BattleTech - The Board Game of Armored Combat

Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: cmoreland on 09 June 2015, 16:48:06

Title: New to MekHQ - Questions
Post by: cmoreland on 09 June 2015, 16:48:06
I have a few questions, if any of you could answer any it would be much appreciated!

- In a nutshell, what is 'Against the bot' in the campaign options? I add the bot when we drop into MM and then assign my unit's 'mechs to my friends that connect and we all vs the AI bot. Same thing or something else?
- Do you guys pull from external scenarios for your campaigns/contracts?
- I've seen a few Excel contract generators but is there one that is a standalone program or app that does negotiating?
- How do you convert a Dragoons numerical rating to an alphabetical one? (as seen in a few of the Excel-based contract generators)
- What does MoS mean in the Repair and Acq tab of the Campaign options?
- Are Mech Techs that are under skill 9 or 10 completely useless? They break like..everything. All the time.
- Why do I get a single random roll show up in the daily log during the refit process on a certain day and can I view the modifiers there? (<300 hours left on a 70,000 hour refit and lvl 8 tech consistently failed the roll, necessitating another 70,000 hours! Ain't nobody got time fo dat!)
- Opinions on whether or not I should hire astechs or just use the temp pools during jobs?
- What does TO&E stand for?
- What are the requirements specifically to say, import my own 150x150 pilot pic and make it work?
- What happens if I choose to take more salvage than the contract allows? Do I get penalized or not paid on the contract? Does the employer give you your percentage after the round or after the contract end if it's like, a 'mech chassis or something?
- Is there a need for a jumpship/dropship? Does it speed up space travel? I didn't buy either and am still able to travel and deploy to scenarios.
- Is there an option to GM a refit to completion?

Thanks!!!

EDIT: How I imagine a 'Regular' Mech Tech in the 'mech lab at any given time: (https://lh3.googleusercontent.com/-lDbWEAk7uFc/Ub8dvjiw_AI/AAAAAAAAA3g/P4u0xfrARR8/w426-h631/Clipart_21.gif)
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 09 June 2015, 18:18:04
Others will probably give more complete answers, but here's my best try:

1: The Against the Bot Campaign is a special set of random scenario and opposing force generators that allow you to run a campaign against the bot  as per http://bg.battletech.com/forums/megamek-games/campaign-rules-against-the-bot-thread-4/60/
Without those rules, MekHQ isn't nothing but a very nice(!) record keeping tool for campaigns.

2: It depends on what you want. Some use MekHQ to keep track of their table top campaign forces, others make their own contracts and scenarios, and then there are the Against the Bot rules (see link above).

3: The Against the Bot rules create random contracts for you, otherwise you'll have to manually obtain and enter all values.

4: Under campaign rules there should be an option of how to calculate the rating: either 'Interstella Ops Beta' or 'Field Manual Mercenaries: Revised'. The first is the default one and gives a numerical rating, the second is an older one that gives a letter rating (with a numerical value in brackets, though it won't match up with the IntStel OPs calculations).
As far as I can tell, the default method gives you lower ratings mostly because it requires a lot more administrative personell.

5: It stands for Margin Of Success, ie how many points you rolled above the target number. The higher the roll, the more potent the effect, usually.

6: General opinion appears to be that the maintenance rules were written by someone who didn't think through their implications for long term play. Yes, maintaining a mech is apparently a task requiring a veteran or better to not botch frequently. There is an opportunity to fiddle with the settings to make maintenance easier. I just turn maintenance off but keep assigning techs anyway, just pretending that they're doing their job. Battle damage usually gives them enough to do/fail at anyway.

7: When doing customisations, keep an eye on the time/money/refit class needed. The more complex the refit, the more time it will take and the more difficult the roll will be. Modifications only get one roll: pass at the end of the time and you're done, fail and it will take double time.
Changing structure, engines and/or Case are the worst offenders for driving up the time and target numbers.
(And a note: If you have a mixed IS/Clan tech mech and want to modify it further, meklab tends to switch the armour type to Clan Standard by default, regardless of what the mech had; if you don't set that back where it's supposed to be, you're in for a super long refit).

8: The temp ones are fine and will keep your personell list and save files smaller (helping performance). If you're playing Against the Bot rules, you'll be swimming in astechs soon either way, though.

9: Table of Organisation Equipment, I think. Basically anything in there is considered to be an active, deployable part of your unit. When an employer asks what you can bring to a fight, that's what you show them (ie contract payment is based on that).

10: Sorry, I don't know. The batch I got from the megamek forums uses 150*150 png files, though the default is a 72*72 gif. I think as long as they are in a folder called either 'male' or 'female' in data/images/portraits/ they might work?

11: I don't think anything happens at the end of the contract. After each scenario you get your pick (or a payment if the terms were 'exchange'). To total for both sides is tracked, so if you go over, you can't get any more salvage in future scenarios of the same contract until you've collected enough to go under your share again. That means you can grab as much as you can get away with in the last mission if you want, if that's how you want to play? Can't imagine the employer being too happy, but it's your game (that is the most important part about MekHQ, btw. It's your game.)

12: The idea is that if you don't have jump/dropships, the employer will get you to your contract destination somehow. MekHQ tracks payment per jump if you don't have 100% transport capacity, but I believe those rules are officially referred as 'a hack' for now because there are no official guidelines just yet. Note that if your contract has 100% transport costs covered by the employer, you won't pay either way.

13: Not really. What you can do is GM-> remove the unit to be refitted and purchase -> Add (GM) the unit you wished to refit it to (you may have to set your available tech limits in the campaign rules and probably allow non-canon units for purchase to find them, though).

Title: Re: New to MekHQ - Questions
Post by: 2ndAcr on 09 June 2015, 18:28:20
I will give it a shot.

 1. Against the Bot basically meaning running a campaign against the bot. It will generate contracts, OPFOR for you and such
 2. HQ has a contract generator built in already and it does a pretty good job
 3. see number 2
 4. HQ will calculate the numerical and also show a "C" rating next to it for example
 6. DO NOT ASSIGN ANY TECH under Veteran to anything in my experience unless you cheat for example during transit, I will set all to Factory and allow Regular to polish them and such
 7. Only Elite should attempt any kind of refit and I only do a refit if it a simple one or I am between contracts to simulate sending the mech to a Factory to do the work
 8. I use both, I have about 55 astechs, but need 198 or so, so the temp pool fills the hole
 9. Tables of Organization & Equipment
 11. Not real sure as I pretty much stay below the contract amount
 12. No need to own transports, moving without simulates you hiring transport but having one or some sure makes life easier, I even simulate using my jumpship while on garrison contract doing cargo runs to nearby planets and such and adding the money to Finance each month or so
 13. Not that I have found.
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 09 June 2015, 22:40:18
Wow I appreciate you guys taking the time to answer these questions. I do have some more that have been raised based on your answers there...

- On the 'Factory' Setting and others, if I were in the middle of a contract on a certain planet would I (roleplaying mind you) be able to just switch those around willy nilly or is there a theoretical movement time associated with those things?

- How do you cope with jumping all over the galaxy and taking months and months and months? Do you pretty much stick to contracts a couple months away tops? (like, the next planet or ?)

- Does the astech pool for instance stay on for a given period of time or do you pretty much have to release them when you are done?
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 10 June 2015, 00:06:21
Just a note:  TO&E is a U.S. military term that means Training, Organization, & Equipment.  Not trying to step on any toes.  Just trying to make sure that we all understand the usage of terms.  That's not to say they could not have changed it in Battletech for their own use. 

I like to RP a lot for battletech.  While the program lets you change sites willy nilly, we all know that in real life that would not be the case.  For your game, do what is best for you and your players.  In mine, I might go so far as to draw a map and say "it takes you (# of minutes) time to travel from here to there.  (# of minutes) time to load immobilized units onto trucks and transport them from here to there...". 

Jumping all over the Sphere would be up to your players.  If they have the money to sit and wait for a contract that is closer, maybe they should do so.  If not...   >:D
Also, whenever possible, they might want to take the longer contracts as opposed to the shorter ones.  AtB tends to generate the same types of battles regardless of the type of contract. 

Keep the astech pool full at all times or you will suffer if you are using the maintenance cycles.  I would make sure the maintenance cycles are set to 30 day checks as well.  For RP purposes, you can just hodge podge/assume the astechs are sent home.  One other thing you could do is to put your units into mothball.  No maintenance required during the time they are in mothball.  But, What do you do when you get to the target planet of a planetary assault and you are the attacker?  Hmmmmm?   
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 10 June 2015, 01:06:33
The Against the Bot rules have specific rules for when you are at what facility levels, and I think automatically implement them. Generally speaking, if you are a deployed combat unit, your commanders/employers will be trying to keep the fighting (and thus you) far away from the maintenance depots and factories.
Using those would thus result in some serious time away from the front lines, I'd imagine.
That said, it's your game. You may find Strategic Operations helpful in assessing what is right for you and your game.

Travelling the Galaxy takes a lot of time. If you can't afford the wages, you could try to take out a loan (just make sure you'll have the means to pay it back when it's due).

Astechs I think are supposed to be a steady stream of short term contractors. However, they're easy to (re)hire and their impact on anything is so small, that the MekHQ offers this shorthand for tracking them. Basically, unless your GM (you?) says there aren't enough available due to exceptional circumstances, just keep cruising with a full complement.

Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 10 June 2015, 06:47:39
For time away from dropship, use in the field unless you have a MFB or some kind of repair vehicle. For a dropship or MFB leave it at transport bay. If you are away from your dropship but have trailing support units that can help with repairs use the second option (the one below transport bay but above in the field). I always keep a small support team handy for salvage and repairs. Usually two repair trucks and two recovery trucks. Use VTOL and Hover for running supplies (spare parts).
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 10 June 2015, 06:57:11
I just noticed the question about owning your own dropships/jumpships.  While the others have already posted, correctly, that it does not affect your ablility to get to and from jobs/hiring locations, it does affect your dragoons/mercenary rating. 

Title: Re: New to MekHQ - Questions
Post by: Sir Chaos on 10 June 2015, 08:32:25
I just noticed the question about owning your own dropships/jumpships.  While the others have already posted, correctly, that it does not affect your ablility to get to and from jobs/hiring locations, it does affect your dragoons/mercenary rating.

And your transportation costs.
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 10 June 2015, 08:35:32
And your transportation costs.

That too.   But since I never play with that option on  ::)   I guess I forgot to mention that part of it.    O:-)
Title: Re: New to MekHQ - Questions
Post by: Kovax on 10 June 2015, 10:32:50
Roughly a 2 modifier to the default difficulty should allow you to use the maintenance and repair system.  Green techs will be able to reload ammo with no problems, and fix armor or replace actuators in a "field repair" more often than not, mostly by taking double or quadruple time, but you'll want at least Regulars for more complex tasks, and to make use of transport bays when you can justify it (that's mostly an RP thing, because there's nothing technically stopping you from just setting everything to "Factory").  The "norm" is to try a repair with a Green tech.  When (not so much "if") they botch the attempt, try again with a Regular.  If that fails, try a Veteran, and if that fails, then you resort to your Elite tech with as many bonuses as you can manage for facility and time, because if he fails, you need to scrap the part.  I've run campaigns with one Veteran tech, two Regulars, and the rest Green, but it may require "renting" proper repair facilities for a few days every couple of months for those really nasty jobs where you absolutely NEED to succeed (such as a CT structure repair).  If you use the default settings, your entire force will likely turn to scrap in about 6 months to a year.

Jumpships and Dropships are expensive and hard to acquire even if you have the funds.  They're included for those "major" mercenary units that have them, or the lucky few smaller units that manage to acquire one, but a lot of smaller 'Mercs don't.  Consider them "moneymaking assets" that give you additional funds on the "transportation" line of the contract, and don't do a whole lot else unless you manually consider and limit yourself to what they can deliver to the battlefield.  I don't know if the latest MegaMek release has fixed the bug where adding a landed DS to a ground map would break line-of-sight for every other unit on the map not directly adjacent to the enemy it's looking at.
Title: Re: New to MekHQ - Questions
Post by: ralgith on 10 June 2015, 10:46:52
Actually TO&E is Table of Organization and Equipment. Not Training.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 10 June 2015, 13:08:09
If you use the default settings, your entire force will likely turn to scrap in about 6 months to a year.

It has been about 20 months since I joined the bandwagon and declared the Canon Maintenance Rules... not just simple garbage but like... horrifically stupid, didn't think it out, didn't have an Editor, failure to Spreadsheet, or just plain old failure to roll some dice. The failure is older than this... by a lot... is there some reason why we can't get better Canon Rules?
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 10 June 2015, 14:49:15
I don't know if the latest MegaMek release has fixed the bug where adding a landed DS to a ground map would break line-of-sight for every other unit on the map not directly adjacent to the enemy it's looking at.
This was fixed awhile ago. I couldn't live with out it being fixed as I use my DS a lot.
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 10 June 2015, 14:58:28
Is there a way currently to track most damage done by a particular pilot? I'm getting some feedback from my mates that the XP system could be a little more robust.

Consider this: A pilot does most of the work on an enemy unit, another pilot steals the killing blow and get the XP from the skill system in MekHQ post-battle.

How would you tackle this?
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 10 June 2015, 16:07:44
Thats  GM decision so it would require manual XP assignment. Usually though as far as TW play is concerned (according to SO anyway) each scenario is worth 1xp and kills (at least I haven't run across this) do not count toward that total. In my own campaign I use 1xp per 5 kills. AtB uses 1 per kill but the cost of upgrading skills is a lot higher as well. Plus when you resolve a scenario in HQ you can always change the kill assignments as well ;)
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 11 June 2015, 00:57:48
In the campaign options there are tabs that allow you to change xp (both how much it costs for skills and how much you gain when; for the most part). 
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 11 June 2015, 10:14:15
In the campaign options there are tabs that allow you to change xp (both how much it costs for skills and how much you gain when; for the most part).

I did see that, but I'm really confused as to how the columns work with the rows. I just need to wrap my brain around that a little better...
Title: Re: New to MekHQ - Questions
Post by: scJazz on 11 June 2015, 10:26:07
The 0 Row shows the cost to purchase the skill. Each additional row shows how much it costs to advance to that level.

So for instance...

Assuming Gunnery/Mech was 5xp all across the board... and you had 20XP to use on a totally new pilot...

5 XP buys the skill, then 5, 5, 5 to advance to Level 3 for a total of 20xp.

It can get way more complicated though :) That was just the easy example.

-1 in a Row for a particular skill means it can not be purchased or it is skipped over for that Level.
So using AtB rules... Tech/Mech goes -1, 10, -1, 20, 40. You can't buy it at Zero Level, the first Level is 1, 2 is skipped, then 3 and finally 4.
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 11 June 2015, 17:08:02
The 0 Row shows the cost to purchase the skill. Each additional row shows how much it costs to advance to that level.

So for instance...

Assuming Gunnery/Mech was 5xp all across the board... and you had 20XP to use on a totally new pilot...

5 XP buys the skill, then 5, 5, 5 to advance to Level 3 for a total of 20xp.

It can get way more complicated though :) That was just the easy example.

-1 in a Row for a particular skill means it can not be purchased or it is skipped over for that Level.
So using AtB rules... Tech/Mech goes -1, 10, -1, 20, 40. You can't buy it at Zero Level, the first Level is 1, 2 is skipped, then 3 and finally 4.

How do you make it double and triple at each skill purchase? Right now it cost 8 to upgrade gunnery, it seems rather broken than another easy 8 can move you to godlike never miss level. Shouldn't it be like, 16 or even 32 pts to go from a +3 gunnery modifier to a +2?
Title: Re: New to MekHQ - Questions
Post by: 2ndAcr on 11 June 2015, 18:17:59
 That setting is if you are using the Against the Bot options....................if so, you should see 2 buttons above the RAT selection on right side of screen, click them and you will need some hefty EXP points to advance
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 11 June 2015, 19:07:45
Not at the default rate. To go from 3 to 4 cost 8pts, but you have to survive 8 scenarios. Don't forget you have other skills to raise as well. Default setting also doesn't give xp for kills either.
Title: Re: New to MekHQ - Questions
Post by: Dulahan on 19 June 2015, 19:13:22
OK, so I'm wanting to use this to do my own TT Campaign I'm GMing.  (Controlling the Opfors, etc).   But the GM mode stuff is all greyed out so I can't change Mechwarrior skills or names or anything.  But I also can't find any way to turn that on?  So... what am I missing?
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 19 June 2015, 20:21:25
There should be a button labelled 'GM Mode' in the upper right, next to the 'Advance Day' button. It's supposed to change shade depending on wether GM mode is on, but it's a very subtle change, easy to miss. If you can't use the GM options, click it once. That should set you right.
Title: Re: New to MekHQ - Questions
Post by: Dulahan on 20 June 2015, 11:26:51
Thanks!  Turns out I needed to maximize my window to see that.  Whoops.

Now playing around is continuing to baffle me.  Upgrades.  I'm trying to see how 'refits' work, but no matter what I do it says I don't have any Astechs.  I have 12 temps, and some hired ones.  But it doesn't seem to matter.  I have the parts,  the money, everything.  But I seem to be missing another thing that must be done to have the Astechs there.
Title: Re: New to MekHQ - Questions
Post by: Ironboot on 20 June 2015, 12:39:46
Check in MekHQ/docs folder..  There is a MekHQ Tutorial document inside that might get you started.

Title: Re: New to MekHQ - Questions
Post by: 2ndAcr on 20 June 2015, 18:29:16
 Use the drop down and fire all your temp astechs and then re-hire the temps, I find that sometimes clears stuff up. Very rare, but seems to help me at times.

 Does not matter if you have the parts, everytime I do a refit, it buys all the stuff anyway whether I have it in inventory or not.
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 20 June 2015, 20:11:14
It sometimes does that for me, too. I think there may be a bug with damaged items in the warehouse?

I had a 8 ER-mediums, most damaged. By the time I repaired them I had four stacks:
1 ERmed never broken
4 ERmed repaired by regulars
2 ERmeds repaired by veterans
1 ERmed repaired by an elite

When I tried for a refit, it would pull ERmeds out of one stack, and buy the rest, never checking if there were more stacks. Each refit would find a first stack, though.

That's what I noticed, I have no clue how correct my guesses are, of course.
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 20 June 2015, 21:25:58
Could be each stack had a different quality rating.
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 20 June 2015, 23:58:11
Of course! That hadn't even occurred to me. Shouldn't it still draw from the other stacks before buying new parts for a refit?
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 21 June 2015, 00:38:46
Don't know the code well enough for refits, but my guess would be yes. At least that is the way I think it SHOULD work. If it does or not is another question. Best to wait for ralgith to chime in though rather than continue to speculate on how a lot of this works.
Title: Re: New to MekHQ - Questions
Post by: ralgith on 21 June 2015, 07:45:18
Unfortunately quality isn't currently considered when dealing with repairs, refits, or the warehouse. They were written before quality was implemented. Something I've been meaning to fix.
Title: Re: New to MekHQ - Questions
Post by: zulf on 24 June 2015, 13:32:27
hello all.

so just started playing around with MMHQ and AtB.

i have a contract mission to save civs but they all ended up dead.

the mission didnt end after the victory conditions were lost.

so how do i end this mission now that its lost  and be sure that all of the data gets loaded into HQ like normal so i can handle repairs
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 24 June 2015, 14:15:12
use /victory to end the MM game. After that the game wraps up at the end of the phase (if the option is checked) or the end of the turn.
Title: Re: New to MekHQ - Questions
Post by: Xenon54z on 24 June 2015, 20:39:09
For defeat use the /defeat and then princess will /victory and then you have to /defeat again.
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 24 June 2015, 20:42:16
The resolution wizard gives the opportunity to mark a loss or victory either way. /defeat against the bot is just a slightly more fiddly way to do the same thing as /victory: it ends the game, everything else is decided in the resolution wizard either way.
Title: Re: New to MekHQ - Questions
Post by: zulf on 24 June 2015, 21:02:42
thank you for the help.

the only other problem i'm having now, is that i'm being given a warning about unmaintained units when i advance the day. however all my mechs are fixed, there are no damaged equipment in the warehouse, and the staff/crew are healthy. any idea as to what i'm missing?

thank you again
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 24 June 2015, 21:27:08
You have units that are not assigned to a tech. Everything except infantry needs someone to maintain them. Fastest way is to go to the hangar then sort by assigned techs. Those with no techs will either be at the very top or very bottom. That should solve the maintenance issue ;)
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 24 June 2015, 22:54:25
To clarify, you need to right click on a unit and "Assign Tech". This will take some of the total available repair time for that tech and allocate it to basic maintenance of that unit.
Title: Re: New to MekHQ - Questions
Post by: zulf on 25 June 2015, 14:52:18
So just finished my first contract. and have a few more questions


1. most of the damage i took during the 3 month contract was from my techs doing standard maintenance work. they totaled 4 mechs. "had an elite tech" how does that system work?

         I've read excel rule sheet apparently there is a way to turn it off. but i'd rather play with all the rules so just looking for a way  to minimize this problem?

2. i get that crew can leave after a year or contract. but half of my mechs vanished too. and NOT always with their pilot. so i'm not sure if that's a defection thing.

           so what just happened and how do i  try to prevent it as much as possible within the rules being used?

thanks for the help again.

Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 25 June 2015, 19:30:27
For the maintenance you have several options. The current rules for AtB are ok, plus you can add the option to only damage A quality parts. Considering the issues faced by following the exact rules change I sugges checking Damage/Destroy parts by margin of failure with a value of -4 (default I think). This will keep you from having so many useless units. Also assign Veteran or better tech for maintenance whenever possible.
Title: Re: New to MekHQ - Questions
Post by: zulf on 02 July 2015, 17:17:32
are you able to take on multiple contracts at the same time if you have enough troops for both?

I'm sitting on a 2 year contract that only needs one lance. i keep getting other one lance contract offers. i currently have two lances, but i could afford a third lance. so that i could split the extra troops across both contracts so i have back up if someone dies. 
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 02 July 2015, 17:25:49
I believe MekHQ cannot, at the moment, track player units spread across more than one system.

There is a mechanic included for subcontracts occurring on the same planet, and you can take as many of those as you think you can fulfil, but as you are only on one planet at any given time, you can't fulfil more than 1 full contract at a time (unless you're super lucky and it ended up on the same planet?).
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 03 July 2015, 00:10:50
If you play AtB you can only do sub contracts if you have the troops for them. For regular HQ play it really doesn't matter.
Title: Re: New to MekHQ - Questions
Post by: zulf on 04 July 2015, 00:15:10
how do you gain access to sub contracts? do they show up in the normal contract market?
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 04 July 2015, 01:34:25
Yeah, I think they get tagged as a sub IF they show up. They pop up just like all the normal contracts so sometimes they are there sometimes they aren't
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 04 July 2015, 04:18:54
Yes, although you may have to actually go look at the contract by highlighting it before you can see that it is a Sub. 
Title: Re: New to MekHQ - Questions
Post by: neoancient on 06 July 2015, 11:06:11
You have to be on a garrison contract and IIRC you need at least a C rating.
Title: Re: New to MekHQ - Questions
Post by: zulf on 08 July 2015, 12:22:20
a few more questions.


so as time passes how are "newer" model units and equipment worked in the the Unit Market or made possible to requisition?

as for W.D. ratings how do you determine your letter rating? i'm only seeing a numerical grading system in the overview tab?

and for when the possibility comes are dropships and jumpships worth the crazy investment needed?

thanks for all of your help.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 08 July 2015, 16:16:18
By year of availability

In campaign options change > General >Unit Rating Method change it to FM:Mercs

depends :)
Title: Re: New to MekHQ - Questions
Post by: zulf on 09 July 2015, 19:10:05
this may be a every so often 100+ vehicle crew members will show up in my personnel list all at once. why is this happening?
Title: Re: New to MekHQ - Questions
Post by: Davout73 on 09 July 2015, 19:26:01
Screenshoot?  Game Log?
Title: Re: New to MekHQ - Questions
Post by: epic on 09 July 2015, 20:10:18
did you kill a lot of vees in the last scenario and take prisoners?
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 09 July 2015, 22:53:33
Yeah, any prisoners you take will show up in your personell.  However, their rank should indicate they are prisoners.   You can't assign them to anything until you "free" them.   
Title: Re: New to MekHQ - Questions
Post by: zulf on 10 July 2015, 11:16:22
they are not prisoners because in the finance log there are hiring fees for each of the 100+ people. i think it might be a bug when a random vehicle gets added to the company at the start of the month every now and then.
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 10 July 2015, 12:43:55
there was a bug where prisoners where still being hired even though they were prisoners.
Title: Re: New to MekHQ - Questions
Post by: zulf on 10 July 2015, 13:04:37
thanks for the clarification.
Title: Re: New to MekHQ - Questions
Post by: zulf on 12 July 2015, 13:04:33
i'm currently having a problem where one of my mechs is not showing up to the battlefield. its on the unit list in HQ and in the deployment list at the start of megamek. but it doesn't show up on the field. its even absent from the unit list in the upper right of the map.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 12 July 2015, 13:37:35
save MHQ... restart... restart game

old bug
Title: Re: New to MekHQ - Questions
Post by: zulf on 12 July 2015, 17:58:06
thanks!

Title: Re: New to MekHQ - Questions
Post by: mike19k on 28 July 2015, 01:12:26
I am using this for tracking of supplies and such for a table top game. I have been going over the rules books and have not seen were it says that an engine can only be used by one weight mech. Am I missing something or is it just a quirk of the programing? Example I need to replace the engine in my marauder and have a spare one for my commanders Atlas. Both use 300 rated engines but in the game I can not use it to fix my mech.
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 28 July 2015, 03:47:30
The program thinks you're trying to repair, instead of trying to modify.   Yes, to repair you have to use the same size engine.  To put that other engine in it you have to move said 'mech to the Meklab and modify it. 
Title: Re: New to MekHQ - Questions
Post by: Jayof9s on 28 July 2015, 07:07:44
I am using this for tracking of supplies and such for a table top game. I have been going over the rules books and have not seen were it says that an engine can only be used by one weight mech. Am I missing something or is it just a quirk of the programing? Example I need to replace the engine in my marauder and have a spare one for my commanders Atlas. Both use 300 rated engines but in the game I can not use it to fix my mech.

That should be in the Tech Manual but it has also been answered in the Rules Question section of these forums by TPTB. Engines are only good for units of their same weight. You can swap a 300 between a Marauder and a Von Luckner or Orion but you can't swap between an Atlas and Marauder.

It's a pretty silly rule and is primarily because they base engine cost is based on the rating and the weight of the unit. So a 300 SFE from an Atlas costs more than the 300 SFE from a Marauder. So, MHQ is just following the official rules. We've talked about putting in an unofficial rule for engines / engine costs but it hasn't happened yet.
Title: Re: New to MekHQ - Questions
Post by: Kovax on 28 July 2015, 08:19:14
Real fun in MekHQ where you have the same rated engine for 3 different ASF tonnages, 2 'Mech tonnages, and a vehicle. all of which stack individually.

It's also close to insane when the program has to support 'Mech body parts for every tonnage and tech type, both bipedal and quad.  Scrolling down the list of 200+ parts in the "Purchase Parts/Locations" sub-menu to find a Left Arm for a Phoenix Hawk can be a frustrating experience.  Normally, I'll simply order it from the Repair menu, but if it took a Shoulder hit, you have to scrap it to order the replacement, leaving your 'Mech with no arm at all until the part arrives.  Better to have a near-useless arm to soak up damage points than to scrap it and have everything automatically transfer to the torso side.
Title: Re: New to MekHQ - Questions
Post by: Jayof9s on 28 July 2015, 08:25:51
Yeah, unfortunately that is all due to how the (official) rules work and the fact that those parts all cost different amounts based on the weight of the unit.

We've talked about an unofficial rule that would just have more or less 'one size fits all' but that causes... many issues with the construction rules / cost of units.
Title: Re: New to MekHQ - Questions
Post by: mike19k on 01 August 2015, 03:03:18
Another one that is new to me. Lost buoyancy? I have been trying things out and keep get a hit on my legs then I lose buoyancy and auto fall never to be able to stand up again? Any one know where this rule is so I can read about it and find out more?
Title: Re: New to MekHQ - Questions
Post by: Schugger on 03 August 2015, 10:22:56
Real fun in MekHQ where you have the same rated engine for 3 different ASF tonnages, 2 'Mech tonnages, and a vehicle. all of which stack individually.

It's also close to insane when the program has to support 'Mech body parts for every tonnage and tech type, both bipedal and quad.

It would be nice if the Tab "Overview->Parts In Use" would show you how many parts are in you warehouse. This would make it more easy to ensure to have those spare parts available.
Title: Re: New to MekHQ - Questions
Post by: Jayof9s on 03 August 2015, 12:59:08
It would be nice if the Tab "Overview->Parts In Use" would show you how many parts are in you warehouse. This would make it more easy to ensure to have those spare parts available.

Yeah, there should be an open request for that already.
Title: Re: New to MekHQ - Questions
Post by: mike19k on 09 August 2015, 14:48:08
A feature that would be nice. Yes to all. I was making an infantry battalion to go with my unit, and made the mistake of getting infantry platoons, instead of the squads that I am going to use, then filled them. Now it seams like there are a million of them to get rid of and I have to say yes or no for each and every one. Minor issue, but would be nice to be able to just say yes to all.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 09 August 2015, 15:15:46
A feature that would be nice. Yes to all. I was making an infantry battalion to go with my unit, and made the mistake of getting infantry platoons, instead of the squads that I am going to use, then filled them. Now it seams like there are a million of them to get rid of and I have to say yes or no for each and every one. Minor issue, but would be nice to be able to just say yes to all.

Yeah it can get tedious... notably when you have captured 200 Vee Crews as Prisoners and now have to tap the space bar 200 times.

Did the Leopard design work out for you btw?
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 09 August 2015, 17:11:28
You can also just hold the key down.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 09 August 2015, 18:09:56
You can also just hold the key down.
Doesn't change tedious... Dialogue... You sure you want to delete these 340 people? Y/N would be not tedious.
Title: Re: New to MekHQ - Questions
Post by: mike19k on 09 August 2015, 18:24:48
Doesn't change tedious... Dialogue... You sure you want to delete these 340 people? Y/N would be not tedious.

340 wouldn't that be nice. I got 55 platoons (1540 people) when I wanted 55 squads (385 people), I could just use 385 of them and only have to get rid of 1155, but I am going with the random mix in the squads that the computer gives me.

I have not tried the Leopard yet, for different campaign. Thanks for making it. 
Title: Re: New to MekHQ - Questions
Post by: scJazz on 09 August 2015, 19:15:46
340 wouldn't that be nice. I got 55 platoons (1540 people) when I wanted 55 squads (385 people), I could just use 385 of them and only have to get rid of 1155, but I am going with the random mix in the squads that the computer gives me.

I have not tried the Leopard yet, for different campaign. Thanks for making it.

Remember in MM only Platoons are seriously useful if there are mechs on the field. Squads end up with limited abilities and high death rates. Plus MM doesn't have the ability to combine squads into platoons. So while I get what your trying... don't do it!

Try it :)
Title: Re: New to MekHQ - Questions
Post by: mike19k on 09 August 2015, 19:53:18
Remember in MM only Platoons are seriously useful if there are mechs on the field. Squads end up with limited abilities and high death rates. Plus MM doesn't have the ability to combine squads into platoons. So while I get what your trying... don't do it!

Try it :)

I am not planing on playing with them, just using it to see how it would look before I buy that many APC's from Iornwind. I am in the process of making the 7th Crucis Lancers. I have seven mech companies painted up, so just about ready to start on my tanks and have figured out what I am going with for the three tank regiments. As for infantry, I do not use the game mechanized infantry. To me mechanized infantry is foot/jump infantry with attached APC's.

Once again thanks for the Dropship, it is now in the list. I have just not gone back to that saved campaign yet.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 09 August 2015, 21:17:03
, I do not use the game mechanized infantry. To me mechanized infantry is foot/jump infantry with attached APC's.

A fair call but remember the German Motorcycle Batallions of WWII. They were "mechanized". Similarly, BT mechanized Infantry exists, filling the exact same roll.
Title: Re: New to MekHQ - Questions
Post by: mike19k on 10 August 2015, 00:07:08
A fair call but remember the German Motorcycle Batallions of WWII. They were "mechanized". Similarly, BT mechanized Infantry exists, filling the exact same roll.

Yes, and I do not have a real issue with it in concept. The main issue is if they climb on a mech and ten hexes later are knocked off there bikes just magically reappear. If they had bikes and such that could be dropped making them in to foot if they decide to assault a mech or vehicle I could see using them. So it is a case of me not liking a rule, and rather than making a big issue out of it I just do not use it, if others want to fine.
Title: Re: New to MekHQ - Questions
Post by: Schugger on 10 August 2015, 07:32:17
A fair call but remember the German Motorcycle Batallions of WWII. They were "mechanized". Similarly, BT mechanized Infantry exists, filling the exact same roll.

A little bit of nitpicking, the German motorcycles Batallions in WWII aka Krad-Schützen were labeled as motorized infantry, not mechanized.
Title: Re: New to MekHQ - Questions
Post by: Kovax on 10 August 2015, 08:40:33
A little bit of nitpicking, the German motorcycles Batallions in WWII aka Krad-Schützen were labeled as motorized infantry, not mechanized.
Further nitpicking, many of the Germany "mechanized" infantry units in the early stages of the war were mounted on bicycles.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 10 August 2015, 09:12:34
@Schugger @Kovax

I knew when I was writing that post that I'd get nitpicked :P

Nothing arouses the specificity of the war gamer than the German TOE of WW2  >:D O0
Title: Re: New to MekHQ - Questions
Post by: Schugger on 10 August 2015, 09:22:07
@Schugger @Kovax

I knew when I was writing that post that I'd get nitpicked :P

Nothing arouses the specificity of the war gamer than the German TOE of WW2  >:D O0

It's a terrible disease and there is no remedy or cure for it, for sure. ;)

Further nitpicking, many of the Germany "mechanized" infantry units in the early stages of the war were mounted on bicycles.

Ahh. The infamous Fahrradsturmtruppenabteilung 258. Sorry, but those were labeled as Pedalized Infantry.
Sry guys - couldn't resist :D
Title: Re: New to MekHQ - Questions
Post by: scJazz on 10 August 2015, 11:25:30
You can also just hold the key down.

Just tried that... doesn't work for Spacebar Yes has focus
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 11 August 2015, 10:21:16
Doesn't change tedious... Dialogue... You sure you want to delete these 340 people? Y/N would be not tedious.

This has now been fixed for the next release. I think when we initially set it up, we wanted to be careful to avoid accidental deletion. That was before we realized people were going to run multiple RCTs at once  ::)
Title: Re: New to MekHQ - Questions
Post by: scJazz on 11 August 2015, 11:03:07
This has now been fixed for the next release. I think when we initially set it up, we wanted to be careful to avoid accidental deletion. That was before we realized people were going to run multiple RCTs at once  ::)

You gave us the tools to run multiple RCTs... of course we will do it  :D

Thanks for the feature Taharqa  O0
Title: Re: New to MekHQ - Questions
Post by: Sir Chaos on 11 August 2015, 11:39:49
This has now been fixed for the next release. I think when we initially set it up, we wanted to be careful to avoid accidental deletion. That was before we realized people were going to run multiple RCTs at once  ::)

The concept of "intended use" never  survives first contact with the end user.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 11 August 2015, 12:05:02
It's a terrible disease and there is no remedy or cure for it, for sure. ;)

Ahh. The infamous Fahrradsturmtruppenabteilung 258. Sorry, but those were labeled as Pedalized Infantry.
Sry guys - couldn't resist :D

 [applause] [notworthy]

This is exactly what I am talking about. Dear War Gamers, myself included. Resist the urge to nitpick generalizations about German WW2 ToEs.  ;D
Title: Re: New to MekHQ - Questions
Post by: ralgith on 11 August 2015, 16:42:36
Yeah, there should be an open request for that already.

There is. It just isn't trivial to add.
Title: Re: New to MekHQ - Questions
Post by: ralgith on 11 August 2015, 16:45:26
The concept of "intended use" never  survives first contact with the end user.

The best laid plans of developers and testers...
Title: Re: New to MekHQ - Questions
Post by: scJazz on 11 August 2015, 17:26:54
 [##]
Title: Re: New to MekHQ - Questions
Post by: epic on 12 August 2015, 15:52:19
This has now been fixed for the next release. I think when we initially set it up, we wanted to be careful to avoid accidental deletion. That was before we realized people were going to run multiple RCTs at once  ::)

ALL THE RCTs

:p
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 14 August 2015, 10:17:33
Quick question: I have 2 pilots that are basically me and my buddy IRL. How do I keep them from trying to leave with payouts? These two pilots need to ALWAYS be a part of the unit.

Thanks!
Title: Re: New to MekHQ - Questions
Post by: Kovax on 14 August 2015, 10:25:29
Quick question: I have 2 pilots that are basically me and my buddy IRL. How do I keep them from trying to leave with payouts? These two pilots need to ALWAYS be a part of the unit.

Thanks!
1 - Boost  the Leadership skills of a commanding officer, to lower the target number of ALL retirement rolls.
2 - Enable "modify retirement rolls" from the AtB tab in the MekHQ game options.
3 - Go to the extreme right side, and click the "0", then use the up/down arrows to make it a -2, -3, or whatever it takes to reduce that character's retirement target to 1.
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 14 August 2015, 10:54:20
I've done this but post-match it still opens up the complete contract window after resolving the round... how do I stop that? Disable AtB?
Title: Re: New to MekHQ - Questions
Post by: scJazz on 14 August 2015, 11:01:28
Are you clicking Complete Mission? After the Game?
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 14 August 2015, 11:56:02
It was a marginal defeat, does that matter? It's the contract screen that pops up if that makes a difference...

EDIT: Sometimes, the two mechwarriors just disappear from the roster without the contract ending.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 14 August 2015, 18:06:43
No nothing is going wrong really... you lost the contract.

Turn off AtB if you want to skip the Retirement rolls.
Title: Re: New to MekHQ - Questions
Post by: angel0616 on 17 August 2015, 07:54:04
There is a check box in Tha AtB screen under campaign that turns off the retirement rolls altogether. I don't use tge retirement rules.
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 17 August 2015, 10:50:30
No nothing is going wrong really... you lost the contract.

Turn off AtB if you want to skip the Retirement rolls.

If I understand correctly, what is desired is to turn off the retirement rolls for certain personnel but not all personnel. That really should be an option.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 17 August 2015, 11:05:17
If I understand correctly, what is desired is to turn off the retirement rolls for certain personnel but not all personnel. That really should be an option.
From personal experience and the comments on the board...

The CO shouldn't roll Retirement
Dependents shouldn't roll Retirement

That way if you have a force like mine with 2 family members you could tag one as Dependent and taduh! Problem solved for both situations!
Title: Re: New to MekHQ - Questions
Post by: neoancient on 17 August 2015, 12:39:09
Exempting the CO from retirement rolls should not be automatic unless Makinus adds that to the rules, but an option to exempt certain personnel from retirement rolls would cover that situation and be more flexible anyway. I don't have the rules in front of me and I don't remember whether there is anything that indicates whether dependents ought to make retirement/defection rolls, but the annual roll to add or remove dependents provides another mechanic specifically for dependents so I think it's reasonable to exempt them. I don't remember how MHQ selects which dependents to remove, but the option to prevent retirement rolls for specific personnel could apply to that roll as well.
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 18 August 2015, 13:58:54
I'm guessing it's too late on the particular save I'm trying to load because anything I'm doing in the rules etc have no effect once I load up the match save and complete the scenario. My two main members disappear every time without a trace even though I've marked them as survivors in the post-match edit.

Title: Re: New to MekHQ - Questions
Post by: cmoreland on 18 August 2015, 16:41:54
Figured enough of it out that I am able to continue at least. Had to change the drop-down menu under personnel to MIA and change them back to active. Not sure why they showed MIA after the battle because I unchecked that box. bug?

Anyway, thank goodness I can salvage this unit now despite losing the scenario by a lucky tank shot!
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 18 August 2015, 22:16:21
Figured enough of it out that I am able to continue at least. Had to change the drop-down menu under personnel to MIA and change them back to active. Not sure why they showed MIA after the battle because I unchecked that box. bug?

If you kept a save from before the scenario resolution + the MM savegame (or MULs if you did it manually) then, yes please post a bug with those items.
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 19 August 2015, 16:43:05
I've been messing with that problem for days and have SO MANY saves and files cluttered everywhere. Not sure which one would be good, I was about at my wits end when things just clicked there so I'm not sure exactly which save I used.

If it happens again I will properly document it and post the saves.

In the meantime I had yet another question if I haven't outstayed my welcome :)

- Is there a way to pull a weapon off a 'mech in MekHQ's mechlab and fit it to another 'mech in the hangar without buying and waiting on the part? For instance, I picked up some lostech (ERLL) from a bonus mission and I'd like to fit that ERLL in place of a LL on a different 'mech.

Thanks!
Title: Re: New to MekHQ - Questions
Post by: mike19k on 19 August 2015, 17:33:51
- Is there a way to pull a weapon off a 'mech in MekHQ's mechlab and fit it to another 'mech in the hangar without buying and waiting on the part? For instance, I picked up some lostech (ERLL) from a bonus mission and I'd like to fit that ERLL in place of a LL on a different 'mech.

Along this line, is there a way to save a mech that is under weight? If you are playing were you have limited supplies and so have to modify the mech based on what you have on hand and will not be getting more supplies. If the mech ends up under weight is there a way to save it/make it usable?
Title: Re: New to MekHQ - Questions
Post by: ralgith on 19 August 2015, 18:06:20
Along this line, is there a way to save a mech that is under weight? If you are playing were you have limited supplies and so have to modify the mech based on what you have on hand and will not be getting more supplies. If the mech ends up under weight is there a way to save it/make it usable?

This isn't currently supported, though it should be. Feel free to open a feature request so it doesn't get forgotten.
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 19 August 2015, 18:25:05
- Is there a way to pull a weapon off a 'mech in MekHQ's mechlab and fit it to another 'mech in the hangar without buying and waiting on the part? For instance, I picked up some lostech (ERLL) from a bonus mission and I'd like to fit that ERLL in place of a LL on a different 'mech.

To pull the ERLL off the current mech just change the repair status of the mech to Salvage and salvage the ERLL in the repair bay.

Then, you will need to customize your other mech in the MekLab to use an ERLL and that ERLL should get used for the refit. Just make sure you pick the right tech base (IS not clan if this is lostech) in your custom design. If everything is working right the "needed parts" list should not include the ERLL.
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 19 August 2015, 18:27:41
Along this line, is there a way to save a mech that is under weight? If you are playing were you have limited supplies and so have to modify the mech based on what you have on hand and will not be getting more supplies. If the mech ends up under weight is there a way to save it/make it usable?

I guess what should really be possible is to just refit the mech with missing parts rather than being technically underweight. We could include some kind of "refit now!" option in the context menu that just makes the mech available with all of its missing parts. Its just a little weird because technically you could abuse this to refit faster since refiting takes a multiple of the time to remove and replace parts.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 19 August 2015, 18:43:29
Along this line, is there a way to save a mech that is under weight? If you are playing were you have limited supplies and so have to modify the mech based on what you have on hand and will not be getting more supplies. If the mech ends up under weight is there a way to save it/make it usable?

It would still be a refit whether you have all the parts or not.

Use normal refit rules and GM Edit the missing parts as available and then damage them.

It really is an odd idea.
Title: Re: New to MekHQ - Questions
Post by: elf25s on 19 August 2015, 19:52:49
if i get under weight i just pad it with armor ...its one way to go around it
Title: Re: New to MekHQ - Questions
Post by: Hammer on 19 August 2015, 20:06:51
This isn't currently supported, though it should be. Feel free to open a feature request so it doesn't get forgotten.

We do actually have a Stalker that is on a diet that is canon.  So you can build'em but MM will still show them at there assigned weight.
Title: Re: New to MekHQ - Questions
Post by: mike19k on 19 August 2015, 20:28:18
I guess what should really be possible is to just refit the mech with missing parts rather than being technically underweight. We could include some kind of "refit now!" option in the context menu that just makes the mech available with all of its missing parts. Its just a little weird because technically you could abuse this to refit faster since refiting takes a multiple of the time to remove and replace parts.
I am not sure if I am understanding, if I have just enough time before I know that I will be attacked to remove say the two PPC's off of my warhammer and not having any spares on hand replace them with LL but as I plan to replace them when I get the parts so I do not add anything to make up the weight how does this abuse the system? I think it is inline with the tabletop but not 100% sure, I know you can be under weight.
Title: Re: New to MekHQ - Questions
Post by: Taron Storm on 20 August 2015, 00:27:45
I am not sure if I am understanding, if I have just enough time before I know that I will be attacked to remove say the two PPC's off of my warhammer and not having any spares on hand replace them with LL but as I plan to replace them when I get the parts so I do not add anything to make up the weight how does this abuse the system? I think it is inline with the tabletop but not 100% sure, I know you can be under weight.

I just tried this on an old save:
1>Select whatever mech that you want to take components off of and change it to salvage.
2>Remove said components.
3>Change the mech back to repair.
The mech should be active at this point (unless you took out something that it can't operate without)
4>When you have the parts you need, or have the admin try to get them for you, go to customize unit and either select a refit or make one.

I tried it with a Flashman by pulling off one of the large lasers.  The mech was already missing the AMS and ammo bin (due to damage).  Once I changed it back to repair, it was available for use.  In the same save, a couple of mechs are missing actuators that I don't have in stock.  As long as the mech is functioning, MM will let you use it. 
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 20 August 2015, 02:19:17
@ Mike19K:  To get that to work as desired, I wonder if you have to have the StratOps optional rule checked that allows for partial repairs in the MM options? 
Title: Re: New to MekHQ - Questions
Post by: pheonixstorm on 20 August 2015, 02:29:14
partial repairs don't have any affect on HQ repairs if I remember correctly.
Title: Re: New to MekHQ - Questions
Post by: mike19k on 20 August 2015, 09:07:00
I just tried this on an old save:
1>Select whatever mech that you want to take components off of and change it to salvage.
2>Remove said components.
3>Change the mech back to repair.
The mech should be active at this point (unless you took out something that it can't operate without)
4>When you have the parts you need, or have the admin try to get them for you, go to customize unit and either select a refit or make one.

I tried it with a Flashman by pulling off one of the large lasers.  The mech was already missing the AMS and ammo bin (due to damage).  Once I changed it back to repair, it was available for use.  In the same save, a couple of mechs are missing actuators that I don't have in stock.  As long as the mech is functioning, MM will let you use it.

Ok, I see that will work for getting rid of the stuff, but if I go into the Customize in MegaMek Lab I can not save a mech underweight. Using your Flashman example if I have one (3025) that has lost both its LL, and I know I will need it in the fight coming up at the end of the next maintance cycle (each tech gets 480 minutes) I can put a PPC on it for the 480 minutes but this leaves it three tons underweight and MegaMek lab will not let me begin the refit if it is underweight. If I add any thing else it will take to long as I only have the 480 minutes to work with. This is what I am asking about. I had not thought about removing the parts as salvage which will make the modification quicker if I could save an underweight unit.
 
Title: Re: New to MekHQ - Questions
Post by: scJazz on 20 August 2015, 09:29:01
@Mike19

Ok so this gets a bit ugly.

You can make an underweight design in MML. Save it as a new custom. Save and reload MHQ. Customize, select the new fittings.

What you are trying to do has never even been mentioned in the 2 years I've been here.

I just did exactly as described and refit a Flashman to a Flashman busted variant which is missing a LL.

So there is the workaround but I'm not actually advocating you try this at home :)
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 20 August 2015, 10:46:49
I am not sure if I am understanding, if I have just enough time before I know that I will be attacked to remove say the two PPC's off of my warhammer and not having any spares on hand replace them with LL but as I plan to replace them when I get the parts so I do not add anything to make up the weight how does this abuse the system? I think it is inline with the tabletop but not 100% sure, I know you can be under weight.

I was thinking that rather than an underweight unit, you could just determine that you want to refit the mech before all the equipment had arrived so that the missing equipment would just be listed as destroyed and could then be replaced when it got there. The abuse there would be that you could do that before all equipment had arrived and then actually spend less time replacing equipment later because you don't get the refit multiplier to time.

Now that I think about it, your situation is a little different though because you really just want the underweight mech without a specification of how the missing weight should be filled with non-existent equipment. I think that actually might be easier to implement. It might be as simple as editing out underweight as a condition for not being able to refit.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 20 August 2015, 11:10:05
You can make an underweight unit in MML... I can't think of any good reason for not being able to customize one in MHQ.
Title: Re: New to MekHQ - Questions
Post by: mike19k on 20 August 2015, 14:57:27
@Mike19

Ok so this gets a bit ugly.

You can make an underweight design in MML. Save it as a new custom. Save and reload MHQ. Customize, select the new fittings.

What you are trying to do has never even been mentioned in the 2 years I've been here.

I just did exactly as described and refit a Flashman to a Flashman busted variant which is missing a LL.

So there is the workaround but I'm not actually advocating you try this at home :)

Thank you, I may have to play around with this, mostly I use MHQ as a tracking system for the tabletop games, so I can do it the old pen and paper way, that is just not as easy.
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 24 August 2015, 05:44:44
There is a way to get underweight mechs through customisation, but only if they don't carry maximum armour.

What you do is increase their armour tons until their nominal weight is filled up, but then you don't assign the points to any location. This will not take extra time, cost extra money, increase the refit class or use up any resources (only actually changing the armour points in a location does that), but of course it isn't possible if you can't up the armour tons by enough to make up the difference.
Title: Re: New to MekHQ - Questions
Post by: BeeRockxs on 24 August 2015, 08:12:12
Just removing components should work just fine in MML.
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 24 August 2015, 16:31:41
The ability to refit underweight units will be available in 0.3.17. I jut put it in a nag dialog to make sure you know you are about to refit an underweight unit.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 24 August 2015, 17:00:41
I love that fix Taharqa... straight off of the boards from last week... taduh! New Feature! O0
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 27 August 2015, 09:22:25
The ability to refit underweight units will be available in 0.3.17. I jut put it in a nag dialog to make sure you know you are about to refit an underweight unit.

Good lord man, can I somehow get a few beers to you for this? THANKS!!

EDIT: By the way, I ended up doing the salvage method mentioned earlier to refit the Locust with Mongoose's ERLL instead of the Locust's LL. Worked fine, but would love to be able to refit underweight chassis to get something in a battle quickly if need be.
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 27 August 2015, 11:54:14
Unrelated but..how do prisoner/bondsmen work in MekHQ? If I want to bring them into the fold and make them a bondsman, how do I eventually get them into a 'mech fighting with/for me?
Title: Re: New to MekHQ - Questions
Post by: scJazz on 27 August 2015, 12:02:30
Right click on them... change Prisoner Status to Free

go nutz
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 27 August 2015, 14:28:57
Right click on them... change Prisoner Status to Free

go nutz

Hmm, are there any rules outlining possible traitor/defection on previous prisoners? Seems so easy! Hi Capellan scum! I just blew up your 'mech last round. Here, you can have one of mine don't shoot me please on the next drop.'

XD
Title: Re: New to MekHQ - Questions
Post by: scJazz on 27 August 2015, 14:44:02
AtB 2.31 and other versions contain Prisoner Defection Rules. They are broken in MHQ currently.

You can roll the dice by hand. Or make something up:)
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 31 August 2015, 13:30:05
Afternoon! I'm having trouble understand or finding material on the letter-grade rating of units. Is F better than A or vice versa?

Thank you!
Title: Re: New to MekHQ - Questions
Post by: scJazz on 31 August 2015, 13:48:06
For Unit Maintenance Quality F > A

For RAT Tables A > F

For Part Availability during Eras A > F
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 31 August 2015, 13:56:08
For Unit Maintenance Quality F > A

For RAT Tables A > F

For Part Availability during Eras A > F

Thank you! Incredibly helpful.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 31 August 2015, 14:07:54
Thank you! Incredibly helpful.

I try :) O0
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 31 August 2015, 17:56:53
Why would they do that (using the same scale in two different directions for different things)?  :o :-\
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 31 August 2015, 19:10:31
Why would they do that (using the same scale in two different directions for different things)?  :o :-\

Excellent question. Right up there with "why would they have damage to Aero SI halved instead of just doubling the value of SI?" Or "Why can LRM20s on a dropship headcap a mech?" But I have found that it is best to approach some parts of the battletech rules more as an archaeologist uncovering the quaint rules of pre-rational society (i.e. the 1980s) than to treat it as a modern exercise in programming logic.

In any case, we really should have an unofficial option to switch that for parts quality. I believe it would be as easy to program as falling off a log.
Title: Re: New to MekHQ - Questions
Post by: Jayof9s on 31 August 2015, 19:21:49
And as far as I can think of (feel free to correct me if I'm not remembering something), Quality is the only one of all the things Battletech uses an A-F rating scale for that A is the worst and F is the best.

Dragoons Rating, RATs/unit ratings, parts availability, SocioIndustrial ratings, are all A>F
Title: Re: New to MekHQ - Questions
Post by: ralgith on 31 August 2015, 20:24:58
Excellent question. Right up there with "why would they have damage to Aero SI halved instead of just doubling the value of SI?" Or "Why can LRM20s on a dropship headcap a mech?" But I have found that it is best to approach some parts of the battletech rules more as an archaeologist uncovering the quaint rules of pre-rational society (i.e. the 1980s) than to treat it as a modern exercise in programming logic.

In any case, we really should have an unofficial option to switch that for parts quality. I believe it would be as easy to program as falling off a log.

Yes, lets.

The option, not the log falling.
Title: Re: New to MekHQ - Questions
Post by: monbvol on 01 September 2015, 00:15:40
And as far as I can think of (feel free to correct me if I'm not remembering something), Quality is the only one of all the things Battletech uses an A-F rating scale for that A is the worst and F is the best.

Dragoons Rating, RATs/unit ratings, parts availability, SocioIndustrial ratings, are all A>F

Tech ratings as well go F>A.
Title: Re: New to MekHQ - Questions
Post by: Th3Greed on 01 September 2015, 02:46:36
Not sure if anyone else has asked this or not but how much of AtB's contract generation gets used by MekHQ's contract market?
Title: Re: New to MekHQ - Questions
Post by: scJazz on 01 September 2015, 05:07:38
Not sure if anyone else has asked this or not but how much of AtB's contract generation gets used by MekHQ's contract market?

Somewhat tweaked (range) but otherwise... a heck of a lot of it :)
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 01 September 2015, 12:03:27
Interestingly, I've noticed that on my custom created contracts where I manage everything including creation of scenarios etc, that I'll have a bonus mission pop up out of nowhere on the same planet (such as finding a hidden cache of star league tech) and then a few weeks later a couple of contacts pop with the same planet and enemy as my custom contract...HMMMM

Ghost in the machine, only explanation.
Title: Re: New to MekHQ - Questions
Post by: scJazz on 01 September 2015, 13:08:56
Interestingly, I've noticed that on my custom created contracts where I manage everything including creation of scenarios etc, that I'll have a bonus mission pop up out of nowhere on the same planet (such as finding a hidden cache of star league tech) and then a few weeks later a couple of contacts pop with the same planet and enemy as my custom contract...HMMMM

Ghost in the machine, only explanation.

Logs? Save files? Campaign Saves?
Title: Re: New to MekHQ - Questions
Post by: scJazz on 01 September 2015, 13:12:55
Excellent question. Right up there with "why would they have damage to Aero SI halved instead of just doubling the value of SI?"

Because then Medium ASFs would be useful! Right now only Light and Heavy are useful because of that rule. I abandoned sanity and your unofficial option long ago because it was buggy as hell.
Title: Re: New to MekHQ - Questions
Post by: Akjosch on 01 September 2015, 13:24:05
And as far as I can think of (feel free to correct me if I'm not remembering something), Quality is the only one of all the things Battletech uses an A-F rating scale for that A is the worst and F is the best.

Dragoons Rating, RATs/unit ratings, parts availability, SocioIndustrial ratings, are all A>F

Technological Sophistication Ratings go Advanced > A > B > C > D > E > F > Regressed (the other four go A>F).

HPG ratings go A > B > C > D > none.


Title: Re: New to MekHQ - Questions
Post by: Jayof9s on 01 September 2015, 14:08:18
Because then Medium ASFs would be useful! Right now only Light and Heavy are useful because of that rule. I abandoned sanity and your unofficial option long ago because it was buggy as hell.

Did you try... submitting bug reports if it is 'buggy as hell'?
Title: Re: New to MekHQ - Questions
Post by: scJazz on 01 September 2015, 14:15:05
Did you try... submitting bug reports if it is 'buggy as hell'?

Why yes I did... and the mysterious SI in Warehouse bug was fixed. version 3.0.7 I think? Off the top of my head.

Jay, I post lots of bug reports and have for a year and a half now. Love the work, respect the Devs and please don't try to diss me like that. 56 tickets on MHQ tracker alone.

BTW: U got on the IO thanks section of the book! Great job dude!
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 01 September 2015, 20:27:28
Logs? Save files? Campaign Saves?

Might be able to post those! Has no one really had that happen?
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 02 September 2015, 01:51:18
Because then Medium ASFs would be useful! Right now only Light and Heavy are useful because of that rule. I abandoned sanity and your unofficial option long ago because it was buggy as hell.

You abandoned aerosanity? 

I guess I'll not look forward to the aerospace part of this being implemented any longer then. 
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 02 September 2015, 10:20:28
You abandoned aerosanity? 

I guess I'll not look forward to the aerospace part of this being implemented any longer then.

Aerosanity has not been abandoned. It will get fixed along with aeros in MHQ
Title: Re: New to MekHQ - Questions
Post by: scJazz on 02 September 2015, 11:40:24
Aerosanity has not been abandoned. It will get fixed along with aeros in MHQ

Yeah I didn't phrase that correctly. Aero's, CFs, Dropships all have plenty of issues without adding in Aero Sanity as an option. So I'm just using the straight rules until all Aero stuff behaves better.
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 02 September 2015, 15:22:43
OH.  Whew!  Scared me for a minute.   I really like the thought of the aero sanity option being available for those of us who remember the first boxed set of aerotech. 
Title: Re: New to MekHQ - Questions
Post by: mike19k on 15 September 2015, 11:43:28
Anyone know what I am doing wrong? I have tried several times to pull a C3 slave out and replace it with a TAG, but after I am done the button to make the changes is still grayed out. That is the only change I am trying to do, making it weight and crit space neutral.
Title: Re: New to MekHQ - Questions
Post by: Taharqa on 15 September 2015, 17:56:47
Anyone know what I am doing wrong? I have tried several times to pull a C3 slave out and replace it with a TAG, but after I am done the button to make the changes is still grayed out. That is the only change I am trying to do, making it weight and crit space neutral.

Are you using the version that was released today? There was a bug with the prior version that might be causing this.

If thats not the issue, what does the refit button say when you mouse over it? It should tell you why it is greyed out.
Title: Re: New to MekHQ - Questions
Post by: mike19k on 15 September 2015, 20:33:24
Are you using the version that was released today? There was a bug with the prior version that might be causing this.

If thats not the issue, what does the refit button say when you mouse over it? It should tell you why it is greyed out.

Nope, I will have to get that one.
Title: Re: New to MekHQ - Questions
Post by: Dogstar34 on 17 September 2015, 07:04:38
Is there a way to generate a single battle for more than one lance?  I know I can add up to 6 units to a lance, but can I use AtB automation for a company-sized battle?

Can I split my forces between two separate planets to work on different contracts simultaneously?  For example, 2 lances deployed on garrison duty and 2 lances on a different planet for a recon raid.
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 17 September 2015, 07:13:39
Is there a way to generate a single battle for more than one lance?  I know I can add up to 6 units to a lance, but can I use AtB automation for a company-sized battle?

Can I split my forces between two separate planets to work on different contracts simultaneously?  For example, 2 lances deployed on garrison duty and 2 lances on a different planet for a recon raid.

for the first question; yes.  If you are using MekHQ, go to the TO&E and right click on the other lances you want to add to the battle.  They will show up as reinforcements to be added in later turns.  You can modify that by right clicking on them in the lobby in MegaMek.  Then, if the bot forces are not enough to provide the challenge you want, in the lobby, simply generate random army and add the units you wish the bot to have. 
 
for the second question, no.  That has not been implemented(I don't know if they plan to), unless you run two seperate forces as two seperate saves and run them concurrently side by side.  I'm not sure if that would work the way you'd want as then it would be looked at by the computer as two seperate games. 
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 24 September 2015, 08:40:45
Good morning!

Is there a way to bring in units that fled the battlefield for a later game? Like if I'm sortof kindof 'GM'ing' a contract and a crippled enemy unit flees the battlefield, the very next game I'd like to have that unit in the match with the same exact damage and pilot so my boys and I can finish him off and serve justice. Like he tries to run away and we track him down to an enemy base or something?
Title: Re: New to MekHQ - Questions
Post by: scJazz on 24 September 2015, 09:02:03
I think the best way to do it is to save the Unit List either on the turn that the Flee occurs or the turn right before it.

Then in your next game you can import the MUL file delete all the units you are not interested in and taduh!
Title: Re: New to MekHQ - Questions
Post by: cmoreland on 24 September 2015, 09:54:30
I think the best way to do it is to save the Unit List either on the turn that the Flee occurs or the turn right before it.

Then in your next game you can import the MUL file delete all the units you are not interested in and taduh!

Ok, sounds good. Unfortunately I didn't save until the end of the round so it didn't show up in the MUL :(

I'll have to be more alert to such things next time. Thanks!
Title: Re: New to MekHQ - Questions
Post by: VortexRikers on 13 October 2015, 00:47:23
As I've been getting used to the general feel of the rules and combat, I've been toying with aerospace in my AtB campaign.
I noticed my 50 ton medium Corsair v-12 has a whooping 73 armor in its nose alone, easily triple the protection of the heaviest mech I've got, at half the tonnage. I'm beginning to suspect that's incorrect and I'm doing something horribly wrong, these things are flying fortresses and the only danger is failing the piloting roll from damage, and plummeting to their guaranteed death.

Are these armor values 'correct'?
Title: Re: New to MekHQ - Questions
Post by: JenniferinaMAD on 13 October 2015, 01:35:49
Fighters only get four locations, not 11, which means each location is going to take way more hits than on a mech (unless that mech is really unlucky). It's similar for vehicles.

On top of that, every hit on a fighter is a chance to crit if the weapon deals more damage than 10% of the starting armour in the location.

Fighters appear tough, right until the moment they fall apart.
Title: Re: New to MekHQ - Questions
Post by: PurpleDragon on 13 October 2015, 02:52:11
OK, AtB, playing around with some different things so as to try and make it interesting for my players when I get a game going for them.   Using the start game shutdown option, does princess not know how to start her unit up?  How many turns should it take? 
 
It's a "chase" scenario where I am the one running.  (I'm sorry, I think the attacker should be the one chasing so I have a hard time with "attacker" and running).  As an exercise I thought the chasing units start at deployed at the start but shutdown.  I have "relief" units in the form of VTOLs that have to run to the opposite edge of the map and return before they can engage.  ground units can not engage until enemy units are moving.  I just finished round 9 and all princess units are still immobile.   Would this be a bug, Or have I not waited long enough, or,...
Title: Re: New to MekHQ - Questions
Post by: evilmrwiggles on 16 October 2017, 15:39:22
I am having an issue with assigning units to a scenario.

I can not seem to replace units as they are injured or destroyed per scenario. 

I have three lances, two are assigned to my current contract.  After a rather tough fight I had to replace a pilot and a few mechs, but now as I attempt to deploy the unit, either the new mech or pilot will not deploy at all even though they are displayed at the beginning of the scenario.

I have tried to remove from deployment both the unit as a whole and each individual and then reassign but it does not seem to work.  I have tried deploying my other units instead since nothing changed with them but now I can not even seem to begin the scenario.  I have tried using the GM option to erase the scenario and await the next but that does nothing.

What am I missing here?
Title: Re: New to MekHQ - Questions
Post by: scJazz on 16 October 2017, 16:19:17
What version of MHQ are you using?

What is the Battle type?
Title: Re: New to MekHQ - Questions
Post by: evilmrwiggles on 16 October 2017, 16:24:31
0.43.2

Its all types of missions.  The latest is a defend mission. 

Title: Re: New to MekHQ - Questions
Post by: scJazz on 16 October 2017, 16:29:54
use 0.43.4

you are several releases out of date and bug was probably fixed... if it is even a bug.
Title: Re: New to MekHQ - Questions
Post by: evilmrwiggles on 16 October 2017, 16:33:10
it was the most current on megamek.org
Title: Re: New to MekHQ - Questions
Post by: evilmrwiggles on 16 October 2017, 16:35:18
i see where it is.  Ill give it a shot. 

I should be able to unzip it without losing my saved data correct?
Title: Re: New to MekHQ - Questions
Post by: scJazz on 16 October 2017, 16:36:44
Never, ever, ever unzip a new version over the top of an old version.

Make a new folder and move your data over.
Title: Re: New to MekHQ - Questions
Post by: evilmrwiggles on 16 October 2017, 16:44:08
What would happen if I were to say...Do such a thing?  not like I did, because that would be just stupid. 
Title: Re: New to MekHQ - Questions
Post by: Hammer on 16 October 2017, 16:54:31
What would happen if I were to say...Do such a thing?  not like I did, because that would be just stupid.

Mixing versions is a lot like crossing the streams from Ghostbusters.  Can be very bad.  Corrupted campaign files, strange crashs, Fire and brimstone coming down from the skies! Rivers and seas boiling!, Forty years of darkness! Earthquakes, volcanoes...,The dead rising from the grave!,Human sacrifice, dogs and cats living together... mass hysteria!

But most just corrupted Campaign files.
Title: Re: New to MekHQ - Questions
Post by: evilmrwiggles on 16 October 2017, 17:02:21
most of that sounded like fun. 

On another note, last question I hope, does anyone know of a good place for portraits?  On the megamek site I can no longer download from their source.
Title: Re: New to MekHQ - Questions
Post by: Hammer on 16 October 2017, 17:46:18
most of that sounded like fun. 

On another note, last question I hope, does anyone know of a good place for portraits?  On the megamek site I can no longer download from their source.

I've also fixed the link on our site.

http://bg.battletech.com/forums/index.php?topic=16345.0
Title: Re: New to MekHQ - Questions
Post by: evilmrwiggles on 16 October 2017, 19:56:07
I am still having an issue with beginning certain scenarios.  I meet the requirements it seems, but I am still unable to start.  Where would I look for info on why this would be happening.

I have not had a chance to find out if reassignment is still an issue. 
Title: Re: New to MekHQ - Questions
Post by: scJazz on 16 October 2017, 19:58:54
have you advanced the day to the day of the mission?
Title: Re: New to MekHQ - Questions
Post by: evilmrwiggles on 17 October 2017, 00:13:40
Dude, if it ends up to be that simple I may have to just shoot myself.  I am unable to game at the moment, but I will give it a shot tomorrow.  I just noticed there was a date for the mission.  So Im thinking you are right. 
Title: Re: New to MekHQ - Questions
Post by: Southernskies on 17 October 2017, 06:27:04
Don't shoot yourself.  Just disable the ejection system on your unit commander.   >:D
Title: Re: New to MekHQ - Questions
Post by: BLOODWOLF on 17 October 2017, 09:19:24
The most common thing that people get hung up on is special missions like officer duel or star league cache scenarios where you have to manually assign one pilot/mech to the scenario.  I think if you dont have any forces assigned to a role (training, scout, fight, etc) it wont generate scenarios except for special ones.  If your still stuck screenshot it and post here and maybe we will be able to see what is going on (upload the screenshot image to imgur.com then paste the image address URL into the post with the [insert image] button underneath the [Bold] button if you didnt already know).
Title: Re: New to MekHQ - Questions
Post by: promethium on 23 October 2017, 02:25:23
Sorry, silly question but: Does MekHQ do the rolls for reinforcement for you and the bot automatically? Or does it need to be done manually by the player? (As in, the 1 in 6, or 2 in 6 chances of a fight lance / scout lance without a current engagement reinforcing another battle?)
Many thanks!
Title: Re: New to MekHQ - Questions
Post by: Southernskies on 23 October 2017, 05:40:17
Manual.

I usually check out the OpFor and compare to my assigned forces.  Reinforcements are often indicated due to a major imbalance (200t of Vees for 400 tons of mechs...   #P )
Title: Re: New to MekHQ - Questions
Post by: Twin_81 on 23 December 2017, 11:09:15
Can I configure a C3/C3i network in the TO&E or is it in the Megamek lobby only?

Edit: My mistake, I found out that there is a 'Network' item for the normal C3 computers, but I need a C3i one. Currently I can configure those only in the MM lobby