Thanks for the input Skwi. It helped. A big shout out to LagCat for helping me resolve the issue. Turns out it was lingering corrupted files for an old version of java that didn't uninstall properly. Shocking. Had to use a 3rd party uninstall program to fix it.
created expanded unit quirks document for easier viewing. can be found here (listed under campaign tools): https://drive.google.com/open?id=1sOYhbYnIqmL3lfrqRjFxgTCvyn2i5NumLSGW0b23cUk
All campaign files have been successfully transferred from Dropbox to Google Drive. This was done for a variety of reasons: campaign files now share the same location as our various Google poll documents (ex. Skjaldborg ship count for Star Citizen) Google Drive offers nearly twice the storage capacity since most people have a Google account, ditching Dropbox means one less account people have to sign up for and keep track of No software installations!
MEKHQ UPDATE! I have a brand new and fully updated version of MekHQ ready to fire. If anyone has some personal unit camos they want added (pilot must be 2/3 to be eligible), now would be the time. Personal camos must retain a base of the official Skjaldborg 4th Battalion colors. Here are some previously authorized examples: Here is my most recent addition... tremble in awe, peasants. If you need assistance in getting the layers and colors right, contact me asap. The clock is ticking.
GM Ruling: We are crossing into unknown territory with these Assault missions. For those who don't know, Assault missions are rare/unique missions that are regulated mostly to faction HQs. If you had chosen to attack the Goretti stronghold, these would have applied there as well. The major difference with all assault missions (besides objectives) is that salvage becomes delayed. This is due to the nature of the stronghold you are fighting in and around. It is a heavily fortified position that severely reduces opportunities to call in salvage crews. Much like how salvage operations on the beaches of Normandy could not begin until the area was made secure, salvaging of disabled units will not begin until after the fortress falls. you will still get your rewards, but they will be delayed. To offset the delay and to make successful Assault missions both unique and lucrative, the amount that can be salvaged also receives a major boost: each player is automatically allowed to salvage up to 50 tons per successful assault mission (this is total cumulative)! That's 200 tons of salvage per mission for each lance (roughly double what you are used to). If a player does 5 Assault missions before the HQ falls, that's 250 tons of salvage the player can claim as their own (again, after paying repair costs)! There is only ONE exception regarding this: if you manage to capture a unit that still functions (most likely by killing the pilot/crew), you can call in an NPC to power up the unit and walk it off the battlefield with your lance. You essentially gain immediate access to the unit like most situations (you still need to pay repair costs if you want to keep it). In other words, a mech must be able to walk upright (cocpit, CT, engine, gyro, and both legs intact). This is easier said than done, but the easiest way is to use heavy amounts of cluster damage and "HIGH called shots" to increase chance for headshots (also, negotiating surrender). Also note that units captured this way do not count against your total salvage limit after the Assault! At the end of a Successful Assault mission, all backlogged salvage (marked in green) will be available to claim by their respective lances. And remember: its 50 tons per mission for each player in this case alone! Also note: this does not exclude the option of having a recovery mission to reclaim a specific unit (such as when a player is forced to abandon their mech during a mission and retreat). That way, players will still have the opportunity to reclaim their owned units should they fall in Assault missions. minor update! i changed a typo above: "at the successful conclusion of the Assault Zone, each player gets 50 tons of salvage for every mission they were in. this effect is cumulative. basically, this is 2x the amount of salvage you are used to getting, but it is delayed until after the HQ is taken." (i accidentally doubled this to 100 before; that would have been 4x the amount of salvage you are used to! )
apologies for delay in campaign. been busy with personal relations and have a wedding to attend this week. also, XCOM. I expect we should be ready for drops by next weekend.
ADMIN UPDATE; MekHQ/megamek version not up to date: some bugs still persist, but I am going to wait on a major build update until AFTER this campaign is completed Wrapping up player signup for final turn of this campaign: get briefing here IF YOU HAVE NOT CHOSEN A FACTION, PLEASE DO SO NOW! Prometheus campaign is progressing. Could use some input for game mechanics. Contact me for details. going out of town today. will be back tomorrow. i'm about halfway done adding finance totals for all of us from last turn. Should be done by wednesday. More updates to follow.
ADMIN UPDATE: Doing some spring cleaning around the house after spedning the weekend with family. Everyone should be paid and player teams seem to be pretty well set. Because we are breaking down the original lances, I will handle rolls for this turn, but if people want to be present for them, I can post times we can meet to do that. As GM, I will probably intervene with roll outcomes if I feel one group is lacking in terms of required skills (don't want anyone stuck with snake-eyes for the big finale). After rolls are done, then we have repairs, then mission assignment, and then we are ready rock!
ADMIN UPDATE! Expect to see some changes (and streamlining) of RPG mechanics as we segway from the Skjalborg to Prometheus campaign. As mentioned previously, for the finale we are doing away with the Lance-based event roll system in favor of something that is easier for everyone to track. Here's the new "Player Event" table: https://docs.google.com/forms/d/1qt6qFmRjpGedKlcM8ULhkJVqGFIuSGQ291ulbj1w7Fg/viewform?usp=send_form Above should be a complete list of everyone currently involved. Let me know if I missed someone.
new sexy art with better detail and size scaling inbound with latest patch. old versions: new versions:
new build is up. download here! http://www.theskjaldborg.com/index.php?threads/download-links.2559/ client settings should already be correctly set up. would like to test this out before thursday if possible..