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Author Topic: MekHQ - "Just how does it work?" edition  (Read 72568 times)

Professor Lemur

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MekHQ - "Just how does it work?" edition
« on: February 05, 2015, 11:12:20 am »

Gentlemen. I have took a look around and am sorely disappointed to see a lack of MekHQ in the forum. I plan to change this.
So with this, I will open up this thread for MekHQ, a sister program of Megamek where you can pore over every detail of your mechwarriors!

What exactly is this MekHQ and Megamek you're talking about, Professor?
Essentially, these two applications are free fan-made programmes made for gameplay in the Battletech universe. Megamek works as the sort of digitalised PC/Mac/Linux platform that allows oyu to play Battletech on your computer. It is a wondrous thing, and does all the hard stuff like dice rolls for you. MekHQ deals with campaigns and the overall management of your crew.
MekHQ is what we are going to focus on.
If you don't know what Battletech is, it is boiled down to "different factions vie for power through giant robots fighting each other." There are different sides to choose from, like the Inner Sphere's Draconis Combine (Space Samurai), to the Cappellan Confederation (Space Commies), to the Free Worlds League (no, YOU SHUT UP! >:( ). Then there are the clans and ComStar but that's for a different time. (and Word of Blake, but screw those guys.)

With that out of the way, let's start maneuvering the interface's minefield to begin a campaign and learn the ropes.
In this OP I will start attaching different things like a download link for the latest campaign save, and even an IRC if we want to communicate with it easier.

For all intents and purposes, we will be using the latest version of MekHQ, as well as Against the Bot, a combined version of which I have put up for download in the links.

Now with the voting complete, we will be playing with an unexpectedly popular faction: the House Atreides House Marik of the Free Worlds League in the FedCom Civil war Era. Who knows, we may even play through to the Jihad.
Be prepared to fight Lyrans, pirates, Cappellans and even other citizens of the FWL. Be careful to not lose your assigned Mechwarrior, or terrible repercussions may follow.
If you have any questions, either ask in this thread or PM me, and I'll try to help whenever I can.

Download Links:

http://www.mediafire.com/download/4ypksbj8upe4qil/MekHq+ATB.rar Fetch the version of MekHQ that I'm going to be using here. Comes with ATB rules!
http://megamek.info/forums/index.php?board=13.0 Forums for MekHQ
http://bg.battletech.com/forums/megamek-games/getting-started-with-against-the-bot/ This will give you help with setting up a campaign with AtB. Check the third post for a slightly more in-depth tutorial.
https://www.dropbox.com/s/3zyysh0g2l3tpux/AtB%20rules%202.30.xls?dl=0 Having trouble with the combined .rar? Try this download instead!
« Last Edit: March 01, 2015, 09:02:43 am by Professor Lemur »
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Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #1 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.
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ndkid

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Re: MekHQ - "Just how does it work?" edition
« Reply #2 on: February 05, 2015, 05:34:07 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.
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Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #3 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?
« Last Edit: February 05, 2015, 06:20:40 pm by Xardalas »
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jocan2003

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Re: MekHQ - "Just how does it work?" edition
« Reply #4 on: February 05, 2015, 06:46:45 pm »

Make me think of that battlemech thingy game from what company was it? Firelower sunflower studio something like that? very old in fact, only had hotseat action and randomised mission. You had to take care of your jokey, had monmey if i remember right? Also you could create your jokey and it was in fact *taking them* from prison...
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RedKing

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Re: MekHQ - "Just how does it work?" edition
« Reply #5 on: February 05, 2015, 07:50:16 pm »

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.
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Rolan7

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Re: MekHQ - "Just how does it work?" edition
« Reply #6 on: February 05, 2015, 08:02:09 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?
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Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #7 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
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Professor Lemur

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Re: MekHQ - "Just how does it work?" edition
« Reply #8 on: February 06, 2015, 05:50:36 am »

Just added some extra stuff to the OP, including a deadline for voting.
To help your friendly neighbourhood Clanner, please highlight your vote in bold. It helps me count.

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.
I'm currently using 0.20, so I can't say anything about the more recent versions. Generally the contracts seem to be player made from my impressions.
As for the OpFor, I've always ended up just using a separate client of Megamek and joining the scenario to play the game.
 
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?
Yeeeeah, I've been thinking about that. I've even had a massive op ready for posting. But it's going to be very complicate. For now I want to establish MekHQ while using Let's Play almost as a tutorial for how to use MekHQ.
Tl;dr it should be. And I'll get around to it once I know what I'm doing.

Next quotes!
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.
I think I like your choice. Something that comes with the FWL are the brilliant Caballero's Camachos, Space Texicans.
I may be wrong but isn't the 3020's the start of the Fourth Succession War? It'll be interesting playing in an era where people forgot about Kerensky.

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?

Hmm. Well, first of all, the Word of Blake are essentially extremists that spawned from Comstar. Universally disliked by players (for being edgy assholes) and the rest of the Inner Sphere (for breaking the Ares Convention and nuking planets). Got a lot of BattleTech players turned off.

We can also explore the many options of MekHQ and get you sorted out. What I can't do I know other players will. And once the campaign we roll with goes underway, I will be posting downloads of the saves so you can keep following.

Finally, I'm not entirely sure about there being procedurally generated scenarios. I always found it easiest to set up objectives in my head and type the /victory /defeat codes when necessary. Maps cam also be generated through Megamek and well, most of the game is played through Megamek.

Also, 3025 and +1
If this is a vote for those two I'll get them up now.
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'Cause your horse don't dance and if he don't dance, then he's no horse of mine.
ASK ME ABOUT MY OBSCURELY LARGE MEKHQ ARMY

RedKing

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Re: MekHQ - "Just how does it work?" edition
« Reply #9 on: February 06, 2015, 09:17:54 am »

Yeah, MekHQ strikes me as more of a "DM's assistant" than anything. I've got all the sourcebooks that cover merc contracts and the rules thereof. I know procedural maps based on each planet's topography and climate are possible, because MegaMekNet does that. Dynamic missions however, are a bit trickier. Especially scaling it to fit the player's force. Be a hell of a downer for the RNG to drop the entire 2nd Sword of Light attacking you if all you have is a lance of newbies.
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ndkid

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Re: MekHQ - "Just how does it work?" edition
« Reply #10 on: February 06, 2015, 09:21:57 am »

Yeah, MekHQ strikes me as more of a "DM's assistant" than anything. I've got all the sourcebooks that cover merc contracts and the rules thereof. I know procedural maps based on each planet's topography and climate are possible, because MegaMekNet does that. Dynamic missions however, are a bit trickier. Especially scaling it to fit the player's force. Be a hell of a downer for the RNG to drop the entire 2nd Sword of Light attacking you if all you have is a lance of newbies.
I think that depends on your objectives. The problem with a merc company with every battle always being equally matched for me is:
1) It totally breaks any sense of verisimilitude;
2) It flexes only one specific sort of tactical muscle

I want to know what it's like to have to try and retreat in a way that doesn't give a superior force lines with their LRMs. I want to have to decide whether it's worth leaving a sacrificial screening force behind. I want the occasional mission-gone-wrong that shrinks my force a bit and makes me work to grow again.
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RedKing

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Re: MekHQ - "Just how does it work?" edition
« Reply #11 on: February 06, 2015, 09:49:30 am »

Oh I'm not saying that the occasional "ohshitrun" mish wouldn't be fun, but that shouldn't be something arbitrarily tossed at you by the RNG. That's where a human GM comes in to decide the level of appropriateness. IIRC, there's a whole huge ruleset for simulating planetary invasions where there's multiple regiments involved on both sides and your unit is just a tiny part of the overall campaign. Can't remember which book that's in though, the old Mercenary's Handbook, the Field Manual: Mercenaries, or possibly one of the other books. All mine are boxed up somewhere around here, along with all my TRs. (I have probably close to $1000 in FASA material between my Battletech and Renegade Legion shit....now if somebody were to create a program like this for RL: Prefect, I could die a happy man).
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Professor Lemur

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Re: MekHQ - "Just how does it work?" edition
« Reply #12 on: February 06, 2015, 11:04:48 am »

One of my (read: only) campaigns are set around the DC border, where you have to capture a few worlds to help put some pressure on the Combine, so they have three fronts to face.  As such it gives me some idea on how to run missions.
Convoy interception (because fuck having to escort them), infaninfantry/elemental insertion, ambushes.... It really helps if you have some idea on what you want. Counter recon? Make sure two light tanks don't reach the other side, otherwise it's a mission failed.
It doesn't just have to be "lances fight each other".
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You can lead a horse to water, you can leave your horse behind.
'Cause your horse don't dance and if he don't dance, then he's no horse of mine.
ASK ME ABOUT MY OBSCURELY LARGE MEKHQ ARMY

Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #13 on: February 06, 2015, 01:37:02 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 ?
« Last Edit: February 06, 2015, 01:39:34 pm by Robsoie »
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Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #14 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.
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