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Author Topic: Coming Soon to MegaMek  (Read 205824 times)

Daryk

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Re: Coming Soon to MegaMek
« Reply #840 on: 12 July 2022, 21:18:25 »
Probes!  Give me ALL the Active Probes!  :o

Vengeant

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Re: Coming Soon to MegaMek
« Reply #841 on: 12 July 2022, 22:21:02 »
Just going to leave this here.


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From the PR Notes.
Adds /singleblind toggle command that is only assignable to bots. Its gives them vision of the entire map, just like /seeall. It cannot be assigned to a human player. Bots given vision with /singleblind do not share /singleblind vision with anyone on their team - so observers, other bots with units, or humans with units on their team do not see anything even if the bot can,

Usage is
1) In Chat box type /who to see which player number princess is.
2) If Princess is 1 then type /singleblind 1 to give to a bot in the player 1 spot.

I am probably missing something obvious, but what's the use case for this / what's the problem this solves?
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Kerfuffin(925)

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Re: Coming Soon to MegaMek
« Reply #842 on: 12 July 2022, 22:37:15 »
I am probably missing something obvious, but what's the use case for this / what's the problem this solves?

on Discord

Me: "So this new /singleblind thing that’s being tested allows you to use the double blind options and not have Princess just mill about until she gets shot at?"

Someone who knows whats going on: "Yes"

Princess couldnt handle double blind, so this lets her cheat so you can still have most of the double blind experience
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pokefan548

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Re: Coming Soon to MegaMek
« Reply #843 on: 12 July 2022, 22:55:10 »
Yeah, that. There's been some conversation about giving Princess some more complex double-blind logic so she moves with more purpose, but in the meantime this will keep her from just wandering around like a lost puppy (or sometimes just... sitting there) until she manages to get a sensor ping or visual spot.
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Hammer

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Re: Coming Soon to MegaMek
« Reply #844 on: 12 July 2022, 23:10:36 »
This would be a specific write-up

This is a chat command toggle - /singleblind. It is intended to give vision of the entire map to a bot player as a partial working option for the bot in Double Blind games. You should get a failure message if it is attempted to be assigned to a non-bot player.

To use, type:
/who - this will give you player numbers. In this example, Princess (a bot) is player 1.
/singleblind 1 - this will give a bot in the Player 1 spot vision of the entire map at the start of the next phase (after any player hits done). It is a Toggle, so if you type /singleblind 1 again, it will remove the vision at the start of the next phase.

Notes:
If it is turned off, unless Princess has direct LOS on an enemy unit, she will forget where enemy units were, and at least in my tests, she will always return to her home edge and mill about, even if she has travelled quite far away from it.

While it is active, she does not share the /singleblind sight with her teammates, even if "teammates share vision" option is enabled. So she will see enemy units and move toward them, but other humans and bots on her team will not see them. So if you want different bots on the same team to have singleblind vision, you need to assign it to each of them. However, once she gets direct LOS on an enemy unit, because of normal vision rules, she will share their location with teammates and remain engaged, even if you turn /singleblind off.

You should get a failure message and it should not work if you attempt to assign it to a human. If you somehow manage to assign it or otherwise give it to a human player, please report it so it can be fixed.
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johnboyjjb

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Re: Coming Soon to MegaMek
« Reply #845 on: 13 July 2022, 09:08:09 »
Since this is intended as a toggle, is there any indication which way it is toggled on screen? Besides being shot at by somebody you didn't think could see you. I'm guessing "No".

Hammer

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Re: Coming Soon to MegaMek
« Reply #846 on: 13 July 2022, 10:12:10 »
Since this is intended as a toggle, is there any indication which way it is toggled on screen? Besides being shot at by somebody you didn't think could see you. I'm guessing "No".
When you activate it says in the chat box. If you type it in again it with say it’s off.
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Hammer

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Re: Coming Soon to MegaMek
« Reply #847 on: 15 July 2022, 12:13:15 »
Coming soon to MegaMek and a thanks to a contributor (IsWas) on Facebook we'll have a Spanish localization of MegaMek.



If anyone is multi-lingual and want to do this it's straight file editing. Keep the English on the left and translate on the right. Below is an example.

Code: [Select]
#Generic Messages
No=No
Yes=Si
Okay=Ok
Cancel=Cancelar
Close=Cerrar
Next=Siguiente
Previous=Anterior
to=hasta


AdvancedSearchDialog.title=Busqueda Avanzada

AimedShotDialog.dontAim=No apuntes

#Advanced client display options
AdvancedOptions.ChatboxSize.name=Tamaño Chat
AdvancedOptions.ChatLoungeTabFontSize.name=Tamaño de fuente de la pestaña Sala
AdvancedOptions.DrawEntityLabel.name=Mostrar Etiquetas de Unidad
AdvancedOptions.MechDisplayArmorLargeFontSize.name=MechDisplay Armor Tamaño de Fuente Grande
AdvancedOptions.MechDisplayArmorMediumFontSize.name=MechDisplay Armor Tamaño de Fuente Mediano
AdvancedOptions.MechDisplayArmorSmallFontSize.name=MechDisplay Armor Tamaño de Fuente Pequeño
AdvancedOptions.MechDisplayLargeFontSize.name=MechDisplay Tamaño de Fuente Grande
AdvancedOptions.MechDisplayMediumFontSize.name=MechDisplay Tamaño de Fuente Mediano
AdvancedOptions.MechDisplayWrapLength.name=MechDisplay Longitud de envoltura
AdvancedOptions.MoveDefaultClimbMode.name=Modo de escalada predeterminado
AdvancedOptions.MoveDefaultClimbMode.tooltip=<html>Establece el modo de ascenso predeterminado.<br/>falso = Pasar, verdadero = Subir</html>
AdvancedOptions.MoveDefaultColor.name=Mover Color - Predeterminado
AdvancedOptions.MoveIllegalColor.name=Mover Color - Ilegal
AdvancedOptions.MoveJumpColor.name=Mover Color - Saltar
AdvancedOptions.MoveMASCColor.name=Mover Color - MASC
AdvancedOptions.MoveRunColor.name=Mover Color - Correr
AdvancedOptions.MoveBackColor.name=Mover Color - Hacia atrás
AdvancedOptions.MoveSprintColor.name=Mover Color - Esprintar
AdvancedOptions.MoveFontType.name=Mover Tipo de Fuente
AdvancedOptions.MoveFontSize.name=Mover Tamaño de Fuente
AdvancedOptions.MoveFontStyle.name=Mover Estilo de Fuente

If you'd like to know more drop me a PM.
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Thom293

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Re: Coming Soon to MegaMek
« Reply #848 on: 15 July 2022, 14:51:14 »
When you activate it says in the chat box. If you type it in again it with say it’s off.

A better method is in the works by someone way smarter than me.  But at least for now, after the next phase if you hover over one of your own mechs, it will not have the hidden graphic effect anymore, and it will say "Has been seen by: BotName."  Like so:




MoleMan

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Re: Coming Soon to MegaMek
« Reply #849 on: 16 July 2022, 04:03:03 »
This is a very cool way to make princess a bit more challenging/a bit less samey, excellent work!

Hammer

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Re: Coming Soon to MegaMek
« Reply #850 on: 08 August 2022, 12:56:50 »
Coming Soon to MekHQ and MegaMek

The ability to enable dynamic scenarios to use fixed MULs. This will allow player built force templates to be loaded from a fixed MUL file instead of randomly generated. Provided the MULs are added to the new data\scenariotemplates\fixedmuls folder.

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BATTLEMASTER

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Re: Coming Soon to MegaMek
« Reply #851 on: 08 August 2022, 18:11:09 »
The ability to enable dynamic scenarios to use fixed MULs. This will allow player built force templates to be loaded from a fixed MUL file instead of randomly generated. Provided the MULs are added to the new data\scenariotemplates\fixedmuls folder.

I'm a little confused about what this is supposed to do.  Does this allow from random assignment from a MUL generated with MegaMek?  For example I generate a Clan Touman, save the MUL, and load it with a scenario for MegaMek to randomly pull units or formations?
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Thom293

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Re: Coming Soon to MegaMek
« Reply #852 on: 08 August 2022, 20:12:48 »
I'm a little confused about what this is supposed to do.  Does this allow from random assignment from a MUL generated with MegaMek?  For example I generate a Clan Touman, save the MUL, and load it with a scenario for MegaMek to randomly pull units or formations?

Right now, it will not randomly pull muls.  That option has been requested though.  But it will pull a fixed mul.  So, for instance, if you wanted to create a Clan Galaxy, and give the pilots SPAs, Edge, Custom mechs, custom ammo, Callsigns, whatever ... in a certain folder structure.  You can then create a Scenario called "Clan Sea Fox Galaxy Battle" and link it to that specific .mul.  Then you could generate that Scenario in MHQ any time you want and have your mercenary force fight it as part of their normal campaign.  And it will launch into MM with portraits, SPA, edge, custom mechs, etc. 

There is a sample test scenario in the files and stuff channel on the discord, if you want to see an example.  But basically - this will allow people to create custom set-piece scenarios that can be launched from MHQ as part of a mercenary campaign. 

But yes, it would be cool if you could create a "Clan Sea Fox" folder, place a number of Sea Fox .muls in it, and have it randomly choose one of them, instead of the same one every time.  But, baby steps.  :)

BATTLEMASTER

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Re: Coming Soon to MegaMek
« Reply #853 on: 09 August 2022, 05:31:17 »
Thanks for explaining that - sounds like a great feature :thumbsup:
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johnboyjjb

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Re: Coming Soon to MegaMek
« Reply #854 on: 09 August 2022, 08:53:41 »
Sounds like the extended functionality could also be a stepping stone to persistent OpFor.

If I can make an OpFor using Windchild's builder, sort that into MULs, and start deleting or collapsing MULs as my mighty warriors start deleting and collapsing the opposition, then I have persistent OpFor lite.  Not perfect but better than the already awesome stuff we have now.

Lanceman

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Re: Coming Soon to MegaMek
« Reply #855 on: 10 August 2022, 08:11:04 »
Sounds like the extended functionality could also be a stepping stone to persistent OpFor.

If I can make an OpFor using Windchild's builder, sort that into MULs, and start deleting or collapsing MULs as my mighty warriors start deleting and collapsing the opposition, then I have persistent OpFor lite.  Not perfect but better than the already awesome stuff we have now.

I didn't realize I wanted this until you said it.  ;D
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Daryk

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Re: Coming Soon to MegaMek
« Reply #856 on: 13 August 2022, 00:10:50 »
Put that way, it DOES sound awesome!  :thumbsup:

Hammer

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Re: Coming Soon to MegaMek
« Reply #857 on: 16 August 2022, 17:46:32 »
Coming soon to MegaMek

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Kerfuffin(925)

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Re: Coming Soon to MegaMek
« Reply #858 on: 16 August 2022, 21:47:30 »
Coming soon to MegaMek



I can’t see anything there. Too blurry and small
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johnboyjjb

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Re: Coming Soon to MegaMek
« Reply #859 on: 16 August 2022, 22:37:45 »
It looks like you can research units without starting a full game. Maybe just from the launch screen.

Or it could be something completely different.

Hammer

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Re: Coming Soon to MegaMek
« Reply #860 on: 16 August 2022, 22:47:23 »
It looks like you can research units without starting a full game. Maybe just from the launch screen.

This!
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Kojak

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Re: Coming Soon to MegaMek
« Reply #861 on: 17 August 2022, 01:54:48 »
Wow, that's a feature I never realized would be incredibly useful until it was offered to me.  ;D


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Daryk

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Re: Coming Soon to MegaMek
« Reply #862 on: 17 August 2022, 09:10:58 »
Definitely a quality of life improvement!  :thumbsup:

Kerfuffin(925)

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Re: Coming Soon to MegaMek
« Reply #863 on: 17 August 2022, 16:32:01 »
It looks like you can research units without starting a full game. Maybe just from the launch screen.

Or it could be something completely different.

Now that you say that the picture makes much more sense. I am looking forward to that. Lots of good stuff in the works.
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Hammer

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Re: Coming Soon to MegaMek
« Reply #864 on: 09 September 2022, 11:03:40 »
I'm just going to leave this here.

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pokefan548

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Re: Coming Soon to MegaMek
« Reply #865 on: 09 September 2022, 19:41:54 »
Even if the actual meat of MegaStrike isn't there yet (and probably won't be for a loooong while), we're getting so much support, lol.

Looks good. Will be very handy.
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BATTLEMASTER

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Re: Coming Soon to MegaMek
« Reply #866 on: 10 September 2022, 06:29:03 »
Awesome!  I look forward to seeing AlphaMek at some point!  Even though MegaMek speeds up BattleTech play substantially, there would still be a huge speed boost for larger battles with Alpha Strike rules  ^-^

This'll certainly make it easier to port custom variants to Alpha Strike :)
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Hammer

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Re: Coming Soon to MegaMek
« Reply #867 on: 10 September 2022, 10:10:57 »
Awesome!  I look forward to seeing AlphaMek at some point!  Even though MegaMek speeds up BattleTech play substantially, there would still be a huge speed boost for larger battles with Alpha Strike rules  ^-^

This'll certainly make it easier to port custom variants to Alpha Strike :)

If/when it happens it will be MegaStrike.
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rjhancock

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Re: Coming Soon to MegaMek
« Reply #868 on: 10 September 2022, 10:19:11 »
If/when it happens it will be MegaStrike.

I should point out that Hammer asked me to look into doing this a few years ago. Still looking at it. :)

Daryk

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Re: Coming Soon to MegaMek
« Reply #869 on: 10 September 2022, 10:34:46 »
Perhaps MegaISAW at some point in the distant future?  :)

 

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