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  New Development Snapshot 0.47.17 (RC3) for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 02-07-2021, 06:12 PM - Forum: New Releases - No Replies

Hi Everyone,

We are pleased to announce the release of Release Candidate 3 for the 0.48.0 Stable. If all goes well we are hoping for new stable to be out by Mid March. Then we'll start into the 0.49.x Development cycle. 

Just a heads up when we hit that milestone we'll be moving all three of the programs to Java 11. This means you'll need to update Java to run in the next development cycle. Lots of players are starting to update and we've got a wiki page to help. Players with high DPI and 4k monitors have noticed a big improvement using Megamek after updating. We'll provide more details on this when we hit the development cycle.

There are also some great video tutorials for Megamek available here.

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
Bug fixes is the name of the game. Also a lot of data fixes and a couple of surprise early additions.

MegaMekLab
Bug fixes.

MekHQ.
Bug fixes.

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**
We think we now have a workaround for Macs.  See HERE for details.

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:
+ Issue #2557 - SimonLandmine maps out of date.
+ Issue #2529: Dead-fire ammo wrong shots/ton (missed some)
+ Data: Updated unit_roles and RAT Gen files for RecGuides and Golden Century.
+ Issues #1967/1968: Swapping to use ImageIO.read() for Portrait Zip File reads
+ PR #2567: Colour Camouflage: Fixing Colour Camouflage Tint Application and Colour Setter
+ Issue #2565: Bot performance improvement for situations where there are C3/ECM type units on the field
+ PR #2562: Prevent "mount" button from being active for grounded dropships, as it doesn't do anything and throws an exception when clicked
+ Issue #2584: UnitSelectorDialog: Player ComboBox now properly updates on load
+ Issue #2585, 2586: When destroying locations, multi-location equipment (e.g. Chameleon, Null-Sig) is now properly destroyed
+ Issue #2580: Fix non-unique IDs for Buildings
+ Issue #2609: Fix for bot deployment hang on maps with phantom buildings
+ Issue #2613: Graceful failure for DFA attacks against improperly picked targets (no DFA occurs, rather than the game locking up)
+ Issue #2619: Prevent unwanted turn skip if loading a save game with only one unit left to move
+ Issue #2598: Dropship can't mount(load units) if on hexes higher than level 2
+ Issue #2620: Homing Arrow IV no longer deals excessive splash damage to battle armor
+ Data: Fixing issues #2623, #2612, #2603, #2602, #2600, #2582, #2566, #2064, #2036
+ Data: New Sprites
+ Data: Updating SimonLandmine's map pack and adding strategoslevel3 Tukkayid maps.
+ PR #2627: Accessibility Window Shortcut of Alt - V - A
+ PR #2628: Scrollable Accessibility Window
+ PR #2630: Fixing Infantry TRO Secondary Weapon Name
+ Issue #2625: Preventing Key Bindings when using the Accessibility Window

MegaMekLab
Download Here
Code:
+ Issue #861: Advanced SRM wrong damage/missile
+ Issue #860: Aero missiles available to tanks
+ Issue #866: Cannot assign Artemis IV or V to Improved missiles on dropships
+ Issue #872: Incorrect loaded design validation for clan LFC warship armor

MekHQ:
Download Here
Code:
+ PR #2354: Don't skip ComStar as an origin faction
+ Issue #2348: Allow Clanner origins
+ Issue #2365: MissingEquipmentParts should only be replaced with parts of the correct Java type
+ Issue #2358: Add missing AtB lances on CPNX load
+ PR #2372: Infantry Motive Type File I/O Fixes
+ PR #2378: Acquisition Dialog: Fixing NPE, GM Acquire for In-Transit or On Order parts, Adding GM Acquire Message
+ Issue #2389: Fixing graphical NPE when not purchasing units in the unit selector dialog
+ PR #2390: Fixing Baby Prisoner Status Determination
+ Issue #2397: Adding Fall Back SPA check for current SPAs being edited
+ Issue #2396: Resolve Infantry part and other part type bugs
+ Issue #2387: Allow salvaging components on destroyed locations from repair bay

Enjoy everyone

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  Compatibiliy Older Version Material? (Maps, Units)
Posted by: Black_Horse - 02-06-2021, 02:19 PM - Forum: General Discussion - Replies (16)

Hello,

I'm new here. Some days ago I rediscovered an older version on my computer, Version 0.34.9. Years ago, i created a large amount of maps with this version, simulating "a whole planet surface" with different terrains and structures for our campaign which we played in those days (A non-canonical Mercenary Company in service of House Steiner starts an invasion on a Planet secured by House Kurita Troops, all Mechs are 3025). I spend an lot of work and time to create over 130 maps (15 x 9 Maps, all related to each other to build at the end one large map - but we do not used all maps simultaneously).

If I start playing again, are these older maps compatible to the newer version 0.46.1? Are selfmade Mechs and Units compatible, too? I Hope the work from yesterday was not usless today, or hopefully there is a chance to convert my stuff.
(Iis the right section for my question in this forum?)

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  Help in setting up a "Story Campaign" needed
Posted by: David555 - 01-30-2021, 04:44 PM - Forum: MekHQ - No Replies

Hi, I would like to set a up a "story campaign" in MekHQ. Which means, I built a unit and now I want to create a series of scenarios within a mission. Can anybody tell me, how to create scenarios and how can I integrate them as part of a mission?

Thanks for your help,
best regards
David

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  Can MegaMek use VASSAL's JAVA?
Posted by: TokyoDan - 01-20-2021, 11:26 PM - Forum: General Discussion - Replies (3)

[font="Segoe UI Historic", "Segoe UI", Helvetica, Arial, sans-serif]Hi. If JAVA has already been installed with VASSAL, Is it then possible to install just the MegaMek module for (solo play) without installing the MegaMek bundled JAVA and setting MegaMek to use the JAVA that was installed with VASSAL?[/font]

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  New Development Snapshot 0.47.16 (RC2) for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 01-05-2021, 03:41 PM - Forum: New Releases - No Replies

Hi Everyone,

We are pleased to announce the release of Release Candidate 2 for the 0.48.0 Stable. If all goes well we are hoping for new stable to be out end of January. Then we'll start into the 0.49.x Development cycle. 

Just a heads up when we hit that milestone we'll be moving all three of the programs to Java 11. This means you'll need to update Java to run in the next development cycle. Lots of players are starting to update and we've got a wiki page to help. Players with high DPI and 4k monitors have noticed a big improvement using Megamek after updating. We'll provide more details on this when we hit the development cycle.

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
Bug fixes is the name of the game. Some improvements to Camo selector and added the Rec Guide 7 units.

MegaMekLab
Bug fixes.

MekHQ.
Lots of bug fixes with ammo bugs getting lots attention. We've been working on improving performance. We are also working on improving refits but that's still a work in progress.

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**
We think we know have a workaround for Macs.  See HERE for details.

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:
+ Issue #2510: Prevent bot from directly targeting gun emplacements with physical attacks for an insta-kill
+ Issue #2513, #907: Adjust message for gun emplacement ammo criticals to more clearly indicate if no damage has occurred;
implement non-weapon/ammo critical hits (e.g. ECM) on gun emplacements
+ Issue #2517: Ensure AmmoType::canSwitchToAmmo ignores munition types
+ PR #2519: Open up Compute and MMRandom to allow mocking in tests
+ Issue #2522: Vehicular Grenade Launchers smoke munitions not working
+ Issue #2533: Explosive Ammunition BV Penalty Errata
+ Issue #2537: Prevent soft-lock when processing nuclear blasts near the edge of the board;
improved error recovery when loading games after processing failure in certain cases
+ Issue #2535: Remove nag for airborne unit entering rubble hex
+ Issue #2499: Separating Colour Camouflage and Player Colours
+ Issue #2544: Rear or turret-mounted weapons failing to load
+ Issue #2550: NPE when 'Go Down' is used by an elevation 1 AirMech
+ PR #2554: Fix TargetRoll description if negative modifier is first
+ Data: New Sprites, Rec Guide 7 units, some date fixes (#2520)
+ Issue #2529: Dead-fire ammo wrong shots/ton
+ Issue #2527: Purchase list showing different items as same description
+ PR #2556: Remove duplicate boards.
+ Issue #2523: Ammo explosion should apply 1 hit of feedback damage even with auto-eject

MegaMekLab
Download Here
Code:
+ Issue #845: Compact engine and gyro not adjacent on superheavies
+ Issue #846: Ammunition in any location on a Clan 'Mech giving explosive ammunition BV penalty
MekHQ:
Download Here
Code:
+ Issue #2283: Ensure contracts are generated with the correct number of retries
+ Data: Adding Missing images.
+ Issues #2296 and #2299: Support older campaign dropship and jumpship ammo bin sizes in XML file
+ PR #2302: Fixing Log Display Spacing
+ Issue #2295: Expanding null protections for rank systems and adding defaults
+ PR #2303: Fixing Gender assignment on Generation
+ Issue #2270: Scenarios Respect Sort Order
+ Issue #2297: Ensure shots needed is converted properly between ammo types
+ Issue #2310: Avoid procurement popup exceptions due to race condition
+ Issue #2298: Do not display unknown armor types in the Parts In Use report
+ PR #2308: Add EquipmentPart unit tests and fix minor bugs
+ Issue #2266: For LAMs check Landing Gear and Avionics when considering repairable slots
+ Issue #2317: Ensure Person::idleMonths defaults to 0
+ PR #2324: Restrict removing, salvaging, or scrapping certain locations with avionics and landing gear on LAMs
+ Issues #2325 #2328: Do not throw NPE on missing equipment when unscrambling equipment numbers
+ PR #2330: Fix capitalization of MechWarrior portrait folder
+ Issue #2332: Delete refit file if unable to read it back when saving
+ PR #2294: Add contract market tests and add setters for static singletons (e.g. Systems and RandomFactionGenerator)
+ Issues #1727 and #2318: Colour Camouflage and Camouflage Selector Standardization
+ PR #2293: Upgrades built in campaigns to 0.47.15
+ Issue #2341: Equipment on incorrect mounts are not fixed
+ Issue #2342: Customs in CPNX with invalid file name chars do not save to disk

Enjoy everyone

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  Vehicular Grenade Launchers
Posted by: arekP64 - 12-19-2020, 09:01 PM - Forum: Problems? - Replies (1)

Issue - unable to deploy smoke on any of the hexes within firing arcs.
after firing phase it only says:

Vehicular Grenade Launcher (Smoke grenades) at Hexes 1111, 1210, and 1112 : automatic hit!

Vehicular Grenade Launcher (Smoke grenades) at Hexes 1311, 1312, and 1210 : automatic hit!

Potential second issue - Not sure if Incendiary grenades should be able to set woods on fire or cause check for fire, but they do not and they add heat to firing unit if there is another unit in one of the target hexes.
Frags and Chaff looks to be working fine.

All above tested on Tracked Vehicles, Mechs, LAMs in Air Mech mode (same results) and Fighter mode (unable to employ any weapons, seems reasonable).


MM (HQ set) 0.47.7
Java 1.8.0_261
Windows 10 Home updated

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  New Development Snapshot 0.47.15 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 12-14-2020, 10:09 PM - Forum: New Releases - No Replies

Hi Everyone,

We are pleased to announce the release of Release Candidate 1 for the 0.48.0 Stable. If all goes well we are hoping for new stable to be out in January. Then we'll start into the 0.49.x Development cycle. 

Just a heads up when we hit that milestone we'll be moving all three of the programs to Java 11. This means you'll need to update Java to run in the next development cycle. Lots of players are starting to update and we've got a wiki page to help. Players with high DPI and 4k monitors have noticed a big improvement using Megamek after updating. We'll provide more details on this when we hit the development cycle.

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
Bug fixes is the name of the game. The only major new thing is adding an option to output game summary images during various phases. See the coming soon post here. We look forward to seeing what people come up. But a word of warning, this is hard drive space intensive and off by default.

MegaMekLab
Bug fixes.

MekHQ.
Lots of bug fixes with ammo bugs getting lots attention. We've been working on improving performance. We are also working on improving refits but that's still a work in progress.

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:
+ Pr #2458: When loading saved games, drop down box allows selecting of player names present in game
+ Issue #1449: Zweihander SPA incorrectly applies critical damage
+ PR #2402: Upgrade to XStream 1.4.14 (Removes warning about illegal reflective operation)
+ Issue #2398: Final position of vehicle after skid (and fall) reported in Round Report but not applied to unit
+ Issue #1803: Configure view changes Clan unit BV due to AmmoType switching
+ Issue #2302: fix Map Size in lobby when decreasing map size
+ Issue #2169: Harjel in head
+ PR #2412: Fix armor BV calculation for SV BAR armor
+ Issue #2415: Fix Client Settings truncating certain FOV alpha values on Save/Load
+ Issue #2424: Changing ammo type on one-shot weapons no longer secretly sets their ammo count to 1 ton's worth of ammo
+ Data: IS Tag restricted from Aerospace Fighters.
+ PR #2433: Fix for weird edge case where a collapsed building would remain on the board.
+ Issue #2426: Old language for double heat sinks in mtfs no longer read by Megamek
+ Issue #2309: Tanks no longer display as damaged when in pristine condition but have had MP reduced by non-damaging conditions (e.g. gravity, temperature)
+ Issue #2430: NPE in doEntityDisplacement
+ PR #2444: Improve MtfFile parsing performance
+ PR #2445: Defensive BV for HarJel III should be -1
+ Issue #2348: Added option to output game summary images during various phases
+ Issue #2413: Improve "Darken hexes outside field of view"
+ Issue #2078: Ignore weapon groups when counting equipment
+ Issues #2405 #2399: Fix scroll wheel oddities
+ PR #2461: Allow LBX autocannons to swap between cluster and solid ammo again
+ Issue #2095: Lineholder I/Machine Gun Array Battle Value Issue
+ PR #2464: LAM BV heat efficiency
+ Issue #2465: Ensure immobility takes into account the crew only when applicable
+ PR #2474: Fix game freeze when removing last unit during deployment phase with lance movement for that unit type turned on
+ PR #2469: BV weapon heat
+ PR #2476: Vehicle BV fixes
+ Issue #2473: Only last player to connect can deploy minefields
+ Data: Updating Level 1 Foliage and Clan Invasion Boxset Maps.
+ Issue #2431: Player units not making PSRs for exceeding normal MP in low gravity
+ Issue #2447: Bridge elevation bugs - charging from bridge & reversing from bridge
+ Issue #2450: Aerospace unit crash damage incorrect at velocity 0
+ Data: Overhaul of units, fixes to names, quirks, roles, and crit placements as a result of the Tukkayid books.
+ Issue #2453: Changing BA Ammo Selects Invalid Quantity
+ Issue #2493: Prevent players from firing hidden units' weapons without revealing them
+ PR #2494: Fix protomech myomer booster BV calculation
+ PR #2495: Use fastest movement mode to calculate infantry BV speed factor
+ Issue #2498: Prevent leakage of information about hidden unit positions via right-clicking
+ PR #2490: Add machine gun (regular, light, and heavy) and nail/rivet ammo types to the compatible list
+ PR #2482: Update Equipment Extended Database CSV file format for errata team
+ Issue #2497: Setting hidden units to activate during movement phase allows them to move during said movement phase
+ PR #2480: Fix loading transported units in MULs
+ Data: New Sprites
+ Data Fixes: #2492, #2485, #2437, #2429
+ PR #2509: AbstractIcon: Improving Null Protection

MegaMekLab
Download Here
Code:
+ PR #832: Switch to EquipmentType::equals for AmmoType, etc
+ Issue #830: Older primitive small craft get more fuel than newer ones
+ Issue #840: Patchwork Armor on VTOL rotor incorrectly flagged as invalid
+ Issue #841: Superheavy patchwork armor crits
+ Issue #842: Double heatsinks incorrectly switching between Clan and IS versions
+ Issue #844: Talons not handled correctly for superheavies or tripods

MekHQ:
Download Here
Code:
+ Issue #2166: NRE in Money::plus/Money::minus
+ PR #2224: Add some basic Refit tests and fix an Armor location bug calculating armor during a refit
+ PR #2241: Fix bug where PartsStore may list INT_MAX as cost and tons for BA ammo
+ Fixing Male Soldier and Female ProtoMech Pilot Portrait Paths so they properly generate
+ Issue #2236: Making Unmaintained hangar color take priority over Damaged/Inoperable
+ Issue #2248: Fix various ContractMarket exceptions when operating at the bounds of MekHQ data
+ PR #2250: Fixing Load Last Save for .cpnx.gz files
+ Issue #1880: Fixed briefing text error for breakthrough (defender) scenarios
+ Issue #2231: Don't give back free parts when fixing a missing part
+ Issue #2254: Ransomed Unit now properly adds to Total Value Salvaged
+ Issues #2255 and #2258: Fix Warehouse::removePart StackOverflowException with child parts and NRE with BayDoor/Cubicle parts
+ PR #2259: Adding Pregnancy Complications Personnel Status
+ PR #2261: Improved Awards Migration
+ PR #2271: Improve CPNX load perf with transport linkages in AtB scenarios
+ PR #2272: Ensure GM Acquire Instantly acquires the correct quantity
+ PR #2274: When loading Campaigns ensure more exceptions are caught and logged properly
+ Issue #2278: Ensure skill prefs are saved to the campaign on creation
+ Issues #1151, 1219, 1687, 1807, 2142, 2243, 2253, 2267, 2268, 2276: Refactor adding and removing ammo from the Campaign
+ Issue #2280: GM Restore skips parts
+ PR #2286: Don't reload unit data if nothing changed on disk when reading Campaigns
+ Issue #2287: Prisoner Filter Should Include Bondsmen
+ Issue #2141: Subcontracts don't reference parent contract after campaign load
+ Issue #1587: Basic Bulk Customization
+ Issue #2200: Moving Rank System Name to Data

Enjoy everyone

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  Load Last Save (0.47.14) Error
Posted by: txsoldier94 - 12-01-2020, 01:49 AM - Forum: Problems? - No Replies

I have noticed with the new DEV that I cannot load the last Save. I get the message that the campaign file could not be loaded. Screenshot and log attached. I do not have any issues loading the campaign with the Load a Campaign button, only the loading last save.

Mik

   



Attached Files
.txt   mekhqlog.txt (Size: 18.65 KB / Downloads: 3)
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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

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  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.

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