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Reinforce from Campaign #196

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VampireSeraphin opened this issue Oct 11, 2016 · 8 comments
Open

Reinforce from Campaign #196

VampireSeraphin opened this issue Oct 11, 2016 · 8 comments
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MM/MML-origin MHQ Issues (RFE) Enhancement Requests for Enhancement, new features or implementations

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@VampireSeraphin
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I don't know how hard this would be to do, but can we get another reinforcement option to reinforce from an open campaign file if the current instance of MM was opened through mekhq?

Currently, you can create a mul and use it to reinforce, but those units cannot claim kills, take damage, etc...

@neoancient
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Rather than having MM pull from an open instance of HQ (which would not be simple and would violate principles of good design), I would suguest the ability to designate certain units in MM as "reserve". They are part of the game but do not deploy unless specifically activated. MHQ could then send a list of reserve units along with your starting forced and reinforcements.

@VampireSeraphin
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That sounds like a better idea.

On Tue, Oct 11, 2016 at 5:23 PM, neoancient [email protected]
wrote:

Rather than having MM pull from an open instance of HQ (which would not be
simple and would violate principles of good design), I would suguest the
ability to designate certain units in MM as "reserve". They are part of the
game but do not deploy unless specifically activated. MHQ could then send a
list of reserve units along with your starting forced and reinforcements.


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@mkerensky
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+1 to this. I run a very large MHQ unit and have a use for reserves in every mission.
How would experience gained from deploying for a mission affect MHQ reserves?

@Dylan-M
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Dylan-M commented Oct 12, 2016

Umm, you guys all realize you can already do this right?

Make scenario for reinforcement. Deploy units to scenario. Export to MUL, import reinforcements using existing system. This works fully, including XP and kills.

Yes, it means you have another scenario, but it also means you can do this now without any code adjustments that won't be done until after the next stable.

@VampireSeraphin
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I did exactly that. It didn't work for some reason. The artillery units I used did not show up in the battle resolution window at all.

TBH, I've always found Mekhq a little screwy if you play more than one scenario in a row. Its always at its most stable if I save, close, and reopen the program after each game. Play 2-3 games in a row and odd bugs crop up.

@Dylan-M
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Dylan-M commented Oct 12, 2016

You have to resolve twice, once for each scenario. You can do both from the final save (make sure you use paranoid auto-save). @jayof9s and I have been doing it for a long time. It works fine.

@VampireSeraphin
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These kinds of things are why mekhq needs a better manual.

@mkerensky
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Cool! I'll try that.

@Dylan-M Dylan-M added the (RFE) Enhancement Requests for Enhancement, new features or implementations label Oct 15, 2016
@Dylan-M Dylan-M added this to the Post-Stable 0.42 milestone Oct 15, 2016
@Dylan-M Dylan-M modified the milestones: Stable 0.44, Development 0.45 Feb 11, 2018
@Windchild292 Windchild292 added Hydra This will require significant changes across the entire project, likely causing unforeseen bugs. MM/MML-origin MHQ Issues and removed Hydra This will require significant changes across the entire project, likely causing unforeseen bugs. labels Aug 22, 2020
@sixlettervariables sixlettervariables removed this from the Development 0.45 milestone Oct 2, 2020
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