just sit their and pound the hell out of whoever shows up. Use jump capable mechs whenever possible and train your lance commanders in tactics as much as possible so you win initiative most of the time. Train for night battles too. Add melee SPAs to that and you can win nearly any night battle and kicking your opponent to death with a Spider or Assassin can be great fun. Use inferno rounds if you face off against a lot of vehicles.
Another thing, when dealing with base attacks (as the defender) put the gun emplacements as your units so you can deploy them properly the traitor them back to your ally after deployment.
Delete it and generate a new one
Am I reading the rules correctly in that, if using the shares system, the mechwarrior doesn't take her mech with her when she leaves? What's stopping me from hiring a Green Mechwarrior with a great mech and immediately sacking her to keep her mech at a far lower cost (since she'll have minimal shares at that point) than I could get it from the market?
No you are reading that very wrong.That's true of the employer/employee system, but the question was about the shares system. Depending on the size of your units and its net worth, it may be possible to do that within the rules, though I would consider it to be against the spirit. There are many ways the AtB system can be exploited, and it's up to the player to decide what is realistic and what is fun. I consider the conversion of 'Mechs to shares to be unrealistic (though it certainly helped with the record keeping pre-MekHQ integration), so I added an option to track the original unit even if the share system is in use.
1 ) Green MWs will have worse mechs
2 ) QUOTING: If using the employer/employee system, you must keep track of the starting mech weight/tech level and, when the mechwarrior leaves the company he/she must receive an equivalent mech. Also, when a new recruit joins the company and own a mech, he/she must receive half the stock price of the mech from the company treasury.
...except when it's a base attack. Lose the battle and it's "Contract failed".
Give the squadron leader some strategy points and stick to the really fast light ASFs and aerospace units might even turn up as early as turn 1 :o"Enemy 'Mechs spotted on our patrol flight. Will continue to overfly until ground units intercept, then commence attack runs. After all, these light airframes can't handle the undivided attention of all those sad excuses for targets."
These days, if the mission looks 'too hard' and I have unengaged units for the week, I'll throw them into the battle.
My aerospace nearly always turns up on turn 6 as reinforcements when added; 20 cluster bombs really helps to clean out the vehicle hordes.
Yeah but neo seems to be suffering from the RL sickness that plagued ralgith for awhile. Beginning to think ralgith had a relapse too :(Being a stay-at-home dad of twins was pretty good for getting coding time until they turned three. I spend all day trying to stay ahead of them (usually failing to keep up) and if we can get them to sleep at a decent time I'm often too tired to think straight (which is bad for coding). Then our house was upside-down while we had our kitchen remodeled. Then my computer that was slowly dying finally tipped over the edge. I have a replacement but I'm still working on getting everything set up. I could go on....but infantry and reinforcement rolls are high on the list when I can get back to it. Being away for so long makes it harder to get started up again.
8 & 5 is such a nice age. They go play on their own and I have more free time to code or get other things done. Will help even more when the youngest starts school this fall. I do dread how whiny my soon will be in the mornings though....2 and 8 for mine...yes whining is included in the you have kids package... >:D
lots of words
Where are the lances weights defined anyway.
I really think the rules need a "common sense" limit on OPFOR forces, to prevent 3:1 or 4:1 BV "curb stomps". If you're that badly outmatched, you don't engage at all, and no rational House officer would insist on having you simply throw away your unit for no effect other than to provide some inexpensive salvage for the enemy.
Looking it over again, you're correct, it WAS in fact a "Medium" lance because of the Liason officer. My 4 'Mechs consisted of a 40T, 35T, and two 20T, totaling 115 tons, which is "Light". Unfortunately, the AtB rules include the additional weight of the Liason unit (which incidentally outweighed any of my own units) in determining the opposition, which can then generate either a Medium or a Heavy lance in opposition.
MHQ does not include attached allies in lance tonnage.
lots of wordsKovax, the next time you run into the Impossible Battles situation. Please zip and attach, any customs needed to load your Campaign, along with the Current Save and if possible the previous Sunday save. In the post describe what makes the situation "Impossible".
what i'm trying to do is this. DHS's just started to be sold. so i was able to roll for and buy all of the DHS i'd need for the mech, in order to have the parts on hand for the "upgrade".
my plan was to sell the old mech, GM remove the DHS i bought, and finally buy the upgraded mech from the unit search. the money i'd lose from all of this was to be my cost of upgrading.
I know for sure that you can't have more than 1 pilot (rendering dual cockpits useless and causing some issues for tripods) but I actually can't remember if the other features of a command console work or not. Not that the rules make them all that useful from what I can recall.
as for refits it looks as if you can only have one tech work on it is there any way to lower the time with more techs?
Okay, so maybe I need to back up a step. Because I have no transport capability, but was able to move to my contract destination, so I'm clearly missing something.
As a fresh, brand-new mercenary company, after I get my initial warriors, techs, and meks, what are the steps I take to get my company to the target planet. Looking at my file, I have no transport capability. Do I have to sit there and hope for a JumpShip roll to succeed before I can go out?
That's why you should take out a loan before you ever go anywhere. The AtB rules are set up assuming that you do take out a loan to begin with. Now, you can try to play without a starting loan, but you're going to need a lot of luck to get a contract that's in range and pays you enough to be able to get rolling.
That's why you should take out a loan before you ever go anywhere. The AtB rules are set up assuming that you do take out a loan to begin with. Now, you can try to play without a starting loan, but you're going to need a lot of luck to get a contract that's in range and pays you enough to be able to get rolling.Problem is, when you don't get a viable mission for well over a year and a half, thanks to low initial ratings, and the loan money is mostly spent just to repay the loan itself, that doesn't leave much cash to spare. The system works well enough as a Veteran or Elite mercenary unit with a company or more of "stuff", but it's difficult to start as a "start-up" unit, with a single Veteran officer and the rest either Regular or Green, no more than a lance of light 'Mechs(*) in its OOB, plus a couple of light vehicles for backup in case a 'Mech is down for repairs. In my previous campaign (where I kept generating absurd OPFORS - frequently out-BV'ed 3:1 or 4:1 on a "Green" game setting), I ended up having to reload at least 3-4 times to restart the campaign because the money (including the loan) ran out before getting a viable offer, despite manually generating one "extra" contract each month (I got approximately one bad offer every 3-6 months otherwise, all of which showed a projected loss of several million over the course of the contract).
are the full head ejection systems supported? i was testing a mech in MM and it doesn't look like it. and i tried multiple ways of blowing it up.
is there a way to have your techs try to focus on increasing the quality level of a component? the quality changes in a maintenance cycle. but is there a different way to try and improve quality.
Put better techs on it. Rent a maintenance facility / factory (not sure what the rules may be for that in AtB or if they exist.)
Put better techs on it. Rent a maintenance facility / factory (not sure what the rules may be for that in AtB or if they exist.)
thanks for clearing that up a bit.The general modifier is there to give users some ability to customize retirement rolls by modifying the target number. If the AtB rules as written seem a bit harsh, try a -1 or -2. If you hate yourself, try a +1 or higher. When using employer/employee there should be a box you can check to pay a bonus to individual personnel to give a -1 bonus to that person's retirement roll. Many months ago scJazz asked for a check box at the top that could be used to check all the boxes at once. I swear I'll get to that one day.
something i've not noticed until now is the "general modifier" line in the retirement roll popup. what is that for?
Any way to prevent the bot AI from breaking during some missions? If I have to kick and reload the bot then the mission AI just went out the window. For example, your typical chase scenario - bot has to have more than 50% of forces reach the north edge. Bot gets stuck on movement phase, kick bot, add the bot and now instead of getting to the N edge, I have 22 units swarm and attack my lance. This happens a lot :(
Also, is there a way to mod the difficulty of these ATB campaigns?? Good lord starting out I'm barely a lance and they want to throw me against tons of enemy units. Anyone else have this happen regularly? What do you do?
Thanks!
battleclad how do you possibly start with a dropship?
so just an additional share. no bonus to retirement rolls. and for spouses and dependents aside from company fluff any game effect with them?
Don't forget any bonuses given by the Strategy of the deployed Commander.Leadership increases your side's max allowed destroyed.
Leadership: Affects (on company leader) the max number of combat/support personnel that the company can have before receiving a -1 in the retirement/defection roll. Starts at 12 for each category with 0 Leadership and adds +6 for each point. If personnel number is twice or higher the allowed for the commander leadership the modifier is -2. Each point of Leadership on the battle commander (highest ranked officer) increases by 5% the need number of Merc+Allied forces that need to be destroyed for the OpFor to win the scenario.
Strategy: Defines the max number of Combat/Scout lances the player can deploy (start at 3 at level 0) and allows for the commander in a battle to reduce the number of turns needed for reinforcements to arrive at the battle in 1 turn for every point on the Strategy skill.
Tactics: Allows the commander to reroll one or more of the battle conditions (Battle Type and Opfor rolls cannot be rerolled) and also gives bonus to commander initiative rolls (just enable the options in MekHQ and Megamek).
Strategy, per the rules sheet, also affects what percentage of units needs to remain alive to not lose the mission. I think it's -5% per rank? So a rank 3 commander in a mission where you have to save 50% of your guys, means you don't lose until 35% instead (ie from half to about a third).Leadership does that. Not Strategy.
I've had to reload at least 20 times in the course of a single month to keep my light hover lance from having to fight (or reach the opposite edge) in dense forests with NO clear paths through, or against both a lance of Medium 'Mechs and a supporting lance of Light 'Mechs or vehicles in urban terrain with limited avenues of movement, generally with the opposition getting additional reinforcements as well.
...
Quite simply, you don't move a hover lance into the middle of a dense forest, you don't send heavy armor into the middle of a swamp, you can't expect to chase light wheeled and hover vehicles with heavy tracked ones, etc.
how are the value of the "shares" calculated. for a brand new company the retirement of your officers can zero out your bank account right the first year/contract.
on that note which is the better system of payment. or the over all pros and cons of each.
Paying a bonus i.e. clicking the box increases retention, +1 vs the +3 (???) of shares.
However, I end up having to keep repeating this point. Things are not nearly as bad as people think.
In a D rated unit Elite pilots have a roughly 58% chance to stay if they are paid a bonus. If they are officers it increases to 72% retention rate. Every single week of a campaign you have a chance of hiring someone. Many times those someones are MWs some of those will be Elites. Negating any issue with retention.
No matter how much I expand the retirement window I can never find the bonus option... I've just started paying a 10000c-bill bonus for each of my pilots for each -1 I apply to the unit.There seems to be a checkbox in the AtB campaign options menu that needs to be clicked if you want to be able to pay a bonus to modify retirement rolls; at least that's what it appears to do.
In a D rated unit Elite pilots have a roughly 58% chance to stay if they are paid a bonus. If they are officers it increases to 72% retention rate. Every single week of a campaign you have a chance of hiring someone. Many times those someones are MWs some of those will be Elites. Negating any issue with retention.
Tougher healing is exactly what it says.
Thanks for the help with the bot reloading in chase missions. I had another question though.
It seems like the the bot does hang nearly every round on the movement phase. Why is this and how do I stop it from happening?
It's deciding on movement most likely, individual initiative should shorten that.
Would it still be individual initiative if I kick and reload the bot and at that point things get moving again almost instantly?
It's like playing with a narcoleptic and having to nudge him back awake each move phase. NAP ATTACK ZZZzzzZZzzzzz
EDIT: Is that changed at the basic campaign option screen, uncheck team initiative?
ATB rules or megamek options if memory serves, as for the kicking... Pretty much, I've always considered the Ai to slow down as it gets more variables to calculate into it's moves. For instance ammo depletion, damage, withdrawl, heat levels and so on. Without Individual Initiative it tries to consider every single unit during the same sequence, whilst trying to account for our movement as well. Turn on Individual Initiative and you force the AI to focus plus you lighten it's workload by easing management. I could be completely wrong but that's how I consider it.
A fresh bot just looks at the board as is instead of being bogged down by tracked data.
I just realized that I'm on an older version of MekHQ. 3.6 I believe. Have there been many changes to the AI and resource utilization since then? This is almost unplayable.
I just realized that I'm on an older version of MekHQ. 3.6 I believe. Have there been many changes to the AI and resource utilization since then? This is almost unplayable.
Hey, I've been out of AtB for about a year and a half, is that modded version of MekHQ that included AtB rules still updated?All of the newer MekHQ versions include AtB options.
Hey, I've been out of AtB for about a year and a half, is that modded version of MekHQ that included AtB rules still updated?It's been several months since I worked on it because I'm a bit overwhelmed by RL responsibilities, but I will get back to it. The longer I've been away the harder it is to start up again, but hopefully I can start easing back in with some bug fixes in the next few weeks.
I have question about "noble" section.
"basic base - allows up to 4 units to be deployed on the terrain" - any terrain/region from starting landhold, or only on terrain/region where base is?
I just noticed that the MekHQ AtB implementation dings me for violating the 12+LD*6 personnel limitation during defection check if I have too many dependents. Is that right? I had just assumed that they didn't count for Leadership purposes, but I can't find a clear reference in the rules one way or the other.The rules under the Officer section refer to it as a limit to "Combat/Support Personnel", but doesn't mention Dependents, which I believe are not considered "support personnel" unless they gain additional skills by spending accumulated XP. You have individual limits for combat and support.
Ok another question: Does an Early Victory just end the contract, or do you get the balance of payments immediately, or do you just leave the contract open until expiration, collecting monthly payouts?
Personally, I'd like to see a reorganization of the rules, because the current set seems like a haphazard conglomeration of all the bits and pieces in no particular order. It has stuff like modified units and specialized skills detailed before a lot of the basic info, for instance, and the essential info on officer effects and stats are scattered throughout. The latest set doesn't seem to have much info on the nature of battles, much of which has been incorporated into MekHQ, but I couldn't find anything on which lances (besides infantry) can be sent to assist a battle, based on their deployment role. There's also a bunch of odd notes toward the right side of the document, which seem to be unrelated to the rules, but cause a lot of issues with trying to print it.
In that situation I would uncheck the limit on lance sizes and run those light vehicle lances at 8 units.
I am still on MHQ version 3.12 *dodges rotten tomatoes* and in my current campaign I do not get any prisoner defections to my side.Running 3.14 and have the same issue. The Campaign Options box to check for prisoner defections is activated, but the combat resolution no longer assigns enemy personnel as "Prisoner" or "Escaped" after battles; I have to manually roll it and check the appropriate box; they're ALL empty by default. Then I have to manually do a defection roll as well on any who have been captured. In a previous version, it was done automatically.
There is a bug that will cause attached units to be marked as total loss, lost every time regardless. Mark it not a total loss in the first screen and in the 2nd mark it correctly.
There is and has never been a limit on the number of units sold through the market in any way AFAIK.
Buy and sell as you wish. Understand though that MHQ is not tracking your sales you'll need to do that by hand, or Excel.
hmmm. this is the reverse of what I have been doing. if you read the paragraph above where you choose your losses, the one says it will remove from your hangar, the other says unit destroyed. you should be marking unit loss in the one that says "removed from hanager" and unmarking it in the other.
It's checked as "destroyed" in the second screen by default, so you have to uncheck any surviving allies. The first screen appears to be set properly by default, where units that aren't integral parts of your force are checked off as "lost", and will not be added to your hanger, otherwise you would get all of your ally's units for free after each battle (possibly including dropships). I believe it used to work properly in previous versions up until the last two or so.
hmmm. this is the reverse of what I have been doing. if you read the paragraph above where you choose your losses, the one says it will remove from your hangar, the other says unit destroyed. you should be marking unit loss in the one that says "removed from hanager" and unmarking it in the other.
It's checked as "destroyed" in the second screen by default, so you have to uncheck any surviving allies. The first screen appears to be set properly by default, where units that aren't integral parts of your force are checked off as "lost", and will not be added to your hanger, otherwise you would get all of your ally's units for free after each battle (possibly including dropships).Unchecking the box on both screens works just fine for the Allied mechs. No extras delivered to Hangar.
I have also noticed that in the latest couple versions of MHQ, the skill and abilities costs are not persisting when you click on those buttons in the Against the Bot tab. Am I the only one experiencing this before I make a bug report?
I've now done a Base Attack (Attacker) mission twice, and won both times.
But rather than MM throwing it over to MekHQ like usual, it just sort of gets confused. The usual boxes don't come up after the one asking if I controlled the battlefield.
Resolving it manually doesn't seem to work either. I pick the salvage mul and the mul for my forces, but when i click OK, nothing happens.
This is with 3.16. Anyone else noticing this issue?
I've now done a Base Attack (Attacker) mission twice, and won both times.
But rather than MM throwing it over to MekHQ like usual, it just sort of gets confused. The usual boxes don't come up after the one asking if I controlled the battlefield.
Resolving it manually doesn't seem to work either. I pick the salvage mul and the mul for my forces, but when i click OK, nothing happens.
This is with 3.16. Anyone else noticing this issue?
3.15 was the last usable release for AtB... sorry Ralgith and Tarharqa.
Unchecking the box on both screens works just fine for the Allied mechs. No extras delivered to Hangar.Right, you only need to uncheck the boxes in the first screen to avoid getting unearned units, and it normally sets it correctly for you. You can manually change it for RP reasons, or to cheat if you so choose. That much works the way it should.
That statement makes no sense, as nothing with AtB has changed.
what effect does killing every single escaped pilot/crew has on morale on the planet?
i just finished a guerrilla mission and killed off every single pilot/crew that manged to abandon its vehicle and only nothing i noticed is lack of missions on 2 year contract i had had no missions for 5 months
Given the fact that AtB does have rules in place for Prisoner capture I have always used AutoFlee. It just makes more sense to me. IMHO.
...what file do I open to find that mission id thing you mentioned so I can edit it?
OK. What if there are several people in the Lance with the same rank?If the highest rank is held by more than one person then MHQ can't determine which is supposed to be the unit commander and could pick any of them to determine the commander tactics level. If you want a specific person to treated as the commander, you need to make it clear by assigning that person the highest rank in the unit.
The bottom line for anything involving AtB is that you do what you want to. It's your campaign and AtB provides a framework to help you. That being said, the unit market is the standard method for an AtB campaign. The purchase unit dialog is a more general approach and you're free to use it instead if you find 5he unit market too limiting. Or use both. Or make up your own system.
Thanks. I guess I may sell it and buy a proper dropship or two that wouldn't need that extra step (or just forgo having one entirely.)
Do you know if transport costs accurately reflect your own transport capabilities? I have a feeling that that may be one of the features not yet implemented.
Many stuff
I don't have an account on sourceforge. Is that where I'm meant to report the bug? How do I do that? (And is there a way without creating yet another account?)
I must admit I thought it had been intended to show that battletaxi's can't make it from the jump point to the planet without a bay on a dropship.
Thanks.
I must admit I thought it had been intended to show that battletaxi's can't make it from the jump point to the planet without a bay on a dropship.
Did you go to the new to AtB thread and follow all the steps there for setup? It seems like you forgot something - maybe no one is set up to buy stuff, for example.
I use 3.18 and everything is super smooth.
314- I gave up on updating it when it looked like every single release had gamebreaking bugs, and then saw that the devs had given up on ATB altogether and will eventually just replace it with something else. Which... well, I guess I can go back to the pen and paper rules. :(
v0.3.21-git (The next release)
+ Bug [#963]: CampaignOptionDialog crashes with NPE when "Confirm" button is pressed
+ Bug: [AtB] MM game launched from MHQ using AtB does not enter deployment phase.
v0.3.20 (2015-10-12 00:11 UTC)
+ Bug: NPE on warehouse tech filter
+ Bug: check for missing external id on ejected enemy pilots
+ Bug [#888]: Briefing Room: Cancel load saved game causes NPE
+ Bug [#951]: Auto-resolve fails even with new mul method
+ Bug [#950]: Autofailing battle by advancing day does not undeploy lance
+ Bug [#891]: [ATB] Contracts Change Value On Reload
+ Bug [#889]: [ATB] Non-Special Battles Generated Despite Rout
+ Bug [#879]: [ATB] minimum <= value <= maximum Error
+ Bug [#852]: [ATB] Manual contracts : Employer/Enemy units always generates as "Independent"
+ Bug [#946]: AtB: Edit mission causes enemy faction to change
+ Bug [#847]: Manually adding contracts : transportation amount is incorrectly calculated
+ Bug: [AtB] Star League Cache special missions can cause NPE if SL-era RATs are missing.
+ Bug [#943]: File ratinfo.xml not updated correctly
+ Bug [#623]: 0.3.6. : Unable to edit scenario start date even in GM mode
+ Bug [#807]: [ATB] Contract renegotiate buttons no longer work
+ Bug [#845]: [ATB] Employer offers follow up contract, but follow up contract has incorrect employer
+ Bug [#860]: [ATB] Special missions still generating gravity even if "use planetary conditions" is turned off
+ Bug [#861]: [ATB] 100 ton ASF being classified as "Medium" in the unit market
+ Bug [#858]: Personnel market : Mechwarrior's unit is a tank
+ Bug [#864]: [ATB] Uses Highest Strategy not "Deployed" Strategy
+ Bug [#870]: Jumpships getting assigned to battles in AtB
+ Updated MegaMek.jar to 0.41.10
+ Updated MegaMekLab.jar to 0.1.46
v0.3.19 (2014-09-14 01:25 UTC)
+ Bug [#922]: Location of Jump Jets is not shown in repair tab
+ Bug [#908]: Pay for Recruitment Pays for All Enemy Pilots
+ Bug: enemy salvage not identified via manual resolution when it has a UUID
+ Adapt packaging to support MML svg files
+ improvements to prisoner tracking in ResolveScenarioTracker (prisoners from ejected units not yet correct)
+ simplified prisoner interface in ResolveScenarioWizardDialog
+ Bug: totally dead crews generating an NPE when shuffled in ResolveScenarioTracker
+ Bug [#932]: BA prisoner problems
+ Bug [#944]: Assign Kills Error
+ option to capture prisoners
+ option to set prisoners as bondsman by default
+ prisoners are tracked correctly from ejected units
+ added Utilities.isLikelyCapture for the logic of what/who gets captured in ResolveScenarioTracker
+ Bug: all salvage is considered total loss
+ show salvage value below to reduce width in ResolveScenarioWizardDialog
+ Bug: ResolveScenarioWizardDialog not showing correct damage status of player's own units
+ Bug [#571]: Experience Error With Late Deployment
+ sort personnel and prisoners in ResolveScenarioWizard by unit name
+ Bug: when no mul file is loaded, pilot resolution is skipped
+ Bug [#928]: Picked up MechWarriors are not shown in Post Battle Resolution
+ Bug [#657]: Units incorrectly listed as escaped at end of the battle
+ Bug [#945]: Peronnel tab, Fluff Information view - cannot sort by kills
+ Bug [#930]: Name of Tab different between MHQ and MML
+ option to reverse quality name reporting (e.g. F becomes A)
+ Show vessel engineers in repair bay with time
+ Bug [#934]: Unlimited Repairs for Dropships and Warships
+ Bug: shorthanded mod not showing for large craft
+ Bug [#910]: sorting problem in parts store dialog
+ Bug [#897]: Can't Determine Salvage In Exchange
+ Bug [#899]: MHQ Version Upgrade Causing Jump Path Error
+ Bug [#929]: Warehouse Tab - sorting issues
+ Bug [#920]: Start a New Campaign and the Date Chooser
+ Bug [#813]: Mek HQ pilots/crews with -1 and below skills do not function correctly in the MM lobby
+ Bug [#816]: Injury handling for MIA pilots doesn't work correctly
+ WIP Bug [#900]: Daily Log overwhelmed by Injury Reports
+ Updated MegaMek.jar to 0.41.9
+ Updated MegaMekLab.jar to 0.1.45
v0.3.18 (2015-09-01 12:10 UTC)
+ Bug: units listed as not invented when they have been
+ Bug: ammo bins should not be loadable in warehouse
+ various improvements to ResolveScenarioTracker including tracking actual damage to total loss units
+ partial fix of Bug [#830], not yet working for manual resolution
+ removed separate salvage file from manually resolution, one mul will now process entire battle
+ Bug [#830]: Crews "Killed" in MM not handled properly in MekHQ
+ process kills from manual resolve
+ Bug: some items on ResolveScenarioWizardDialog are not laying out correctly
+ Bug: contracts not being checked for duplicate names
+ Bug: NPE when trying to assign prisoners for BA
+ Updated MegaMek.jar to 0.41.8
+ Updated MegaMekLab.jar to 0.1.44
v0.3.17 (2015-08-26 21:30 UTC)
+ Bug: Ammo bins not reserving for refit if other ammo bins of same type in warehouse
+ Bug [#909]: Refits not shopping for ammo
+ Bug [#502]: MekHQ Freezes
+ Bug [#646]: Standard Fusion Engines listed separately by clan and IS
+ Bug [#647]: Incorrect mech component locations in the repair bay
+ Bug [#678]: End of battle screen -> finish -> program hangs, array index out of bounds
+ Bug [#682]: Omni pod refits are not working correctly
+ Bug [#689]: Unable to select multiple contracts of the same name
+ Bug [#693]: Unable to repair heatsink ; array index out of bounds
+ Campaign loading routine unloads ammo bins that are not reserved for refit
+ some fixes to parts reservations in Refit
+ Bug [#673]: GM mode -> procure single refit kit does not work
+ Bug [#672]: GM mode -> procure all refit kits causes HQ to hang
+ Bug [#912]: Costs of refits kits don't seem right, armor not prorated
+ Bug [#913]: Parts not separated by quality in warehouse
+ Bug [#721]: BA SRMs do not reload correctly in the mecrepair h bay
+ Bug [#732]: MekHQ unable to handle custom dropship with a lot of weapons
+ improvements to AmmoBin.getFullShots to avoid loading protomech entity from units.cache
+ Bug [#915]: Must salvage parts in location before replacing bug
+ Bug [#766]: Refit Kits still serached/ordered when all parts are present in warehouse
+ new campaigns will remove reservation from refits where the unit is not there or is not refitting
+ check on campaign loading for unstacked parts in warehouse that could be stacked and do so
+ Bug [#853]: Battle Loss Compensation not being calculated correctly for destroyed units
+ Bug: Ammo bins were reporting zero value regardless of ammo level (not yet working for BA ammo)
+ Bug: get BA Ammo tons per shot correct
+ Warning cleanup
+ Bug [#917]: Advanced medical is broken
+ Add resetPilotAndEntity to joinScenario
+ Bug: joinScenario did not set vehicle crew sizes
+ Bug [#712]: Inconsistent infantry unit pricing
+ Bug [#885]: Spend XP Not Working Correctly
+ Bug [#808]: Warehouse : "Sell all parts of this type" only sells 1 point of standard armor
+ Allow underweight units to be refit
+ Bug [#811]: Bug in Editing Potential rewards in Scenario
+ Bug [#836]: Cannot Repair Jumbo's AC Bay
+ Bug: crew hits to large craft not affecting personnel
+ Updated MegaMek.jar to 0.41.7
+ Updated MegaMekLab.jar to 0.1.43
v0.3.16 (2015-08-15 19:40 UTC)
+ Bug [#823]: NPE during 'Auto Resolve'
+ Bug [#415]: Fighters and small craft have thrusters
+ Bug [#698]: All BA armor is incorrectly set to clan tech
+ Bug [#699]: BA armor may not be bought from the parts market
+ Bug [#277]: BattleArmor costs
+ Bug [#862]: Battle Armor Breaks Save Files
+ Bug [#898]: BA suits not getting roll to avoid destruction
+ re-added infantry weapons
+ Major overhaul of BattleArmorSuit replacement to allow for sub-parts to follow main part
+ fixed TechRating values for parts with IS_TW_ALL that should be ALLOWED_ALL
+ Bug [#893]: can't get parts before year introduction from parts store
+ added the ability to save and load campaign option presets
+ Bug [#901]: mekhq.campaign.Campaign.newDay Error
+ Bug: Protomek parts not showing up in repair bay by location
+ Bug: Protomek leg location sending incorrect casting exception
+ Bug: quad protos getting arm parts
+ Bug: engine-less protos still have running MP
+ Bug: updateConditions in ProtomekLocation not critting/uncritting things correctly
+ Bug [#902]: Tank and Aero system parts not getting check for destruction
+ Moved all equipment checks for destruction into Part.updateConditionFromEntity
+ removed time and difficulty variables from Part, now tracked by specific methods in each part,
no need to always updateConditionFromEntity to switch
+ target for equipment destruction from combat is now a customizable option
+ Bug [#618]: Ammo bins cannot be replaced on mechs
+ Bug: swapped out ammo is lost on ammo swap
+ Bug [#577]: Incomplete Ammo Acquisition
+ Bug: units not showing up in repair bay when set to salvage
+ removed salvaging variable from Part, Part.isSalvaging() now determined by characteristics of unit
+ reclassified BaArmor and ProtomekArmor as sub-classes of armor
+ Bug: previous change made it possible for overnight tasks to do the wrong thing if unit repair/salvage status was switched
+ Bug [#896]: Removing units from TO&E does not remove them from deployment
+ Bug [#903]: [ATB] Retirement Sort by Cost Incorrect
+ Splitting Models out of RetirementDefectionDialog
+ Changed FormattedNumberSorter to use long instead of int
+ Bug [#849]: Removing ammo from a design does not cause the corresponding ammo to appear in your warehouse
+ Bug: cancel customization not available in unit context menu
+ Bug [#857]: Refit kit does not remove parts from the warehouse when the refit is completed
+ Bug [#602]: 0.3.6 warehouse graphical glitch
+ Bug [#904]: Armor parts showing up as zero amount on refits
+ Bug [#906]: Location specific armor parts showing up for refit after save and load
+ Bug [#905]: Refit parts are reserved a day too late
+ Bug [#843]: Ammo bin repair
+ MegaMek.jar updated to 0.41.6 and MegaMekLab.jar updated to 0.1.42
v0.3.15 (2015-08-04 10:50 UTC)
+ Planetary faction updates
+ Bug [#716]: Add Another Special Ability not Cancelled
+ Bug [#884]: Shoulder/Hip Crits disappear
+ Bug [#887]: Different Prices for Parts
+ populate store with more jump jet options, change labels to indicate tonnage of unit for JJs
+ Bug [#881]: Cannot reload Field Artillery ammo
+ Bug [#873]: Right Torso location cannot be replaced without salvaging...
+ Bug [#854]: Engines take extra damage after saving/reloading
+ Bug: array index out of bounds on Faction.getFullName causing campaign option save fail
+ Bug: trailing empty cells not collected by split method in faction generation resulting in some arrays being too short
+ added array length safety check methods to Faction.getEraMods, Faction.getFullName, and Faction.getStartingPlanet
and incorrect data reported to log
+ Bug [#829]: GM mode -> set XP for personnel does not work when attempting to set XP higher than 100
(IllegalArgumentException: setSelectedIndex: 0 out of bounds)
+ Bug [#867]: Custom Vehicles w/ C3Master unable to network
+ Bug [#348]: random skill error
+ Bug [#826]: 2525 points of standard armor in the warehouse, but cannot replace standard armor on a marauder
+ Bug [#814]: Fusion engine incorrectly in head location
+ Bug [#415]: Fighters and small craft have thrusters
+ Bug [#892]: Missing BA suit, MekHQ
+ Updated MegaMek.jar to 0.41.5 and MegaMekLab.jar to 0.1.41
Sure- I was referring to the plans to scrap ATB and include parts of its functionality in a way that fits better with the rest of the code, though. :)
I just wanted to share something funny/shameful. Not a specific AtB thing, but still.
I have been playing this game for years. YEARS. In all that time, I never understood how the turn function worked during deployment. Turns out (heh) after putting your unit in the hex you want, you click the turn button, then click at the hex you want your unit to point towards.
All this time I had been assuming the turn function didn't work. ;D
You can also shift-click, which is quicker.
ooooooh thanks. I wondered why the shift a or shift d didn't work on deployment.
So I wanted to compile a lot of the house rules/additional rules I've been using, and I decided to package them all together and put them on here for everyone to look at. I'm uploading a rules 2.31 with an extra tab at the end; it includes a number of extra things.
So I wanted to compile a lot of the house rules/additional rules I've been using, and I decided to package them all together and put them on here for everyone to look at. I'm uploading a rules 2.31 with an extra tab at the end; it includes a number of extra things.
So I've been playing with the extras you have presented since you released them.
Some constructive criticism from what I've seen so far...
Enemy Force Size Rules - Garrison and Cadre should definitely be exempt from the early completion. Instead use the Rout Nd6 option for months without opposition. Then re-roll enemy.
Special Missions available might be excessive using Strategy x 3. Using my current force that is 15 (5x3) Special Missions a Week. This force has been building for 10 years game time so perhaps things might be twitchy in terms of how much Strategy I built up using straight 2.31 rules. Still, with Strategy x 3 and my Combined Arms force I can literally skip every scenario, or reinforce it, or arty/air support nearly everytime. Strategy x 2 is probably better.
Perhaps even better would be something like...
Strategy x 1 PLUS...
For every 6 ASF/CF add +1 Air Missions
For every 6 Artillery add +1 Arty Missions
For every 9 Infantry platoons add + 1 Infantry Missions
Perhaps even add in a Maximum of like Strategy/2 Round up or down missions in any one group. So you can only run a total of N of any one group.
This rule...
+1 if unit has an Elite commander, -1 if unit has a Green commander (D217)
It is unclear in a way. If you are referring to the Player then it is nearly impossible for the Commander to be Green. If you are referring to the OPFOR then there is no way of determining the Skill Level. I assume you mean the Player Unit. This presents problems in that it almost guarantees a bonus. The whole section might need a tweak.
Great job though!
lots of stuff
IN the campaign options you can change the xp gained for them.Yes, but can it now be toned down to less than 1 per week without going to zero? Gaining 1 XP per week on a 52 week (one year) contract is a rather rapid rate of gain, especially compared to the regular troops getting a slim chance at 1 XP per 3 months.
Yes, but can it now be toned down to less than 1 per week without going to zero? Gaining 1 XP per week on a 52 week (one year) contract is a rather rapid rate of gain, especially compared to the regular troops getting a slim chance at 1 XP per 3 months.
ATB campaign questions here. I am confused about the current state of ATB and the various rules.xls I see for download.The spreadsheets are the official version of the AtB rules. Suggestions for rule changes are nearly always made with reference to that format. MHQ does nearly all of it for you, but it's been hard for me to find the time to work on it this year. Development on the system is still ongoing, as evidenced by Mukaikubo's post a couple weeks ago. It's the latest version of the rules with some suggestions for some new features added on the last page. Work on AtB in MHQ is limited to bugfixes until the next stable release.
Has the developement of ATB stopped?
Are the spreadsheets used and rolled manually and separate from what MeqHQ and ATB do automatically?
Are there any plans to add the functionality of the spreadsheets to ATB and MekHQ?
Okay! Some feedback:More Feedback
The spreadsheets are the official version of the AtB rules. Suggestions for rule changes are nearly always made with reference to that format. MHQ does nearly all of it for you, but it's been hard for me to find the time to work on it this year. Development on the system is still ongoing, as evidenced by Mukaikubo's post a couple weeks ago. It's the latest version of the rules with some suggestions for some new features added on the last page. Work on AtB in MHQ is limited to bugfixes until the next stable release.
I was working on an Excel solution for AtB (retirement, capture, etc) when you released the MHQ version based on the 2.28 rules. It has been about 18 months now, since basically anything more than bug fixes has occurred for MHQ and 9 months give or take since Makinus posted. Should I go back and work on XL?It's only been 17 months since AtB was added to MHQ. I certainly have done more than bugfixes in that time, including some updates to later versions of the rules. I think it's probably as close to 3.31 as it is to the 2.29 rules that I started with. What Makinus puts out determines what is considered official and enabled by default, but does not impede continued work on the system and implementation of additional options.
I was working on an Excel solution for AtB (retirement, capture, etc) when you released the MHQ version based on the 2.28 rules. It has been about 18 months now, since basically anything more than bug fixes has occurred for MHQ and 9 months give or take since Makinus posted. Should I go back and work on XL?
Hey guys!
New to posting here, but long time Btech enthusiast. I've run a couple MekHQ campaigns, participated in several Mekwar cycles on a variety of servers, and only just now have I seen the awesomeness that is Against-the-bot!
Introduction given, I have a couple rules questions as to the current implementation of the AtB rules in MekHQ and the RAR in 2.31. Specifically, it looks like the implementation of the MekHQ retirement rolls is based on an older version of the rules (base retirement TN = 5, seems to penalize roll based on experience without taking Dragoon Rating in to account). Would anyone be able to give me (or point me to) an explanation of what I would need to manually set as custom modifiers when doing retirement rolls?
MekHQ as implemented seems to have a very rough retirement threshhold. After completing a single contract, the 7s and 8s needed to prevent my regular and veteran mechwarriors from retiring were very scary!
Okay! Some feedback:
What are the "Big Force rules" i have 2.31 and i don't see them, but then i'm totally blind to the things i'm looking for.
(seriously i searched the house for half an hour trying to find my keys only to realize they were in my pant pocket....)
As for the problem with folks leaving my work around is it's the family business so i turn it off. however my unit only grows from dependent rolls or when someone gets hitched. i make a roll every year to see if there are any kids, if so i GM a protomech pilot(cause they are small lol) and set the age to 1 and they don't become active until they are 18. the result is my unit is almost always small, under staffed, and its really hard to replace any deaths, but i can keep the skill level stable. i run a mech only unit and with some luck i can get to a decent size by the time the clans show up.
yeah but its a bit crazy when the commander of the unit just walks away in the first year.
maybe the devs could add a way to tag a handful of people to keep them from running.
yeah but its a bit crazy when the commander of the unit just walks away in the first year.
maybe the devs could add a way to tag a handful of people to keep them from running.
Saturday, May 14 3025
Fiona Marshe has conceived
Status: Active (Pregnant)
My unmarried unit leader just got assigned to the training lance for that indiscretion for the next nine months...
Hey guys,
Just recently gotten into megamek, but not sure where to find the AtB spreadsheets to download.
Thanks,
EDIT: Think it might all be handled in mekhq. my bad :D
Just in case I've attached the XLS. Not everything is implemented in MHQ.
Its in the 2_31 rules above. Its for running as a Nobel house under a IS ruler. Its an addition to the base game like running a pirate.
Nobel's rules are what? Can you attach?
Awesome, that did it. Cheers.
Awesome, that did it. Cheers.
Fiona Marshe has given birth to Takashi Marshe, a baby boy!
A newborn who is a tactical genius... (Tactics: +2) :-\
Should take command just in time for the clan invasion.
Scrounge is optional. I don't use it at all as it is not in the skill list for AToW. However, I have been considering changing that so as to make sure that it is the Logistical admin that is looking for/purchasing equipment and not just the highest skilled admin. I just noticed in a game I'm playing that it was an admin I have set to HR that made the four vehicle purchases I just did.
However, I have been considering changing that so as to make sure that it is the Logistical admin that is looking for/purchasing equipment and not just the highest skilled admin. I just noticed in a game I'm playing that it was an admin I have set to HR that made the four vehicle purchases I just did.
FYI I finally got around to working on the scenario resolution bugs. Resolution should work in the latest release.
I've got the settings saved and it does save time it's just buying all the parts that's taking forever :)
Well at least you only have to RSI for 1 day then :)
Side note: maybe after your done you could post your template?
I'm having an issue with AtB using the latest mekHQ. Everything is working fine so far except for one thing... the contract market is missing! I click the marketplace tab and all the other options are there. Is there a fix for this or will I just have to downgrade a couple versions?
Well, there are two different year restriction areas it looks like.
The first one I am referring to is Campaign Options>Tech Limits. I have 'Limit Units and Parts by Year' checked. 'Maximum Tech Level' is Standard and 'Only allow canon units for purchase' the checked, too.
The second area is back in the AtB main window under Marketplace> Purchase Unit> Advanced Search. I enter as the Design Year 2750 - 3020. Unit type is Mek, Tech Class Standard, and the Tech Level is IS TW.
Once I click 'OK' and go to the 'Mechs I'm still seeing, for example, the Archer 2K and 2S whose entries show them both with a 'Source: TRO 3039' entry; Ostscout and Koschei 'Mechs are listed with the 'Source: TRO 3075' entry, etc. and there are lots of other 'Mechs from later decades that show up despite the restrictions I put in place.
Maybe some BattleMechs have not yet been assigned the right timeframes to appear in yet? Is there some option or section in the game that I need to look at to make the changes I want?
ok but, in the unit list in the purchase unit window the mech's year doesn't states something later than your current game year does it? And are they all level 1 tech?I am not sure what you mean by level 1 tech. If you mean IS introductory boxed set being level 1, then that is listed as well as IS TW-non-box set (level 2?) since I do not have advanced or expiremental 'Mechs.
The TRO names is not reflective of the unit introdates. At this point 99% of the Canon unit in MM are date accurate. But I can't speak to the options in MHQ to get them to show correctly.
3) Under the mmconfig folder open up botconfig and change the line "force individual initiative=false" to ".....=true".That seems easy enough.
Just in case it's not clear, AtB is a fan designed rule system for playing a campaign against a bot in MM. The rules were originally designed to be run by hand, and parts of it have been integrated into MHQ somewhat recently. Not all of the written rules work/are implemented in MHQ. (I don't know that infantry support missions worked in MHQ, but I don't play or develop AtB so I don't know definitively).That makes a lot of sense, and it explains some of the difficulties I've been having. The integration is pretty good at this point.
That makes a lot of sense, and it explains some of the difficulties I've been having. The integration is pretty good at this point.
The also spreadsheet fills in some of the gaps for me as well. Thanks!
I've been playing an ATB campaign and feel like I've got a decent idea of how much of it works. I've encountered some bugs (I'm using 0.3.23, which has some issues, like the invalid mechs that cause saves to fail to load if I select them as salvage), so I'm planning on starting a new campaign with 0.3.26 when it is available, and I understand that should be a more or less stable build.
I have a few questions about ATB:
1) I have read about "support" missions for infantry. How do I get them, and what do they do?
2) Perhaps related to the above, how is it best to integrate infantry into the TOE? As their own unit, or organized in a company of three platoons with their 3 APCs?
3) I have read that you can configure the bot to use individual initiative to select which unit it moves (to speed up turns) while not moving your force to individual init. How do you do that?
4) ATB seems to roll more missions for larger units (perhaps one roll per Lance or equivalent in the TOE?). Is that correct?
5) ATB seems to create missions for lance equivalents with 3 or more units in them. Because of that, I have been organizing artillery and aerospace units as 2 per Lance equivalent so that they are not forced into a mission where I dont want to use them. Is that the best way to prganize them?
Anyway, I'm very impressed with how far MekHQ and MegaMek have come. It's been years since I played MegaMek in Mekwars. I'm really enjoying the ATB generated missions, as it lets me play a single player campaign. O0
1 ) You should download and use MHQ 0.3.25 (see that Ralgith the correct version number :P )Thanks for the info. I'm definitely following rule #2. It has been years since I played Battletech, and it's great to have a way to get back into it with a single player campaign.
2 ) AtB doesn't handle Infantry very well. Heck Princess has a hard time using them as well. Generally, I use them as Reinforcements and keep them in an over-sized lance so they don't show up in the Briefing Room and aren't chosen for battles. Using Infantry in the Support Missions is the way to go.
3 ) Depending on the speed of your computer you might not even need to use Individual Initiative. The main drags on speed are when Princess is using very fast units on a complex map. Right now I'm playing on a 2 year old laptop and Princess has control of about 24 units. Things are moving along smoothly.
4 ) Yes, you are correct. I find it useful to assemble oversized Lances (more than 6 units) so that they are not considered for Battle Rolls. I attached a couple of WIP files for AtB rules. The last tab of the Mukai XLS describes some alternative rules for Large Forces. They work out pretty good. Also, remember, the point is to have fun. You are your own GM. If you don't want to fight the 6th Chase mission of the month, just delete it. Mukai's optional rules also expands on Artillery, ASF, and Infantry missions. He put it all together from the suggestions of several players (me included :) ). I have only used this rules since they were released.
5 ) AtB only considers lances of 3 to 6 units. Anything else doesn't count. You can also, as mentioned in 4, just delete the "crazy" battles.
The number 1 rule of AtB is... there are no rules... consider it a skeleton for creating fights easily. Change it all you like. Cause the 2nd rule of AtB is... HAVE FUN!
Note to SelfMHQ ignores the "double enemy vehicles" option when generating Clan forces, since standard Clan organization effectively doubles them already with 2 vees/Point.
Turn off the 'Double enemy vehicles' option before starting a contract against the Clans.
Also I have been organizing my lances with a 2LT as the commander, a SSGT as the lance sergeant, and four PFC's when starting out. I've decided I dont like that and classifies the lance as super heavy so, not a good idea in against the bot when five of the pilots are boots. Would it be more realistic for each lance to start out with three PFC's, two lances commanded by a SSGT, and one lance commanded by a 2LT in a company?I normally do one commissioned officer and the rest non-commissioned personnel for my lances (often 1 LT, 1 SGT, and 2 privates or corporals). I'm sure I remember reading about all of that years ago, but I don't recall which Battletech or mechwarrior book had the info. :)
It all depends on the mission and I think you are overstating the 10 turn thing a bit. There is however a bug that causes the "Employer" units to not respect the arrival time rule. They should arrive with the rest of your unit more or less.
Attached units in Cadre and Liaison Contracts are not a separate force.Do you have more than one force on your TO&E?
Are you deploying foxes other than the one listed on the scenario?
As only the force listed on the scenario should deploy at the start of the scenario, all the others show up later as reinforcements.
Attached units in Cadre and Liaison Contracts are not a separate force.
Quoting from the holy AtB 2.31 bible, Battle tab, starting at line 222:so it was written so it shall be done
*many stuff*
so it was written so it shall be done
Quoting from the holy AtB 2.31 bible, Battle tab, starting at line 222:
"Snipped stuff"
As it stands, I've gone through 30+ reloads on MANY occasions just to get a single battle that's even "playable": either one side is more than double the BV of the other (my underweight Light Lance - at 95 tons - against a "Medium" lance that includes 3 Heavies, plus reinforcements), my Hover lance ends up on a Dense Woods map and I can't even deploy the whole lance in the single non-wooded hex available, my Heavy Lance and Dropship face off against 3 Vedettes and a Scorpion tank, or some other pointless exercise in frustration and wasted time while the campaign reloads.....again.
You could always just assign your command staff to a permanent Defense or Training roll.
They would still see combat occasionally (20% & 10%) and they would also be available as reinforcements.
Given that it's not unusual in the Battletech universe for regimental or even corps commanders to take the field that would replicate what you want and still keep the feel of the universe.
Only Scout and Fight can reinforce.
Is there anyway to, like in Alpha Strike, treat cargo space as room for infantry in Megamek? I have all these awesome things I use as infantry transports in my Alpha Strike games, but they cannot be used in Megamek. I am just wondering if there is a setting I am missing or if its something that is not possible at the moment.
You can edit the units you want in MML. Remove the Cargo Equipment and use the space for Troop Storage.
Are there rules in TW/TO for this? I'm not aware of any such rules. As it is now, I think the only way units can transport units is via "troop space."
Had a new idea for toughness; add a line in their log when they start out "Toughness +0: 0/3" and every time they come back injured and after recovery they will get 1xp towards the next level of toughness. Going off the "what doesn't kill you makes you stronger" idea. So, when they get 3/3xp they will now have +1 in Toughness and for +2 they will need 9xp, +3 18xp, etc. At least that way its a lot harder/slower to level in toughness and not everybody will have it. Edge I'm still using the 1xp for every month of active service on a 2D6 of 12 or higher will also net an edge point. Anyone have another idea for determining toughness and edge? Other than the AtB 10xp for an edge point.
However, I may be getting ahead of myself. Could one of the Devs look over the Code and tell us what effect Toughness has right now? What rules is it using? aTow? MW 2nd?
Unless I'm mistaken, about the same effect as the biography - at least as far as MekHQ is concerned.
In MegaMek, it modifies the target number for staying conscious when taking a hit.
By what? MW 2nd Edition Rules = best 2 of 3d6. aToW rules = almost certainly not used. Some special unofficial Rules?
Roughly as per the AToW BOD attribute: Toughness shifts the target to roll to stay conscious by one point down per point of Toughness (... or one point up per point of negative Toughness).
I can use toughness as is. My only problem is that no character is ever generated with either toughness or edge.
So, let me see if I get the company creation rules right:
You start off with 88 people.
1 CO (rank: OF-2, Captain?), -1 Gunnery, -1 Piloting, 2 skill points randomly between Leadership, Tactics and Strategy (those that don't have a skill point are skill level 0, not "missing", right?), set the "Commander" flag
3 officers (rank: OF-1, Lieutenant?), -1 Gunnery or -1 Piloting, whichever is higher, 1 skill point randomly between Leadership, Tactics and Strategy. Since we're talking three lances here, I set up two as Lieutenants SG in charge of one lance each (Bravo and Charlie) and the third as Lieutenant LG in the commandant's (Alpha) lance.
9 enlisted MechWarriors (rank: OR-6, Sergeant?)
So - is that about what such a company looks like as-written? How are you interpreting the current AtB rules?
The 60 AsTechs and Medics don't actually count towards the total number of bodies in AtB. Otherwise... yeah that is an AtB 2.31 version Start.
But this is the important part... almost no one uses the Standard start.
But this is the important part... almost no one uses the Standard start.
Most of the XP related fields seem limited to 100 or less...
https://sourceforge.net/p/mekhq/feature-requests/354/
The "save presets" for the campaign options doesn't save your custom ranks but, its easy enough just to make and save a template campaign file.
Man, you know your planetary assault is going poorly when you're excited about salvaging a pair of shadow hawks.
I've got some Mercenary's Star stuff going down here.
If you go the universe folder in Data, there is an XML for ranks. I just overwrite the Custom or Star League ranks to fit my Merc campaign so I don't have to add the ranks or the pay multiplier for new campaigns.
If you go the universe folder in Data, there is an XML for ranks. I just overwrite the Custom or Star League ranks to fit my Merc campaign so I don't have to add the ranks or the pay multiplier for new campaigns.
Ok problem....I made an 18th rank system but, it will not show up in my current or a new campaign under the campaign options. Is HQ only allowed to have a max of 17 ranks???????
So the consensus seems to be that nobody even uses the AtB company creation rules (and consequently, the whole first sheet can be removed). Which do you guys use then? Something based on the old FM: Mercenaries or the IO Beta "Creating a Force" PDF?
Still FM:M(r). Or Total Chaos, if you want to go with that system.
Still!? Wasnt supposed IO have updated rules for this?
It was but IO got too big! Way too many pages. So they decided to do a separate book, Campaign Operations.
Oh... ok. When is expected for that to be released?
Yeah sorry, forgot to mention you can't add a rank system, you can only edit the other ones. I personally edit the custom one.
:\ And I guess thats in a sourcebook as well that states that? IMO I would like it to count all the officers, a unit with more senior officers and staff NCOs would be better and have a better rating but, it's not real important.
:\ And I guess thats in a sourcebook as well that states that? IMO I would like it to count all the officers, a unit with more senior officers and staff NCOs would be better and have a better rating but, it's not real important.
Yes, 2 equals twice the chance of 1. Just as 4 equals twice the chance of 2.
The question of when to move them around is tricky. Some mech designs are still built almost by hand in 3039. Some are cranked out in near perfect automated factories (Hesperus). If you aren't worried about Canon then I'd say every 3 years would work for actually being able to see the effect of units becoming more common and then phasing out during play.
Have you tried Neoancient's RATs. They work pretty well for me.
Can i ask for reupload of the rules somewhere? The link in the OP gives me 404, as do links in other threads (to prev versions)...
Like concerning the unit rating if it says your 100% for your support personnel? I know you can assign one tech to more than one mech/vehicle.
So personal pet hate but why the heck do we need a tech per mech/vehicle? We have a man hour system so shouldn't it be minute dependant to determine how many techs we need?
Hmm, I guess there is the fact that we don't have a rating system in place for the AtB rules yet that's more or less the heart of my issue. It's just rather annoying seeing the available minutes not factoring into the Support rating, not sure if I could homebrew anything though to satisfy my discontent with but I'll probably have a look at the IO rules and see what I can think up.
Funny thing about the official rules, but if I've got one 'Mech with a single 'MechWarrior, he's got to hire a tech and 6 astechs, and a doctor with 4 medics just to keep himself and his 'Mech in shape. If he fills that force out into an entire Company, he'll probably need 2-4 more techs and a lot more astechs to increase the available maintenance hours, but the doctor and four medics are still WAY more than enough.
Hmm, I guess there is the fact that we don't have a rating system in place for the AtB rules yet that's more or less the heart of my issue. It's just rather annoying seeing the available minutes not factoring into the Support rating, not sure if I could homebrew anything though to satisfy my discontent with but I'll probably have a look at the IO rules and see what I can think up.
I normally use both Xotl's and Neoancient's RATs. Both work very well. Neoacient's RATs are the reason I was thinking of building my own. Thing I am seeing though is that there is a 5-7 year gap after 3050 between each subsequent RAT. Which means that my A+ House or Merc unit cannot access things like IS Standard Battle Armor or other new mechs/vehicles until the Next TRO year instead of intro year. The other thing is that they do not cover new units introduced after 3067. The next RAT is not until 3085, after the Jihad. Though there are plenty of WOB tables for that period. Every year is going to be a bit of work. I expect to be doing a lot of copy pasting to build each subsequent RAT. Mostly doing just the 5 Houses and Merc General.
(snip)
I understand what you want to do and why, but trying to get too detailed can have a signficant impact on performance. When I put out my collection a bit over a year ago, the first version was IIRC about five times the size of all the other RATs put together. I had to do some trimming, including removal of minor factions and some of the eras in the 2800s just to get it down to its current size, which is still a bit unwieldy. I think closing the gaps between those eras could have a significant impact on performance but if you want to try it out, my RATs are machine generated based on some frequency numbers I've compiled, so I can generate tables for any era in a few minutes. I've generated some for you for every year from 3050-3067. This set by itself is about five times the size of my distribution, but if you're willing to do a little work to manage it you can have just the year of your campaign in the data/rat folder. You will also need to replace the data/universe/ratinfo.xml file with the one linked below for AtB to use it.
At some point I'll work through the later TROs to expand beyond 3067. In the time since I prepared the set that's in MM I have worked on the earlier eras, so I could produce RATs going back to about the middle of the Age of War, though anything before the beginning of the Star League is pretty sparse.
RAT 3050-3067 (https://drive.google.com/file/d/0B5wV7Xx3yIk7dFR0NjI4LU5iVkE/view?usp=drivesdk)
ratinfo.zip (https://drive.google.com/file/d/0B5wV7Xx3yIk7LVBLQldVdVc4UVE/view?usp=drivesdk)
There is a new commit that helps with RAT loading and memory in for the next release. Not exactly sure how it works but... may help with what everyone is discussing.There is a point at which further detail is not worth the additional overhead. I have chosen an amount of detail that seems reasonable to me for a general purpose approach. Providing as much detail as I think anybody might want would probably take about 10-20 GB of files.
Also, neo why do your dependents start with the astech skill. Is it intentional? If not I am planning on having all dependents run through the same creation function (procreation, random marriage, atb) to try and start consolidating some of the various functions in HQ/AtB that can be shared.The AtB rules state that dependents are represented as astechs.
I think the "astech" skill is a carryover from the 1st ed days. As I had learned it, an astech was essentially a 0 level tech. upon getting 1st level you then chose which type of tech you wanted to be.
<snip>So my question is how have people been handling that situation?<snip>
"Also, Clans do not ransom back captured mercenaries or get back their own captured 'MechWarriors, so you do not receive any bonus for captured enemy warriors and any of your own that is captured is not ransomed back. Captured Clan warriors that “defect” to your unit are instead “Bondsman”. They will work for you during 3 contracts (not counting the one where they were captured) and, after the end of the 3rd contract you should provide them with a working 'Mech (any will do) and do a 1d6 roll: If 6 they remain in the unit, if 5 they remain in the unit if you grant them officer status, 4 to 1 they leave the unit and take the 'Mech with them. If you do not give a 'Mech to a Bondsman after the 3rd contract, no more captured Clans will “defect” to your unit and all clanners currently in your unit will immediately retire taking with them their current 'Mechs."
Turn some of the clan prisoners into bondsman and leave your own people as MIA. They could very well escape on their own or you could RP getting intel on where they are either being held or what clan unit they are now serving with (as they could have been taken as bondsman). Great opportunity for some random dice rolling or RP. Or.. you can write them off as dead, depends on how you want to handle it.
While your still in the contract, extractions and recon raids would be good for this.
After the contract has ended well...........maybe I need to look at making a Great Escape table.
Going off the atb2.31 rules where finding a drop/jumpship goes off your logistics admin skill, why not the transport admin? Transport admin only has the ability to re-rolll the transportation clause with negotiation but, Logistics already has re-roll support(i know that isnt in HQ yet, i want it), parts availability and I think something else IRC?
Can anyone point me how to make a boneyard file as buying all the spares I need when starting is taking hours of clicking and selecting :)
What version of MekHQ are you using? Or if no HQ, which version of MegaMekI'm just using everything stock, trying my best to follow the instructions to make AtB work properly.
You're using an extremely old version of MHQ. Most of that equipment and those units have been implemented in later versions. Additionally, AtB has been incorporated into MHQ so most of those rules have been automated.Had not heard that AtB has since been built into the MHQ program. That is a relief. I'll try duplicating my save files and see if it runs without major errors, first.
Had not heard that AtB has since been built into the MHQ program. That is a relief. I'll try duplicating my save files and see if it runs without major errors, first.
Have BA squads been stabilized/made to work yet? Supposedly they used to corrupt save files... so...
The rules implemented in MHQ are from around version 2.17 of AtB, IIRC.
Have BA squads been stabilized/made to work yet? Supposedly they used to corrupt save files... so...
The first bersion of MHQ with AtB was based on AtB 2.29. The prisoner capture code, such as it is, was based on an older version (2.18, I think), since it was not in the 2.29 version. I've implemented some of the changes in 2.31 (fatigue, for example), and I've always used thenlatest set of rules when adding anyhing or fixing bugs. Infantry missions are the biggest part of 2.31 that remains unimplemented, but I would have to go through the two rule sets side-by-side to see what other differences there might be.
So, Campaign Operations has been out for a while now. Has anyone figured out how to incorporate any of the stuff in there into out AtB campaigns? I'm still going through it myself, but it seems to run on some very different assumptions that what we're doing.Which stuff in particular? Contract generation is already pretty close, since Makinus changed it to the CO system back when it was IO Beta. I haven't looked at the changes between IO Beta and CO side-by-side, but it looks like unit reputation is better integrated, and it would be good to implement it as proper alternative to dragoon rating rather than the forced fit I put in.
Your a little behind neo, I already fixed AtB for the CO reputation. I would have to look but it is either complete or partial as I haven't delved deeply into the AtB unit rating just the base CO rep rating for contracts.You came up with a better way to map the reputation onto the dragoon rating for contract payments. I'm hardly behind, since I approved pulling that update in a chat exchange with Hammer as he was getting ready to build a release. I put a note in that PR to take responsibility for it. I was actually referring to the chart on CO, p. 42 that gives contract clause roll modifiers for the unit's reputation. The official system gives one or more bonuses (A-C) or a penalty (F) to random clauses based on dragoon rating.
Link to the 2.31 AtB rules here:
http://bg.battletech.com/forums/megamek-games/campaign-rules-against-the-bot-thread-4/?action=dlattach;attach=29623
scjazz has a good link in his sig.
Will anyone be updating AtB when the moratorium on Campaign Operations passes by?Some of it already is, based on the beta releases that have been out for over a year. If there is anything in particular you would like to see, feel free to make suggestions or requests.
What is MekHQ and how does it work? Is it like Alpha Strike or Battleforce?
MekHQ is for managing a campaign.
Full description: http://megamek.info/mekhq
Scjazz has these rules for download in his signature
(http://i.imgur.com/iLRXvkv.png)
2. Inside campaign options under the AtB tab you can check to use or not to use the shares system and also whether to do retirement rolls after contracts, can all be customized to whatever makes sense to you.
But with the shares system, do I still have to pay dead people?
I don't mind paying people who buy out, or quit - but paying people who are dead seems confusing to me. ???
But with the shares system, do I still have to pay dead people?
I don't mind paying people who buy out, or quit - but paying people who are dead seems confusing to me. ???
Campaign system tab starting at line 325 explains the shares system. I dont like shares and I dont use it. I only pay out to my personnel when they successfully reenlist then they get a bonus like what is done in the real world military. Not part of the program and have to do it myself but oh well.
Okay, so I maybe found a bug?
I tried customising my banshee, but realised there was a better way, so I cancelled the customisation after having started it.
However, it now prevents the meklab from coming up at all when I click the "customise mek in meklab" option, so I can't customise it anymore.
Is there a fix or workaround for this?
Oh I know what you meant. It's just not that way anymore. During the height of the war it was more prevalent, but that is long past. I got a bonus a couple times but not these days.
Might not apply to other branches though BW.
The permanent injuries really pile up when the infantry gets hit.
Just had to transfer 8 soldiers to admin duties; 5 right arms and 3 left legs amputated!
Hi Neoancient, can you post the auto RAT conversion? I have quite a few of them that require conversion to your new format.It's not some independent utility I can share. I set aside an interim version of MHQ that does the conversion when it loads up. If you send me your data/universe/ratinfo.xml I can do the conversion and send it back in the new format, which is used in the latest release.
Strange problem.It is a bug associated with an engine part. I did not look into it in detail because I found that it works in the latest version. The bug was likely fixed by Ajkosch while he was reworking repair code.
My saved game corrupted as some point over a few saves. It seems to be something to do with the Hanger, as the graphical refresh hangs and "advance day" adds events inline instead of clearing the previous day.
Old (working) save and latest (corrupt) save attached.
Reloading the old save seems to fix the problem. Between the two versions I took a lot of casualties and totally destroyed mechs, as well as added "Administration" to 90% of my combat personnel.
The save file is now over 4MB, so I presume that is also normal for a long game.
Yes, combat really is a hurtful, deadly thing.
So MML can't build a field gun unit.hmmm...I hadn't noticed that I'll get those dates in MM changed. I know they made a canon unit available in 2500
They have to be created by hand or by some other obsolete Unit Editor.
They do exist and can be used in MM. However, their tech level is set to Advanced and the Year to 3050.
Please find attached the field gun units with the Year set to 2750.
Have a nice day :)
Make sure the field guns don't have tech with a late intro. There are LAC5 field guns don't forget.
Thanks.
Had to change the allowed units for the campaign to get them to come up.
Yay, it's public! Looking forward to seeing what you do with the rules, and like I said in the PM a while back if you ever want to chat with someone else who has kicked these rules around a lot I will cheerfully jabber.
Hi,
If you join the MegaMek Slack (https://megamek-public.slack.com/) we have dedicated channel for AtB for that purpose.
Yay, it's public! Looking forward to seeing what you do with the rules, and like I said in the PM a while back if you ever want to chat with someone else who has kicked these rules around a lot I will cheerfully jabber.
Don't have any active forces, but what I do have is some of the old math I did when I was trying to figure out just how unbalanced things were. I actually calculated out roughly what BV a player light, medium, heavy, and assault lance could expect to face on average against a clan force rolled per the ATB rules, all 3/4 pilots, and drawn from Xotl's 3050 Clan Wolf RAT. It came out in the order of:
Light lance: ~15-16k BV
Medium lance: ~20-21k BV
Heavy lance: ~27-28k BV
Assault lance: ~35-36k BV
Made a lot of assumptions to get there back in the day- most of which I remember- but having that as an initial point may save you some time.
OK so... it is time for Formal Introductions.
My name is scJazz, I have been given the honor to continue to add to the AtB Rules. Makinus has handed over the reigns and Neoancient is on board. I did not want to just "jump in". However, it has been generally known for a few months now over the half dozen other Forums, Chats, and Channels.
One of the top items in my to do, is balancing IS vs Clan combat. To do it though, I need IS Forces (CPNX and Customs) that I can use to test IS vs Clan balance.
If you have a Campaign fighting IS vs Clan, please send me the CPNX, along with any customs I might need to load it.
Thank you!
Whats the benefit of buying your own jump and dropships? I have my entire unit and cargo contained by my own ships but still am charged almost a million c bills per jump.
Hi,
If you join the MegaMek Slack (https://megamek-public.slack.com/) we have dedicated channel for AtB for that purpose.
Can I get an invite on slack too?
You should just be able to send an email request.
I have found out that if you dont set your officer's rank correctly you are messing up the shares system, since it's officer rank gives +1 shares.
I used to have Commanding General for my commander, and captain for each other officer. My commander ended having 12 shares (shares due to mech excluded) and officers had 4 shares on average. I don't know how this would affect my campaign.
How do you set your officer ranks? Commander is Rank 2 and the other officers are just Rank 1?
*STUFF*
This has probably been talked about before at some point, but when you get the Big Battles, like Convoy Attack, it says the OpFor is 8 Mechs. What weight should they be? Just roll based on the general Inner Sphere weight tables for each Mech?
Wow. I finally ran another fresh unit after about a year of not actually playing AtB...something DOES need to be done about the number of units the bot gets, at least at the lower difficulty levels. It still makes stupid moves often enough, but it's smart enough that it does NOT need all the units it gets. "Green" difficulty is waaaayyy too hard for a truly green player. The units it's generating now should be worth about a "Veteran" difficulty - and that's without doubling vehicles!
I know, some of us are tactical and strategical geniuses who don't have a problem with the opposition generated. I'm also well aware of the "pay attention to the task objectives" guideline and that we can just remove some forces manually (which makes me feel like a cheater). But seriously, a 3-unit Light lance faces almost an entire company plus a reinforcement lance in a Probe attack? That's just beyond the pale.
I'd recommend cutting the bot's forces at least by a quarter, if not half, for Green difficulty as a baseline.
Lance Weight
<botForce org="IS,CLAN,CS">
<weightedTable weightClass="L">
<entry weight="9">M</entry>
<entry weight="7">LL</entry>
<entry weight="4">H</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="5">LL</entry>
<entry weight="5">H</entry>
<entry weight="10">ML</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="3">LLL</entry>
<entry weight="4">MM</entry>
<entry weight="2">A</entry>
<entry weight="3">HL</entry>
<entry weight="4">MLL</entry>
<entry weight="4">HM</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="4">MML</entry>
<entry weight="3">HLL</entry>
<entry weight="2">HH</entry>
<entry weight="2">AL</entry>
<entry weight="4">MMM</entry>
<entry weight="3">HML</entry>
<entry weight="2">AM</entry>
</weightedTable>
</botForce>
Lance Composition
<botLance org="IS">
<weightedTable weightClass="L">
<entry weight="3">LLLL</entry>
<entry weight="2">LLLM</entry>
<entry weight="1">LLMM</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="1">LLMM</entry>
<entry weight="2">LMMM</entry>
<entry weight="2">MMMM</entry>
<entry weight="1">MMMH</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="1">MMHH</entry>
<entry weight="2">MHHH</entry>
<entry weight="2">HHHH</entry>
<entry weight="1">HHHA</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="2">HHAA</entry>
<entry weight="3">HAAA</entry>
<entry weight="1">AAAA</entry>
</weightedTable>
</botLance>
<botLance org="CLAN">
<weightedTable weightClass="L">
<entry>LLLLL</entry>
<entry>LLLLM</entry>
<entry>LLLMM</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="1">LLMMM</entry>
<entry weight="1">LMMMM</entry>
<entry weight="2">MMMMM</entry>
<entry weight="1">MMMMH</entry>
<entry weight="1">MMMHH</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="1">MMHHH</entry>
<entry weight="2">MHHHH</entry>
<entry weight="2">HHHHH</entry>
<entry weight="1">HHHHA</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="1">MHHAA</entry>
<entry weight="2">HHHAAA</entry>
<entry weight="2">HHAAA</entry>
<entry weight="1">AAAAA</entry>
</weightedTable>
</botLance>
<botLance org="CS">
<weightedTable weightClass="L">
<entry weight="1">LLLLLL</entry>
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<entry weight="1">MMMMMMH</entry>
<entry weight="1">MMMMMHH</entry>
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<entry weight="1">HHAAAA</entry>
<entry weight="2">HAAAAA</entry>
<entry weight="1">AAAAAA</entry>
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Lance Weight
<botForce org="IS,CLAN,CS">
<weightedTable weightClass="L">
<entry weight="12">L</entry>
<entry weight="8">M</entry>
<entry weight="4">LL</entry>
<entry weight="1">H</entry>
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<weightedTable weightClass="M">
<entry weight="12">M</entry>
<entry weight="8">LL</entry>
<entry weight="8">H</entry>
<entry weight="4">ML</entry>
<entry weight="1">LLL</entry>
<entry weight="4">A</entry>
<entry weight="2">HL</entry>
<entry weight="2">MM</entry>
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<weightedTable weightClass="H">
<entry weight="16">H</entry>
<entry weight="12">ML</entry>
<entry weight="4">LLL</entry>
<entry weight="12">A</entry>
<entry weight="8">HL</entry>
<entry weight="8">MM</entry>
<entry weight="2">MLL</entry>
<entry weight="4">AL</entry>
<entry weight="4">HM</entry>
<entry weight="1">HLL</entry>
<entry weight="1">MML</entry>
<entry weight="2">HH</entry>
<entry weight="2">AM</entry>
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<weightedTable weightClass="A">
<entry weight="20">A</entry>
<entry weight="16">HL</entry>
<entry weight="16">MM</entry>
<entry weight="8">MLL</entry>
<entry weight="12">AL</entry>
<entry weight="12">HM</entry>
<entry weight="4">HLL</entry>
<entry weight="4">MML</entry>
<entry weight="8">HH</entry>
<entry weight="8">AM</entry>
<entry weight="2">HML</entry>
<entry weight="2">MMM</entry>
<entry weight="4">AH</entry>
<entry weight="1">AML</entry>
<entry weight="1">HHL</entry>
<entry weight="1">HMM</entry>
<entry weight="2">AA</entry>
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Lance Composition
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<entry weight="1">LLHH</entry>
<entry weight="1">LLMA</entry>
<entry weight="4">MMMH</entry>
<entry weight="4">LMHH</entry>
<entry weight="1">LMMA</entry>
<entry weight="1">LLHA</entry>
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<weightedTable weightClass="H">
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<entry weight="4">MMMA</entry>
<entry weight="4">LHHH</entry>
<entry weight="7">LMHA</entry>
<entry weight="4">LLAA</entry>
<entry weight="7">MHHH</entry>
<entry weight="7">MMHA</entry>
<entry weight="1">LHHA</entry>
<entry weight="1">LMAA</entry>
<entry weight="4">HHHH</entry>
<entry weight="4">MHHA</entry>
<entry weight="1">MMAA</entry>
<entry weight="1">LHAA</entry>
<entry weight="1">HHHA</entry>
<entry weight="4">MHAA</entry>
<entry weight="1">LAAA</entry>
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<weightedTable weightClass="A">
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<entry weight="7">MAAA</entry>
<entry weight="4">HAAA</entry>
<entry weight="1">AAAA</entry>
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</botLance>
<botLance org="CLAN">
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<entry weight="7">LLLLM</entry>
<entry weight="4">LLLMM</entry>
<entry weight="1">LLLLH</entry>
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<weightedTable weightClass="M">
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<entry weight="10">LLLMH</entry>
<entry weight="4">LLLLA</entry>
<entry weight="7">LMMMM</entry>
<entry weight="7">LLMMH</entry>
<entry weight="1">LLLHH</entry>
<entry weight="1">LLLMA</entry>
<entry weight="4">MMMMM</entry>
<entry weight="4">LMMMH</entry>
<entry weight="4">LLMHH</entry>
<entry weight="1">LLMMA</entry>
<entry weight="1">LLLHA</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="10">MMMMH</entry>
<entry weight="10">LMMHH</entry>
<entry weight="4">LMMMA</entry>
<entry weight="4">LLHHH</entry>
<entry weight="10">LLMHA</entry>
<entry weight="4">LLLAA</entry>
<entry weight="7">MMMHH</entry>
<entry weight="1">MMMMA</entry>
<entry weight="7">LMHHH</entry>
<entry weight="7">LMMHA</entry>
<entry weight="1">LLHHA</entry>
<entry weight="1">LLMAA</entry>
<entry weight="4">MMHHH</entry>
<entry weight="4">MMMHA</entry>
<entry weight="1">LHHHH</entry>
<entry weight="4">LMHHA</entry>
<entry weight="1">LMMAA</entry>
<entry weight="1">LLHAA</entry>
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<weightedTable weightClass="A">
<entry weight="10">MHHHH</entry>
<entry weight="10">MMHHA</entry>
<entry weight="4">MMMAA</entry>
<entry weight="4">LHHHA</entry>
<entry weight="10">LMHAA</entry>
<entry weight="4">LLAAA</entry>
<entry weight="7">HHHHH</entry>
<entry weight="7">MHHHA</entry>
<entry weight="7">MMHAA</entry>
<entry weight="1">LHHAA</entry>
<entry weight="1">LMAAA</entry>
<entry weight="4">HHHHA</entry>
<entry weight="4">MHHAA</entry>
<entry weight="1">MMAAA</entry>
<entry weight="1">LHAAA</entry>
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<botLance org="CS">
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<entry weight="7">LLLLLM</entry>
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<entry weight="10">LLLMMM</entry>
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<entry weight="7">LLLMMH</entry>
<entry weight="1">LLLLHH</entry>
<entry weight="1">LLLLMA</entry>
<entry weight="4">LMMMMM</entry>
<entry weight="4">LLMMMH</entry>
<entry weight="4">LLLMHH</entry>
<entry weight="1">LLLMMA</entry>
<entry weight="1">LLLLHA</entry>
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<entry weight="10">MMMMMM</entry>
<entry weight="10">LMMMMH</entry>
<entry weight="10">LLMMHH</entry>
<entry weight="4">LLMMMA</entry>
<entry weight="4">LLLHHH</entry>
<entry weight="10">LLLMHA</entry>
<entry weight="4">LLLLAA</entry>
<entry weight="7">MMMMMH</entry>
<entry weight="7">LMMMHH</entry>
<entry weight="1">LMMMMA</entry>
<entry weight="7">LLMHHH</entry>
<entry weight="7">LLMMHA</entry>
<entry weight="1">LLLHHA</entry>
<entry weight="1">LLLMAA</entry>
<entry weight="4">MMMMHH</entry>
<entry weight="1">MMMMMA</entry>
<entry weight="4">LMMHHH</entry>
<entry weight="4">LMMMHA</entry>
<entry weight="1">LLHHHH</entry>
<entry weight="4">LLMHHA</entry>
<entry weight="1">LLMMAA</entry>
<entry weight="1">LLLHAA</entry>
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<entry weight="10">MMMMHA</entry>
<entry weight="10">LMHHHH</entry>
<entry weight="10">LMMHHA</entry>
<entry weight="4">LMMMAA</entry>
<entry weight="4">LLHHHA</entry>
<entry weight="10">LLMHAA</entry>
<entry weight="4">LLLAAA</entry>
<entry weight="7">MMHHHH</entry>
<entry weight="7">MMMHHA</entry>
<entry weight="1">MMMMAA</entry>
<entry weight="1">LHHHHH</entry>
<entry weight="7">LMHHHA</entry>
<entry weight="7">LMMHAA</entry>
<entry weight="1">LLHHAA</entry>
<entry weight="1">LLMAAA</entry>
<entry weight="4">MHHHHH</entry>
<entry weight="4">MMHHHA</entry>
<entry weight="4">MMMHAA</entry>
<entry weight="1">LHHHHA</entry>
<entry weight="4">LMHHAA</entry>
<entry weight="1">LMMAAA</entry>
<entry weight="1">LLHAAA</entry>
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</botLance>
A little advice please, I'm running a campaign where I started from scratch, won some money/companions from Solaris7 and as such have a rag tag bunch of mercs. We've been scraping along for a good 5 years, loans and captured vees featuring heavily, sometimes having to field half repaired mechs etc.As Shin Ji said, routs on Garrison contracts will reset to normal morale (and more opponents) in a few months. I'd just sit with it and enjoy the lack of battle damage until then. :)
Finally managed to get my feet under me and a sweet garrison contract, with some subcontracting going on, meaning I'm finally able to afford the odd Awesome etc. the only problem is, the contract was 2 years long, and I've already routed the enemy, within 4 months. If I finish the contract there, I stand to earn about £90m cbills which is quite frankly ridiculous, is it a bug to rout an enemy so quickly? What would you do to resolve this? I'm thinking maybe complete it and manually remove all of the extra funding I'll get for completion, save maybe a £10m job well done bonus or something.
Finally managed to get my feet under me and a sweet garrison contract, with some subcontracting going on...
The campaign really needs the option to alter the "Points per week" to something above zero but LESS than one. It currently allows only 0, 1, or values HIGHER than one. This can probably be done relatively easily by altering the "X points per week" to "X points per Y weeks", with "Y" being selectable, or by allowing "X points per YYYYY", with "YYYYY" being either "week" or "month". The administrators need some way of acquiring SOME experience beyond the generic "X points per Y months on a roll of Z or higher", which affects ALL of your troops, yet without getting 5-10 times as much experience as everyone else.
Yes, the bot seems a bit... focused in rushing to combat at times.You can also edit the bots settings for things like aggressiveness, self-preservation, etc... I think these need to be changed in MekHQ before you start the battle, or otherwise in the MegaMek deployment screen when adding a bot manually. Could be worth experimenting with.
How do you end MM when objectives are reached? I am not sure where's the manual end game. As a result, its been 'kill them all' in all of my battles.The simplest way is to type "/victory" into the message prompt at the bottom of the screen (and then type it again to confirm). This will automatically end the battle at the end of the current round. This provides a sort of "fade to black" feel that might or might not be to your liking. If you dig the whole SW-era symbolic combat, limit destruction sort of ethos, it works pretty well from a narrative standpoint.
Are units only damaged from cascading engine failures or is there a setting whereby ammo explosions would cause damage to nearby units?Game Options -> Advanced Combat -> TacOps Ammunition
I have currently set kill XP to 1 per kill. Is that too much? Or would 2 or 3 per kill a more balance setting. I like to see my company grow in a gradual manner and not have a team of vets after only after a few years.In my experience, if you regularly fight hordes of tanks you will be leveling up at a fairly decent rate at one per kill, even if you have vehicle crews abandoning vehicles and it not counting as a kill for whoever crippled it. Getting Regular pilots up to Veteran doesn't take long, but your mileage may vary. A couple of years can actually fly by pretty fast in the game, depending on the kind of contracts you end up on.
What is the purpose of transport and command admin?Increases the likelihood of getting better contract terms.
I am currently playing with the stand 1:2:3 ratio. Is this a fair representation or should it be set to something more mech heavy?I think this is mostly personal preference; for what it's worth I like it, the large number of tanks to stomp makes Mechs and Mechwarriors feel "special," which scratches the fictional itch for me just right.
But RAT during Jihad is kinda limited with years apart but the RAT generator also gives some weirdness like the sheer amount of IS mech being deployed by Clan Diamond Shark.
The other thing I wondered if why does my enemies still used obsolete battlemech with single heatsink?
A way to simulate logistic failure and not enough upgrade?
The other thing I wondered if why does my enemies still used obsolete battlemech with single heatsink?If you're playing in the Jihad, you're going to see a blend of very high tech and very low tech. While the Succession Wars saw a loss of technology, the Jihad saw destruction on such a massive scale that production could not keep up with demand, and it was more important to get something on the field than to field the best tech. So you even saw a return of primitive tech because you could convert a warehouse into a factory to churn out Age of War-era units.
A way to simulate logistic failure and not enough upgrade?
So, here's a quandry. I've got a mechwarrior "missing in action", and, frankly, I'd like to rescue him (seeing as how he's a badass elite mechwarrior and all). But, there's not really any mechanism in AtB to handle that. How have people been dealing with that kind of situation (aside from just setting the guy's status back to normal in MekHQ, which feels mildly cheap)?
Green Pilot -- Roll 8+ |
Regular Pilot -- Roll 7+ |
Veteran Pilot -- Roll 6+ |
Elite Pilot -- Roll 5+ |
VTOL Shot Down/Lost -- Roll of 2 |
So, here's a quandry. I've got a mechwarrior "missing in action", and, frankly, I'd like to rescue him (seeing as how he's a badass elite mechwarrior and all). But, there's not really any mechanism in AtB to handle that. How have people been dealing with that kind of situation (aside from just setting the guy's status back to normal in MekHQ, which feels mildly cheap)?
Logistics admin is responsible for ordering parts, I always make sure they're the most experienced, as an inexperienced logistics person will be unable to order some parts til a contract ends sometimes.
So, here's a quandry. I've got a mechwarrior "missing in action", and, frankly, I'd like to rescue him (seeing as how he's a badass elite mechwarrior and all). But, there's not really any mechanism in AtB to handle that. How have people been dealing with that kind of situation (aside from just setting the guy's status back to normal in MekHQ, which feels mildly cheap)?I always have VTOL and a squad or platoon of commandos for exactly that purpose
There is no change in the systems.
A standard IS Squad is 7 Troopers and is equal to 1 BattleMech, Tank or ASF- This size unit is not a playable unit in standard TW play
A standard IS Platoon is 4 squads or 28 Troopers- This is the standard "Unit" or miniature used in TW play. The only "Unit" which represents multiple individual "Units" in standard game play.
A standard IS Company is 3 Platoons or 84 Troopers
Platoon and Lance are interchangeable words in BattleTech. Platoon is usually used for infantry and armor and Lance for BattleMech and Aerospace. Infantry
I'm sorry if this is the wrong place to post this, but I'm new to the forum and can't find out why I can't look at the new AtB rules. I'm a new fan of battletech and really love doing AtB campaigns, but I've got some pretty out of date rules. Whenever I click on the link, it directs me to the forum board, or tells me I'm not allowed to look at or download attachments in this board.
Do you have any suggestions for aircraft? Even with really heavy ones laden with bombs, I still can't get them to be useful, since they can make one, maybe two runs before I have to send them away for a while, and they often come back too late to do anything.
As far as good aircraft usage, it's tricky. I haven't really gotten the hang of it entirely yet, probably 80 to 90% of my fights involving aircraft, they get shot down (or overheat and crash). So far, I've had success loading them up with HE or cluster bombs and dive-bombing to get one or two kills on tightly clustered units by dropping all the bombs simultaneously. Of course, I'm playing mostly 3025 right now, so there may be better options available later on. The trick is not to expect it to be as effective as a battlemech afterwards - unless the bad guys are all over the map, I can usually only manage an attack once every two or three turns. Which is why I'm suggesting that they be made available as a support unit rather than part of a player's primary lances.
I suppose this is more of a MekHQ question, but when a Tech does maintenance does that count as a task for the 1xp/25 tasks?
I want to use my Vet Techs for maintenance, but one has over 30 xp and I want to get him to Elite.
Okay, now I'm getting situation where my mechs outright doesn't appear and ended up having under weight lance fighting a dozen enemies.
This is getting kinda out of hand.
How does everyone house rule the use of Aerospace? I like having a flight of ASF for support to make bombing runs, although it would seem a bit overpowered to use them all the time. Maybe treat them like reinforcements with a reinforcement role of 4+? Delay to deploy according to speed?I only have one Air Lance. I only bring it on missions where I'm greatly outnumbered to help make up the difference.
Playing around with them to get used to how they play on a ground map, it seemed like you really need to limit your pilots to veterans. One of my two fighters took some light damage and missed his control roll, causing him to lose 1D6 altitudes causing him to crash #P
Bombing was kind of fun though!
Who is maintaining the Against-the-Bot rules now? Any plans to set some rules for the use of fighters?
...
Anyway, picked another contract and now I having base defense for practically months because my enemy morale decided to go from normal to invincible 3 days into the contract. My bad luck with this run seems to never end...
Thanks for the answer.
...
Still, that's a surprisingly low number of contract against Clanner in what is basically the Clanner invasion year.
Is there a way to just unload the ammo from a unit in MekHQ? I want to sell some clan vees, but keep the ammo in them for my mechs.
You need to "capture" a few Clan mech techs. Makes things a whole lot easier to maintain. Plus you can add in the skill Clan Tech Knowledge to the special skills list if using Dev 43.2 or higher.
Make sure AtB is on. Go to the Briefing Room and add a New Contract, under Add Mission. Also works during a normal AtB contract. Select your Employer, Enemy, World, Pilot Skills, Unit Ratings, Mission Type, etc. Once everything is set to your liking, go to the world during the contract time frame, and hit [GM] Generate Scenarios (with GM Mode on of course). May have to hit it a few times as I think it is just doing the weekly battle roll for each button push, as in you may get a no battles result again.
Make sure AtB is on. Go to the Briefing Room and add a New Contract, under Add Mission. Also works during a normal AtB contract. Select your Employer, Enemy, World, Pilot Skills, Unit Ratings, Mission Type, etc. Once everything is set to your liking, go to the world during the contract time frame, and hit [GM] Generate Scenarios (with GM Mode on of course). May have to hit it a few times as I think it is just doing the weekly battle roll for each button push, as in you may get a no battles result again.
SRM 6 at Wolverine WVR-6R (Shakira's Wrath); needs 8, rolls 9 : 4 missile(s) hit.
Wolverine WVR-6R (Shakira's Wrath) takes 2 damage to LT.
10 Internal Structure remaining.
Critical hit on LT. Roll is 10; 2 locations.
CRITICAL HIT on +SRM 6.
CRITICAL HIT on SRM 6 Ammo (8).
*** SRM 6 Ammo EXPLODES! 96 DAMAGE! ***
>Wolverine WVR-6R (Shakira's Wrath) suffers catastrophic damage, but the autoeject system was engaged.
Wolverine WVR-6R (Shakira's Wrath) must make a piloting skill check (landing in clear terrain).
Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
The pilot ejects safely!
*** Wolverine WVR-6R (Shakira's Wrath) DESTROYED by ejection! ***
*** MechWarrior Januari Wanvik (Lyran Commonwealth) was trapped in the wreckage. ***
Wolverine WVR-6R (Shakira's Wrath) takes 96 damage to LT.
SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
86 damage transfers to CT.
Critical hit on LT. Roll is 8; 1 location.
CRITICAL HIT on +SRM 6.
Wolverine WVR-6R (Shakira's Wrath) takes 86 damage to CT.
SECTION DESTROYED.
Wolverine WVR-6R (Shakira's Wrath) has taken 6 engine hits this phase.
Checking for engine explosion on 10, roll is 11.
***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
[code]
"This part is not currently available to your unit."Check your contract. Some contracts don't allow purchase of ANY parts (Guerilla warfare and a few others)
D-Rated mercs in 3025 with a regular Logistical Admin. The part I can't get? Standard armor... I'm also still in an 80% Salvage(Exchange) contract which doesn't help...
Any better plans possible here to get armor to fix my mechs other than finding a Vehicle tech, buying cheapish vehicles and stripping those at this point?
I was specifically referring to the RAT, sorry. I meant does it do a fair job regarding rarity/availability, based on location/faction/date, etcIt doesn't do well in the early Age of War era due to lack of units to work with.
Forgot to include my question in my enthusiasm...
We killed one Wolverine and the Crab... The other WVR fled though... I still win right?
Coding something to go with the AtB ruleset would reign it in, then if someone creates a new ruleset for it to work from or conform to then that could be used. For example "AtB Company Start, AtB Battalion Start, Taharqa Company Start", then using the user selected faction and year would define the pool it can draw from. That said I decided to have a bit of "fun" to simplify generating units for myself, I have some of the old tools people made but I use Libre these days so....
Unit Generation Tool (https://www.dropbox.com/s/rkl0605v4iqztwy/Unit%20Generation.ods?dl=0)
Might flesh it out some more with the actual skills for each person rolled and yes I tweaked the unit generation rules slightly, it's more for providing a basic framework. If anyone has some suggestions free to mention them.
Feel free to alter as desired. (I know IQ is a crap measure, but it avoids non PC language/arguments).
https://drive.google.com/open?id=1UJAfM7XQTTxC_13meAB8IIeF02BFFbQd (https://drive.google.com/open?id=1UJAfM7XQTTxC_13meAB8IIeF02BFFbQd)
(is it just me or is the setting up a new company one of the most fun parts :D )
EDIT: Slightly edited to make it easier to paste the results straight into the biography of characters.
Which looks promising for now, also fixed an error with the Tech Levels that got introduced.Same thing has happened with mech weight class
So maybe its just because I'm new on this forum, but it won't let me download the ATB Rules... I'm really itching to try it.
On an unrelated note, we're at a point where the pilot SPA tables need a serious reworking within the AtB rules, aren't we?
On an unrelated note, we're at a point where the pilot SPA tables need a serious reworking within the AtB rules, aren't we?
Refresh my memory on how the Leadership skill affects retirement/defection rolls.
So at level 0 Leadership, you should be able to have 12 combat AND 12 support personnel with no penalty, correct?
The AtB rules state it's +6 per level of leadership, so
at level 1 Leadership, you should be able to have 18 combat and 18 support personnel, at a maximum, before penalties to the retirement rolls occur? Am I correct?
Victory Conditions:
One of player's units must reach opposite map edge and remain immobile there for 2 turns (not counting the turn when it reaches the hex) and then return to starting map edge while keeping more than 3/4 of force alive.
Observations:
Defender controls the battlefield after the battle unless the attacker destroys 50% of defender units.
If successful, attacker gains random bonuses.
Here's a piddling aside question that I'm curious how people would or do handle: If you're not using instant delivery, should parts and Mechs be able to reach you while you're in transit? Or do you force yourself to wait and receive ordered items before dusting off for a new planet?
I realize that changing anything from how it's handled now is asking for a nightmare of micromanaging. I'm just curious if anyone's spent much time dwelling on this.
right its got to be a breach of contract if you loose the thing I'm supposed to be protecting right? lolIf the thing you're protecting is destroyed or forcibly taken by the enemy, it may legally be considered due to your failure. If it's handed over to the enemy in a larger political settlement, you protected it up until it was no longer in the possession of your employer, and you had no control over its change of ownership. Contract no longer valid, and if successful up until that point, you can just cancel the remainder of the contract. If the contract has been unsuccessful up to that point, then depending on the item in question and your role in defending it, you may held be partially or even fully responsible for it being handed over (your employer probably wouldn't have handed it over it you/they were winning), in which case it's a loss.
The AtB rules are in the mekhq download anyway. /docs/atbstuff I think.
So far so good with the Against the Bot campaign, but I have a few questions:
- For Cadre Duty, I get three allied mechs under my control. I've seen some people claim that you should reduce the size of your own lance to three mechs while on this mission, so you don't exceed the 6 unit cap.
Is that correct?
- I am accumulating a lot of bonus civilian units, like small APCs and flatbeds, etc. as well as a lot of cheap foot infantry from the personnel market. All these units seem weak and have very low BV values. In a tabletop game they'd be good support units.
Is there any effective way to use them within the standard ATB rules? They don't seem capable of standing alone or worth a slot in a lance, but in a BV matched game they might be ok. ATB has slot limits though.
I'm aware of the special, manually rolled rules for bonuses from having an infantry in your TO&E, but I am more wondering how to use these low value units in general games. I can't even bring them in as reinforcements, unless I put them in my TO&E and give them "fight" or "scout" orders.
I don't want to add too much micromanagement / manual rolling or house rules and I don't want to "cheat"; would it be easier for me to just sell everything that can't justify a slot in a 4 unit lance, and just focus on mechs and powerful AFVs in 3-4 unit lances?
As for writing fluff, well, the preferred approach appears to be to let the player define their own fluff, as it's difficult to procedurally generate good fluff (as shown in the recent HBS:BattleTech, e.g. Restoration lending tanks to the Directorate, and the tanks are actually assault mechs).
The main meat of it - contract and scenario generation has been implemented in MekHQ. Also, the retirement/defection system.
The house and pirate rules are not implemented, and neither are the various support rules, such as infantry or determining if a lance can reinforce.
The next revision of AtB guts the scenario generation system pretty thoroughly - I've got some prototype rules posted for feedback here (https://bg.battletech.com/forums/index.php?topic=61882.0), and other folks have been working on a revision of the rest of the rules.
As for writing fluff, well, the preferred approach appears to be to let the player define their own fluff, as it's difficult to procedurally generate good fluff (as shown in the recent HBS:BattleTech, e.g. Restoration lending tanks to the Directorate, and the tanks are actually assault mechs).
Dunno if this would be AtB or MekHQ, but would it be possible to track mobility kills on the opfor for XP purposes?
Thanks for the help earlier.
What do you do guys do with the primitive mechs that keep getting awarded from civilian rescue missions?
It seems like it's better to have a smaller, high quality unit, and that it's quite expensive to refit them. Also it seems that the game won't let you customize them that much, I can't install normal armor for example.
Should they just be sold off?
you can definitely sell them for the cash, but i'v been doing full refits on them and upgrading them to the latest tech no problem so interesting you'v been having issues with that
Normally, in AtB, you're only supposed to use the personnel market to hire personnel. When you get a "free recruit", you can use the standard hire menu. There's no mechanism currently to enforce that, it's left up to the player.I apologize if this has already been asked before (couldn't find anything searching around). Since the personnel market in the atb rules only creates roughly 1 recruit per week. I'm assuming its not meant to be used to create your starting force, but expected to be the only method for hiring after initial force creation?
2. I have been thinking about the shares system (which I love) and the death of a mechwarrior. Would it make sense if instead of 'deducting' his share, a relative that inherited the mech could join the Unit (and random roll him, 1d6, rolling 1=no mech driving heirs)? Would this mess the economy of side of AtB?
Experience Advancement
Both your mechwarriors and vehicle crews receive experience in battle or (for very green pilots) by training. This experience
is tracked using Experience Points (XPs) and you they gain then according to the following table:
+ 1 xp every month if rolling 10+ in a 2d6.
+ 1 xp for every battle fought, regardless of the battle result.
+ 1 xp for every unit destroyed by the mw/crew
[b]+ 1 xp each turn for each Green mw/crew in a training lance.
[/b]+ 1 xp for every 25 sucessfull task performed (Techs/Doctors)
So, I'm running a vee-heavy force for the first time, and I'm trying to figure out how it works. I've got 3 Manticores and 1 Rhino in each lance.
So, I know that the piloting and gunnery skills are averaged out, but it doesn't seem consistent which way it rounds, like in my Rhino there are 6 total crew, and sometimes with 3 Vets and 3 Elites, it counts as Elite for gunnery, and other times it counts as Veteran.
And how do special abilities work? It seems that having 3 people in a 6 person crew that all have the same ability means it shows up in Megamek scenarios, but again, only some of the time. Does it only work for one ability?
I think I've puzzled it out! In order for it to look at two SPAs from a single member of a given vehicle's crew, that person has to have a rank higher than Private.
I'm a little fuzzy........The RATs get loaded into memory and the name is always the first line of the RAT file.
I noticed the RATs will generally have a limited list of units. I'm thinking that means I would need to create individual files for each era/ starting year. Would the later files need to include the units from the earlier files, or does MHQ have the ability to parse multiple files when generating forces? I also noticed that the <chassis> tags have a :YEAR flag. Would that would allow just creating a .xml file that references the current CivilianUnits.txt file?You can link RATs back to each other give the Example RAT file in the docs folder a look for how to do this. If you're working on RAT generator files best to also reference the docs folder.
Apologies if this has been covered somewhere, but how exactly does picking the skill level for AtB in Campaign options work? I know you get less enemies on average when you pick a lower skill level, but what's the ratio?
Assuming you're the chase-ee, you get a couple of turns lead time to make for the far edge before the chase-ers deploy.
Its 46.1.
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at mekhq.campaign.mission.atb.scenario.ChaseBuiltInScenario.setExtraMissionForces(ChaseBuiltInScenario.java:112)
then more loading atlas.
Ah, it seems that I was missed something. It seems that the scenario does not generates as soon as I am reach to the planet, and it generates randomly after I am reach to the planet. :( Is it correct?
Thanks. I can understand how it's going.Have you reviewed the AtB documents in the Docs folder?
An another question: what's the Contract Score? Is it same as Reputation Factor in Campaign Operations?
And I can get various scenarios even if I get the pinpoint attack mission such as Extraction Raid and all scenarios counts? Isn't the type of mission determines which scenarios I will get?
I wasn't. I was tried OP's link before but it was broken, so I wonder where is the rules, though. Thanks for point out this. I should check it again before ask something.No problem, AtB is complex and while implemented it's not 100% following the docs. But they are a good start for things.
An another question... How to makes bots think faster on the move phase? Even if I only have around 10 to 15 units on my force, bots are tend to think too much before made an actual move, especially for its last unit. Perhaps it stays longer for the units with fast movement?Princess takes longer to calculate all the options the faster the units are. So things that might improve Bot performance. Increase memory allocated to Megamek. Use more bots so each one is controlling less units. Remove super fast units like VTOLs and Speedy hovers.
Avoid very flat, open maps. Those give a lot more potential places to move to and paths to get there.
But most of all, just be patient (think chess, not craps). Princess, on average, takes less time to move than most humans.
10 minutes for a single move is a pretty significant amount of time. It'd be pretty helpful if you could provide a save of where that occurs (the autosave at the start of the turn is fine, just make sure to specify the exact moves you made on your turns.I think I can give you some. Well, if I have any custom units must I provide all of them as well?
Are there any writeups for the unofficial pilot abilities out there somewhere?
AtB initial Starting Capital. Where is this mentioned in the 2.31 rules? Or do we use a rule CO?
I can't find the reference on the excel document. I am talking about the 'starting funds'. I found references in post of 5-20% of your units cbill cost, but I suppose this is not covered in the excel?