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New Development Snapshot ...
Forum: New Releases
Last Post: Hammer
04-01-2020, 10:58 PM
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Mekwars Legends 2.0 - 1st...
Forum: Campaigns
Last Post: Ironboot
03-18-2020, 04:56 PM
» Replies: 0
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New Map Hex Images
Forum: User Creations
Last Post: SirMegaV
03-12-2020, 12:05 AM
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Mech Sale Price / Quality
Forum: MekHQ
Last Post: rroby
03-02-2020, 08:08 AM
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» Views: 210
How to administer a MegaM...
Forum: Dedicated Servers
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03-01-2020, 01:13 PM
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» Views: 6,888
Extinct mechs
Forum: MekHQ
Last Post: rroby
02-16-2020, 11:26 PM
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Forum: MekHQ
Last Post: Hammer
02-14-2020, 06:41 PM
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» Views: 172
SV Chassis Mods
Forum: MegaMekLab
Last Post: rroby
02-11-2020, 08:38 PM
» Replies: 2
» Views: 258
Possible Bug - HQ 0.47.4
Forum: MekHQ
Last Post: rroby
02-10-2020, 12:30 PM
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New Development Snapshot ...
Forum: New Releases
Last Post: Hammer
02-09-2020, 08:48 PM
» Replies: 0
» Views: 169

  New Development Snapshot 0.47.5 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 04-01-2020, 10:58 PM - Forum: New Releases - No Replies

Hi Everyone,
Been a few months since our last dev release. This is a massive release with a staggering amount of stuff in it which means their will likely be issues. But unless there are major deal breaking bugs in this release. Things will slow on development for the foreseeable future.  The dev's time have become limited with everything going on in world.

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.

Lots of bug fixes, some errata implemented - looking at you Narrow/Low profile. But a couple of big new things. Fuel-air Explosives for when you just gotta kill that Clan Elemental Cluster. Princess has graduated the next level of artillery school, she can counter-battery fire and so can you.
Thanks to Simon Landmine's testing of the new map editor there have been a bunch of bugfixes and further improvements to the map editor.

Their is a staggering amount of bug fixes and the record sheet project has completed new Aerospace Sheets and conventional Infantry sheets. We are targetting BA and Protomeks in the next wave but no ETA.

MekHQ has finally gone to the dark side with the dark mode implementation complete. Windchild's has done a lot of work on Personnel. These improvements add Random Marriages, divides names into Given Names and Surnames while adding trailing honourifics, Former Spouse Tracking, expanding Family Displays, and a few new marriage and divorce options relating to how names are changed.

Additionally, there are fourteen new options to campaigns (which can now be reach in existing campaigns through keyboard shortcuts: hold ALT, then press 'F' followed by 'C'), under the Personnel tab in the Family Options tab. These are a mixture of new and additional customization, plus a few new features.

  • Keyboard Shortcuts for the top Menu (hold ALT, then use the underlined key for the menu option) (primary tab shortcuts coming in the next release)
  • Hangar tab pop-up menu bulk selection additions and fixes
  • Localized Natural Order Sorting (i.e. going 1, 2, 10, 20 instead of the previous 1, 10, 2, 20)
  • Proper Gender and Portrait Migration from MegaMek
  • Advance Day in Personnel Market
  • Special Abilities are generated for Veteran and Elite Personnel on Person Generation
Note: 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. I 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.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.  

As a 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
+ Data: Removing broken Unit from Fan Council TRO
+ Issue #1661: Grounded Aero Penalty for AirMech or Mech Mode LAMs
+ Issues #1636 #1637: Main menu and minimap now work when loading a new map
+ PR #1670: Fixing AI Documentation location
+ Issue #1634: Zoom in/out on map editor now works
+ Issue #1660: Narrow/Low Profile quirk implementation matches most recent errata (glancing blow on TN or TN + 1 hits)
+ Issue #1687: Missing Ti Ts'ang (Jason)
+ Issue #1689: Communication gear missing costs.
+ PR #1694: Supercharger and VTOL jet booster cost for support vehicles
+ Issue #1701: SRT ammo has extinction and reintroduction dates for One-Shot launchers
+ Data: Updating Maps and couple of variant Dropships.
+ Issue #1446: Units with trailer hitches properly distinguish between loading infantry and towing other units
+ PR #1711: Add Entity.getPriceMultiplier() method
+ PR #1717: Fixing name issues
+ PR #1716: Use weights when randomizing names
+ Issue #1688: Fixing Radical Heat Sink Target Number
+ PR #1723: Implemented fuel-air bombs from IntOps. Includes bot capability to drop them, so spread out.
+ PR #1737: Implemented fuel-air bomb ordnance for artillery pieces.
+ Issue #1746: Variable Tech Level sometimes changes tech level of equipment the wrong way
+ Issue #1639: in map editor, set building CF to default values when ctrl-scrolling through building types
+ Issue #1638: MapEditor Sidebar Vertical real estate improvements
+ Issue #1635: Errors in classic.tileset
+ Issue #1755: Battlemech Turrets should all be Tech Base ALL.
+ Issue #1302: Improved visibility on unit list scroll buttons; gray them out to indicate no further scrolling possibility
+ PR #1758: Fixing display with negative heat (e.g. while snowing)
+ PR #1754: 'next player' button now properly functions for situations with more than two players on a team
+ PR #1685: Allow Starting Height to VTOL Infantry/Battle Armor
+ PR #1766: Adding tool tips for board editor elevation
+ Issue #1769: Added 'cancel' button to random map dialog; now a user can access that dialog in map editor without a map reset
+ Issue #349: Random map dialog now looks in mapgen folder instead of boards folder by default for presets
+ Issue #377: Ask user if they want to quit MegaMek when attempting to close the window.
+ PR #1765: Fix several board validation issues with map editor concerning buildings and bridges; performance improvement for map editor.
+ Issue #1767: When randomly generating a map, picking a theme is reflected in the map editor.
+ PR #1790: various improvements and fixes around random map dialog;
ability to directly open map definition file from map editor
+ Issue #1787: user can now manually reset mini-map and mech info card positions
+ PR #1795: Corrections to invalid data in some unofficial boards
+ PR #1779: Counter-battery fire
+ PR #1805: Adding BV Calculation to ChatLounge Entity Right Click
+ Data: New Sprites adding Icewind Metals Shadow Cats and Pendragon.
+ Data: Grasslands Map Pack (Thanks SimonLandmine for converting)
+ Issue #1797: Fix bot freeze when evaluating infantry moves against support vehicles and BA equipped with infantry weapons
+ PR #1810: Bot units with LRMs will no longer be stuck in indirect fire mode

Download Here
+ Issue #435: Infantry exports not going to TXT, only HTML
+ Issue #437: Disappearing DS Collars on Space Station
+ Issue #430: Spreadable equipment disappears when removed from tripod center leg
+ Issue #438: MML not tracking Single heatsink to Double(Freezer) Change
+ Issue #441: Battle Armor with Armored Glove and Anti Personnel Weapon Mount saves weapons as Armored Glove have the AP weapon.
+ Issue #447: Seats are free on support vehicles
+ Issue #448: Bay doors are free on support vehicles
+ Issue #451: VTOL rotors not included in Unit Cost Breakdown
+ Issue #453: Light fluid suction system has the wrong weight
+ Issue #444: Aerospace Fighter's Preview says that reduced Heat Sink is damaged.
+ Issue #450: Trouble adding jet boosters to support VTOLs
+ Issue #452: Engine ratings on combat vehicles not automatically rounded up to a multiple of 5 for cost purposes
+ Issue #459: Cost for combat vehicle internal structure is based on unrounded values
+ Issue #440: Combat Vehicle Chassis Mod [Flotation Hull] can be added to non hovercraft, VTOLs, WiGEs, and conventional fighters
+ Issue #443: Auto Fill on Battle Armor puts more slots than the part can sustain
+ Issue #457: Can't add Maritime Escape Pod
+ Issue #460: Cost for heavy support lasers on a support vehicle includes half a ton of power amplifiers
+ Issue #456: Save menu command does nothing when unit is invalid
+ Issue #455: Spot welders aren't treated as energy weapons
+ Issue #480: "Vacuum protection requires fusion engine" neither true nor applicable to environmental sealing
+ Issue #461: Removed items of Aerospace Fighter are still on the equipment list
+ Issue #463: Can't mount non-weapon equipment in pintle mounts
+ Issue #466: Preview summary screen does not update era availability
+ Issue #471: Trouble telling whether a unit is valid or not
+ Issue #474: Adding/removing Environmental Sealing to/from critical slots on combat vehicles
+ Issue #479: Additional tons of ammunition for one-shot missile launchers available
+ Issue #483: VTOL Jet Booster on a combat VTOL disappears from Equipment tab once assigned a location
+ PR #413: Aerospace record sheet overhaul, part 1 (fighters, fixed wing support, small craft)
+ PR #491: Aerospace record sheet overhaul, part 2 (large craft)
+ Issue #475: Adding many items on a combat vehicle also adds a trailer hitch
+ Issue #495: Some things that should't be pod-mountable are anyway
+ PR #499: Indicate when equipment stats are variable on equipment tab
+ Issue #493: Blue Shield PFD problems on vehicles
+ Issue #489: Disappearing OmniVehicle pod-mounted cargo
+ Issue #492: Problems with cargo weights for combat vehicles under Transport section of Structure/Armor
+ Issue #497: Superchargers can be added to units that shouldn't be able to use them
+ PR #509: Set cargo bay size by weight or capacity
+ Issue #510: Restrict armored components to mechs.
+ Issue #511: No dual turrets for WiGE vehicles
+ Issue #496: SRCS on Mechs can't be assigned a location, and thus isn't saved
+ Issue #502: Protomech's equipment database is not sorted properly by weight
+ Issue #501: I can remove the base 10 heat sinks that come with an engine
+ Issue #515: External fuel tanks should be available to ICE and FC combat vehicles
+ Issue #517: Non-mech units loaded from cache sometimes save with mtf extension
+ Issue #522: Industrial 'mech Envi Sealing Cost
+ Issue #525: Some support vehicle chassis modifications should require armor
+ Issue #500: I can do many illegal things with industrial equipment
+ Issue #529: Problems with Omnis and armored components or things mounted in sponson turrets
+ PR #544: Infantry Record Sheet rework
+ Issue #545: MASC won't remove from Assign Crits if removed from Structure Armor Tab

Download Here
+ Issue #1470: Thumper artillery vehicle causes array index out of bounds exception error
+ Issue #1261: RFE: In Contract Market, hyperlink the system/location to the Interstellar Map
+ Issue #1090: Feature Request: Add Origin Faction to Fluff Information display of Personnel
+ Issue #1476: Settings in portrait generation is not saved.
+ Issue #1385: Add dark themes to MekHQ.
+ Issue #1488: Random Origin Search Radius now properly loads.
+ PR #1496: Minor scenario template UI improvements; transports generated by AtB may now contain power armor where appropriate
+ Issue #1480: Add customization for colors used throughout MekHQ.
+ PR #1490: Fix some bugs with the Assign to Ship menu item
+ Issue #1495: Export Campaign Subset to New Campaign Now Copies Options
+ Issue #1508: Injured personnel Keep Command of their Vehicles and Infantry units
+ Issue #1429: Adding Bulk Add to the Parts Marketplace.
+ PR #1500: Scenario Generation properly handles GM Generation and Multiple Missions
+ Issue #1505: Fixing Personnel Tab Graphical Unit Images for Mixed Fighter and Tech Person
+ PR #1519: Adding proper bondsman formatting when Added to Campaign
+ Issue #1492: Medical Report Displays for Personnel with GM Added Injury
+ Issue #1497: Scale Unit sell values by their Entity's price multiplier
+ PR #1509: Adding Monthly and Yearly Autosave Options
+ Issue #1482: Hire Full Complement Now Records Time in Service
+ Issue #1486: Fixing Unit and Personnel Export to CSV and Localizing Top Menu Bar
+ Issue #1530: Fixes issue in infirmary where buttons unreadable in dark mode
+ Issue #1250: Added FormattedNumberSorter to Warehouse total cost column
+ Issue #1375: Creating Localized Natural Order Sorter
+ Issue #155: Adding Advance Day to Personnel Market
+ PR #1553: AtB: Adding SPA Generation for Generated Veteran and Elite Personnel
+ PR #1555: Fixing spacing for C3 Slaves in the TOE
+ Issue #1564: Hide impossible parts in the Purchase Parts Windows
+ PR #1533: Windchild's Personnel Improvements, covering Issues #765, #876, #1404, #1482, #1486, #1492
+ Issue #1524: Sort P_NONE Personnel as Support Personnel
+ Issues #1542 and #1417: Hangar Tab Popup List: Bulk Selection and Rank Fixes
+ PR #1556: Updating Unit Rating wording
+ PR #1584: Stop double-counting medics for FMM:R unit rating
+ Issue #691: Fixed multiple issues importing units from MUL files, including portraits, gender, SPAs
+ PR #1583: Adding Menu Bar Mnemonics (Shortcut Keys)
+ Issue #1540: Switching over to using JSpinner for base salaries
+ Issue #1578: Adding New Campaign to the main menu
+ PR #1597: MegaMek Log File is Reset on MekHQ load

Enjoy everyone

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  Mekwars Legends 2.0 - 1st Campaign
Posted by: Ironboot - 03-18-2020, 04:56 PM - Forum: Campaigns - No Replies

Hello everyone! 

Mekwars Legends 2.0 1st Campaign is starting up!  Legends is set in the Jihad era (3067 to 3081). 

The server is running 11 factions (Crusader Clans, Warden Clans, Word of Blake, Raven Alliance, Periphery, FWL, Trinity Alliance, Federated Suns, Draconis Comine, Lyran Alliance, Rasalhague Dominion).

What happens if I log on and only a Crusader Clan player and a Trinity Alliance player are logged on?

Well, good news!  The server has a planet called LEGENDS which is west of the Free Worlds League for factions that are not near each other. 

The meta campaign part of the server the faction leaders can change the buildtables of the meks being pulled each week.

I will be online (Ironboot) to answer any questions you have around 8:30pm est.  We also have a great group of players who can also help too!

Here is a link to the 1st Campaign client from dropbox - www.dropbox.com/s/7a42ukf8pxazth1/Mekwars%20Legends%202.0%201st%20Campaign.zip?dl=0

You can follow us on facebook - Battletech campaign "Legends 2.0"

Discord - Mekwars Legends 2.0  https://discord.gg/s4e3rhh

last but not least...

website - https://mekwarslegends.freeforums.net/

Good luck and good hunting!


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  Mech Sale Price / Quality
Posted by: rroby - 03-01-2020, 08:19 PM - Forum: MekHQ - Replies (2)

How is 'mech sale price determined?

How is 'mech quality determined?

For example, I purchase a Locust LCT-1E new from the factory costs 1,574,200 c-bills. In the hanger it will show a quality of D with a value of 655,117 c-bills.

I believe the initial quality is set to D as the default mercenary value for the Jihad era, which I am running a merc unit during the Jihad. I assume the quality will change over time based on maintenance / combat damage.

Thank you.

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  Extinct mechs
Posted by: rroby - 02-15-2020, 10:46 PM - Forum: MekHQ - Replies (4)

What determines when a mech becomes extinct?

The 2 mechs I've created at "experimental" in 3068. Both are showing as extinct in 3069 in MHQ.

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Posted by: rroby - 02-14-2020, 04:16 PM - Forum: MekHQ - Replies (1)

How is the display order for awards determined? Is it by order in the XML file or something else?


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  SV Chassis Mods
Posted by: rroby - 02-11-2020, 11:44 AM - Forum: MegaMekLab - Replies (2)

I've been poking around in MML lately as I'm starting to get into modifying mechs / vehicles. I noticed that for the Generic Expandable Services Vehicle it includes SV Chassis Mod [Tractor] and SV Chassis Mod [Trailer]. When I look at the equipment list, even using "show unavailable" these options are not listed.

When I add Tractor or Trailer mannually to a blk file MML recognizes the equipment. I just can't selected from the equipment list in MML.

Perhaps I'm missing something.

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  Possible Bug - HQ 0.47.4
Posted by: rroby - 02-10-2020, 10:17 AM - Forum: MekHQ - Replies (2)

Just recently updated to 0.46.1 for my campaign. Really like the changes. Then I saw the notes about the planetary data changes for 0.47. Downloaded o.47.4 just to check it out. Copied over all of my custom data (campaign, images, mechs, etc.) and started it up.

When I looked at the hanger I noticed all of my custom vehicles showed as "crippled", but show no damage in the repair bay. The custom mechs are fine. These vehicles show up fine in 0.46.1 (and I used megemeklab 0.46.1 to make them).

Not sure if this is a bug or there is just something wrong with my files.

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  New Development Snapshot 0.47.4 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 02-09-2020, 08:48 PM - Forum: New Releases - No Replies

Hi Everyone,

Quick Turn around for the 47.4 release. 47.3 had some nasty bugs which should be fixed here. But the big news is things are getting dark in the projects. As in the long requested dark theme. Currently they are only in place for MegaMek and MegaMekLab. MekHQ is a going to be a project but eventually it will fall to the dark side.

These dark themes they are new and have had some testing but there might be glitches and weirdness around them.

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.

As mentioned really only bug releases. But to enable dark mode go to View-Client Settings-Graphics and change using the UI Theme.
[Image: lw1iQlEm.png]
If done correctly you'll end up with something like this.
[Image: SvElz5Jm.png]

To enable Dark Mode in MegaMekLab. Start the program then go to File-Themes and choose which one. On restart you should end up with this.
[Image: 5vbsovgm.png]

Again lots of bug fixes and some QoL stuff.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.  

As a 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

+ PR #1626: Add LargeCraft Roles to RatGen
+ Issue #1630: Fixed an issue introduced in 47.3 which prevented spheroid dropships from firing nose/aft weapons on space maps
+ PR #1650: When a bay door gets blown out, only blow out one bay door instead of two
+ PR #1648: Don't auto-eject crew from large space craft due to ammo explosions and such
+ Issue #1641, #1643: Fixes for undesired map editor behavior involving buildings
+ Issue #1655: Printing wrong weapon
+ Data: Various Fixes (#1652,#1615,#1545,#1534) and some errata.
+ Issue #1647: WiGEs can't sideslip across water
+ Issue #1479: Add theme selection and dark themes

Download Here
+ Issue #416: Issue with Crit Splitting on the Right Torso with big Artillery cannons/Arrow IV
+ Issue #418: CASE/CASE II can be armored
+ Issue #419: Cannot see the quirks on the unit cache
+ Issue #420: Cannot make Superheavy VTOL
+ Issue #421: Clan BattleArmor using IS armor Weights
+ Issue #422: Cockpit Command Console costs 2 tons when armored.
+ Issue #433: Infantry not retaining specializations or equipment
+ PR #434: Expand theme support and include dark themes

Download Here
+ PR #1440: Implement "Rugged" quirk (2x or 3x between maintenance rolls)
+ Issue #1447: Bug: Don't infinite loop in acquisition logic
+ Issue #1413 #1415: Hangar report displays units in alphabetical order and reflects mothball status
+ PR #1449 #1452: Fixes for multiple unit transport assignment issues; sorting of unit assignment destinations by unit bay type
+ Issue #1454: Adding scrollbar to NewContractDialog
+ PR #1463: Modifying the PersonViewPanel to properly display Due Date and Age
+ Issue #925: Fixing Zombie Time in Service
+ Issue #1455: Possible fix for failure to generate units from RAT files due to said RAT files not loading fast enough
+ PR #1467: Made the Standard Value for Double Enemy Vehicles False
+ Issue #280: Adding Portrait folder documentation

Enjoy everyone

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  New Development Snapshot 0.47.3 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 02-01-2020, 06:48 PM - Forum: New Releases - No Replies

Hi Everyone,

It's been a few months since we released 47.2 and we've got a list of fixes and improvements that are ready for testing.

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.

Numerous bug fixes in this release, including the pesky trailer fix. But some good new stuff, House Arano has been added, we've added a Graphical Editor for the RAT generator (read me in docs), and the biggie -new GUI for the map editor.

So this change to the map editor is based of the unfinished work of a former contributor and one of our new contributors (Windchild) has polished it up. Major word of warning this needs testing and needs testing by people who have experience with the map editor. Their is NO documentation for it. (Hint hint...if someone wants to update the Board tutorial doc) let us know.

[Image: zPgXMPYl.png]

Lots and Lots of bug fixes especially around large craft. But the big stuff you'll start to see is a massive overhaul on the record sheets. As part of this we are working towards being able to print all unit types. BUT we aren't their yet.

Again lots of bug fixes and some QoL stuff. But a few new cool things like:

  • origin planet to personnel
  • GM Jumpship Recharge
  • Ability to load units into dropships/warships for automatic deployment to megamek scenarios
  • in Hangar's Assign Tech menu, group by skill level
  • Fixes and features around family members
  • Identify on the interstellar view planets that are eligible for additional contracts
  • House Arano sourcebook planet ownership data added

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.  

As a 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 #1546: Large VSP + Targeting Computer applies to-hit mod twice, resulting in too-easy to-hit number
+ PR #1543: Fighter Ejection
+ Issue #920: Selecting a terrain feature in the map editor selects the right terrain type in the terrain type dropdown
+ Issue #1549: Client freezes when selecting a unit with a lot of special pilot abilities
+ PR #1558: Errata: adjustments to piloting BV modifier
+ Issue #911: Implements "flamers do both damage and heat" rule from BMM p. 99; multiple flamer damage/heat handling corrections with regards to relevant specialized armor.
+ PR #1560: Vehicles and Atlas from House Arano sourcebook added
+ PR #1565: Aerospace fighters fighting in atmosphere no longer always report attack direction as being against the nose
+ Issue #1580: Indirect fire penalty occuring on C3 Master TAG again
+ PR #1588: Graphical editor for RAT Generator data. See documentation in docs/RAT Stuff/rat-generator.txt
+ PR #1589: Fix support for adapting to unit name changes.
+ Issue #1590: Fa Shih unable to lay mines
+ Issue #1587: Max Integer Substituted for Target Number
+ Issue #1568: Several Trailer Units not tow-able
+ Issue #1562: Critical Hit on Protomech Near Miss
+ PR #1574: Grounded dropships no longer able to fire nose-mounted weapons at ground targets
+ PR #1598: Bot will no longer attempt to indirect-fire LRMs from airborne aircraft
+ Issue #1576: Target on Predesignated Artillery Hex is automatically hit
+ PR #1611: Individual AMS will no longer engage homing Arrow IV missiles
+ PR #1600: House Arano sourcebook RATs
+ PR #1610: VSTOL Equipment Now Saves Properly and is shown on Unit Summary and TRO
+ PR #1612: RAT Generator will now produce Bluehawk/Protector fighters, Hover Scout/Falcon tanks (occasionally) and LAMs (occasionally). Bot still doesn't know how to transform, but can use them just fine in each individual form.
+ Data: New Sprites and a couple of new maps from Simon Landmine.
+ PR #1620: Allow indirect LRMs to miss legs if target in water [Errata]
+ Issue #1597: Fix RATs referencing 'Nuberu Anti Aircraft Tank', 'Sprite Ultraheavy ProtoMech', and 'Procyon ProtoMech' #1597
+ PR #918 #1613: Improve map editor GUI
+ Data: RAT Fixes, and adding EVS Map pack (very large maps for anyone interested)

Download Here
+ Issue #371: Capital Missile Bays wrongly grouped as Tele (also warnings on load)
+ Issue #375: Maximum armor calculation is incorrect for Warships
+ Issue #376: Can't build Primitive Jumpships
+ PR #382: Show patchwork armor tech base when unit is mixed tech.
+ Issue #384: Dropship collars rounding issues. [Errata]
+ Issue #388: M-pods not available for Combat Vees
+ Issue #390: Other Equipment tab for aerospace fighters and dropships show all equipment
+ Issue #391: BA Standard Prototype armor doesn't show Crit slots to allocate
+ Issue #386: Armor Calculation Issue with Primitive Jumpship
+ Issue #385: Dropship armor missing - Possible weight calculation issue
+ Issue #316: Request: allow to drop the engines for the trailer vehicle
+ Issue #395: Crew for SV - Minimum crew calculation (errata)
+ PR #397: External fonts - On some systems the list of fonts for printing record sheets does not include all system fonts.
           Placing a font file in the data/fonts directory will make it available to MML even if the system does not.
+ PR #398: Vehicle Record Sheet Overhaul
+ Issue #42: Can't print naval vehicles
+ Issue #403: Infantry Weight doesn't Update
+ Issue #406: Space Station - Military Option is Selected Whenever You Switch Weight
+ Issue #315: Hull equipment on WS Record Sheet
+ Issue #412: Partial Wings only requires a half of tonnage to be armored

Download Here
+ Issue #1344: Ensure techs show the right skill for Protomechs
+ PR #1348: Enable scenario modifiers to add objectives to scenarios generated from templates
+ Issue #1349: Problem with replacing Protomech limbs lost in combat
+ PR #1352: Feature: Add origin planet to Personnel
+ PR #1355: General support vehicle crew (fixes deployment bug)
+ Issue #1354: Feature: adds +/-100M button to New Loan dialog
+ PR #1289, #1359: Feature: adds GM Jumpship Recharge on Interstellar Map context menu
+ PR #1360: Fix several issues with adding/removing techs from a force
+ PR #1362: Random personnel background generation (enabled via Campaign Options)
+ Issue #1306: Commander skill level bonuses are now applied in rating calculations
+ Issue #1370: Unit Rating FM:M(r): 0 dividends now produce 100% fulfilled need instead of 0% fulfilled need
+ Issue #1374: Unit Rating: Small Craft Bay can now store Fighters
+ PR #1379: Feature: Adds hyperlink from origin system on personnel panel to the map panel
+ PR #1382: Speed up Advance Day using profiling data
+ PR #1387: Include Super Heavy Vehicle Bays in Unit Rating/Reputation
+ Issue #1390: Bug: fix XML parsing failure when putting customs in CPNX that have ampersands (etc)
+ Issue #1284: Can't get contracts from Comstar's capital planet
+ Issue #1384: PIR and REB AtB Contracts can not be generated
+ PR #1371: Ability to load units into dropships/warships for automatic deployment to megamek scenarios; Naval C3 network configuration in MekHQ
+ Issue #1363: Feature: in Hangar's Assign Tech menu, group by skill level
+ PR #1403: Bug: TO&E menu may crash if no units in force (and general cleanup)
+ Issue #1263: Fixing Marriages Without Surnames
+ Issue #1405: Feature: Display Mother and Father for Children in the Force
+ Issue #1406: Feature: Add hyperlinks to family members
+ PR #1410: Add the unit ID to the log when unable to parse a unit
+ Issue #1262: Feature: Identify on the interstellar view planets that are eligible for additional contracts
+ Issue #219: Bug: Overview/Hangar Breakdown does not include support vehicles in count
+ PR #1380: Data: House Arano sourcebook planet ownership data added
+ PR #1422: Minor performance improvement for contract market
+ Issue #1366: Bug: Fix empty procurement list on campaign load
+ Issue #1345: Bug: Fix unlimited acquisitions when daily limits in place
+ PR #1419: Improve performance of purchasing parts and fix refit bug where armor or ammo may not be used for a refit
+ PR #1424: Resolve errors found by SpotBugs
+ Issue #1427: Fix bug where GM Add'ing ammo with 0 shots did not add new ammo
+ PR #1430: Initialize bay space on Campaign load before setting Used Capacity
+ PR #1435: Improved fault tolerance for campaigns with large craft that have gone sour due to bad refits
+ PR #1437: Personnel View: Mother will no longer break if a person only has a father
+ Issue #1433: Enabling RandomizePortraits for personnel with pre-existing portraits
+ PR #1438: Adding Scrollbar to Personnel Settings under Campaign Options for small screens

Enjoy everyone

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  Manei Domini Implant issues
Posted by: sapper-in-the-wire - 01-20-2020, 01:15 AM - Forum: Problems? - Replies (1)

Hey y'all,

I'm running dev 0.47.2 from the bundled mekhq version, on windows 7 with java 1.8.0_231. I've noticed several MD implants don't function correctly.

First is boosted communications implants, which should allow the unit to connect to a c3i network. This functionality doesn't seem to work.

Second is the multi-modal sensory implants. These should act as a combined sensory implants, giving a 2 hex active probe and a -1 to ranged attacks. I'm not sure about the active probe, but it definitely does not confer the -1 to attacks. In addition, a unit equipped with both a multi-modal sensory implant and a VDNI applies both effects to the mech's performance, meaning it should get a 2 hex active probe (or extend by 1 hex an already present active probe) as well as a -1 to attacks. This would mean when you're shooting you'd get -1 from the VDNI, and a -1 from the multi-modal. However these do not stack in megamek.

Third is the VDNI itself. It gives the -1 to shooting that it should, as well as a -1 to piloting checks, however in the latter case you still get a +1 for having a small cockpit. A VDNI should give a -1 to piloting checks as well as negating the +1 for having a small cockpit. In addition, I think the VDNI piloting benefit should apply for anything that uses a piloting check, if that's the case, it currently does not give a -1 when making melee attacks.

Last is the triple core processor implant. It should give a +2 initiative modifier, with an additional +1 if the mech also has a c3 or c3i or 3 tons of communications equipment. I'm seeing neither the +2 or the +1. This could be due to settings (I'm still new at megamek) but I can't seem to find an option that references initiative bonuses from equipment. I still get a +1 from having a mech with the Command quirk, so I feel like my games allow initiative bonuses already. In addition TCP should let the unit call aimed shots like a targeting computer, but I can't find where to engage that if it is modeled. There's also TCP interaction with installed ECM vs enemy ECM, but I haven't tested that yet.

I'm getting all these rules from IO 77+.

Thanks y'all!

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