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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.

**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
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]

MegaMekLab
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]

MekHQ.
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.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here

Code:
+ 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

MegaMekLab.
Download Here
Code:
+ 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

MekHQ:
Download Here
Code:
+ 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.

**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
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]

MegaMekLab
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.

MekHQ.
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.

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

MegaMekLab.
Download Here
Code:
+ 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

MekHQ:
Download Here
Code:
+ 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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  STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.46.1 (Stable) January 17 /2020
Posted by: Hammer - 01-17-2020, 04:28 PM - Forum: New Releases - No Replies

Quote:While we are busy plugging away at new features over on the 0.47 branch, here is an update to the 0.46 stable branch. It does not include any of the new features since 0.46, but a slew of fixes for bugs discovered after 0.46.0 was released. Unless there is a serious bug discovered after this release, this will likely be the last release from the 0.46 branch, since the more the branches diverge the harder it is to maintain both.

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.
3)  This thread is for discussing the release. Bugs should be reported by opening an issue on the appropriate tracker on GitHub. Anything reported here is likely to be buried in the discussion and forgotten by the time we get a chance to work on it.

CHANGE LOGS AND DOWNLOAD LINKS

MegaMek
Download here
Code:
+ Fix large craft bay cost calculations
+ Bug: Vehicle reduced to half movement not considered heavy damage
+ PR #1473: Allow the bot to gracefully handle deployment of grounded dropships on maps with no valid places to put them
+ PR #1474: TRO display in MegaMek lobby displays data for gun emplacements
+ Issue #1459: Using XXL(Clan) fusion engine on combat vehicle by mixed IS tech is not loaded properly
+ Issue #1481: Selecting the Adelante Train throws IndexOutOfBounds Exception
+ PR #1484: JS/SS max armor calculation (affects validation and MML).
+ PR #1488: Nuclear warheads for large craft properly differentiate themselves from their standard versions when swapping ammo
+ Issue #1490: Fixed Ramshackle quirk description
+ Issue #1489: Fix jet booster and supercharger weight calculations
+ Issue #1500: Avoid NRE in BotClient::getStartingCoordsArray
+ Data: Fixing the Hercules in the mechset again.
+ Bug: Some weapons missing their Aerospace attack values.
+ Bug/Data: Fixing various validation errors.
+ Issue #708: Errata indicates swarming battle armor should not be immune to fire.
+ Issue #1517: Fix for multiple NPEs caused by phantom transported units
+ Data: New Sprites/New Boards from Derv.
+ Issue #1480: Mech Mortar Smoke round is unavailable
+ Updating the Simon Landmine Map Pack.
+ Issue #1523: Fixes to 3145 FWL RATs
+ Issue #1514: Some Protomechs Missing Map Art
+ Issue #1454: RS:SW New Mechs are listed as Level 2 instead of Level 1
+ Issue #1549: Client freezes when selecting a unit with a lot of special pilot abilities
+ PR #1558: Errata: adjustments to piloting BV modifier
+ 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 #1562: Critical Hit on Protomech Near Miss

MegaMekLab
Download here
Code:
+ Issue #336: Quad Battlemechs are unable to allocate industrial physical weapons to their side torsos
+ Issue #337: Cost Calculation / Rules: Repair Facility on Space Stations
+ Issue #341: Sort the database won't work well in decimal point level
+ Issue #344: Attempt to changing Protomech's armor to Electric Discharge makes the unit keep invalid when using Standard armor
+ PR #351:  Allow superheavy industrial mechs
+ Issue #352: Large engine crits not allocated correctly
+ Issue #365: Protomek Tab is missing its fluff section
+ Issue #369: Issues with Mirroring Aero units.
+ Issue #375: Maximum armor calculation is incorrect for Warships
+ 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

MekHQ
Download here
Code:
+ PR #1259: Fix map size display for AtB scenarios in the briefing tab (cosmetic issue only)
+ Issue #1257: Don't double up salaries when charging for peacetime costs
+ PR #1268: Fix money formatting in prisoner ransom messages
+ Issue #1275: Fix zero sized dialogs (Edit Biography, etc)
+ Issue #1273: Updated edge cost for AtB to match current rules
+ PR #1288: Allow the large craft ammo swap dialog to switch AR10, missile and artillery munitions properly
+ PR #1292: Fix erroneously high unit values
+ PR #1305: Mac OSX key bindings on non-standard look and feel
+ PR #1317: fix NPE that halts new day processing while applying training XP
+ Issue #1308: Fix NPE when the campaign folder is not present
+ Issue #1374: Unit Rating: Small Craft Bay can now store Fighters
+ 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

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  Building a Hospital Dropship
Posted by: Hyperion - 12-26-2019, 12:13 AM - Forum: MegaMekLab - Replies (2)

I am attempting to Stat out my Aceso-class Hospital Dropship. With the understanding that I probably missed a few things when attempting to do it without the use of this program, I am still running into several difficulties.

Attached is the .blk for the ship and this is where I wrote it up on the Battletech forums- 

https://bg.battletech.com/forums/index.p...msg1261824

I'm currently having problems getting the Point Defense Bays validated with the Ammo allotments and I keep adding unwanted / needed crew when trying to add rooms that would (under most circumstances) be considered Patient Rooms that would be empty during transit.

I am still in the process of tinkering with the cargo allocations as well, though there seems to be a awful lot of cargo there that I thought I had pretty well figured out as significantly less before.

Where am I causing myself problems?


.blk   Aceso.blk (Size: 7.29 KB / Downloads: 1)

.blk   Aceso.blk (Size: 7.29 KB / Downloads: 1)

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  New Development Snapshot 0.47.2 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 11-15-2019, 07:12 PM - Forum: New Releases - No Replies

Hi Everyone,

The 47.1 release had a few nasty bugs around SV's and resolution in MekHQ. This release should resolve those.

**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/MegaMekLab/MekHQ.
Since this is basically a bug fix release see here for the 0.47.1 release notes


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:
+PR #1535: Use correct cost for Protomech EDP armor
+PR #1533: Improved bot usage of field gun infantry
+PR #1541: Fixes an issue where tanks that took "immobilized" motive damage in high-G would still be considered mobile

MegaMekLab.
Download Here
Code:
+ Issue #365: Protomek Tab is missing its fluff section
+ Issue #367: Rail Support Vehicle - External Power Pickup not saving
+ Issue #369: Issues with Mirroring Aero units.

MekHQ:
Download Here
Code:
+ PR #1325: Customize protomechs and advanced aero in MekLab
+ PR #1326: Fix another potential error preventing day advancement when giving training XP
+ Issue #1327, 1329: Fixed multiple issues relating to scenario resolution introduced in 47.1
+ Issue #1333: Simca Ambulance possibly causing campaign to not load
+ Issue #1337: Offboard artillery - designate hex phase skipped when artillery comes from mekhq
+ Issue #1330: Fix NPE when PersonViewPanel has a pregnant individual
+ Issue #1316: Resolve money parsing exception in Retirement Defection Tracker

Enjoy everyone

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  BattleArmor and Small Arms Skill
Posted by: ErikModi - 11-08-2019, 08:59 AM - Forum: General Discussion - Replies (2)

So, do BattleArmor troops use Small Arms skill at all, or is it Gunnery/Battlesuit for everything?

Say, for instance, the main weapon on a light or ultralight suit is a Mauser IIC, but they have an additional anti-'Mech weapon, like a light machine gun or support PPC.  Does the Mauser use Small Arms while the machine gun/PPC use Gunnery, or do both use Gunnery?

Total Warfare indicates that BattleArmor only use Gunnery, but A Time Of War states Small Arms is used for anti-personnel weapons on a Battlesuit, while Gunnery is used for anti-'Mech weapons, so I'm more or less wondering which ruleset MegaMek follows.

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  New Development Snapshot 0.47.1 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 11-06-2019, 11:43 AM - Forum: New Releases - Replies (2)

Hi Everyone,

So it's been a few months since the last dev release, and this one is going to be huge! Lots of new cool stuff. So I remind everyone this is development release and all this new goodness means LOTS of chances of bugs. So make sure you keep backups of your games.

**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 that will carry over into MegaMekLab. Princess has learned to turn the lights on when fighting at night. We've got new maps from Derv and Simon Landmine. But the biggie is Support Vees. A huge amount of work has gone into Megamek to support the building of Support Vehicles. This is the first step in getting some new unit types playable. Soon you'll be able to have the Great Train Robbery with a Steiner Recon lance.

MegaMekLab.
Some bug fixes, and big one is Support Vehicle Construction includes ground, S/M naval, and fixed wing; airship, satellite, and large naval). At last we have a splash screen for MegaMekLab(from the amazing SpOoky777). This completes the linked sets of splash screens. One note on Support Vee's we still need to work on the Record Sheet printing.

MekHQ.
Ok, we've talked about it a lot and it's here. The Planetary system refactor. See a specific overview on our website for what's changed. We've got bug fixes, some UI improvements, the new Scenario Objectives tool is coming along(more on that soon), a markdown editor, for the AtB players(new and old) have a look at the new AtB Starter Guide by CampaignAnon in the docs folder. Oh, and yes we've add Support Vee support into MekHQ.

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:
+ Issue #1315: add support for map annotations and description to .board files.
+ PR #1451: Enable bot use of searchlights when necessary
+ Account for all bay types in large craft cost calculations.
+ Bug: Vehicle reduced to half movement not considered heavy damage
+ PR #1473: Allow the bot to gracefully handle deployment of grounded dropships on maps with no valid places to put them
+ PR #1474: TRO display in MegaMek lobby displays data for gun emplacements
+ Issue #1459: Using XXL(Clan) fusion engine on combat vehicle by mixed IS tech is not loaded properly
+ Issue #1481: Selecting the Adelante Train throws IndexOutOfBounds Exception
+ PR #1484: JS/SS max armor calculation (affects validation and MML).
+ PR #1478: Grounded Dropships and Individual Weapons (implements errata).
+ PR #1488: Nuclear warheads for large craft properly differentiate themselves from their standard versions when swapping ammo
+ Issue #1490: Fixed Ramshackle quirk description
+ Issue #1489: Fix jet booster and supercharger weight calculations
+ Issue #1500: Avoid NRE in BotClient::getStartingCoordsArray
+ Issue #1508: #1261 was never merged properly.
+ Data: Fixing the Hercules in the mechset again.
+ Bug: Some weapons missing their Aerospace attack values.
+ Bug/Data: Fixing various validation errors.
+ Issue #708: Errata indicates swarming battle armor should not be immune to fire.
+ Issue #1517: Fix for multiple NPEs caused by phantom transported units
+ Data: New Sprites/New Boards from Derv.
+ Issue #1480: Mech Mortar Smoke round is unavailable
+ Updating the Simon Landmine Map Pack.
+ PR #1519: Validation for support vehicles, corrections to many of the support vehicle unit files.
+ PR #1521: Multiple fixes and errata related to handling of large craft missile weapons;
grounded dropships can now fire missiles as artillery;
grounded dropships cannot directly fire capital weapons at ground targets;
+ PR #1527/Issue #1303: Mostly implemented current TW rules for movement of spheroid dropships in atmosphere
+ PR #1530: Treat fixed wing support vehicles as support vehicles instead of conventional fighters for cost calculation.
+ Issue #1516: Rotary RAC does not generate extra heat when rapid firing
+ Issue #1523: Fixes to 3145 FWL RATs
+ Issue #1514: Some Protomechs Missing Map Art
+ Issue #1454: RS:SW New Mechs are listed as Level 2 instead of Level 1

MegaMekLab.
Download Here
Code:
+ Issue #174: Replace Java-based open dialog with OS native dialog
+ Issue #337: Cost Calculation / Rules: Repair Facility on Space Stations
+ PR #346: Allow command console with superheavy/small cockpit
+ Issue #341: Sort the database won't work well in decimal point level
+ Issue #344: Attempt to changing Protomech's armor to Electric Discharge makes the unit keep invalid when using Standard armor
+ PR #351: Allow superheavy industrial mechs
+ Issue #352: Large engine crits not allocated correctly
+ PR #339: Support vehicle construction (includes ground, S/M naval, and fixed wing; airship, satellite, and large naval
still require MegaMek support).
+ PR #358: Splash Screen

MekHQ:
**WE'VE DISCOVERED A COUPLE OF SIGNIFICANT BUGS IN THIS RELEASE FOR MEKHQ AND HAVE REMOVED THE DOWNLOAD.**
Code:
+ PR #1259: Fix map size display for AtB scenarios in the briefing tab (cosmetic issue only)
+ Data - Updating the AtB Starter Guide to v3, thanks CampaignAnon
+ Issue #1257: Don't double up salaries when charging for peacetime costs
+ PR #1268: Fix money formatting in prisoner ransom messages
+ Issue #1274: Fix About window closing immediately
+ Issue #1275: Fix zero sized dialogs (Edit Biography, etc)
+ Issue #1273: Updated edge cost for AtB to match current rules
+ PR #1288: Allow the large craft ammo swap dialog to switch AR10, missile and artillery munitions properly
+ PR #1282: Fix erroneously high unit values
+ PR #1294: Improve ammo swaps and refits of Large Craft ammo bins
+ PR #1298: Restructuring of person view panel, double scroll issue, and other scrolling issues
+ PR #1300: Markdown for descriptions
+ PR #1280: planetary system refactor
+ PR #1305: Mac OSX key bindings on non-standard look and feel
+ PR #1304: Markdown Editor
+ PR #1303: Various GUI fixes
+ Issue #1290: Fixes for issues with campaign subset export.
+ PR #1309: Planetary System Map
+ PR #1314: a few map fixes
+ PR #1286,1307: Scenario Objectives - explicit objective management system for legacy AtB scenarios;
Ability to define objectives for scenario templates.
+ PR #1317: fix NPE that halts new day processing while applying training XP
+ PR #1318: player units given to other players now properly return to the campaign during scenario resolution.
+ Issue #1308: Fix NPE when the campaign folder is not present
+ PR #1315: Rescalable images for unit view panel when fluff image exists
+ PR #1320: Customize support vehicles in the MekLab.
+ PR #1321: For scenarios generated from templates, the ability to explicitly assign forces/units to different player force templates.
+ PR #1324: corrected icon map
Enjoy everyone

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  Temp Crew?
Posted by: ErikModi - 11-02-2019, 09:36 PM - Forum: MekHQ - Replies (1)

So, I recently started playing around with DropShips, JumpShips, and WarShips in addition to my 'Mechs, and. . . well, it's a real headache.

So, SO many people to manage.  There's some tools that help make it easier, but repair times, apparently only one Tech per vessel, and so on just makes space combat not seem worth it.

But for an idea. . . we have the "Temporary Astechs" and "Temporary Medics" buttons. . . why not "temporary crew?"  Say, you hire one "Captain" for each vessel, then Temp Crew to fill it out and make it usable, but everything is based on the skills of that one captain?  Might make things a bit easier.

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  Can't Predesignate Artillery auto-hit?
Posted by: ErikModi - 11-01-2019, 11:08 AM - Forum: Problems? - Replies (2)

MekHQ 0.46.0

Using Artillery, offboard or on, I can't predesignated any autohit hexes.  I've played around with setting and deployments, but just can't get the option to come up.  I remember it used to do it at the start of the game, before deployment, but not now.

Am I doing something wrong?

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