Admin Progress Report

Discussion in 'Campaign - 33XX: The Corporate Century' started by MagnusEffect, May 4, 2015.

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    I'm updating your character sheets with better tables so if you notice any irregularities, please disregard for now.

    The main difference is that Lancers now have all the Reputation stats right on the sheet and the Handlers will have all your dropship upgrades.

    Handlers will also be able to invest cash into your "bank" which is protected from taxes should someone die unexpectedly. The drawback is that banked money may only be put back into your "on-hand cash" at the beginning of each month.

    [image redacted]
     
    Last edited: Oct 31, 2016
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  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    To allow for better RP control, we will not normally use Megamek for out-of-cockpit (OC) combat. Instead we will use roll20 and actions will be done with macros.

    Rules will remain simple for now. You may notice some similarities to the system that I used last time we did this:
    • minimum of 2 actions for each character per turn
    • movement: 1 MP = 1 action
    • certain skills and circumstances may allow for extra actions (to be determined)
    • initiative rolls apply as per normal rules
    • characters have 6 Health + 'x' Endurance; max Endurance is equal to their Tactics Skill
    • characters regain 2 Endurance per Turn.
    • characters regain 1 Health after end of mission (unless KIA).
    • characters get 'x' Armor points (determined by armor equipped)
    • Armor cannot be regained until end of contract.
    • attack and defense actions determined by Self-Defense Skill (or Battle Armor if in use)
    • Each point of damage to Health is subtracted from attack and defense values
    • range subtracts from attack values
    • surplus of attack roll determines damage inflicted
    • Evade and Take Cover are used in defense and subtract from an attacker's rolls.
    Current selectable actions:
    Capture.JPG

    Evade < Take Cover in terms of protection, but Take Cover cannot be used against Melee attacks.
     
    Last edited: Nov 5, 2016
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  3. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    And the results are in for November:
    Capture.JPG
    The priority missions are still decided by the highest Admin votes. The next most popular results not chosen by top roll players will be selected by me as an optional contract. The end result should allow for quite a bit of variety for players to pick from.

    Poll has been reset.

    New results will be taken on the first of December.

    You may vote here:
    https://docs.google.com/forms/d/e/1FAIpQLScu5u9Ve2Kf7V5oesWav_0LKGr6Jm0eSxXAfyv5ONk6O8Wfww/viewform
    (caution: non-Lancers are ineligible to vote. voter fraud will be met with "efficient enforcement of Guild law".
     
    Last edited: Nov 5, 2016
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  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Putting the "Flow" back in flow charts.

    [​IMG]

    :angryfap:
     
  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    recently, the megamek devs switched from .gif to .png format... which basically broke all of my filepathing for sprites in-game. :btears:

    the decision was made to make sprites look less pixelated, flat, and boring. PNG allows for more realistic shadowing effects. it looks nice, but damn if they didn't make extra work for everyone.

    good news is today I figured out how to convert old art to new art.

    old GIF:
    Awesome AWS-9R.gif Black Knight.gif
    new PNG:
    Awesome AWS-9R.png Black Knight.png
     
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  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  7. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Solved our bot issues:
    1. Bigger maps = more movement choices = more time needed to calculate move
    2. Faster units = more movement choices = more time needed to calculate move
    3. More units = more movement choices = more time needed to calculate move
    4. Not using individual initiative rules = more movement choices = more time needed to calculate move
    You get the idea. The big difference is the last one. Without having initiative to tell the bot which unit to move next, the bot has trouble deciding on its own; hence the looping calculations we have sometimes observed. Some of you may recall our previous campaign used individual initiative rolls. With the abandonment of that in favor of faster player turns, this explains the recent dip in bot speed performance. Good news is that I found some fixes.

    Effective solutions I have discovered:
    1. Map size seems to only have a small effect. No bigger than 48x51 is recommended, but not manditory.
    2. Fast units have a moderate effect on this. Units slower than 7/11 is recommended, although faster units do reasonably well in small numbers.
    3. Bots that control more than 12 units have significant slow down. No more than 12 units per bot is required for reasonable calculation speeds.
    4. Splitting duties with multiple bots is recommended. For example, having 12 mech controlled by 1 bot and 12 vehicles controlled by another bot is much more effective than 24 units controlled by a single bot (again, the bot has the greatest trouble deciding which unit to move next).
    I also quadrupled the amount of allocated RAM for running megamek. This only works on 64 bit systems however.

    Watching processor metrics, the bot can easily shoot my cpu into the 75% range or more so hosting bots with a good processor is highly recommended.
     
    Last edited: Nov 14, 2016
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  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    CC ver 1.23 is uploaded. pay close attention to the mul->tactical commands folder. lots of new goodies for you to try out in there. these will be available with appropriate Leadership skill check.
    • Tactical Command Lvl 1 = 400 points
    • Tactical Command Lvl 2 = 800 points
    • Tactical Command Lvl 3 = 1200 points
    • During a mission, you can refund half the value of the unit back to your command pool to deploy more units on the field. This was done to encourage players to use military resources intelligently.
    • Some assets are much easier to retreat off map than others; balance of cost vs. effectiveness will play into this.
     
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  11. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Minelayer works. Watch your step. :glee:
    Capture.GIF

    (can also pop smoke rounds as seen above)
     
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  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Updated game build to CC ver 1.24

    Here is the current working list of available TacComm call-ins:
    (the file path is "main folder/mul/tactical commands/...")
    upload_2016-11-28_22-32-47.png

    Again, Leadership skillcheck rolls will break down like this:
    • +1 or 2 = TacComm Lvl 1 (400 pts)
    • +3 or 4 = TacComm Lvl 2 (800 pts)
    • +5 or more = TacComm Lvl 3 (1200 pts)
    • Units may be deployed anywhere within Line of Sight of a friendly unit.
    • Units may be retreated off-map to reclaim half of their call-in value.
    • The last one on the list is the sensor prob used by Remote Sensor Dispensers (something you can equip on your mech)
    Please try all of them out at your convenience. Pay close attention to their abilities and quirks. I've tailored each to have particular strengths. For example, the infantry platoons gain a large bonus against VTOLs, but can't attack aerospace at all. Infantry can also fortify positions for other units. Another example is the spiderbots can both deploy and disable explosive charges. The Helldiver ASF is better at avoiding ground fire, but the Bronco ASF gains an attack bonus against ground targets. The turrets can't move, but they can be deployed anywhere and all have the narrow profile quirk. Each unit has some interesting abilities that distiguish them from the next. Try them out and give me feedback when you can.
     
    Last edited: Nov 29, 2016
  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Upgrade Sheet is WIP but about half way done:
    https://drive.google.com/open?id=16Xq771_qYa4KP4gUkvVRl2a0na8CqMaOlfiDXL1Fv8A

    Summary of changes:
    • tech skillcheck relaxed (max Level required lowered from 6 to 5), but enforced for all upgrades
    • only ONE skillcheck required for applying all upgrades (roll using stats for highest required)
    • clan tax reduced, but applied to ALL upgrades individually now; no more "buy one, get the rest free" sales
    • more TBA
     
    Last edited: Nov 30, 2016
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  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Sadly, all my attempts to recover my lost megamek data have failed. With no further options at hand, I've begun the slow an arduous process of recreating most of everything from scratch. This will take no small amount of time and any assistance to speed up the process will be appreciated.

    To aide my progress I have already purchased the most recent rulesets from official sources and plan to use these for reference:
    [​IMG] [​IMG] [​IMG] [​IMG]

    Since I'm having to start from the last build, I have a strong desire to streamline certain aspects of the campaign.

    Chief among these is how mission selection and repairs are handled. Without someone to assist me with these, I simply don't have the time to mess with them. What you will get instead is a simplified version, but one that anyone should be able to follow without much explanation.

    Details will be explained in the appropriate threads:
    http://www.theskjaldborg.com/index.php?threads/discussion-game-mechanics.10278/page-3#post-276521
     
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  15. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    There is sooo much to catch up on here....

    https://www.megamek.org/bb/thread-2607.html

    The most annoying thing is that (for whatever reason) megamek.org is blocked by my router or IP for some reason. I have to access their website using my mobile hotspot on my phone. :unamused:
     
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