Magnus Pack 4.8 (MekHQ 0.3.3)

Discussion in 'Campaign - Skjaldborg Saga' started by MagnusEffect, Sep 29, 2013.

  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    I know you guys get annoyed with the "constantly" changing builds. Honestly, I really do try to avoid updating to a new build unless I feel it is really necessary. In reality, we are almost always using an older version of Megamek. You guys don't notice it, but we actually skip quite a few versions between each build that we use.

    Well... with that said, it looks like it is about that time again. This next one is huge though. Some changes to look forward to:

    • MekHQ layout gets a major facelift!
    • Fully customize battle damage! ; better RP results for poor logistics
    • Fully customize character injuries! ; better RP results for personal combat (makes small arms combat more interesting!)
    • Personalized paint schemes! ; now you can personalize over standard unit colors (going to start enforcing this)
    • Player characters and NPCs now have a seperate "prisoner" status option; now you really can recruit prisoners to fight for you... if you can trust them.
    • More extensive market options for purchasing new units.
    • Better contract creation options.
    • Massive list of bug fixes and changes to Megamek.
    • On-board artillery can now still function just like off-board artillery (could only fire indirectly with a spotter before)
    • The basement bug (where you randomly get stuck and become unable to move) has been obliterated!

    http://megamek.info/
     
    Last edited: Sep 29, 2013
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    i am still working on this. in the meantime, there are some of you that need some help i think getting set up for the next leg of the campaign. speak now or forever hold your peace
     
  3. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    UPDATE:

    I've made very little progress this week, but with good reason; school and work are eating up all my freetime. Also had a wedding to attend this weekend which didn't make it any easier. Reason I am posting this is to let everyone know that I have NOT abandoned this project. I am, however, incredibly busy for the moment. As soon as I have time to do more, I will let you know.
     
  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Putting more work into it today. Should have something ready to go in the next week or two.
     
  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    More on customized camos:

    For a little better immersion we will be implementing a more nuanced camo policy for the campaign:

    For those who are not familiar with the Skjaldborg colors, here they are again:

    1st Huscarls: [​IMG]

    2nd Drakjagare: [​IMG]

    3rd Svinfylking: [​IMG]

    =====================================

    The campaign unit colors follow the same trend:

    4th Commandos: [​IMG]

    Alternate 4th Commandos: [​IMG]

    Generic Skjaldborg: [​IMG]

    Now I would like to see a bit more cohesion on this, but I also want to allow for some flexibility with personal tastes. It is well documented in Battletech for some elite pilots to use unique camo patterns. Thankfully due to the most recent update, pilots now have the choice to use "unit camo" or "individual camo". Here is an example:

    [​IMG]

    The top mech is mine using my own pattern.

    The second mech is using one of the standard camo schemes.

    The third is the standard camo scheme combined with Val's prefered purple camo.

    ============================================================

    The only limitations on this is that any customized colors must still maintain some uniformity with the original colors (at the discretion of the GM). The general goal here is to allow customizing while still retaining the basics of the standard SoR camo scheme.

    Secondly, I want to limit this to players who train their character up to Elite status. This isn't meant to punish new players, but to give them yet another incentive to stick around. Also, from a "lore" perspective, it makes sense that only pilots who have distinguished themselves as "aces" would have the right to run non-standard colors.

    Finally, creating and adding individual camo is a bit of a pain in the ass. Limiting the option to elite pilots will cut down on extra work for me as a GM.

    Examples:

    Dihm - Warhammy.png Dihm
    MagnusEffect - Duvhok.png MagnusEffect
    Trevnor - PH.png Trevnor
    Val - Mad Max.png Val
     
    Last edited: Jan 15, 2014
  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    just to clarify, we are currently using 4.7 right now; think of it as 5.0 beta. I have more features I will be introducing later, but 4.7 has most of what is listed above. When i finally get 5.0 out the door, i will make an update on what else has been added.
     
  7. Derak Darksun

    Derak Darksun Well Liked Thrall

    Messages:
    692
    Likes Received:
    482
    Trophy Points:
    63
    Gender:
    Male
    Location:
    Rochester, MN
    Ætt (Clan):
    Svinfylking
    If you want any custom maps for this campaign get with me in PMs!
     
  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Giving maps a major organizational overhaul for MP 4.8. Thanks to Derak for pointing it out to me, I'm now converting all maps to standard 16x17 map formats. Maps will come in the following variations:

    16x17 (intended for modular map design)
    32x34 (standard sized maps)
    32x51
    48x34
    48x51 (large maps; usually used for ambush missions)

    maps placed in the "WIP" folder are marked as work in progress.
     
    Dihm likes this.
  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    New build inbound. Should be ready in the next 24 hours. Major changes were done to the repair bay tab according to new rules set by Tech/Astech updates. In my continued effort to make things easier for everyone, I've created new avatar icons for repair crews. It should now be much easier to spot your lance's assigned Techs now:

    alpha.png beta.png gamma.png delta.png epsilon.png
    (Alpha, Beta, Gamma, Delta, Epsilon respectively)
     
    Last edited: Jan 15, 2014
    MostlyHarmless likes this.
  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Repost from another thread:

    In regards to maps...

    I'm simplifying map sizes to the following:
    • 16x17 = used as templates for creating larger maps (might also be used for underwater missions)
    • 32x34 = "small" maps for skirmishes and quicker fights
    • 48x51 = "large" maps for missions that require more room for movement or have multiple objectives
    Variations such as 48x34 and 32x51 have been upsized to 48x51. The reason for this was that these variations did not contribute anything that the 48x51 sized maps couldn't satisfy. The end results is a much tighter and more organized map selection.

    Maps will also be organized by different biomes. The following is a working list and subject to change:


    Temperate
    • standard alpine, forest, plain, swamp, and island maps
    • may use grass or standard non-grass terrain.
    [​IMG]

    Jungle
    • extensive use of grass terrain, mud, and jungle hexes
    • different than Temperate mostly in visual aesthetic
    [​IMG]

    Water
    • underwater maps
    • due to slowness of mechs underwater, these might be limited to 16x17 sized maps (subject to change)
    • will add a -1 heat modifier to weapons fired
    • certain weapons will not work underwater; others will have reduced range
    [​IMG]

    Underground
    • underground facilities are not uncommon in Battletech lore; expect to see these more often for assault and raid missions.
    • will make extensive use of impassible terrain to simulate cave walls
    • in most cases, jumpjets will be unavailable for use due to low ceilings
    [​IMG]

    Desert
    • mars terrain used; extensive use of sand and/or rough
    • no water or trees
    • for extreme hot/dry temperature climates
    • will add a +1 heat modifier to weapons fired
    [​IMG]

    Arid
    • halfway between Temperate and Desert
    • minimal use of trees and water
    • standard non-grass terrain used
    [​IMG]

    Ice
    • exclusively snow and ice terrain used
    • no trees.
    • minimal to no use of water (most water would be frozen as ice).
    • for extreme cold temperature environments
    • will add a -1 heat modifier to weapons fired
    [​IMG]

    Snow
    • very similar to temperate with the exception of extensive use of snow
    • for relatively comfortable colder climates that still have vegetation
    • minimal use of ice terrain
    [​IMG]

    Volcanic
    • extreme heat environment
    • may use volcanic or lunar terrain (lunar might be easier to read hex info)
    • no vegitation or water
    • may add +1 or +2 heat modifier to weapons fire
    [​IMG]

    Lunar
    • extreme atmospheric temperatures but with no ice or magma
    • exclusively uses lunar terrain
    • used for low/zero atmosphere moons or asteroids
    • may add -1 or +1 heat modifier to weapons fired
    [​IMG]

    NOTE: city, mountain, or toxic environments could fall under any one of the above categories (excluding the more obvious contradictions)
     
    Trevnor and Hunter Gamma like this.
  11. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    I've polished up a reasonable selection of maps, but there are many that remain WIP. If you are interested in helping me update maps to the new standards, please get in touch with me on TS.
     
  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Due to slow turnaround on a new stable release of MekHQ, I'm splitting the next MagnusPack between Megamek and MekHQ. The Megamek version will be used for actual drops since it is more up to date with bug fixes. The MekHQ version will just be used for managing the campaign.

    New test builds can be found here:

    https://www.dropbox.com/sh/41vh43603vyfqdk/XAJ3dvCgEN

    Can I get some warm bodies to test them out?
     
  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    dropbox is being a bitch right now. small files upload fine, but bigger ones like the new builds are taking way too long. the compressed files are still less than 100mb so i think something is wrong with dropbox. contacting tech support about it.
     
  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    got dropbox working again. ended up being an anti-virus issue (weird because it didn't use to cause me problems). anyway, it's resolved and the new (test) build for megamek and mekhq can be found in the usual spot.