Quick BTAU question - were there recent changes to the mech bay storage?

Hi folks,

tried some googling, but came up empty....

Seems like in the past, I started with a single mech hangar (the first tab) and the other 2 tabs were unlocked through engineering. This gave 18 mechs per tab, for a grand total of 54 with all 3 bays unlocked.

My current playthrough, I just noticed that I started with 6 mechs slots, the first engineering unlock gave me 12... all in the first hangar. The other two tabs seem to show they're available, but trying to ready another mech gives an error message - not enough space available.

Google seems to still think it's 3 bays of 18 each max storage - was this a recent change, or is my game glitching a bit?

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u/T-1A_pilot — 15 hours ago

Sumire, you're f%*#ing fired!! {Or, my love/hate relationship with BTAU...)

Just a brief rant. I LOVE BTAU. The freedom, the flexibility. Staring off with a mismatch set of lights, working my way up to mediums and heavies. Still using fast lights/mediums late game as scouts/harassers. The general overall feel. It's about perfect.

...except...

...look, I get it - the random map placements help make it fresh, and keep every map from being the same. But holy hell! Sooo many times in a row I get dropped into terrain that is impassible, either breaking up my forces or causing me to take 12 turns to get to an objective. Or the hovertank gets to spend 8 rounds careful maneuvering to try to get off a peak, to find the battle over when he arrives. Or dropping me directly ON TOP OF the opposition/objective - at least that's a quick fight, but can get a little hairy. Or, my personal favorite - dropping my force normally, a ways from the objective, but dropping one lone unit on top of the objective squarely in the middle of two enemy lances...

This bugs me more than anything - I'm a merc, I can handle Darius telling me it's a one-skull milk run only to have a Steiner scout lance greet me, sometimes intel is bad, I get it. But at least drop my forces in good order - sheesh, Sumire, that's pretty much your job!!

I love this game, and honestly have no idea how to change it, but this one aspect is what gets me to sop playing after a while. Then, time passes, and I miss battletech, so I come back.... and the cycle continues... :) And recently - probably my perception - but it sure seems like these 'bad drops' are more the norm than the exception.

(And yes, I know - I could get all my mechs jump jets, and have all my vehicle pilots take sideslip, but to me that limits some of the freedom and feel of the game, so while it is A solution, it's not necessarily a good one for me...)

Well, just a short rant. Anyway, gotta run... have to go get my firestarter out of his drop spot, alone in the middle of 8 superheavy tanks, and back to friendlies before he gets one-shotted by a lucky shot...

edit: heh. Hadn't tried to move him yet - just alt-tabbed back to the game to find he's also stuck on a building. So his first turn, alone and surrounded, will be a one-hex careful maneuver, leaving him with no evasion....

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u/T-1A_pilot — 21 hours ago

struggling vs enemy Kestrel Mk 2's

Hi folks,

Well, been playing for a long time, and over the years worked myself up to quad elite status (and all the way to champion in CQC, before I got burned out on it) but lately doing mostly hauling for my colonization efforts. I'm not a great combat pilot, but I do know the ropes and understand the basics.

With the operations stuff, decided I'd dust off the old combat corvette, and give ship combat a shot. The description said an A rated ship was good for easy - figured I'd roll my fully equipped G5 combat vette in there and show those NPC suckers how it's done!

...wow, that was interesting. To be fair, I'm for the most part holding my own (mostly because my vette, with multiple shield banks, can absorb a LOT of punishment), with one exception - those damn Kestrel Mk2s. Last run, there were 3 of them, and we were in a stalemate - they really couldn't do enough damage to quickly overrun my shields, but I couldn't keep them in my sights long enough to knock them out. I'd blown up the other ships pretty quickly, but then ended up in an extensive firefight with the last 3. Got one down to about 15% hull, thought I'd actually get a kill - and then, my fantastic VKB gladiator suffered a broken spring and I ended up retreating.... The first operation I tried, there was only 1, but likewise seemed like it took about 15 minutes of fighting before I was getting close to winning (and then the game crashed...). Not being able to reliably hit them also takes a toll on my ammo...

Anyone have any good ideas vs those quick little bastards? Even trying to cheese it and going full reverski I'm finding they're still agile enough to avoid concentrated fire... I'm thinking my chance at this point is to just hope I don't see 3 of them in the same group again!

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u/T-1A_pilot — 1 month ago

How to disable an active stockpile? Can you pause it?

Hi folks,

Well, had a 'learning moment' - got all set for my badtide, but forgot I had two scrap metal collection points plus a scrap metal small warehouse in harm's way - noticed when 3 beavers got sick. Immediately paused the scavenge points, removed a link in the trail to prevent beavers from going that way, and started on a couple of gates to secure the area.

...only to watch a bunch of beavers blow right past, presumably heading for the scrap metal still in the small warehouse and remaining in the scavenge points.

I know I can pause the scavenge points, but is there a way to temporarily disable a warehouse or supply point? And if haulers can blow through (which makes sense - they don't always need roads to go where they have to) will gates keep them safe?

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u/T-1A_pilot — 2 months ago

First badtide survived, but questions

OK, I was ready, and it was short (1 day!) so an ideal test of my plan. For the most part, worked very well, with one exception.

I'm playing the plains map, and the location of my dam means that after I divert the badwater and freshwater returns, there's a little cul-de-sac right outside my dam that doesn't get completely flushed.... there's just the barest hint of red in there, but I'm thinking any red=contamination and opening the floodgates back up before that is completely clear would be a bad thing.

  1. Am I right with this assumption, or if its 'just barely contaminated' and just barely visible, could I flush it through the floodgate with minimal impact? (I'm really thinking the answer is NO, and I've got a nice mature oak plantation downstream, so don't want to be wrong! Though as I type this it occurs to me I could save, then try it...)
  2. Since there's no easy avenue to flush the area, I'm building several badwater pumps over the area to remove the contamination. Will this work, or will it take too long to pull the contaminants?

and, 3) There's a similar section of barely visible contamination along the far shore, across from my main reservoir. It looks like the current is holding it over there - not getting flushed, but also not moving. Should I worry about this? (There doesn't seem to be a lot I can do about it...)

EDIT: well, after the savescum potential realization I had above I tried it - to my surprise the pick tint flushed through the main river, right through the settlement, without apparent difficulty! So guess it wasn't a problem after all... :)

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u/T-1A_pilot — 2 months ago

New player questions...

Hi folks!

Just played my first normal run - got to season 6, generally loving it (though also hadn't seen a badtide - those terrify me!) and feel like I got a basic grasp. I know there are things I need to improve - namely, building and designing efficiently instead of haphazardly slapping stuff down - but I did have a few questions for the masters!

  1. Is there a good rule of thumb for how much food to plant? I wanted to experiment so I planted/created a bit of everything, which was good to see, but felt like it was overkill. Then again, after doing some reading, 100 beavers a day times 3 food per beaver times a seven day badtide is 2100 food, so maybe my 2k excess storage isn't all bad!

  2. Same question, except with trees. Felt like I was guessing on how much pine/maple to plant for resin and syrup, and just planted as many trees as I could in my inefficient setup for timber - pine and oak - but never really felt like enough for big projects. Are there target numbers for trees - at least the resin/syrup ones, as I imagine the timber stands answer is going to be 'as many as beaverly possible!'

  3. Is there a good rule of thumb to know how many extra haulers/builders to create? I've gone with the 'More is Better' approach, think I had three hauler buildings fully staffed (so, 30 extra haulers) and one builder building - seemed to work well, keeping things moving pretty good, but not sure if there is a better way to tell other than guessing. Also, are builders and haulers interchangable - will builders haul, or haulers build, if needed? If so, should I just build hauler buildings, as they have more slots for employees?

  4. Really not sure if I want to play with badtides! Any advice?

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u/T-1A_pilot — 2 months ago

Possible PSA if you're participating in both CG's....

Wanted to share something I just saw... In the past few days, I'd signed up for and turned in bounties/passenger missions for both CGs. I noticed today I didn't have very many bounties, so I decided to go kill some pirates - grabbed my combat ship, went into the hazres, and blew up pirates for an hour or two.

After a while, I decided I wanted a break and wanted to switch to passenger missions. I figured I'd save a trip by going to my carrier first to get my passenger ship, then go the station, turning in the bounties before I took on passengers. (This way I'd save a trip over going to the station, then to my carrier for the pax ship, then back to the station...)

I noticed much later that my bounty total for the CG hadn't improved. I got no credit for the bounties I'd turned in.

I know there were a lot of qualifying bounties, and I know I turned them in at the right station, and I know I was signed up (I'd already successfully turned in bounties). So, my supposition is that for some reason the CG didn't credit me because I wasn't in the ship in which I earned the bounties... I don't have proof of this, I actually have no idea, but just in case that WAS it, figured I'd put it here just in case.

Could easily have been a blip or a bug, but in case anyone else is running both - might want to use caution (or see if you can replicate).

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u/T-1A_pilot — 3 months ago