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In Progress Codexian Battletech Carnage, Volume 3

Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 5 Fire (things go boom)

People love their alpha strikes. At least tindrli and eklektyk do and fired all their guns at their opponents. While all his lasers and missiles miss their target he hits with his PPC, thanks to him taking the risk of disengaging his PPC's field inhibitor. It doesn't feedback and destroy itself but instead melts a huge chunk of the Thunderbolt's right torso armour. The Thunderbolt retaliates with some good hits on the Dragon's arms.
What looked like a very careful move to get into short range of his LRMs ended in a disaster for the Archer. For the first time he turned his rear towards the Stalker, who has already proven that he's an excellent marksman: Again he hits with one of his large lasers and the weak rear armour gives in. The beam cuts straight into the Archer's ammo storage and the mech gets ripped to shreds by the giant explosion. His single LRM salvo misses the Guillotine and the Guillotines and Stalker's other hits (he scored a through-armoir-crit on the CT) don't matter anymore. Luckily Deuce Traveler ejects safely into the woods.

Weapons fire for Dragon DRG-1S-UK (tindrli)
Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 3 : misses.

PPC at Thunderbolt TDR-5SE (Azira); needs 10, rolls 10 :
Fired PPC without field inhibitor, checking for damage:
Needs 6 to avoid damage, rolls 11: Succeeds.
hits RT
Thunderbolt TDR-5SE (Azira) takes 10 damage to RT.
14 Armor remaining.

SRM 6 at Thunderbolt TDR-5SE (Azira); needs 10, rolls 7 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 4 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 5 : misses.



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (Deuce); needs 8, rolls 10 : hits CT
Archer ARC-2S (Deuce) takes 10 damage to CT.
15 Armor remaining.

Medium Laser at Archer ARC-2S (Deuce); needs 10, rolls 11 : hits RA
Archer ARC-2S (Deuce) takes 5 damage to RA.
9 Armor remaining.

Medium Laser at Archer ARC-2S (Deuce); needs 10, rolls 9 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 10, rolls 4 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 10, rolls 7 : misses.

SRM 6 at Archer ARC-2S (Deuce); needs 10, rolls 7 : misses.



Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Archer ARC-2S (Deuce); needs 10, rolls 10 : hits (using Rear table) RTR
Archer ARC-2S (Deuce) takes 8 damage to RTR.
Armor destroyed, 13 Internal Structure remaining
Critical hit on RT. Roll is 8; 1 location.
CRITICAL HIT on LRM 15 Ammo (8).
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! *** >Archer ARC-2S (Deuce) suffers catastrophic damage, but the autoeject system was engaged.

Archer ARC-2S (Deuce) must make a piloting skill check (landing in light woods).
Needs 9 [5 (ejecting) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 11 : succeeds. The pilot ejects safely!
*** Archer ARC-2S (Deuce) DESTROYED by ejection! ***
Archer ARC-2S (Deuce) takes 120 damage to RT.
SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
107 damage transfers to CT.
Critical hit on RT. Roll is 5; no effect.
Archer ARC-2S (Deuce) takes 107 damage to CT.
SECTION DESTROYED,
Critical hit on CT. Roll is 5; no effect.



Large Laser at Archer ARC-2S (Deuce); needs 10, rolls 8 : misses.

LRM 10 at Archer ARC-2S (Deuce); needs 8, rolls 8 : 8 missile(s) hit (using Rear table).

Archer ARC-2S (Deuce) takes 5 damage to CTR.

Archer ARC-2S (Deuce) takes 3 damage to CTR (critical).



Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Guillotine GLT-4P (eklektyk); needs 8, rolls 7 : misses.



Weapons fire for Thunderbolt TDR-5SE (Azira)
Large Laser at Dragon DRG-1S-UK (tindrli); needs 9, rolls 9 : hits LA
Dragon DRG-1S-UK (tindrli) takes 8 damage to LA.
7 Armor remaining.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 9, rolls 9 : hits RA
Dragon DRG-1S-UK (tindrli) takes 5 damage to RA.
13 Armor remaining.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 9, rolls 4 : misses.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 9, rolls 6 : misses.

Here's the heat for the remaining four mechs:

Thunderbolt TDR-5SE (Azira) gains 21 heat, sinks 17 heat and is now at 4 heat.
Stalker STK-4P (rashiakas) gains 21 heat, sinks 20 heat and is now at 1 heat.
Dragon DRG-1S-UK (tindrli) gains 25 heat, sinks 13 heat and is now at 12 heat.
Guillotine GLT-4P (eklektyk) gains 26 heat, sinks 22 heat and is now at 8 heat.

The Guillotine gets a -1 to his movement, making him a 3/5 mech for at least one turn and a +1 to all his shots.
The Dragon even gets a -2 to movement, making him also 3/5 until he has cooled down a bit and a +1 to all his shots.
The Thunderbolt and Stalker suffer no penalties.

Here's the map featuring the crater left by the Archer's explosion:
Round6Start.png
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
So, for some reason (bug, I guess) I can't end Deuce's turn, the Move/Done button just stays greyed out. If I can't fix it I might have to redo some of last round's firing. I could emulate the ammo explosion by just having Deuce eject but the shooting between the Dragon and the Thunderbolt would have to be rerolled.
 

Deuce Traveler

2012 Newfag
Patron
Joined
May 11, 2012
Messages
2,906
Location
Okinawa, Japan
Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
So, for some reason (bug, I guess) I can't end Deuce's turn, the Move/Done button just stays greyed out. If I can't fix it I might have to redo some of last round's firing. I could emulate the ammo explosion by just having Deuce eject but the shooting between the Dragon and the Thunderbolt would have to be rerolled.

The gods simply refuse to let me be defeated. Or maybe I typed in iddqd before the match.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
The thing is, I don't know what to do. I now get this problem every time with ejected pilots. So even if we repeat the shooting phase, once a mech gets destroyed but the pilot survives I can't end that player's turn.
 

rashiakas

Cipher
Patron
Joined
Oct 4, 2011
Messages
827
Pathfinder: Wrath
I havn't found anything after a quick look. Have you tried to reinstall it?
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 5 Fire (in an alternate universe)

I guess we'll just give it a try and hope the problem vanishes as mysteriously as it appeared. I've actually played a game at around turn 4, where I could move my ejected pilot. Now for every new game I start and for the old Turn 6 savegame I can't. I can move ejected pilots in version 0.35.33 but I can't get the savegame running, which I started in 0.35.32. Anyway, here are the rerolled shots. Looks like the Archer survived this turn.
Weapons fire for Dragon DRG-1S-UK (tindrli)
Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 4 : misses.

PPC at Thunderbolt TDR-5SE (Azira); needs 10, rolls 11 :
Fired PPC without field inhibitor, checking for damage:
Needs 6 to avoid damage, rolls 6: Succeeds.
hits RA
Thunderbolt TDR-5SE (Azira) takes 10 damage to RA.
10 Armor remaining.

SRM 6 at Thunderbolt TDR-5SE (Azira); needs 10, rolls 11 : 4 missile(s) hit.

Thunderbolt TDR-5SE (Azira) takes 2 damage to CT.
28 Armor remaining.

Thunderbolt TDR-5SE (Azira) takes 2 damage to LA.
18 Armor remaining.

Thunderbolt TDR-5SE (Azira) takes 2 damage to LT.
22 Armor remaining.

Thunderbolt TDR-5SE (Azira) takes 2 damage to RA.
8 Armor remaining.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 6 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 6 : misses.



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (Deuce); needs 8, rolls 9 : hits LT
Archer ARC-2S (Deuce) takes 10 damage to LT.
14 Armor remaining.

Medium Laser at Archer ARC-2S (Deuce); needs 10, rolls 9 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 10, rolls 6 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 10, rolls 7 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 10, rolls 3 : misses.

SRM 6 at Archer ARC-2S (Deuce); needs 10, rolls 10 : 4 missile(s) hit.

Archer ARC-2S (Deuce) takes 2 damage to RL.
24 Armor remaining.

Archer ARC-2S (Deuce) takes 2 damage to CT (critical).
23 Armor remaining.
Critical hit on CT. Roll is 5; no effect.

Archer ARC-2S (Deuce) takes 2 damage to CT.
21 Armor remaining.

Archer ARC-2S (Deuce) takes 2 damage to LL.
24 Armor remaining.



Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Archer ARC-2S (Deuce); needs 10, rolls 5 : misses.

Large Laser at Archer ARC-2S (Deuce); needs 10, rolls 8 : misses.

LRM 10 at Archer ARC-2S (Deuce); needs 8, rolls 5 : misses.



Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Guillotine GLT-4P (eklektyk); needs 8, rolls 6 : misses.



Weapons fire for Thunderbolt TDR-5SE (Azira)
Large Laser at Dragon DRG-1S-UK (tindrli); needs 9, rolls 9 : hits LL
Dragon DRG-1S-UK (tindrli) takes 8 damage to LL.
15 Armor remaining.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 9, rolls 4 : misses.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 9, rolls 8 : misses.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 9, rolls 11 : hits LT
Dragon DRG-1S-UK (tindrli) takes 5 damage to LT.
15 Armor remaining.

Here's the heat.
Thunderbolt TDR-5SE (Azira) gains 21 heat, sinks 17 heat and is now at 4 heat.
Archer ARC-2S (Deuce) gains 6 heat, sinks 10 heat and is now at 0 heat.
Stalker STK-4P (rashiakas) gains 21 heat, sinks 20 heat and is now at 1 heat.
Dragon DRG-1S-UK (tindrli) gains 25 heat, sinks 13 heat and is now at 12 heat.
Guillotine GLT-4P (eklektyk) gains 26 heat, sinks 22 heat and is now at 8 heat.
-2 movement, +1 to hit for the Dragon. Movement is now 3/5
-1 movement, +1 to hit for the Guillotine. Movement is now 3/5/4

Awaiting your orders.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
I tried ejecting to emulate the original firing results but it also lead to me not being able to move your pilot or otherwise end your turn in turn 6. Sadly all we can do now is keep going and hope the problem solves itself...
 

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