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  New Development Snapshot 0.47.7 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 06-22-2020, 09:05 PM - Forum: New Releases - No Replies

Hi Everyone,
Coming up on a couple of months since our last Development release. It's been an interesting few months, we've seen a massive jump in the number of new players. Megamek as become an option to the official 2020 WWE Event.  We've also been able to tease a few of the new ilClan units as well. Watch for more teases in the coming months as we are allowed to post 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.

Lots of Bug fixes in this release, we starting to think ahead to the next Stable release hopefully later this summer. We do have some new things, the SirMegaV Buildings for map makers, some small UI improvements (check of the board preview), hundreds of new vehicle sprites, and we sent Princess to an Orienteering class (so improved pathfinding).

Lots of bug fixes but a few key new features. Printing Protomechs is complete meaning we can now build AND print all the core units. We've added the ability to Export Records directly to PDF which works more efficiently than "Print to PDF". Also lots of new printing options to check in the configuration tab. An important one - variable sized equipment  this is now configured in the equipment tab allowing greater precision.

Again bug fixes, but a few new key things. Command Center follow the link to read about it. A couple of custom tech SPAs. We've added more mnemonics. The groundwork for more personel options as well. In time we'll have The Sims meetings MekHQ.

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

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 #1912: Fixing spelling issues in Campaign Options
+ Issue #1850: Plasma Rifle Dealing too much damage to conventional fighters
+ Issue #1916: Primitive and Primitive Prototype Weapons should have fixed intro dates.
+ Issue #1915: Battle Armor taking Damage multiples from artillery attacks
+ Issue #1928: Quirk spelling error
+ Issue #1931: Quirk Updates (errata fixes)
+ Issue #1880: Adding the Terrain Camo Pack (Thanks Teerayne) under Standard Camos
+ Issue #1930: Fix Sandblaster SPA to not require Weapon Specialist
+ Issue #1936: Map Editor - Can't lower terrain with up/down button on Linux Distributions
+ Issue #1934: ProtoMech Torso Critical Hit Issues
+ PR #1878: SirMegaV Buildings
+ Issue #1942: Princess no longer locks up processing ejected pilots on space maps when using basic spaceflight rules
+ PR #1952: Princess no longer locks up deploying units to "center" or "any" on larger rectangular boards
+ Issue #1959: Main Gun Bug - ProtoMechs
+ Issue #1960: BV Calculation Errors - ProtoMechs
+ PR #1964: Prevent mechs that have fallen into water while walking backward from teleporting back under the shore
+ Issue #1645: Terrain displayed on map is shifted to adjacent hexes
+ PR #1929: Some commonly-used dialogs now recognize ESC button as cancel, minor visual improvements to said dialogs
+ PR #1877: Add options to BoardsValidator for automation usage
+ Issue #1905: LAM and Leaping Optional Rule
+ Isse #1974: Start of Game Stuck at Transmitting Game Data Packet Pump Null Pointer Exception (Generated Map Settings)
+ Data: Updated Grounded Dropship image now works with Camos.
+ PR #1969: Draw larger arrow for final facing of move
+ Issue #1141: DFA victim takes no fall damage if pushed off building onto lower building
+ Issue #1887: View Game Board now shows actual board instead of minimap for more detail
+ PR #1906: Random Names and Gender Rework
+ Data: Some fixes to Tech Progression.
+ PR #1946: Fixes and performance improvements for changing tilesets
+ Data: IO Tech Progression Errata.
+ Issue #1983: Implement SirMegaV Buildings and Saxarba Roads for hq_saxarba
+ Issue #1115: Allow saving quirks override for units reduced to no quirks
+ Issue #1014: Shift-clicking to change direction no longer messes with the field-of-view display
+ PR #1980/1987: Long-range bot pathfinding - bot should no longer get stuck in cul-de-sacs when moving across the map;
  will also attempt to destroy intervening terrain if doing so would allow a unit to move across the map;
  massive performance improvement to unit deployment;
  VTOLs can now adjust their height to get over obstacles;
+ Data: Tech Progression Fixes.
+ PR #1999: fix the /localload command
+ Issue #2008: fix NPE related to artillery being fired from unit with phantom ammo trailer
+ PR #2012: fix NPE when attempting to view TRO in meklab after setting # of secondary weapons on infantry to 0
+ Data: New Sprites with clean up of Vehicle folder.
+ Issue #2015: Only update valid ammo selections in Configure Mech dialog
+ Data: Resolving #2006, #1982, #1981, #1957, #1945, #1941, #1870
+ Issue #2005: Allow units to flee if they made it into prohibited terrain
+ Issue #2004: Spikes - Not working correctly
+ Issue #2019: 100-ton mechs no longer able to gracefully pirouette over thin wooden sticks laid across rivers (1-CF bridges)
Download Here
+ Issue #614: Change the list of equipment while sort by Crit section cause error
+ Issue #612: Overlapping Text in Vehicle Record Sheet
+ Bug: Can't assign UMU to ProtoMech
+ Issue #620: Dropshuttle bay cost calculation
+ Issue #622: Grenade launchers break fighter record sheets
+ Issue #623: Torpedoes have a listed range of zero on record sheets
+ Issue #627: Some Quad Protomech Maximum armor values are incorrect
+ PR #629: Protomech record sheet overhaul (can now print quads, gliders, and ultraheavies)
+ Issue #625: Command Consoles do not appear on aerospace fighter record sheets.
+ PR #632: Export record sheet directly to PDF
+ Issue #342: Incomplete queued print
+ PR #634: Option to show total heat and dissipation on record sheet
+ PR #635: Option to print TacOps expanded heat scale on record sheet
+ PR #639: New printing options: page size and color/monochrome
+ PR #640: Early Clans and IS tech
+ PR #610: Edit size of variable sized equipment on the equipment tab
+ PR #649: Record sheet inventory text overlap
+ Issue #656: Mounting artillery on a DropShip leads to the wrong date for Availability in Preview

Download Here
+ PR #1811: Fix advance multiple days reports not showing
+ PR #1810: use grid layout for repair tab main panels
+ PR #1802: Updates to special abilities in all presets
+ PR #1800: Two new unofficial special abilities for techs
+ PR #1776: Command center
+ PR #1769: Briefing room fixes
+ PR #1759: acquisition tables are not refreshing on new day
+ PR #1758: Planetary acquisition fixes
+ Issue #1725: Refit does not save original part quality when the part is cloned
+ Issue #1665: Use ammo by type (unofficial) does not work
+ Issue #1741: Adding Unit::isPresent check for Maintenance
+ Issue #1734: Scenario Resolution Dialog: View Unit is now Always Enabled
+ PR #1728: Adding Option to Disable Chases
+ Issue #1698: Option to Determine Father Based on Spouse at Time of Birth
+ Issue #1740: Adding Unit::isPresent check for FMMR Unit Rating
+ PR #1750: Fixing LogEntryController Typo
+ Issues #1735, #1736, #1737: Fixing how units are edited in Scenario Resolution Wizard
+ Issue #1753: Fixed advance day NPE related to contract start date extension when player is in-system but still in transit
+ Issue #1733: Adding Scenario Resolution Wizard and MUL Selection Dialog Mnemonics
+ PR #1762: Advance Days: Increasing Day Count Limit and Adding Advance to Next Year
+ Issue #1662 and 2/3rds of Issue #347: Remember Layered Force Icon Setup
+ PR #1764: Fixing Elemental Portrait Folder
+ PR #1655: Implementing Welsh and Icelandic Patronymic/Matronymics for Baby Surnames
+ PR #1713: Adding Spaced Marriage Surname formats and renaming formats to improve end-user readability
+ PR #1715: Varied Prisoner Status Bugfixes
+ PR #1714: Random Names and Gender Rework
+ Issue #1631: Regenerating Forces for AtB Dynamic Scenarios now Resets Attached Bot Forces
+ Issue #1706: Techs now display as part of the force in the personnel tab
+ Issue #1529: Begin Refit Should be Disabled For Negative Unallocated Armour Points
+ Issues #1343 and #1442: AtB Scenario Objective Fixes
+ Issue #1711: Adding Option for Babies born to Prisoners to be Born Free
+ Issue #1766: Adding an option for attached units to use the faction camo
+ Issue #1781: Adding Sorting to the Scenario Table
+ Issue #1738: Scenario Resolution Wizard: Add View Personnel button to Pilot Status

Enjoy everyone

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  47.6 Disappearing battle armor
Posted by: Diplominator - 06-11-2020, 08:00 PM - Forum: Problems? - Replies (3)

I recently had a game where I brought some battle armor and I had them pre-loaded on their carriers before deployment. I saved the unit list, then we had some server issues, so I wound up just loading that unit list again. It looked like the BA were still attached as directed, so we launched the game.

Fast forward through some shenanigans with a Celerity lance and I've got them right where I want them BA. I can't unload, they don't appear to be carrying anything, and the tanks are not gonna be destroyed like they're supposed to be.

Further weirdness: the battle armor did show up on the sidebar, so it's not like the game forgot about them. It just didn't put them on the map. 

Is this a known bug?

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  Help with making custom equipment
Posted by: ErikModi - 06-09-2020, 09:44 AM - Forum: Tips and Advice - Replies (5)

So I've been looking into adding a few homebrew items to my MegaMek.  I have zero coding or computer language knowledge, which I expected to be stumbling block.

A few things I'm looking to modify or create.  A "Clan" C3 system where the Master unit is a bit lighter and more compact (say, three tons and crits), and/or a "Trinary" C3 that links fifteen units instead of 12.  And/or a "Clan" C3i that networks ten units instead of six.

First problem:  I could only find C3 Master and Boosted Master in the github files, not the slaves or C3i.  Second problem:  couldn't find where MegaMek determines how many C3 connections a C3 device allows or how to change that.

Anyone able to point me in the right direction?

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Exclamation Dedicated Server Stress Test
Posted by: rjhancock - 06-03-2020, 06:43 PM - Forum: Dedicated Servers - Replies (1)

Calling all pilots!

I'm planning on doing a stress test of the MegaMek dedicated server this weekend and needing fresh meat to try it out. Will be testing 46.1 and 47.6. Looking to do a 4v4 match with as many spectators as possible.

Would greatly appreciate any and all help I can get with this.

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  Exporting Issues (into XML or CSV)
Posted by: TriplerSDMB - 05-29-2020, 08:12 AM - Forum: MekHQ - Replies (2)

Good morning!  Running Windows 10, and using both MekHQ 0.46.1 and/or 0.47.0 (I'll flip flop between both versions).

I'm stuck on a different issue, relating to Deployment Requirements[url=][/url], and was thinking that I need to export my Personnel and Units to separate files, to 'rebuild" the CPNX  'save file' into a newer  version so I have correct functionality.  My CPNX file was originally generated years ago, before the AtB versions of MekHQ came out, that I suspect it's the reason I am having trouble. 

I was going to begin a 'new' campaign file, using the same starting date as the end of my current mission, using the same personnel, and the same units.  However, I don't seem to be able to properly export the people or units to CSV/XML files. 

Might this be a bug?  I'm willing to send/hang the CPNX game save file if anyone wants to take a look.


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  Unable to change back to standard maps
Posted by: Gloom - 05-25-2020, 10:31 AM - Forum: Problems? - Replies (2)

I'm running Megame 46.1 standalone, on Ubuntu Linux 20.4, java openjdk 11.0.7

At some point i resized map dimensions to 50x50, and when i changed it back to 16x17 the map listing is gone and the pull down still says "custom size, use Map sie button". I cant figure out where i went wrong or how to get back to where i can use the 16x17 pre generated maps.

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  Portrait Problems
Posted by: ErikModi - 05-24-2020, 06:31 AM - Forum: MekHQ - Replies (5)

Ran into a few issues in 0.47.6 regarding portraits.

First. . . "Hire Full Complement" for my naval assets.  Apparently, while filling the nearly thousand crew my Cameron, Carrak, Lola III, and Whirlwind take (even doing them one at a time) MekHQ just gives up assigning portraits to them all.  No big.  But it then won't assign portraits to any new personnel I hire, switching to "General" and only offering the "Default" portrait (the silhouette with the question mark).  That's. . . more annoying.

Seeking a way to fix that, I found it in the Docs, "Adding Portraits."  Well, hey, looks like one of my most-anticipated features was added while I wasn't looking!  The ability to set up folders for specific types of troops, so you can have big musclebound portraits for Elementals!  Yay!

And I can't get it to work.  I have the Combat and Support folders, and those work fine (even putting portraits back on new hires after the naval kerfuffle above), but it won't seem to acknowledge the Elemental folder at all.  Well, it's there if I want to manually select Elemental portraits, but it won't pick them randomly.

I must be doing something wrong here.  Any hints?

What I have is:  data/images/portraits/Female, with folders Combat, Elemental, Support in that folder.

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  Other players cannot connect to me
Posted by: Hakkonen - 05-23-2020, 07:41 PM - Forum: Problems? - Replies (1)

I have specifically opened port 2346 in Windows Firewall, but the port scanner at still shows it closed.  I don't have a router, so there's nothing to forward.  What the hell is going on?

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  New Player just joined
Posted by: Lancastrian27 - 05-12-2020, 06:14 PM - Forum: General Discussion - Replies (4)

Hi Everyone,
                       I did play BattleTech many years ago and when I saw the MegaMek game I wanted to get back into it again.
I am virtually a newbie again with a lot to learn and I'm looking forward to playing against the AI before I'm ready to fight a real player.

Any help appreciated, I have a lot of reading to try to find out how to play .

I am UK based.



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  Freezing Mission
Posted by: Grags - 05-11-2020, 02:42 PM - Forum: MekHQ - Replies (7)

I'm 5 months in to my first contract, a 6-month pirate hunting contact on Kittery.for the St.Ives Compact. I've expanded my roster, picked up 12 victories, 1 defeat (Ambush - lost my 2nd best mech) and a draw. 
Have a mission now, that has caused problems for the first time as it keeps crashing and freezing during the Pirates fire phase somewhere between 7 or 8 turns in
The mission is Special Mission: Civilian Help.

Any ideas what i can do to stop this happening?

It's ok - worked on 5th attempt, came away with a bonus civilian mech, 3 bonus parts and an APC carrier too

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