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Author Topic: MekHQ - "Just how does it work?" edition  (Read 72618 times)

Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #225 on: November 09, 2020, 05:23:00 am »

Reading around the release notes, i notice in Megamek Princess has been improved in its handling of the map and tactical situation.
While it sounds great, it also makes me a bit worried, because when there were a good amount units in the map Princess was very noticably working slower , making each AI turn a very long annoying wait.

The only way to make the waiting time not too annoyingly long was to go to View -> Game Options -> Initiative Rules and having all Simultaneous (deploy/move/target/firing/physical) settings checked, along with Team Roll Initiative (in basic options) unchecked , and additionally increasing a lot its Berserk setting.

Has Princess improved in turn speed in recent releases or is it getting worse (due to it making more tactical calculation now) ?
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Duuvian

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Re: MekHQ - "Just how does it work?" edition
« Reply #226 on: November 09, 2020, 12:54:55 pm »

I would say it's a very slight increase in speed. On large maps princess still takes a very long time in the move phase. I pulled a super-nerd maneuvor and played Aurora at the same time as MekHQ while I waited on Princess's moves.

One thing you could try is picking a small map in the lobby; small maps reduce the calculations Princess does in move phase.

Another thing I've done for some large battles is have the player forces show up late as reinforcements. If you do that you click the end phase button while the AI does it's thing for 8 rounds or so until you show up and have to click more stuff.

If you set the player forces as bot controlled you don't have to even click phase end buttons.

Not ideal I know but that's how I played the story campaign I'm playing. I started as an ultra-green teenage mech inheritor, made him Founder, and then stuck his Stinger in a training lance with a veteran level lieutenant taking cadre duty contracts until he was around 18 and I made the actual unit. The only missions the training lance was getting were Special Missions because I set the intensity on training to 1% to reflect a rear area garrison contract in exchange for pilot training for independent mech owners. You can set the contract payout low so the trainee unit is earning maybe 40-50k C-bills a year which makes sense as he's mostly benefiting from the training. I do a last contract with more fighting as a sort of graduation contract before I start the actual unit from the trainees.

The officer found a surprising amount of Star League caches. I played him like Sgt Unther from Mechwarrior 2; going out on lone wolf patrols for bounties for that one bed, one bath back on Galatea. He started with a nonsensical weapon specialization (a primitive version of something) so I changed it to Large Laser because he started in a Phoenix Hawk 1K. He was shot out of it on one of the Special Mission "patrols" (since my other pilots were all green). Since he managed to get a few kills, I RP'd that the merc unit the training lance was attached to gave him a new ride and rolled up a rare Sentinel for him. After being shot out of that one, I bought him a Phoenix Hawk legit off the unit market which he died in, leaving behind a wife (who was in the personnel market, owned a mech, and was green so I recruited her) and three children. The wife joined the new merc unit because I actually liked Liuetenant Xuan, the deceased officer, callsign Coach.

I found a Phoenix Hawk LAM early on, can't remember if it was salvage or on the unit market. The Founder is driving it around right now and I'm putting points into Aerospace stuff. He's still ultra-green in flight mode, which is probably ok because I haven't figured out how LAMs work yet.

Spoiler (click to show/hide)

EDIT: Currently year 3026. I think I started around 3020. I chose that time so the Founder would be middle aged and with a gang of adult children in various roles when the Clans show up. I tried doing that even earlier in 2980ish but it took forever once the unit bloated up to regiment size so I started in the early Renaissance this time.
« Last Edit: November 09, 2020, 01:28:43 pm by Duuvian »
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
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MrRoboto75

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Re: MekHQ - "Just how does it work?" edition
« Reply #227 on: November 09, 2020, 02:06:36 pm »

I thought lams weren't implemented fully in megamek.
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Duuvian

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Re: MekHQ - "Just how does it work?" edition
« Reply #228 on: November 09, 2020, 02:22:52 pm »

I thought lams weren't implemented fully in megamek.

Could be, I dunno. I have one in the ToE though.

I haven't tried to figure it out yet other than not seeing a "convert" button or something but I haven't looked for it yet either.

The MekHQ part seems more stable than it had been in the past. Things like the parts list don't take a few seconds to load anymore for example. MegaMek's AI does still take a long time unfortunately but I'm not sure how correctable that is without making Princess worse.

One thing Princess does that is odd is taking risks for driving rolls in vehicles. It crashes one or two almost every game unless the drivers are elite. It's kind of adorable unless its the civilian trucks you are supposed to be protecting. However it's been using VTOls, naval units, infantry, artillery and mechs acceptably well. It's even been doing some sweet bomb runs and a mechbuster conventional fighter pair I added to my allies for parity were the MVPs of a Special Mission Big Battle that had my little trainee lance against the usual mix of much heavier mechs.
« Last Edit: November 09, 2020, 02:32:08 pm by Duuvian »
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
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Iduno

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Re: MekHQ - "Just how does it work?" edition
« Reply #229 on: November 09, 2020, 05:17:11 pm »

Yeah, Princess understands mechs, but vechicles (including air) aren't quite there yet.
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Duuvian

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Re: MekHQ - "Just how does it work?" edition
« Reply #230 on: May 08, 2021, 04:11:16 am »

There is a new version out. It looks like there is a strategic map added to it.

They also changed to java 11, and Oracle is distributing Java differently or something so it's recommended to use a different Java thingy I guess. It describes it much better here.

https://megamek.org/2021/05/01/New-Development-Release-v0.49.0.html

.49 snapshot
https://github.com/MegaMek/mekhq/releases/tag/v0.49.0

A handy link to keep an eye on changes:
https://github.com/MegaMek/mekhq/pulse
« Last Edit: May 08, 2021, 04:13:48 am by Duuvian »
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #231 on: May 08, 2021, 06:51:10 pm »

oooh. Stratcon looks fun. That should be amusing to mess with.
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Duuvian

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Re: MekHQ - "Just how does it work?" edition
« Reply #232 on: May 09, 2021, 06:49:17 am »

It does, but I either installed the opensource java wrong or there is a bug with scenario completion in the dev snapshot 49.0

In fact there is a bugfix for that in 49.1 so I'm pretty sure that's what it is. I don't think they've compiled and posted a snapshot for it though, so if you are like me and compiled it like one time after all sorts of tribulation and then forgot how to do it, might want to wait for the next snapshot.

If you can compile AND report the bugs there, you are my hero.

From what I saw, the lobby seems to be running much faster and looks different, and I bet is nicer in other ways I didn't really play with yet. I just generated a quick lance and retreated first turn in a scenario  (I was trying to find the stratcon map to be honest) so I didn't see very much yet.
« Last Edit: May 09, 2021, 06:55:29 am by Duuvian »
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
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Xardalas

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Re: MekHQ - "Just how does it work?" edition
« Reply #233 on: May 10, 2021, 04:09:08 am »

It does, but I either installed the opensource java wrong or there is a bug with scenario completion in the dev snapshot 49.0

In fact there is a bugfix for that in 49.1 so I'm pretty sure that's what it is. I don't think they've compiled and posted a snapshot for it though, so if you are like me and compiled it like one time after all sorts of tribulation and then forgot how to do it, might want to wait for the next snapshot.

If you can compile AND report the bugs there, you are my hero.

From what I saw, the lobby seems to be running much faster and looks different, and I bet is nicer in other ways I didn't really play with yet. I just generated a quick lance and retreated first turn in a scenario  (I was trying to find the stratcon map to be honest) so I didn't see very much yet.

You need to enable stratcon at the bottom of the AtB Options.
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a.f.

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Re: MekHQ - "Just how does it work?" edition
« Reply #234 on: May 11, 2021, 10:26:28 am »

You can download 0.49.1 nightlies in the Actions section in github. Here's the link to the latest build (scroll to the bottom of the page, Artifacts section):
https://github.com/MegaMek/mekhq/actions/runs/829965157

*edit: you need to be signed in to be able to download them.
« Last Edit: May 11, 2021, 10:37:45 am by a.f. »
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Duuvian

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Re: MekHQ - "Just how does it work?" edition
« Reply #235 on: May 13, 2021, 03:50:25 am »

Thanks, I never realized it did nightly builds. Haha I checked Pulse frequently waiting for a dev snapshot to be posted thinking it was the only way to get a build. Often I'd be like dang that's a sweet feature and then wait a long time for it, cool to know about the nightlies for sure, thank you.

*edit: you need to be signed in to be able to download them.

Drat I have to make an account then I guess. I suppose posting bugs I find there would be better than posting them here though like I would have otherwise.
« Last Edit: May 13, 2021, 10:40:54 pm by Duuvian »
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FINISHED original composition:
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
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Duuvian

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Re: MekHQ - "Just how does it work?" edition
« Reply #236 on: May 27, 2021, 03:32:03 am »

Bumping to say there is another Dev Snapshot out:

https://github.com/MegaMek/mekhq/releases/tag/v0.49.1

If there are any of my fellow MekHQ nerds out there who haven't tried it, Megamek is so much faster now omg

I used to play Aurora while waiting on the bot to do it's movement phases. That is no longer necessary. Even on really big maps with about 20 or 30 units of all crazy kinds the movement phase is like a second or two on my computer. The one exception may be dropships; those seemed to slow Megamek down dramatically to the point of forcing a close when the scenario generator included them in a mission. I reported it with a save but I didn't read the how to post bugs thing message first so maybe I didn't include the logs that were needed to fix that. I did attach a campaign save to the post though, slam dunk! (you have to put it in a zip file to attach it to a post to github)

Did I mention the scenario generator yet? It's greeaaaatttt t

It's still a little buggy but it's getting much better. I set my MekHQ campaign options to "Green" difficulty so that the BV (battle value) points are more equal on paper. I do this because I think "Normal" or whatever the defaul is assumes the player will be controlling the campaign units. However, with how fast the bots are now I have been gleefully giving ownership of my units to the allied bot I get (usually, I had a scenario without one earlier today and I don't know if that's a bug or not) named X House Officer, with X being whoever offered the contract you took. I give that bot ownership of my units and then watch the bots fight each other, which is great, though the logs flash by too fast to read usually so you'd have to open them in a rounds logs window or whatnot.

A problem with that is I don't know how to easily "pause" the bots so to speak, so I can look at what they've done or fix a problem such as neither bot has found the other and are sitting in one place for 150+ rounds (such as when they can't see each other). A workaround I've found is to File -> Unit List -> Reinforce From Rat, then roll some random units and then add them to the Player bot, which still exists without units. That way it stops the rapid bot turns. Also so I can do a /victory or /defeat should I feel it appropriate (or at least convenient enough).

Stratcon Roadmap
The StratCon map is really awesome.
« Last Edit: May 27, 2021, 04:04:19 am by Duuvian »
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

EuchreJack

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Re: MekHQ - "Just how does it work?" edition
« Reply #237 on: May 27, 2021, 05:02:09 am »

Thanks, wanted to try the semi-fixed version!

Hanzoku

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Re: MekHQ - "Just how does it work?" edition
« Reply #238 on: May 27, 2021, 08:56:00 am »

I'm pretty excited for StratCon as well - particularly that there will be support for aerospace missions specifically, so there's a purpose to them beyond flying ground support for your 'Mech units.

That said, I've got a backlog of games I'm getting through, so I'm letting this sit on the backburner while they work out the majority of the bugs before I give it a try.
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Robsoie

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Re: MekHQ - "Just how does it work?" edition
« Reply #239 on: May 27, 2021, 11:59:28 am »

Quote
If there are any of my fellow MekHQ nerds out there who haven't tried it, Megamek is so much faster now omg

I used to play Aurora while waiting on the bot to do it's movement phases. That is no longer necessary. Even on really big maps with about 20 or 30 units of all crazy kinds the movement phase is like a second or two on my computer.
Wait, you mean the AI is now fast ?
That sounds super awesome because that's usually what made me give up on the game each time i wanted to replay it, the AI turns could take just too much time even with very small skirmishes to keep being fun to me.

I'll have to give a try to the latest megamek then.
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