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Messages - Xardalas

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511
Other Games / Re: MekHQ - "Just how does it work?" edition
« on: February 06, 2015, 02:32:13 pm »
Thanks, i'll try to get an account there to check those rules.

Yeah, if you want, I have the latest version of the rules, I could just upload em to dropbox and post a link here for all of you guys if you'd like.

512
Other Games / Re: MekHQ - "Just how does it work?" edition
« on: February 06, 2015, 02:28:21 pm »
I've been interested in trying to "roleplay" some missions with MekHQ, as so far all i have been doing was random battles with Princess on Megamek.
After googling about that "Against the bot" campaign often referenced for that kind of solo MekHQ game, i found this thread :
http://bg.battletech.com/forums/megamek-games/getting-started-with-against-the-bot/

That refer to a custom MekHQ build ( from Dylan's BattleTech Emporium ) that include Against the bot as a campaign , does this mean the MekHQ from megamek.info does not feature that campaign ?

Additionally, there's talk about some against the bot rules that could be downloaded here :
http://bg.battletech.com/forums/megamek-games/campaign-rules-against-the-bot-thread-3/

But maybe i'm looking on the wrong place but i see no download ?

So any help please ?

You have to be signed into their forums to be able to see the downloads. You do have the correct rules though and your first link is the way I use it to set up the campaign.

Contract generation is in the development versions of mekhq and I use it fairly often. It's about a thousand times better than the stable version and I haven't had in crashes or issues with it at all honestly.


As for the questions most of yall have had about the force scaling. Mekhq options gives you the choices to decide how evenly matched or over matched your forces are. I've had some missions where the odds were heavily in my favor, and other missions where it was possible to win but with the odds stacked against you.

From my general experience of about threeish months messing around with mekhq, the missions tend to be pretty nicely balanced out in the variety you get. The difficulty for the missions also depends on what sorts of contracts your company accepts. Garrison contracts by nature tend to have easier missions by default just due to the low risk nature of those contracts. You can also see the veterancy level expected for the hostile forces raised against you listed on the contract when you accept it.

3025 as the year, Free Worlds League.

513
Other Games / Re: MekHQ - "Just how does it work?" edition
« on: February 05, 2015, 08:39:48 pm »
Disclaimer:  My understanding of the *amazingly deep* mechwarrior/battletech universe is limited to (in order I played) Mechwarrior 2 (Jade Falcon represent!), a tiny bit of Mechwarrior: The Crescent Hawks RevengeInception, Mech Commander 2, and the lovely Mechwarrior Mechwarrior 4: Mercenaries.

Not exaggerating for effect, I'm a bit lost upon running MekHQ.  And not just on the interface.  The default year is dealing with some Word of Blake thing, a "Jihad", which I've never heard of.

I did a practice round of Mektek, using 4 mechs on each side under the same total battle value vs the included "Princess" AI.  I lost of course, but it was fairly fun.

But, on MekHQ I'm a bit lost.  I was able to fly from star to star, but I seem to start with no credits, mechs, or pilots.  I get the impression the player is expected to build themselves a starting scenario.  But here's my question...  The detailed star map seems to imply that there are procedurally generated missions.  Is that right, or is it just a (very robust) framework?

There is a bit of set up you need to do in the options to configure it for Against the Bot rules which govern the contract generation and such. If I get free time one of these days, I wouldn't mind showing you how things work in it.

I'll vote Free Worlds League for maximum kebab removal. (What? The League is basically the Balkans in Space).
Plus I always loved the Trebuchet, and that's a House Marik staple.

Much more important than who you're playing though, is WHEN you're playing.I'd vote 3025 or 3050. 3055 only if I'm horribly outvoted.
3058, I can bear with much teeth gritting.
3060 onward, lolnope.

Also, 3025 and +1

514
Other Games / Re: MekHQ - "Just how does it work?" edition
« on: February 05, 2015, 05:55:45 pm »
I keep meaning to see whether MekHQ already handles everything related to running a mercenary company (presenting contracts, letting me choose one, rolling randomly behind the scenes to see what sorts of OpFor actually exist wherever I choose to go, generating battles based on my force and the OpFor as a function of that), or if that's something I'd have to build into a fork.

It does. It's all added in it. At least contract generation is. Mekhq is designed with merc company play in mind.

Also, on a sidenote, OP, if your looking to get a game for this started, shouldn't it be in Play With your Buddies instead?

515
Other Games / Re: MekHQ - "Just how does it work?" edition
« on: February 05, 2015, 05:08:03 pm »
Was a thread about megamek a while ago.  Had a fair bit of interest, I'll be interested in seeing where this goes. I use mekhq myself as well.

516
I would prefer another action or two before posting the update.

517
Mmhm, Is the new way I'm listing the turns easier to understand? Or at least give you a better idea of what is going on?

518
There will be no battle map this turn.

A wild idea crosses your mind as you look at the newly warped in IR destroyers and battleship. As far as you had known, those ships were definitely not native to this region. Your ship personally hadn't been in any raids against the IR, so it was very unlikely that you would be associated with any pirate factions. To top it off, the last time someone had checked the IR space, there certainly hadn't been a capital ship along their borders, which meant they must be new arrivals to the area. They might not even be aware of your faction's existence, it wasn't like your group had raided IR space in a while.

At your order, your view screen is filled with the sight of a aging human looking to be around in his fifties. He has a slight paunch to his stomach and his hair had gone grey a long time ago. "This is Militia-Ship 01 requesting assistance. Ventros Space station is under assault from pirates. We humbly request your assistance in dealing with the scum. We've engaged the escort located by our vessel in boarding actions. We request that you leave that one to us."

His face stares back at your impassively for several long moments before pulling up something on the console at his chair. You can see his eyes flicking down for several long moments as he reads through whatever he has pulled up before finally speaking. "Militia-Ship 01, This is the Capital Ship Ebbor. We weren't aware a station had been set up in this sector of space. We are willing to offer our assistance in removing the pirates from your space."

You offer your thanks to the captain and cut the coms, at the same time you ensure that your coms officer sends out a alert to the Tyros and Ventros telling them not to fire on the IR ships lest they ruin your rather quickly thought up plan. You received affirmatives from both of your allies.

You glance towards the readout of your ship and note that the two laser banks you had diverted power from had been repowered. You tap the icon of LB's 3 and 4, sending repair crews to those sections to fix the issues with them.  About a moment later your coms officer pipes up, "Boarding teams have breached the ship and engaged the ship crew. The officer with estimates the ship should be under your control shortly, the crew is lightly armed."

Your Faction!

Your ship, You order repair crews to being fixing the damaged LB's and remain in station around the Xilos Escort as your boarders begin the assault.

The Ventros fires out another barrage of laser beams and missiles from it's weapons, only to have the beams slam into the shields of the Xilos Battleship and cause the shields to spark a little bit. The missiles impact a moment later and don't seem to have much of a effect against the hostile ship either.

The Tyrol roars to life as it's engines kick into high gear and the escort ship darts forward, the escort ship gunning it as it moves to assist the Ventros. You received a message for it that it is targeting Xilos Destroyer 1. A barrage of missiles escape from the ship as it fires at Xilos Destroyer 1.

The boarding party, The pirate marines burst into the escort ship the moment the hull is breached. Their rifles blaring as pulses of energy fly towards the defending crew. Several of the defending crew fall under the hail of laser fire and give only ineffective return fire.  20 marines vs 24 crew.  Six crew died!

IR Empire

Destroyer 1 guns it's engines as it starts to move towards Xilos Battleship 1.

Destroyer 2's engines roars to life as it follows it's sister ship and travels toward Xilos Battleship 1.

Capital Ship Ebbor slowly begins to move as it's engines turn on and it travels towards the Ventros Space Station. Your sensors detect a rather large energy signature beginning to form at the front of the ship.

Xilos Raiders

Escort 2, Remains dead in space as it's crew musters to fend off the boarders. The defending crew scramble into cover after that initial salvo from the pirate marines. A few of the braver crew poke out and return fire with their sidearms. Several of the rounds hit but the damage is absorbed by the armour.  20 marines v 24 crew.

Destroyer 2, appears to realize that new ships have jumped into the system. It's engines flare out as it moves closer to the Ventros space station. It's weapons fire out again as the laserbeams arc around and slam into the station shields. The shields collapse entirely under the weight of the assault right as the railguns fire. The shards of metal shooting out from the tip of the destroyer only to miss the station entirely. You can only imagine the yelling that the gunner is getting for missing a stationary target.

Destroyer 1, opens fire on the Ventros space station as well. It's laser beams slamming into the armour of the station. A few armour plates seem to be scorched.

Battleship 1, sensing that the Ventros space station might be nearing it's end, opens fire with all of it's weapon systems. Laser beams arc across the station and dance across the plating, scorching a few of the armour plates. Shards fired from the railguns slam into the station armour and the plates visibly dent from the impact. Finally, a pair of missiles slam and explode across the station armour.

Spoiler: Current Ship status (click to show/hide)


519
Forum Games and Roleplaying / Re: How Well Known is the Person Above You?
« on: January 12, 2015, 06:58:46 pm »
5/10

Gah! It's you again! Stop stalking me!

520
Forum Games and Roleplaying / Re: How Well Known is the Person Above You?
« on: January 12, 2015, 12:38:38 pm »
10/10

Eh, another one of those damn nobles! Stop mandating adamantium toys dammit! 

521
Okay then, if anyone asks we're a peaceful militia formed for self-defense against these evil pirates which continually attack us.

Hail the IR forces. Try to keep a straight face as you ask them to aid us against this pirate invasion. Do mention that some of our crew is boarding one of their ships, and ask them not to blow that one apart.

Furthermore, get the crew working on restoring our laser batteries, or if that doesn't work, redirecting their power to the remaining ship systems.

For actual battle actions:

I dunno, can we get an overview of what's on our side and what's on the enemy. The map isn't really clear.


Eesh, Yeah, I know. >.< I'm still looking for a decent tile editor. I'm still surprised as hell that the one I'm using right now doesn't allow you to label objects.

Anyways, as what is going on in the battle.
Allied Units
Ventros Space Station
- Shields have nearly collapsed
-Only has three Heavy Laser Mk.III's working and a three Missile Launcher's Mk. II working
-Armour seems to be moderately damaged
-Under constant assault from two Xilos destroyers and one Xilos Battleship

Tyrol
-Undamaged shields
-Undamaged armour
-Unknown weapons

Your ship
-Heavily damaged shields
-Moderately damaged standard armour.
-Two laser banks disabled for shield charging. Two not responding. Two railguns, loaded and ready. Two missile banks, loaded and ready.
-Is readying for a jump.
-has launched boarders at Xilos escort 2.


Xilos Faction

Escort 1
-Destroyed by your ship.

Escort 2-
-Shields have collapsed. Restored in two rounds
-Minor damaged Patchwork armour (Due to boarding pods cutting through it.)
-Appears to have a array of laser banks
-Appears to be occupied with preparing to repel boarders
-Far north of the station

Destroyer 1
-Undamaged Patchwork armour
-Undamaged shields
-Appears to just have short range laser banks.
-North of the station

Destroyer 2
-Undamaged Patchwork armour
-Moderately damaged shields
-Appears to have a mixture of railguns and lasers.
-East of the station

Battleship 1
-Undamaged Standard armour
-Undamaged Shields
-Appears to have a mixture of lasers, railguns and missiles.
-South-east of the station


IR Empire

Destroyer 1-
-Undamaged Standard armour
-Undamaged shields
-Unknown weapons systems
-Unknown objectives
-Located at west side of the map

Destroyer 2-
-Undamaged Standard armour
-Undamaged shields
-Unknown weapons systems
-Unknown objectives
-Located at west side of the map

Capital ship 1-
-Undamaged Heavy armour
-Undamaged shields
-Unknown weapons systems
-Unknown Objectives
-Located at west side of the map.



522
How well known is our pirate group?

I mean, apparently they send a Capital ship after us, which means it's rather serious, isn't it?

Your faction is known to the IR although your not considered a very large threat. More often, most of your skirmishes as of late have been against the Xilos Raiders.

Capital ships aren't exactly common, but they aren't super rare ships either. A few pirate factions actually have the funds and resources to fund their own capital ships. You've heard rumors that your faction has a capital ship but your not aware if there is any truth to the matter, or where it might even be.

*Edit* Also, if I didn't make this clear. There are three groups in play right now, Your Faction, which controls the Ventros space station, The Tyrol Escort ship and yourself. The IR Empire, which has those two destroyers and capital ship. And finally, the Xilos Raiders, another pirate faction which is currently assaulting the space station.

523
Quickly issuing orders to your crew as you call out over the coms for the boarding parties to prepare for launching. Within about ten seconds the pair of lights beside the boarding pods on the console flicker to green and you jam your finger against the button to launch them. Two large cylindrical pods burst from the side of your ship as the engines kick in and they sprint towards the escort. It's clear that the captain freaks out about the boarding pods as his escort ship suddenly lurches off to the side, pulling him away from your ship hull and into direct range of your weapons. Knowing that the pods aren't capable of going through the shields, you order the Heavy laser's to open fire. A pair of blue beams fire out from the sides of your destroyer before arcing around and heading towards the ship.

The first beam slams right into the midsection of the shield, the high power beam dragging across it as the shields spark and ripple wildly under the impact. The second beam only hits the shield for a few seconds before the escort ship lurches wildly again off to the side in a desperate attempt to avoid the weapon's fire. The shield's fizz and snap out entirely as they overload.

Once the shields are you down you yell out, "Hold fire! Let the boarders do their work!" You can see the two pods slam into the ship and sparks start to fly from where the two pods touch as they begin to slice through the hull. Your coms officer reports in, "The boarders say they are slicing through now, they estimate that they will be through the hole in roughly a minute!"

Surprisingly enough, the escort doesn't open fire on your ship, it seems the crew is preoccupied with something else. You order the Heavy Laser's to be shut down and have the power diverted from them into the shield generators. Across your console you watch the energy streams being diverted and you notice with a bit of relief that your shields seem to be restoring a bit faster than they would normally.

5 Shield power restored! Two Boarding pods temp. lost. Twenty pirate marines cutting through hull on escort 1!

At the friendly station ventros, you can see the partially disabled weapons batteries opening fire. Several lasers and nearly a dozen missiles slam into the closest pirate destroyer and obliterate it. The returning barrage from the remaining hostiles is enough to nearly collapses the shields on the station. It likely won't be able to withstand another salvo like that.

It's at this point that your sensors officer cries out, "Contacts identified! I misread the signatures! It's not seven contacts warping in! It's a friendly contact, two unknown contacts and a large unknown! Wait, no. Shit! Those are Imperial republic ships!" Even as the sensor's office is calling out the report, you can see the ships as they begin to arrive in system. The friendly contact appears in first, your sensors indicate that it's the Tryol. It's a escort class ship, although you can't recall the captain's name. He had only joined up recently with your pirate group.

The next two contacts warp in, the very distinct, slick lines of the newly produced IR destroyers grace your screen. Unlike your own ship, those were latest designs available and were only in use by the military. The next IR ship to warp in brings total silence onto the bridge though. The large, bulky capital ship appearing. It size dwarfed the shapes of the sleek, new destroyers next to it.

"Prepare to jump."

You know that it will take about a minute for the drives to warm up. This however can be canceled if you wish it.

You have boarded one of the hostile pirate escorts. Two new hostile destroyers have warped in along with one capital ship.

What do you do? If you continue to warp, Where do you wish to travel to?




Spoiler: Current Ship status (click to show/hide)

Spoiler: Battle Map (click to show/hide)
Spoiler:  Battle Map Key (click to show/hide)

Spoiler: Galactic Map (click to show/hide)

Spoiler: Galactic Map Key (click to show/hide)


Spoiler: GM Note (click to show/hide)

524
Forum Games and Roleplaying / Re: You are a outdated destroyer captain!
« on: January 11, 2015, 08:24:19 pm »
Your fingers dance across the console screen as you power the weapons that are readied and available for combat. You can hear a few other groans on the bridge as the other bridge crew climb to their feet or right themselves, most of them appear to have minor injuries of some sort. You start barking out commands, "Man your stations! Now! Helm, power to the engines and begin evasive maneuvers. Weapons, lock onto the hostile escorts and open fire!"

As your yelling out orders and commands to the bridge crew, your Coms officer pipes up, "The hideout is under heavy assault. Three destroyers and a battleship are pounding into her with heavy weapons fire. The station reports that shields are holding for now but most of their weapon systems were disabled from the initial salvo."

On the view screen, you can see the station shields flaring out brightly as multiple laser beams lance across it and ripples running through the shields as it's impacted by heavy railgun rounds. Your destroyer roars to life as the ship shakes with vibrations as it enters into combat speed. You turn your attention back to deal with the two hostiles directly a head of you.

At your command, vibrant, blue beams burst from the sides of your ship and arc around till they all converge on the first escort. It's shields flare out and spark as they absorb the fire from your lasers. Your feel a small jerk run through the floor as the railguns fire next, sending a burst of gigantic metal shards out from each gun at unbelievable speeds.  You can see the escort you had fired upon veer off to the side barely dodging the burst of shards from one gun while the four shards fired from the other impact into the shield and promptly cause it to overload and flare out. Excellent, you hadn't actually damaged the shield generators, it would just take a few minutes for them to cool off. At that point, a pair of missiles burst from the tip of your destroyer and slam into the shield-less escort. The missiles themselves might have been out of date by a few decades, but the heavy payloads were designed for use against capital ships and the resulting explosions completely obliterate the targeted ship.

At the same time, the other escort darts around you, gaining speed as it's captain brings it alongside your ship, a barrage of laser beams bursting out from it as they hammer into your shields. The shields flare out wildly before sparking as they come to close to collapsing beneath the impact. To make matters worse, the remaining escort seems to be doing it's best to actually hug close to your destroyer, your weapons are having issues being brought to bear on it.

You hear one of your bridge officers call out, "Shields have nearly collapsed sir!" A few seconds later the sensors office calls out, "The sensors are picking up multiple rifts opening up near by. Multiple ships are inbound into this area. I'm unable to determine if they are friendly or hostile yet!"

You've wiped out one of the attackers, although the other is harassing your ship. The Ventros was under a heavy assault and had most of it's weapon systems disabled for the moment. And to top it off, your sensors had picked up seven new contacts that were in the process of jumping into the system.

What do you do?

Spoiler: Current Ship status (click to show/hide)

Spoiler:  Battle Map! (click to show/hide)

Spoiler: Map Key (click to show/hide)


525
Forum Games and Roleplaying / Re: You are a outdated destroyer captain!
« on: January 11, 2015, 05:20:42 pm »
I could use a action with that choice! :P Also, shamelessly bumping my own thread!

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