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  Cannot launch MekHQ or MegaMek
Posted by: fireface - 05-05-2021, 08:54 PM - Forum: Problems? - Replies (2)

Hey all,
I just got a new laptop and I can't get Megamek or MekHQ to launch.  I found this Intel workaround that worked to get GoG Galaxy games working,
System: Intel i7-1185G7, 16GB, 512 NVMe, Win 10 Pro
Java: build 1.8.0_291-b10
MegaMek/MekHQ: 48.0

When I try to launch MegaMek or MekHQ I get nothing, no error message, nothing in task manager, etc.  This is the same behavior I got from GoG Games before adding the env variable in the Intel workaround above. 

Does Java/MegaMek/MekHQ use the code listed in the Intel article above?  Is there another workaround for MegaMek/MekHQ?  

I've tried disabling antivirus and and firewall and running the .exe files as admin.  I checked the Windows event viewer but don't see any related errors.  Any idea where else I can look for why the .exe wont run?

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  Can't use double heat sinks in refit
Posted by: Kaelum - 05-02-2021, 07:20 AM - Forum: MekHQ - Replies (1)

Alright, here's the deal. I've just nabbed a nice lostech 'mech in one of those Star League cache missions, one of the ones with double heat sinks. After ripping them all out and cheating in the ones that apparently vanished into thin air when I swapped the 'mech to single, I tried to refit one of my 'mechs with them. Not an option, only version it lets me use is the experimental "Freezer" ones that aren't actually the same apparently, and I have to have rules on experimental for that. Looks like I can't mount the ferro-fibrous armor I took off it either, but I *could* mount lostech weapons if I had any. Am I doing something wrong?

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  New Development Snapshot 0.49.0 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 05-01-2021, 08:23 PM - Forum: New Releases - No Replies

Hi Everyone,

Welcome to the 0.49.x Development cycle, this is the first release in that cycle (0.49.0) and you'll see some massive changes in Megamek and a whole new way to play AtB in MekHQ. But before we get into some specifics on those we need to address a couple of things.

First you must have Java 11 installed to use Megamek going forward. See THIS POST for how to update your Java.

Next this release changes a ton of things in Megamek to accommodate the new lobby. It has been tested but we anticipate there are bugs. But the features of the new lobby make it worth the risk, it addressed 14 major requests for going back years. 


In MekHQ we've been teasing it for months and the Alpha is here.


[Image: e6JVmpzl.png]

There is a huge write up of it HERE. This is very in development and we are looking for player feedback. We've had a group of players Alpha testing on our Official Discord please join to give us your feedback and thoughts. Documentation is sparse but anyone that wants to write a players guide we'd willingly add it. 

As always when using a Development release:

  1. Make backups of your campaigns and customs.
  2. Each release needs to be installed to its own folder.
  3. Always COPY your data forward from older versions never MOVE the data.
Before I get to the lobby here are a few other things this release.
  • IP address showing is now blocked by default in the lobby.
  • You can refresh the unit cache in game.
  • Offboard arty can disengage.
  • Air launched Arrow IV's anyone?
  • Irregular TRO units have been added. 
  • Testbot is largely retired and not available.
  • Tons of data fixes, new sprites, and some new boards.
Princess has been doing obstacle courses at Blackjack and learning when to stand or not stand after getting knocked down. We know she loves melee so one of her instructors pointed out that when you don't have anything to do grabbing a club can come in handy down the road.

Main Lobby Changes:
  • Unifies the tooltip in the lobby and game (while still enabling different views, e.g. the pilot info can be omitted as is done in the lobby mek table) and moves the code out of Entity; the tooltip now shows a different symbol for capital armor. I've introduced many unicode symbols, these require the Java "Dialog" logic font, I hope they work on other systems besides Win10 as well.
  • Adds a general GUI scaling float value (neutral value = 1) that is accessible in the Client Settings and, unless a modal dialog is up, with CTRL Numpad+ and CTRL Numpad- . This currently scales mainly the lobby and some dialogs in the lobby that have been revamped.
  • Completely revamps the info in the lobby Mektable, obviously. I've tried using colors that are desaturated in the hope this will make the colors readable for everyone. Also, the main colors come from methods that return different colors based on whether the current UI theme is light or dark.
  • Allows sorting the Mektable by various algorithms
  • Generally shows more info directly in the table such as velocity, height, deployment, partial repairs, C3 info. I've tried to hide stuff that's unnecessary such as height in space and so on to make it all kinda useful
  • The lobby now shows if a unit has a problem such as instant death upon deployment or an unconnected C3 computer; the tooltip gives details on the problem (unit cannot survive in vacuum)
  • Makes the compact mode more useful; it now shows almost the same info as the full mode.
  • Revamps the popup menu; it now allows some more unit settings such as C3 configuration and most operations work on multiple units
  • Adds toggles to hide unofficial and legacy game options; also adds a Toggle Button that has a checkmark or cross as the normal Java toggle buttons don't show their status really well
  • Adds searchlights automatically to all units in circumstances when they're needed
  • Revamps the player config and planetary settings dialog
  • Revamps the player table; it now allows multi-selection and direct setting of team and deployment via popup, also shows local bots with a symbol
  • Makes some dialogs remember their size and position such as the Unit selector and force generator
  • Adds Ctrl-S Quicksave and Ctrl-L Quickload. I think this is only useful for development. Ctrl-L works only from the main menu I think.
  • The mektable generally remembers column sizes
  • removes some buttons from the main interface (such as Delete All) and adds a confirm dialog to delete and various other things that shouldn't be insta-kill
  • Minefields now actually require the TacOps minefields game option to be active
  • Corrects conventional fighter weight classes, use the same as ASF (50t = medium)
  • Corrects legal deployment with double blind
  • Obviously revamps board selection to graphical drag-n-drop. It can deal with server-side boards (although in this case it can't actually display the real board, just an empty placeholder) and invalid boards.
  • Instead of choosing a board at random, the surprise function will now choose a board from a list of boards that can be assigned by selecting the desired boards and dragging them to the preview.
  • Board setups can now be saved. I've created some examples from the boards we have
  • Adds a smaller mini-map zoom that I neede for those huge maps and a better space mini-map with stars...
  • Adds a team overview pane. The table can be detached to a window. It shows the summarized strength of the teams and when one team is selected in the table it shows the relative values (87% of ...)
  • Adds ammo to the unit tooltips
  • Adds forces to MM and a force tree view to the lobby. Forces currently have no in-game effect. The game has a Forces object that controls the individual Force objects. The structure is similar to MekHQ's forces although I believe MekHQ has no owner field. Forces can be saved to MUL files and load from there correctly. However it only saves the full force every unit is in, not the forces themselves. When loading a MUL, the force structure is reconstructed from these individual force entries. Therefore, loading from a MUL will always create new forces, never integrate into existing ones. The forces from MekHQ can be transported to MM by using the String representation as Ive done in the MekHQ PR. 
  • Units in forces and sub forces can be moved up and down by CTRL-Up and CTRL-Down; no multi-selection.
  • The mek table and force table allow CTRL-C to copy selected units (forces are ignored). It exports the unit, tonnage, pilot and a few values and pastes mostly well into Excel, although some units have secondary names that don't paste well such as "(3025)" which arrives as -3025 in Excel. Ive found no solution for this that also allows pasting into MM well.
  • Obviously, the mektable and force table also allow CTRL-V. So it's easy to copy-paste units in MM.
  • Also, makes the key binds overlay disappear in the map preview
Only a few bug fixes in the lab. Things will likely be quite with the lab for a bit, the dev focused on it is taking a break.

We've already mentioned Stratcon. Rank Systems were also completely rewritten and modernized. They are now implemented with full user data folder merge capability, multiple custom rank system support, varied import/export capabilities, file refresh, full validation, and expanded professions. Note that individual ranks were not handled as part of this rework, just the systems and professions.

[Image: AX05snYl.png] 

The Personnel Options Tab was completely rewritten and reorganized, as the sheer number of options was making it hard to use and tell the difference between areas. Personnel Roles were also heavily modified, part of which was adding the LAM Pilot and Dependent primary role. The latter of which will replace our current handling of dependents (the swap over is done, but the old dependents and the flag do not migrate until the next release).

Additionally, a suite of base components have been created and preferences have been expanded. Keep a watch for the ability to cancel out of dialogs by pressing escape, and having the selected tab remembered between uses, as examples of some of the improvements originating with these standardization changes.

Some other stuff to look for is Improved Refit Tech sorting, Better GM Restore, new force icon pieces, lots of backend work improving stability, and an almost complete rework of custom ranks.

We are also happy to announce we have an Official MegaMek Discord. It will function like our Slack but gives us better voice support for people that want to use the dedicated servers. We still have ourSlack channel to meet other players and harass the Devs that drop in and out. Remember to check out these other BattleTech Discords with MegaMek channels - Everything BattleTech and BattleTech

Also we are on Facebook - MegaMek BattleTech and MegaMek

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. 


Download Here
+ Issue #2614: Improved Building Validation
+ Issue #2592: Random Army Creation Tech Level Max Index Comparison Issue
+ Issue #2272: Fixing Alt-Click on Building and Mouse Wheel Over Building/Bridge/Fuel Tank Not Clearing Tile
+ Issue #2362: Fixing XML Schema File Issues
+ PR #2655: Accessibility command improvements
+ Issue #2710: Shield DC and DA values
+ PR #2714: Change source and target compatibility to Java 11
+ Data: New maps, unit fixes including fix for #2707
+ Issue #2597: Add thread safety to duplicate name hash
+ Issue #2722: Do not send IP addresses in chat by default
+ PR #2691: Base Components: Creating Base Components based on the previous MekHQ Preference setup
+ PR #2724: "File>Unit List>Refresh Unit Cache" loads any changes in the unit files without having to restart
+ PR #2730: Tooltips for target number calculations on the round report
+ Issue #146: Disengage/Remove Unit Button for Offboard Artillery
+ Issue #2722: Add a UI to enable/disable showing IPs in chat
+ Issue #1131: Prevent units with bay weapon ammo from having that ammo disappear when customizing unit under some conditions
+ PR #2737: Use correct target number for chain whip trip with active TSM
+ Data: Unit date update. The MUL has update a lot of units with new dates this brings MM in line with them.
+ Issue #2740: Update base target number for attacking with "picked up" club (tree/girder/arm/leg) to be piloting - 1, rather than piloting + 1
+ Issue #2694: The bot will now consider not attempting to get up, or going to hull-down (where applicable) when odds of getting up are low
+ PR #2742: Enable the bot to "find club", when it absolutely, positively has nothing better to do with the firing phase
+ Issue #2747: Prevent protomech AC ammo from causing 8x the damage it should during ammo explosions
+ PR #2558: Pre-designated auto-hit artillery hexes for on-board artillery option works with on-board artillery
+ PR #2754: Making Princess the default bot for MM Scenarios and Fixing MM Scenario Bot Loading
+ PR #2752: Offboard Artillery Target Not Found NPE
+ PR #2570: Camouflage Improvements and Integrated Directory Refresh
+ Issue #2755: Searchlights no longer have unlimited range
+ Issue #2758, 2759: Infantry no longer able to leap up to flying VTOLs for swarm attacks;
  target movement modifier now applies to legal leg/swarm attacks.
+ Issue #2767: Incorrect Citation for "(Unofficial) Specify the number of pre-designated artillery autohit hexes per map area
+ Issue #547: Implement air-launched Arrow IV (homing and non-homing)
+ PR #2773: Launch Fighters (bot version)
+ Issue #1219: Adding Defensive Code for RATGenerator Era
+ Issues #1785/#2138: Fixing and Improving Round Report Player Stats
+ Issues #2787: Protomech AC gun and ammo are different tech levels
+ PR #2786: Units set for a delayed assault drop no longer disappear on the first turn of the game.
+ Issue #2438: Adding More Detail to Fire Damage Reporting
+ Data: New Sprites, IrTech addition, numerous other data fixes. Fixes for #2696
+ Issue #2794: Switching back and forth from TestBot in bot config dialog no longer causes an NPE because the TestBot option has been removed.
+ Issue #2709: Equipment improperly tagged as fixed on recent omni designs
+ Issues: Lobby Rewrite addressing #448, #765, #1996, #2277, #2306, #2322, #2327, #2340, #2374, #2384, #2385, #2428, #2560, #2657
+ Issue #2133: MegaMek Scenario Additions (Planetary Conditions inclusion and Dialog skips)
+ PR #2797: Re-enable doubleclicking in the IconChooser
+ PR #2802: Weapon Attack Action Class Cast Exception Fix
+ Issue #2281: Creating a standard BV Display Dialog
+ PR #2803: Fixing a few Reports that are Missing Subjects
+ Issue #2801 Omnimech Pods Incorrect Labels
+ Data: Adding Mech write ups to selected units.
+ New Sprites and Issue #2798 Wolfhounds Missing Full-Head Ejection Systems
+ Data: Issue #2774 - Kaji Maps Update.
+ Data: Updated 1st SW RATs, and some general unit data fixes.
Download Here
+ PR #859: Allow MML config to be loaded in memory only
+ PR #892: Account for missing actuators in shield pips
+ PR #894: Change source and target compatibility to Java 11
+ Issue #638: Industrial Mechs should be able to use Torso Mounted Cockpits.
Download Here
+ Issue #338 Parts 1 and 2: Improved Refit Technician Selection Sort
+ Issue #2418: Ensure context menu shortcut works on our tables
+ PR #2361: Use MML's CConfig.load instead of new CConfig()
+ Issue #2415: Implementing Unit Weapon SPA Generation and Fixing Tech Level Comparisons
+ PR #2260: Implementing Save and Quit in the MekHQ exit option pane
+ Issue #2446: Calculate the scrollable block increment correctly
+ Issue #2452: Ensure a Lance's Force assignment is still valid
+ Data: New Graphical Force Icon Type Pieces
+ PR #2379: Repair Bay: Adding part name to the report when GM repairing
+ PR #2337: Shopping List No Longer Writes to XML While Empty
+ Issue #2459: Only calculate weight if EquipmentPart has a type
+ PR #2465: Change source and target compatibility to Java 11
+ PR #2151: Improving Mission and Scenario Status Processing
+ PR #2440: Base Components: Creation and Expanding Preferences
+ Issue #2458: MRMS Astech Requirement Checks
+ PR #2473: Better GM unit restore
+ PR #2475: Use the correct resource string for free C3i Nodes on TOE
+ Issue #2456: Incorrect Financial Export Date, Two Force Icon NPEs, Unit Market NPE
+ Issue #2469: Fixing Award Log Edit NPEs
+ Issue MegaMek/megamek#2597: Use MM's new UnitNameTracker for name collisions
+ Issue #338: Base Refit Tech Selection Free Time Sort
+ PR #2468: Bulk Procurement Table Selection and GM-less Clear
+ Issue #3288: GM Tool Name Generation Expansion - Bulk Generation, Manual Editing
+ Issue #1936: AbstractIcon: Full Camouflage Implementation - Adding Force Camouflage
+ Issue #2489: Improving Award XML Load Null Proofing
+ PR #2356: Improving Genealogy Null Protections
+ PR #2417: Personnel Options Tab Rework
+ PR #2494: Base Components: Sorted Combo Box Model
+ PR #2331: Add MekLocation tests and fix location repair nits
+ PR #2532: ProtoMech Bay Rating
+ PR #2144: StratCon - Alpha
+ Issue #2487: When a garrison-type contract comes back from a "rout" break, you may find yourself facing different opposition
+ Issue #2460: Improving Default AtBContract Name and Briefing Tab Sort
+ PR #2352: Personnel Role Enum
+ PR #2545: Allow aerospace fighters with only 10 heat sinks to repair damaged heat sinks
+ Issue #2553: Fixing FactionComboBox NPE with null input code
+ Issue #2553: Fixing preferences issue in the Personnel Market
+ Issues #1483, #2196, #2201, #2202, #2205, #2449: Rank System and Profession Rework
+ Issue #271: ScenarioStatus Enum: Expanded Scenario Status Options
+ PR #2479: Fixing Escorpión Imperio starting planet

Enjoy everyone

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  how do I change which tech looks for parts?
Posted by: Chendow - 04-26-2021, 10:47 AM - Forum: General Discussion - Replies (1)

Only 1 of my techs are utilized in looking for parts so they are getting a ton of XP.  I'd like to be able to select a different tech to search for parts and units.  I understand that this will result in more failed search attempts, but it will help generate XP for my other techs.

How do I change which tech is utilized in the parts & unit searches?


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  Start game (for missions) doesn’t launch megamek
Posted by: Cubictofu - 04-24-2021, 12:39 PM - Forum: Problems? - Replies (1)

Hi. New here. Just downloaded mekHQ and tried to start a mission, but clicking on the start game button doesn’t launch megamek. I also tried to “join” a game in progress, that didn’t work either but it noted that the server version (0.45...) was not matching the client (0.48). Is this the issue? If so how do I resolve?

Thanks I’m advance

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  Just downloaded 48 and HQ and Lab won't load
Posted by: timrstl - 04-16-2021, 11:23 AM - Forum: Problems? - Replies (1)

Windows 10
Java 8

I have been using 46 for a while with no problems but recently downloaded 48 and MekHQ and MegaMekLab now won't work. Lab won't load at all but HQ will let me select to start a new campaign, make all the necessary selections to get started but when I click "Confirm" the whole program just closes down. 

I tried re-extracting but it still does the same thing. 

Any advice?

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  Rank system selection not saving in 0.48?
Posted by: rohanreed - 03-20-2021, 04:20 AM - Forum: MekHQ - Replies (1)

I've set up a custom ranks system in the data/universe/ranks.xml file under the #12 Custom entry. They show up correctly when selecting in the Campaign Options screen and I can interact with them normally once selected in the game. Once I close the game and load again however, the ranks all revert to the Second Star League as a default. 

Initially I made the change to the custom ranks after setting up a campaign save, but while troubleshooting this issue, I started a new campaign save file making sure to select the Custom ranks option at the start, but once I close MekHQ and open again, loading the save file still reverts to the Second Star League ranks system. 

Is there some setting I'm missing somewhere to make this stick? Has anyone else had issues like this? I haven't tried using the Custom ranks in previous versions.

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  Cockpit hits too frequent?
Posted by: MrBollox799 - 03-18-2021, 01:48 PM - Forum: General Discussion - Replies (3)

Hey all... First time here and playing megamek, but back in the day played a ton of tabletop... Two to three guys in either side each with a couple lances etc persistent stuff... 

And my first impression of megamek is it's great, but first impression is that cockpit head hits are way too common... We would play whole games with 3 v 3 and head hits were still somewhat rare from what I remember that being 20 years ago lol...

Is there any way to decrease head hits? My first battle 4 assaults v a larger force of heavies and medium both side mechs were going down poilots blacked out it was crazy! Is there a way to decrease the chance of a head hit in the coding or program?  

If not fair enough I'll try and use terrain to my advantage more and also target there best pilot etc I ran it a second time and rerolled map for some forested hills which went better I was using jump jets to break line of sight etc but I had to restart program.... It just really stood out way more head hits then when we played tabletop!!

Otherwise awesome stuff! 


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  STABLE 0.48.0 Releases MegaMek, MegaMekLab, MekHQ
Posted by: Hammer - 03-05-2021, 01:36 PM - Forum: New Releases - No Replies

Hi Everyone,

Welcome to the 0.48.0 Stable release. Wow, it's been 1 year, 6 months, 21 days since we released the 0.46.0 Stable! In that time we've seen MegaMek grow in leaps and bounds. We've doubled our player base on social media. Been involved in virtual cons, assisted CGL with the World Wide Event in 2020, and helped keep hundreds of players connected during the challenges of 2020.

As Developers we want to say thank you to all the players and fans of BattleTech and MegaMek that keep these programs going. 

We've written detailed notes below to cover what happened in each program but I do want to address a couple of technical things first.

Stable Releases versus Development Releases
There is a perception that Stable releases are bug free and Development (Dev) releases are buggy. A better way to think of it is our Stable releases are less likely to have game breaking bugs, but we can't guarantee they won't happen, while Development releases have new features and thus are more likely to have bugs. However, the more players using the development releases the faster we can find those bugs and fix them, thus getting us to new stables quicker. We often get asked about how do you run both. Simple, just have a folder for Stable and each development release gets its own folder. 

If you are going to do this remember:
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.
3) Campaigns and save games are NOT backwards compatible.

So what's coming up in the next dev cycle? To be honest, with the current global situation we don't have any firm plans. A few things we do know about and/or hoping for.

1) The new Lobby, we don't have a date for it, but if you have ideas for it please post in that thread. No guarantees but we are open to ideas.
2) StratCon - The replacement for AtB. We'd consider this pre-Alpha but we are very excited for it.
3) More personnel options in MekHQ. You think its annoying when your people die in combat, how about old age or in pregnancy <evil grin>.
4) Continue to implement missing rules, quirks, terrains, and unit types to be playable and buildable. Railways, Airships, and one day Mobile Structures. Steiner Recon lance versus Rattler anyone?

MegaMek and Java
I can't stress how important this is going forward. This Stable will support Java 8 but going forward you must have Java 11 to use the 0.49.x Development branch. Java 11 will run this Stable and countless players have seen a huge improvement in performance. It's especially noticeable for players with high DPI (i.e. 4k) monitors. Oracle has made changes to how you get Java, and we are recommending players use OpenJDK for Windows. We've got a help page here to help. For Mac and Linux see here
I want to help
We often get people ask how they can help the projects. Give this a read. The biggest thing we need right now is people to help with documentation. For example, write the steps for how to do something in a way we can use on our wiki. We have old manuals that need updating with modern screen shots. Got a talent for videos? We'd love to see more videos like these here, but for MekHQ and MegaMekLab.

If you have art skills, we really need someone to tackle sprites for the Aerospace units. Deadborder has his hands full keeping up with the ground units.

MegaMek 0.46.1 to 0.48.0
What a busy development cycle for MegaMek - 218 Bug fixes, 66 data improvements, and 35 Pull Requests (PR’s) with major bug fixes or improvements. Some of the big ones include:
Princess spent a year at the Blackjack School of Conflict. In the process she developed the ability to multi-target, fly aerospace and use air strikes, master basic infantry tactics and field gun use, fire and counter-battery with artillery (you can counter battery as well), started to learn the basics of turrets and fortifications, learned to use a compass to improve her Pathfinding, and we tried teaching her little mercy.

As a process of improving the Record sheet printing, we’ve made significant improvements on equipment validation and as an extension of that building all units in MegaMekLab.

The terrain we fight has also improved as we’ve added more maps including some amazing ones from Simon Landmine and Derv. To help with these maps we’ve overhauled the Map Editor, swapped to the Saxarba Theme, added SirMegaV building fluff and implemented inclines/cliffs/level 1 terrain. We also had a large texture overhaul from Ahne.

Other graphical improvements include the addition of ‘Damage Decals’ for 'Mechs and vehicles. Destroyed vehicles/ASFs now look like the unit that was destroyed (unless there is an ammo explosion, then it looks like a crater).

Data-wise we’ve got new sprites based on the Kickstarter, and Deadborder has finished the vehicle project. This means every current land unit in the game has a sprite down to the chassis-model level. Unit-wise, every unit playable up to Rec Guide 12 is in this release. For fun, GreekFire has helped add Fluff text to a selection of units.

Lastly some odds and ends. We've added a Graphical Editor for the RAT generator (read me in docs). Fuel-air Explosives for when you just gotta kill that Clan Elemental Cluster. A Random Callsign generator. The ability to output game summary images during various phases. Significant improvements to the camouflage and portrait selectors. And we've redone a huge amount of the default settings in MegaMek - for a detailed list see here. Anyone notice something missing from MegaMek on new installs going forward?

Lastly two words - Dark Mode.

MegaMekLab 0.46.1 to 0.48.0
This development cycle the focus has been on making MegaMekLab more robust and able to support almost all types of unit construction. We’ve have 200 bug fixes and 34 PR’s for additions. At the end of this cycle we are happy to say that we can and print the following:

  • 'Mechs. (Normal, IM, Tripod, Super Heavy, LAMs, QuadVee) - Building and printing (except handheld weapons)
  • Combat Vehicles - Building and printing (including Naval units)
  • Battle Armor - Building and printing
  • Aerospace Fighters - Building and printing
  • Conventional Fighters - Building and printing
  • DropShips - Building and printing
  • Infantry - Building and printing
  • JumpShips - Building and printing
  • WarShips - Building and printing
  • Space Stations - Building and printing
  • ProtoMechs - Building and printing
  • Support Vehicles (standard support vehicles from TW/TM except Airships but including Rail) printing still to come.
A few notes on printing record sheets, you will find that using the “export to PDF” then printing the PDF will give you better results. The official sheets used by CGL have a different font than the ones you’ll print. During this development cycle we removed that font due to concerns around licensing and distributing it. Added lots of options for unit design and print configurations under the File-Configuration. This includes things like including optional tables, roles, quirks, heat profiles, table-top mini scale, and color or Black and white sheets.

Also since the last stable; We now have a splash screen (from the amazing SpOoky777. Variable sized equipment this is now configured in the equipment tab allowing greater precision.

Lastly, MegaMekLab also has a Dark Mode.

MekHQ 0.46.1 to 0.48.0
A huge amount of work has been done with MekHQ since the last stable with 237 issue fixes and 190 PRs of improvements and new features. We’ve worked on performance improvements in general and continued to work on improving the stability of refits.

Some of the biggest changes include the addition of the Command Center and the Planetary System refactor.

There have been significant Personnel Improvements since stable. These improvements add Random Marriages, divide names into Given Names and Surnames while adding trailing honorifics, Former Spouse Tracking, expanded Family Display, added a bunch of new campaign options (whose organization will be improved in 0.49.X), new personnel statuses that describe various forms of personnel death... and more. To really bring your people to life we’ve added a 1200+ images portrait pack. Lastly, the random callsign generator is available in MekHQ.

We’ve had Numerous QoL improvements such as keyboard shortcuts, natural order sorting, and improved bulk selection options. This includes numerous UI improvements and filtering options while we work on improving the backend code to improve the performance. We've also implemented an autosave, added campaign subset exports, standardized the unit selector with MegaMek, and added dark mode. Further, customizations in general have had improvements with the new MekHQ Options adding fully customizable date formats and more.

The GM Tools have been upgraded allowing you access to this dialog to roll for unit, bloodname, callsign, origin planet, and their name, or just access it from the Manage Campaign/GM Tools Dialog in the top bar. We’ve also added Hangar Tab Colours to better show what’s happening to units. The light purple displays any uncrewed units, while orange shows for any units missing a tech that requires one. Also, in the hanger we added the battle damage decals to show on the MekHQ sprites.

AtB continues to be a huge part of MekHQ and in the last year seen a huge increase in players using it. All of the changes impact AtB in some way, plus we’ve had fixes and improvements to it scattered all through this dev cycle, two notable ones being mission conclusion improvements and non-combatant forces.

Data-wise, we've had significant added lots of new news stories, a few new factions and updated data based on the House Arano sourcebook, added some new force icon pieces, and a new AtB preset based on CampaignAnon's excellent guide (see docs folder).

We are also happy to announce we are starting up an Official MegaMek Discord. It will function like our Slack but gives us better voice support for people that want to use the dedicated servers.

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

Facebook - MegaMek BattleTech and MegaMek

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.

Other possible issues
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

In MekHQ, you might notice that female personnel may have a box, underline, or an additional space between their given name(s) and surname(s). This is due to an issue for certain non-Latin characters in names in our name text files. This has been fixed, but unfortunately could not be fixed in save files through migration. A extra space can be removed by deleting it (provided the new given name makes sense), but any boxes or underline will require manual fixes. We would recommend doing so by comparing the name to what is in the data/names/firstnames_female.txt file, and replace any names that you find have issues with those located in said file.

The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS (for this release only) AND DOWNLOAD LINKS
Download Here
+ PR #2638, #2640: Turret data fixes
+ Data: Updating Snub PPC per Errata.
+ Data: Fixing possible range issue with Clan HMG.
+ Issue #2639: Melee Specialist SPA Description Uses Internal Name
+ Issue #2512: Check Small Pilot ability for LAM and Aero Piloting Skill Rolls
+ Issue #2625: Change the default toggle chat to backquote / grave
+ Issue #2662: Prevent error logging from crashing server when checking whether LAM with bomb bays has inferno ordnance
+ Issue #2666: Take into account center torso when checking LAMs for available bomb bays to load bombs into
+ PR #2668: Prevent skidding units from collapsing bridge "basements" when going under them
+ Issue #2681: Fixing GameTurn Entity Check NPE
+ Issue #2528: Undo during movement recalculates LOS
+ PR #2686: Distance Null Coordinate NPE
+ Data: Lots of new spites, new boards (Flynn, SimonLandmine), unit file fixes
+ Removing Print text and disabling the "Bing"
+ PR #2689: Random Skill Generator: Fixing AND Comparison
+ Issue #2676: Clan Heavy Machine Guns - No Range
+ PR #2690: Orphan control for destroyed entities to prevent soft-lock when loading save after destroying a unit
+ Data: Fixes for #2693, #2680, #2679, #2678, #2677, #2674, #2653, #2644, #2629
+ Data: New Sprites
+ Data: Improved SRM's range and Aero damage wrong.

Download Here
No Changes since 0.47.17

Download Here
+ Issue #2427: Exception during maintenance on a new day breaks MekHQ
+ Issue #2431: Fix exception exporting personnel to CSV
+ PR #2437: Hangar Report: Fixing Wrong Node Addition for Medium Wheeled
+ PR #2381: Repair Tab: Adding better information blockers for Null/Void Signature System and Chameleon Shield
+ Issue #2441: Adding Force Icon Pieces: numerous Alphanumerics and the Vehicle Assorted Type.
+ Issue #2429: Awards Documentation: Fixing Minimum Excel Version, Removing Duplicated Images, Double Spacing
+ Issue #2442: Fixing Multiple Ranks Issues
Enjoy everyone!

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  Calling all MechWarriors using OpenDNS...
Posted by: rjhancock - 02-28-2021, 05:46 PM - Forum: General Discussion - No Replies

Hello everyone! We've identified an issue when using OpenDNS to get to the MegaMek series of websites. Several years ago the site was hacked and identified as a phishing site. This was corrected by moving from Drupal to Github Pages. Unfortunately, despite multiple requests to OpenDNS about the issue, they refuse to correct it.

You'll know if you have the issue if when you go to you'll get a screen similar to this:

[Image: Ega1UQC.jpg]

If you follow the link in the image, you'll get to a page that describes what is going on and a way to report a false positive. If you are getting this error, report it as a false positive.

We need your help to get this issue fixed. I've tried for several years and they've ignored me. Now I call upon the community to help.

Help us MechWarriors, you're our only hope!

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