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  New Development Snapshot 0.47.14 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 11-15-2020, 05:15 PM - Forum: New Releases - No Replies

Hi Everyone,

They say the third times is the charm. Sorry about the 0.47.12 and 0.47.13 releases but sometime bugs get missed. I'm going to recycle the notes from the previous releases.

This is very much a bug release with only a few of new features. But the new things are huge! First up the Megamek portrait pack is here! 1379 Images covering all types of roles. A big thanks to Saxarba for taking generic computer generated faces and turning them into a BattleTech feel. 

A few notes on the pack. It does add close to 250 MB to the download size of the MekHQ releases. But if you download just the Megamek or MegaMekLab releases you won't get them. We made the decision to include them based on an overwhelming majority being ok with the increased download size. It also reduces the risk of issues with players alternating using and not using them between releases. We know that not everyone will be happy with the release but overall it adds a lot of character to the MekHQ. 

If your concerned about size you are able to delete them after downloading. To do this go to your data\images\portraits folder and delete everything inside the Male and Female folders.

One of our most requested features is an option to print to Record Sheets with tables. Well...now you can see HERE for an example. To set these and other printing options in MegaMekLab see the File-Configuration menu. Also makes sure to look at File-Themes to change the look of MegaMekLab.

Lastly we are still aiming for a new stable (0.48.0 Stable) by New Years but we need to stress no promises.

As always when using a Development release.
1)  Make backups of your campaigns and customs.
2)  Always treat each release as a stand alone release and only copy your data forward from older versions.

Megamek
As mentioned we are moving toward a new stable, meaning not a lot of new things in this releases. But one of the big ones is sending Princess to another map reading course. She is getting better with fast units and with longer range paths. We've also changed a lot of default settings in Megamek - for a detailed list see here. We also implemented a couple more quirks (Oversize and Static Ammo Feed) and full head ejection system. Deadborder continues to crank out new sprites based on the Kickstarter, units that have cleared moratorium, and for fun check out the Ram Plate equipped Rhino.

MegaMekLab
Again lots of bug fixes as we push to make MegaMekLab more stable and capable. This releases includes improvements to printing, margin fixes, and expanding the optional tables on unit types.

MekHQ.
Bug fixes and code optimizations here. While MekHQ was never designed to handle forces the size of SLDF divisions but players are doing it (much to our amazement). Windchild and Watford have been working to make MekHQ better able to handle this. This includes UI improvements, standardizing code, and filtering options. This fixes increases the risk of bugs in this release so make sure you keep backups. But in the long run sets us up for an improved experience. Lastly we've added a new AtB preset based on CampaignAnon excellent guide.

Also a reminder to drop into the Slack channel to meet other players and harass the Devs that drop in and out. If Slack isn't your thing check out these Discords with Megamek channels - Everything BattleTech and Classic BattleTech

**FOR MAC USERS**
There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS.  We are working on the issue and have no ETA for a fix.

Another reminder when moving between versions:
1)  Make backups of your campaigns and customs.
2)  Always treat each release as a stand alone release and only copy your data forward from older versions.

There is a good chance you’ll have issues in MekHQ with unit name changes.  If you get errors loading your campaign as result of unit name errors please see this post.

Name Issues with units
The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here

Code:
0.47.14 (2020-11-15 1930 UTC)
+ PR #2393: Bot units attempting to retreat to a particular edge are much more likely to "stick" to it when they get there
+ Issue #2392: MMLs can switch between LRM and SRM ammo
+ Data: New Sprites
+ Data: Various Misc Fixes.

0.47.13 (2020-11-09 1600 UTC)
+ Data #2345: Infantry force assignment tables
+ Data #2365: Incorrect battle armor manipulator location 

0.47.12 (2020-11-08 2230 UTC)
+ PR #2310: Implement "Static Ammo Feed" quirk
+ PR #2315: Prevent bot freeze when bot attempts to counter-battery fire using an on-board unit vs off-board artillery
+ PR #2308: Normalizes Data Files
+ Issue #2313: Some fixes for SSW -> MM BV Issues
+ Issue #2331: Laser Insulator costs (slightly) wrong
+ Data: New Sprites, new units (Rec Guides 4/5, Kaumberg, Hanseatic Crusade)
+ Data: Mass/Crit slots of Prototype UAC5 Wrong.
+ PR #2332: Substantial Princess performance (turn calculation speed) improvement across the board, especially visible for fast units
+ Issue #2338: Artemis IV counting for slot space
+ PR #2336: New equipment: ram plate
+ Issue #2344: Incorrect generic infantry armor cost
+ PR #2350: Allow java.util.TreeMap to be deserialized
+ PR #2334: Modernizing Multiple Visual Configs
+ PR #2351: Prevent aerospace units from sometimes showing as crippled after rolling for but not confirming a crit
+ PR #2357: Restored(?) full head ejection system to a lot of Wolfhound/Hatchetman variants;
ejection now hits the cockpit or blows off the head for full head ejection - mostly relevant for MekHQ
+ Issue #2246: "Change Tileset Theme" menu entry disabled outside the Board Editor
+ Issues #2349, #2347. #2339 Various Data fixes
+ Data: New Sprites
+ Issue #2343: Player units can flee during tornado; fix for blank report when loading game with report sprites in client with report sprites disabled
+ Issue #2367: Bot can no longer use searchlights with hidden units
+ Issue #2369: Heavy Machine Gun 0/0/0 Range
+ Issue #2300: Head loss with torso-mounted cockpit no longer prevents weapons fire unless other sensor damage has occurred
+ Issue #2371: Odd interaction between Modular Armor and Hardened Armor
+ Issue #2267: Units are no longer able to fire ammo-based weapons that don't actually have any ammo (thus locking up the game)
+ Issue #1955: Mechs can deploy hidden in water as long as they are completely submerged
+ Issue #2377: Fuel Air Bombs size wrong
+ PR #2380: Implement "Oversized" quirk
+ Data: Updated Boards, RecGuide 6, and new Sprites. To confirm the naming conventions on some of the new clan
  Omni Variants are correct.

MegaMekLab
Download Here
Code:
0.47.14 (2020-11-15 1930 UTC)
+ Issue #822: Primitive small craft still restricted to 2345 or later
+ Issue #824: Rocket launchers and large craft
+ Issue #826: Fix Hit Location Table title typo

0.47.13 (2020-11-09 1600 UTC)
+ Issue #821: Primitive Armor on large spacecraft errors
+ Issue #823: Primitive dropship engine and control mass by year not applied correctly

0.47.12 (2020-11-08 2230 UTC)
+ Issue #761: Cost of communications equipment does not reflect size
+ Issue #758: Damage notation for torpedoes and prototype rockets incorrect
+ Issue #762: No cost for heat sinks and power amplifier for spot welders on ICE vehicles
+ Issue #763: Cost for cargo bays on vehicles is incorrect
+ Issue #765: Really early dropships and small craft not allowed
+ Issue #773: Superheavy industrialmechs fail validation
+ Issue #793: Industrialmechs with DHS loaded as SHS
+ Issue #770: Status message about unallocated heat sinks is confusing
+ Issue #775: Quarters on large aerospace craft again have a c-bill cost, but other bays do not
+ Issue #777: Direct Neural Interface blanks out Summary and TRO
+ Issue #784: Sub-Cap Ammo weight discrepancy
+ PR #801: Printing progress bar and memory use improvement
+ Issue #342: Incomplete queued print
+ PR #803: Add an outline to PDF output
+ Issue #802: Record Sheets printing small for layout
+ Issue #807:TAG (Light, Man-Portable) is misclassified
+ Issue #746: Weird margins on printing
+ Issue #665: Formatting Issue when printing vehicles or battle armor
+ PR #810: Show munition type on record sheet
+ Issue #812: Super-heavy trailer not possible (Combat Vehicles)
+ PR #812: Add optional reference tables for vehicle record sheets
+ PR #818: Optional reference tables for aerospace record sheets
+ Issue #816: Split equipment not printing second location on RS Weapon and Equipment Inventory
+ PR #820: Optional reference tables for infantry and protomechs

MekHQ:
Download Here
Code:
0.47.14 (2020-11-15 1930 UTC)
+ Issues #2217 #2219: Cannot save Campaign with Refits and cannot start new Refits
+ Issue #2220: Implementing AwardFileFactory to handle loading pngs that aren't handled by Toolkit

0.47.13 (2020-11-09 1600 UTC)
+ Issue #2213: Fix disastrous bug in AmmoStorage::ctor

0.47.12 (2020-11-08 2230 UTC)
+ Issue #1970: Workaround for single hex ecm causing smallcraft to be overweight
+ Issue #1079: Add refit time for moving a part between locations
+ PR #2117: Fixing New Personnel Market Report
+ PR #2105: Avoid part ID references in Refits and elsewhere
+ Issue #2115: Fixing GM Tool Gender load
+ PR #2122: Fixing Scenario Date Compare
+ Issue #1265: Option to Subtract Salvage Overages from Final Contract Payment
+ PR #2128: Improve performance of searching for spare parts in large campaigns
+ Issue #442: Enable/Disable MRMS Repair and Salvage Portions
+ Issue #2118: Fixing MekHQ's use of MM password
+ Issue #2138: Fixing GM Mothballing
+ Issue #2139: Fixing Award Tracker Data Manipulation
+ Issue #2130: Fixing TOE “Deployed” and “Undeployed” Background Colour Display
+ Issue #1723: Fixing Missing Personnel and Hangar Tab Selection Highlights
+ PR #2153: UnitRatingMethod: Add Disabled Case
+ Issue #1537: Fixing Null AmmoType NPE in Hangar Tab
+ Issue #2159: Fixing Soldier Filter Name
+ PR #2164: Fixing Historical Daily Log Disabled Message
+ Issue #2159: Personnel Filter Style for All Options
+ PR #2168: Properly implementing AtB edge assignment if MekHQ cannot assign an SPA
+ PR #2169: Fixing all and none portraits click when changing options preset
+ PR #2170: Support Edge is now properly reliant on Edge being enabled
+ PR #2173: Implementing sort order for SPAs in Campaign Options
+ PR #2174: Tabbed MekHQ Options Dialog
+ PR #2161: Improving Zipped Force Icon folders
+ PR #2162: Standardized Portrait Chooser
+ Issue #2188: Cannot assign salary to LAM Pilots or Vehicle Crew loading older CPNX files
+ Issue #2193: Unit Market: Units No Longer Reset to Open Market upon load
+ Data: Megamek Portrait Data Pack. Notes and licensing in Megamek contributors file which I will push
  with the next Data work in Megamek.
+ Issue #2171: Implementing Campaign Option and Campaign Preset Versioning
+ Issue #2181: Personnel File CSV Export Toughness, Status, and Portrait Path
+ Issue #785: SLDF Ranks are Wrong
+ Issue #572: Random Portrait Fails to Properly Compare File Paths
+ Issue #564: AbstractIcon: Fixing Basic Info Portrait Scaling
+ Data: Adding a CampaignAnon 3.5 AtB preset.

Enjoy everyone

Print this item

  2781 Start date using the clan wars map.
Posted by: Grim Lin - 11-11-2020, 07:41 AM - Forum: Problems? - No Replies

47.11 Mekhq version windows Java version 1.8.0_261   

I started a new campaign in the early succession wars era. But the interstellar map is the one form the clan wars after they have invaded. 2781 start.


(11-11-2020, 07:41 AM)Grim Lin Wrote: 47.11 Mekhq version windows Java version 1.8.0_261   

I started a new campaign in the early succession wars era. But the interstellar map is the one form the clan wars after they have invaded. 2781 start.

I saved my campaign exited the program and then restarted it and now the map is right.

Print this item

  New Development Snapshot 0.47.13 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 11-09-2020, 01:29 PM - Forum: New Releases - No Replies

Hi Everyone,

<SIGH>  :facepalm: :crash: :ugly_stupid:

Pulling this down as well for another very very nasty bug. 

Please go use your back-ups can go back to 0.47.11

Opps...as we set a record for shortest time between releases. 0.47.12 had a game breaking bug in MekHQ that has been fixed in this release. We did add a couple of other small things in this release. For simplicity I'm reusing the main part of the 0.47.12 notes.

The march to stable continues. This is very much a bug release with only a few of new features. But the new things are huge! First up the Megamek portrait pack is here! 1379 Images covering all types of roles. A big thanks to Saxarba for taking generic computer generated faces and turning them into a BattleTech feel. 

A few notes on the pack. It does add close to 250 MB to the download size of the MekHQ releases. But if you download just the Megamek or MegaMekLab releases you won't get them. We made the decision to include them based on an overwhelming majority being ok with the increased download size. It also reduces the risk of issues with players alternating using and not using them between releases. We know that not everyone will be happy with the release but overall it adds a lot of character to the MekHQ. 

If your concerned about size you are able to delete them after downloading. To do this go to your data\images\portraits folder and delete everything inside the Male and Female folders.

One of our most requested features is an option to print to Record Sheets with tables. To see what we mean see here. Well...now you can. To set these and other printing options in MegaMekLab see the File-Configuration menu. Also makes sure to look at File-Themes to change the look of MegaMekLab.

Lastly we are still aiming for a new stable (0.48.0 Stable) by New Years but we need to stress no promises.

As always when using a Development release.
1)  Make backups of your campaigns and customs.
2)  Always treat each release as a stand alone release and only copy your data forward from older versions.

Megamek
A couple of data fixes in this release is all.

MegaMekLab
Some fixes for Primitive armor on large craft is all.

MekHQ.
The fix for the game breaking bug is all.

Also a reminder to drop into the Slack channel to meet other players and harass the Devs that drop in and out. If Slack isn't your thing check out these Discords with Megamek channels - Everything BattleTech and Classic BattleTech

**FOR MAC USERS**
There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS.  We are working on the issue and have no ETA for a fix.

Another reminder when moving between versions:
1)  Make backups of your campaigns and customs.
2)  Always treat each release as a stand alone release and only copy your data forward from older versions.

There is a good chance you’ll have issues in MekHQ with unit name changes.  If you get errors loading your campaign as result of unit name errors please see this post.

Name Issues with units
The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Removed

Code:
+ Data #2345: Infantry force assignment tables
+ Data #2365: Incorrect battle armor manipulator location 

MegaMekLab
Removed
Code:
+ Issue #821: Primitive Armor on large spacecraft errors
+ Issue #823: Primitive dropship engine and control mass by year not applied correctly

MekHQ:
Removed
Code:
+ Issue #2213: Fix disastrous bug in AmmoStorage::ctor

Enjoy everyone

Print this item

  New Development Snapshot 0.47.12 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 11-08-2020, 08:04 PM - Forum: New Releases - No Replies

Hi Everyone,

We are removing the links for this release it has a major game breaking bug on the MekHQ side.

The march to stable continues. This is very much a bug release with only a few of new features. But the new things are huge! First up the Megamek portrait pack is here! 1379 Images covering all types of roles. A big thanks to Saxarba for taking generic computer generated faces and turning them into a BattleTech feel. 

A few notes on the pack. It does add close to 250 MB to the download size of the MekHQ releases. But if you download just the Megamek or MegaMekLab releases you won't get them. We made the decision to include them based on an overwhelming majority being ok with the increased download size. It also reduces the risk of issues with players alternating using and not using them between releases. We know that not everyone will be happy with the release but overall it adds a lot of character to the MekHQ. 

If your concerned about size you are able to delete them after downloading. To do this go to your data\images\portraits folder and delete everything inside the Male and Female folders.

One of our most requested features is an option to print to Record Sheets with tables. To see what we mean see here. Well...now you can. To set these and other printing options in MegaMekLab see the File-Configuration menu. Also makes sure to look at File-Themes to change the look of MegaMekLab.

Lastly we are still aiming for a new stable (0.48.0 Stable) by New Years but we need to stress no promises.

As always when using a Development release.
1)  Make backups of your campaigns and customs.
2)  Always treat each release as a stand alone release and only copy your data forward from older versions.

Megamek
As mentioned we are moving toward a new stable, meaning not a lot of new things in this releases. But one of the big ones is sending Princess to another map reading course. She is getting better with fast units and with longer range paths. We've also changed a lot of default settings in Megamek - for a detailed list see here. We also implemented a couple more quirks (Oversize and Static Ammo Feed) and full head ejection system. Deadborder continues to crank out new sprites based on the Kickstarter, units that have cleared moratorium, and for fun check out the Ram Plate equipped Rhino.

MegaMekLab
Again lots of bug fixes as we push to make MegaMekLab more stable and capable. This releases includes improvements to printing, margin fixes, and expanding the optional tables on unit types.

MekHQ.
Bug fixes and code optimizations here. While MekHQ was never designed to handle forces the size of SLDF divisions but players are doing it (much to our amazement). Windchild and Watford have been working to make MekHQ better able to handle this. This includes UI improvements, standardizing code, and filtering options. This fixes increases the risk of bugs in this release so make sure you keep backups. But in the long run sets us up for an improved experience. Lastly we've added a new AtB preset based on CampaignAnon excellent guide.

Also a reminder to drop into the Slack channel to meet other players and harass the Devs that drop in and out. If Slack isn't your thing check out these Discords with Megamek channels - Everything BattleTech and Classic BattleTech

**FOR MAC USERS**
There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS.  We are working on the issue and have no ETA for a fix.

Another reminder when moving between versions:
1)  Make backups of your campaigns and customs.
2)  Always treat each release as a stand alone release and only copy your data forward from older versions.

There is a good chance you’ll have issues in MekHQ with unit name changes.  If you get errors loading your campaign as result of unit name errors please see this post.

Name Issues with units
The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
REMOVED

Code:
+ PR #2310: Implement "Static Ammo Feed" quirk
+ PR #2315: Prevent bot freeze when bot attempts to counter-battery fire using an on-board unit vs off-board artillery
+ PR #2308: Normalizes Data Files
+ Issue #2313: Some fixes for SSW -> MM BV Issues
+ Issue #2331: Laser Insulator costs (slightly) wrong
+ Data: New Sprites, new units (Rec Guides 4/5, Kaumberg, Hanseatic Crusade)
+ Data: Mass/Crit slots of Prototype UAC5 Wrong.
+ PR #2332: Substantial Princess performance (turn calculation speed) improvement across the board, especially visible for fast units
+ Issue #2338: Artemis IV counting for slot space
+ PR #2336: New equipment: ram plate
+ Issue #2344: Incorrect generic infantry armor cost
+ PR #2350: Allow java.util.TreeMap to be deserialized
+ PR #2334: Modernizing Multiple Visual Configs
+ PR #2351: Prevent aerospace units from sometimes showing as crippled after rolling for but not confirming a crit
+ PR #2357: Restored(?) full head ejection system to a lot of Wolfhound/Hatchetman variants;
ejection now hits the cockpit or blows off the head for full head ejection - mostly relevant for MekHQ
+ Issue #2246: "Change Tileset Theme" menu entry disabled outside the Board Editor
+ Issues #2349, #2347. #2339 Various Data fixes
+ Data: New Sprites
+ Issue #2343: Player units can flee during tornado; fix for blank report when loading game with report sprites in client with report sprites disabled
+ Issue #2367: Bot can no longer use searchlights with hidden units
+ Issue #2369: Heavy Machine Gun 0/0/0 Range
+ Issue #2300: Head loss with torso-mounted cockpit no longer prevents weapons fire unless other sensor damage has occurred
+ Issue #2371: Odd interaction between Modular Armor and Hardened Armor
+ Issue #2267: Units are no longer able to fire ammo-based weapons that don't actually have any ammo (thus locking up the game)
+ Issue #1955: Mechs can deploy hidden in water as long as they are completely submerged
+ Issue #2377: Fuel Air Bombs size wrong
+ PR #2380: Implement "Oversized" quirk
+ Data: Updated Boards, RecGuide 6, and new Sprites. To confirm the naming conventions on some of the new clan
  Omni Variants are correct.

MegaMekLab
REMOVED
Code:
+ Issue #761: Cost of communications equipment does not reflect size
+ Issue #758: Damage notation for torpedoes and prototype rockets incorrect
+ Issue #762: No cost for heat sinks and power amplifier for spot welders on ICE vehicles
+ Issue #763: Cost for cargo bays on vehicles is incorrect
+ Issue #765: Really early dropships and small craft not allowed
+ Issue #773: Superheavy industrialmechs fail validation
+ Issue #793: Industrialmechs with DHS loaded as SHS
+ Issue #770: Status message about unallocated heat sinks is confusing
+ Issue #775: Quarters on large aerospace craft again have a c-bill cost, but other bays do not
+ Issue #777: Direct Neural Interface blanks out Summary and TRO
+ Issue #784: Sub-Cap Ammo weight discrepancy
+ PR #801: Printing progress bar and memory use improvement
+ Issue #342: Incomplete queued print
+ PR #803: Add an outline to PDF output
+ Issue #802: Record Sheets printing small for layout
+ Issue #807:TAG (Light, Man-Portable) is misclassified
+ Issue #746: Weird margins on printing
+ Issue #665: Formatting Issue when printing vehicles or battle armor
+ PR #810: Show munition type on record sheet
+ Issue #812: Super-heavy trailer not possible (Combat Vehicles)
+ PR #812: Add optional reference tables for vehicle record sheets
+ PR #818: Optional reference tables for aerospace record sheets
+ Issue #816: Split equipment not printing second location on RS Weapon and Equipment Inventory
+ PR #820: Optional reference tables for infantry and protomechs

MekHQ:
REMOVED
Code:
+ Issue #1970: Workaround for single hex ecm causing smallcraft to be overweight
+ Issue #1079: Add refit time for moving a part between locations
+ PR #2117: Fixing New Personnel Market Report
+ PR #2105: Avoid part ID references in Refits and elsewhere
+ Issue #2115: Fixing GM Tool Gender load
+ PR #2122: Fixing Scenario Date Compare
+ Issue #1265: Option to Subtract Salvage Overages from Final Contract Payment
+ PR #2128: Improve performance of searching for spare parts in large campaigns
+ Issue #442: Enable/Disable MRMS Repair and Salvage Portions
+ Issue #2118: Fixing MekHQ's use of MM password
+ Issue #2138: Fixing GM Mothballing
+ Issue #2139: Fixing Award Tracker Data Manipulation
+ Issue #2130: Fixing TOE “Deployed” and “Undeployed” Background Colour Display
+ Issue #1723: Fixing Missing Personnel and Hangar Tab Selection Highlights
+ PR #2153: UnitRatingMethod: Add Disabled Case
+ Issue #1537: Fixing Null AmmoType NPE in Hangar Tab
+ Issue #2159: Fixing Soldier Filter Name
+ PR #2164: Fixing Historical Daily Log Disabled Message
+ Issue #2159: Personnel Filter Style for All Options
+ PR #2168: Properly implementing AtB edge assignment if MekHQ cannot assign an SPA
+ PR #2169: Fixing all and none portraits click when changing options preset
+ PR #2170: Support Edge is now properly reliant on Edge being enabled
+ PR #2173: Implementing sort order for SPAs in Campaign Options
+ PR #2174: Tabbed MekHQ Options Dialog
+ PR #2161: Improving Zipped Force Icon folders
+ PR #2162: Standardized Portrait Chooser
+ Issue #2188: Cannot assign salary to LAM Pilots or Vehicle Crew loading older CPNX files
+ Issue #2193: Unit Market: Units No Longer Reset to Open Market upon load
+ Data: Megamek Portrait Data Pack. Notes and licensing in Megamek contributors file which I will push
  with the next Data work in Megamek.
+ Issue #2171: Implementing Campaign Option and Campaign Preset Versioning
+ Issue #2181: Personnel File CSV Export Toughness, Status, and Portrait Path
+ Issue #785: SLDF Ranks are Wrong
+ Issue #572: Random Portrait Fails to Properly Compare File Paths
+ Issue #564: AbstractIcon: Fixing Basic Info Portrait Scaling
+ Data: Adding a CampaignAnon 3.5 AtB preset.

Enjoy everyone

Print this item

  Princess unexplained lower To-Hit modifier
Posted by: DigivvhorE - 11-02-2020, 10:57 PM - Forum: General Discussion - Replies (7)

Hi team, 
I'm fairly new to Megamek and have been playing with it on and off for a couple of years.
Running win10 and latest stable MekHQ 46.1. I've been trying my hand at a quick campaign to dip the toes and got my arse absolutely handed to me by the Bot, which has seriously soured my experience.
I have since been trying a couple of scenarios one on one with the Bot to get a feel for the To-Hit modifiers. I have noticed that the Princess (with default settings) has consistent lower To-Hit modifiers than me.
Let me elaborate, first example, I went through the rounds logs to try to understand the difference, where you select a weapon and it shows the working out with all the modifiers and gives you a final To-Hit roll required and comparing it with the actual combat log, mine were consistent with that information but Princess's combat log had initial To-hit  modifiers same as mine, for example, I needed 9+ To-Hit and Princess also needed a 9+ To-Hit in the weapons panel, but Princess only needed 6+ in the actual combat log, and after double checking all relevant modifiers in Battletech rules, there is no account for the reduced -3, that same -3 was applied to Princess in every combat round.
My second game was much the same, but princess only got a -2 reduction each round.
By this stage I already had the shits and ran two instances hot seat, and what do you know, same mechs used and all weapon selection and modifier working was reflected with required dice rolls in the combat work out phase.
Now I'm sure it's a complete oversight of some basic setting I've missed but I'm not able to find anything closely resembling an explanation online as to the discrepancy when using Princess.

If someone could please help that would be very much appreciated.

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  possible bug with the start date in MMHQ
Posted by: Kargan3033 - 11-02-2020, 10:54 PM - Forum: Problems? - Replies (1)

I was tinkering around with MMHQ and I decided to do a test campaign to see how MMHQ worked.

Anyways I wanted to see how far back one could go with the game setting/campaign start date and I managed to set it to 2001 and the game still worked but I couldn't buy units and what not and the starting planet I was on was not earth but an undiscovered plant and the sol system/earth was not on the star map.

So if this is a bug you might want to set a cap on how far back you can go with the start date unless you intend to be able to start the game at the formation of the Terrain Hegemony and go from there up until the most current date in the BT game.

Hope this helps.

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  New to megamek
Posted by: Kargan3033 - 11-02-2020, 10:45 PM - Forum: General Discussion - Replies (2)

Hello everyone nice to meet you all, I used to be into BattleTech a long time ago and got out of it years ago but I have found MegaMek while puttering around on the net and I like what I have found and would like to chat with like minded people and maybe help out with MM if I can.

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  Aerospace Spotting Question
Posted by: Desric55 - 10-19-2020, 11:38 PM - Forum: General Discussion - Replies (2)

My group and I have been playing for a while, but recently we started using double blind rules. Trouble is, one of the players, who absolutely loves his aero fighters, is no longer able to spot anything with them. The only way he can see anything with them is to directly overfly the target. He doesn't get a sensor return with his fighters either. He normally flies between altitude 1-8 and really likes dropping bombs, which is now difficult for him. 

Is this normal line of sight for aero fighters on a ground map? Should he be able to see my units easier or at least detect them on sensors?

We are using version 0.46.1.

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  Unofficial Artillery Cannons (suggestion)
Posted by: Imperator Hanseatic - 10-13-2020, 02:53 PM - Forum: General Discussion - Replies (2)

This post is intended to put feelers out for thoughts from others before posting on GH.

The group I play with and myself have long been dissatisfied with the canon Artillery Cannons. Nothing in their descriptions or other stats (TacOps, and yes I've seen the Errata) suggests that their damage should be lower than the full Artillery Pieces that share their names. As the current implementation in MegaMek is Canon, I obviously wouldn't ask for it to be changed. Instead I propose a set of Unofficial Tech Level weapons which use the same damage profiles as the full Artillery. As it stands, the only Artillery Cannon which retains any splash damage beyond the impact hex is the Long Tom. I don't even believe that these Unofficial Cannons will be at all overpowered considering how rarely these Cannons are employed and the massive cost to the mounting unit in space and weight.

Thank everyone in advance for any feedback on this idea, and I would be happy to answer any questions about it. Smile

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  Edge in MekHQ
Posted by: johnboyjjb - 10-06-2020, 12:43 PM - Forum: MekHQ - No Replies

There are things about Edge that I really like but a few drawbacks exist:
1) No Edge column in any of the personnel tabs. This means if somebody burns an edge and I want to expend an XP to replace it, I have to track who it was or sift the entire roster.
2) No Edge consumption route for Vehicle Crews. Ammo explosion, critical hits, piloting, and stunned seem like great ways to use edge, especially if my chopper is slipping into a hillside.
3) Buying Edge one at a time is inconvenient but probably not enough to justify a code change.

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