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  New Development Snapshot 0.47.6 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 05-03-2020, 02:42 PM - Forum: New Releases - No Replies

Hi Everyone,
About a month since our last dev release and we had some nasty bugs in 0.47.5 for MekHQ. Those should be fixed for this version.

**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.

Megamek
Megamek
We got bug fixes. Abandon ship! Large spacecraft can now launch escape pods, giving the opposing player more opportunity to commit war crimes. Princess has also gone back for a couple of combat classes at flight school and learned that turrets should be mounted on the top floor to be more effective. A ton of new sprites (Thanks Deadborder and Saxarba). Speaking of Saxarba we've made his tileset (we were using Atmospheric) the official default tileset of Megamek.

MegaMekLab
In a word bug fixes and one feature - overhauled Battle Armor Record Sheet printing.

MekHQ.
For MekHQ we've got a chunk of bug fixes and a few QoL new features. See the impact of the war crimes in Abandon ship! first hand in 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.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here

Code:
+ Issue #1814: Fuel-air bomb infantry insta-kill check is no longer reversed
+ PR #1808: Abandon ship! Large spacecraft can now launch escape pods, giving the opposing player more opportunity to commit war crimes.
+ Issue #1824: Implementing Tactical Operations Low Visibility Errata
+ Issue #1768: Resizing the map no longer messes up building/road layout. Note that resizing westward needs to be done by an even number of hexes.
+ Issue #1812: Semi-guided warheads indirectly fired at TAGged targets are no longer subject to terrain modifiers for the purposes of "to-hit" numbers.
+ PR #1837: The bot will now be able to use a searchlight on buildings without crashing the server.
+ Documentation: Trailer How-To added (thanks mkerensky)
+ Data: First SW RATs - Thanks SLDF_gunslinger
+ PR #1843: Saxarba roads
+ Data: Adding Royal Fantasy units as Unofficial.
+ Data: New Sprites
+ Issue #1802 - Kajis Maps and Scenarios Update
+ Data: Missing Archive Sprites
+ Issue #1830 - Sarath 'Mech - Lacking Quirk
+ Issue #1827 - Not every head hit on a quad mech should be a through-armor critical
+ PR #1847 - Restore the bot's ability to use physical attacks against buildings containing gun emplacements
+ Data: Various unit errata Fixes.
+ Issues #1496, #1467: Ammo Sharing between adjacent trailers/tractors, Allow infantry loading/unloading to trains,
  Errata: Calculate MP of trains using engine rating + lowest suspension factor
+ Data: More Errata fixes, and fixes for units that should work.
+ Issue #1862 - Fix BA SSW weight multiplier.
+ PR # 1838: Add Silverfin and Silverback to naval RAT generator tables
+ Issue #1860: Quality of Life improvement - edit bot parameters in lobby by right clicking on bot name
+ PR #1835: Game option to set turn time limit in movement and firing phases.
+ Issue #1853: ArrayIndexOutOfBoundsException while loading certain mechs and viewing in Selector
+ PR #1875: Fixing Clanner Name Generation
+ Issue #1879: DFL folder to SimonLandmine
+ PR #1883: Improved Princess effectiveness with aerospace units on low altitude maps (can now turn at end of movement)
+ Issue #1786: Corrected Stacked Units Tooltip ECM Reporting
+ Issue #1856: Map Editor - Bridges now appear on preview hex and various QoL changes
+ Issue #1891: Battlefist now applies only once and for the proper arm
+ PR #1901: Re-enable Princess to fire rocket launchers and other one-shot weapons
+ PR #1908: Switching default tileset to Saxarba
+ PR #1909: BA Tube artillery fixes #1848,#1849

MegaMekLab.
Download Here
Code:
+ Issue #553: Loading or printing LAM causes ArrayIndexOutOfBoundsException
+ PR #557: BattleArmor record sheet overhaul
+ Issue #536: Support Fixed Wing Aircraft with Propeller mod will not validate
+ Issue #556: Basic saved file name does not have a space between Chassis and Model
+ Issue #555: Can't add Ammo to SV's
+ Issue #571: Environmental Sealing chassis mod on support vehicles requires 8 item slots
+ Issue #578: Squad Support Weapon Weight Calculations off
+ Issue #582: Large support vehicles incorrectly flag some equipment locations as invalid
+ Issue #581: Rotors can have more than 2 points of armor
+ Issue #550: Battle Armor bomb rack ammo critical space
+ Issue #583: Small SV Cargo weirdness
+ Issue #587: Unit transport bays can be added by half cubicle
+ Issue #531: Armored motive system appears in equipment list for VTOLs and rail
+ Issue #533: BV for Swarm-I ammunition shows floating point errors
+ Issue #538: Auto-allocation of armor for fixed-wing support craft loses armor points
+ Issue #539: I can't add some items to fixed-wing support units
+ Issue #540: Weight breakdown shows all weights rounded to one decimal place
+ Issue #591: Vehicular Grenade Launchers/Vehicular mine dispensers not available on aerospace craft
+ Issue #537: Formatting error in Unit Cost Breakdown for fixed-wing support units
+ Issue #541: Allocated armor is not reported correctly for DropShips/small craft after SI changes.
+ Issue #542: The Infantry Compartment field on the Transport pane is ignored for DropShips and small craft
+ Issue #552: Changing bay personnel can incorrectly change base and total crew on a JS/WS/station
+ Issue #559: Naval Com-Scanner Suites require no crew
+ Issue #562: Fuel mass for advanced aerospace craft appears to be rounded down to the nearest whole ton
+ Issue #593: TRO shows incorrect ammo shot count for weapon bays
+ Issue #595: All mechs with ICE or fuel cell need power amplifiers
+ Issue #596: Combat vehicle environmental sealing takes no mass
+ Issue #598: Extraneous weapons appearing on fighter record sheet
+ Issue #543: I can't always assign legal values for the armor tonnage on Small craft/DropShips
+ Issue #546: Dropdown menu's text turns invisible

MekHQ:
Download Here
Code:
+ PR #1610: Raised cost of edge points from 1 to 10 for the AtB configuration preset.
+ PR #1627: Moved pregnancy GM items to Personnel GM menu (and hide GM menu if not a GM)
+ Issue #1612: Adding Scrolling to Marriage Candidates
+ PR #1606: Abandon ship (MekHQ version)! Crews of large craft and units transported aboard large craft are handled during scenario resolution.
+ PR #1618: De-clutter assign lance tech menu in TO&E
+ Issue #1632: All random marriages default to same sex
+ Issue #1626: Adding Time in Rank to MekHQ
+ PR #1634: Fixing Activate/Mothball Display Text
+ Issue #1636: ExtraData Export Fails because of Null Mapping
+ PR #1642: Fixing Popup Display Text Spacing Issues in DataLoadingDialog
+ Issue #1218: Personnel Total Earnings Tracking
+ Issue #1613: Automatically Output Finances Table to File on New Year
+ Issue #1134: Option to Disable Dependent Automatic Addition in AtB
+ PR #1645: Deploying units as reinforcements to AtB and template scenarios no longer defaults them to the "any" deployment zone
+ Issue #1649, #1651: Fixing ExtraData Unmarshaller
+ PR #1654: Fixing Spouse and Baby Load from Personnel export
+ PR #1656: Avoid NPE in Person::isMothballing
+ Issue #1635: Base Salaries Not Displaying Correctly in Nimbus
+ PR #1659: Implementing Log Maintenance
+ PR #1666: Fix bug with personnel original unit tech (if clan tech level)
+ PR #1673: Removing Prisoner to Personnel Random Marriage by implementing Prisoner to Prisoner Random Marriage.
+ PR #1663: Fixing Clanner Name Migration
+ PR #1681: Change refit model weight calculation to work with BA
+ PR #1685: Adding All Role and No Role options for Portraits
+ PR #1688: Single Portrait Bulk Assignment to Personnel
+ Issue #1683: Adding the option to log marriage name changes
+ PR #1670: Improved Standard Awards
+ PR #1693: Fixing Campaign Options Display Spacing Issues
+ Issue #1285: Adding default value to prevent Personnel Market No-Role Personnel
+ Issues #880 and #1671: Paid Recruitment Roll is now based on having an active contract
+ Issues #1614 and #1615: Adding a Financial Year Duration Option
+ PR #1700: Fixed NPE resulting in failure to display personnel tab when a unit is assigned to a non-existent scenario
+ Issue #1691: Personnel are now filtered by primary and secondary roles in the Personnel Tab
+ PR #1580: Adding TryingToMarry and TryingToConceive Flags
+ Issue #1625: Adding Display Format Options for Time in Rank and Time in Service
+ PR #1604: Adding Mnemonics to the Main Tabs and Advance Day
+ Issue #850: Bulk Award Assignment
+ Issues #780 and #1102: Implementing Submenus for Personnel Unit Assignment

Enjoy everyone

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  New to the forum
Posted by: SirScott - 04-30-2020, 04:46 PM - Forum: General Discussion - Replies (5)

Hey all!

Megamek has brought me a lot of joy over the past few months, especially with the current state of things.

I'm a big LAM fan, and I've found a few odd corners that either I got the rules wrong or the system isn't quite spot on. Is this the forum to post to? And should I ask here first to see if it's not really a bug before posting elsewhere?

For instance, if I have the Leaping option on, and the LAM descends more than 3 levels in a hex, the game thinks it's jumping off a cliff and gives me a roll to avoid leg damage. Or is that an actual rule for LAMs that I missed? Or is this the wrong place to ask? Smile

Thanks!

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Bug Public Slack Channel Inop
Posted by: BullseyeSmith - 04-20-2020, 10:42 PM - Forum: Problems? - Replies (1)

Howdy,

I'm trying to join the dev team to help code more awesomeness and squish some bugs.  Justin "Windchild292" Bowen told me to join the slack channel to discuss some things via a reply to a PR I recently submitted, but the public http://megamek.org:3000/ just times out.  

Unable to request to join, as I either have to receive an invite via email or have a workspace email.  Please advise on how to proceed.

I'm using Windows 10. Doesn't work on Google Chrome or Microsoft Edge.

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  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.

**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.

Megamek
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.

MegaMekLab
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.
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.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here
Code:
+ 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

MegaMekLab.
Download Here
Code:
+ 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

MekHQ:
Download Here
Code:
+ 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!

Ironboot

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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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  Awards
Posted by: rroby - 02-14-2020, 04:16 PM - Forum: MekHQ - Replies (2)

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

Thanks.

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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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