Welcome, Guest
You have to register before you can post on our site.



Search Forums

(Advanced Search)

Forum Statistics
» Members: 921
» Latest member: lufft101
» Forum threads: 2,654
» Forum posts: 18,533

Full Statistics

Online Users
There are currently 278 online users.
» 0 Member(s) | 277 Guest(s)

Latest Threads
Extinct mechs
Forum: MekHQ
Last Post: rroby
02-16-2020, 11:26 PM
» Replies: 4
» Views: 62
Forum: MekHQ
Last Post: Hammer
02-14-2020, 06:41 PM
» Replies: 1
» Views: 44
SV Chassis Mods
Forum: MegaMekLab
Last Post: rroby
02-11-2020, 08:38 PM
» Replies: 2
» Views: 58
Possible Bug - HQ 0.47.4
Forum: MekHQ
Last Post: rroby
02-10-2020, 12:30 PM
» Replies: 2
» Views: 70
New Development Snapshot ...
Forum: New Releases
Last Post: Hammer
02-09-2020, 08:48 PM
» Replies: 0
» Views: 61
Megamek Dedicated Servers...
Forum: Dedicated Servers
Last Post: Hutti
02-07-2020, 12:39 PM
» Replies: 15
» Views: 5,782
New Development Snapshot ...
Forum: New Releases
Last Post: Hammer
02-01-2020, 06:48 PM
» Replies: 0
» Views: 76
Manei Domini Implant issu...
Forum: Problems?
Last Post: Neoancient
01-20-2020, 10:29 AM
» Replies: 1
» Views: 88
STABLE Releases MegaMek, ...
Forum: New Releases
Last Post: Hammer
01-17-2020, 04:28 PM
» Replies: 0
» Views: 127
MeqHQ multiplayer (coop) ...
Forum: MekHQ
Last Post: Hammer
01-09-2020, 10:39 PM
» Replies: 5
» Views: 942

  Contract resolution
Posted by: Kendo - 07-14-2019, 01:25 PM - Forum: MekHQ - Replies (2)


Are you notified when the contract is over? I notice lots of my contracts just keep going and going and nothing seems to happen even though I am well past the end date and so I just cancel them. I would love the closure of some notification that "Yay! You defeated the evil enemy and you can honorably withdraw now." or something.
How does that work? Are you free to cancel once you make it to the end date, or is there something else that happens?

Thank you.

Print this item

  simple question
Posted by: cudayne - 07-05-2019, 08:19 PM - Forum: MekHQ - Replies (1)

I was running an old mekwars server but it finally crashed so me an my kids decided to try this out but I have a few question.

One we found in version 45.4. we can load meks with battle damage add techs fix damage an all. 

pretty neat really.

my question

1. is can we add the units back into megamek in a mul file too play again once there fixed?

2. will mekhq level an or add skills once you import the after action report.

3.will this add  battle damage and salvage back into the hekhq?

Or do we have to setup missions through mekhq.

were basically trying too use mekhq as a book keeper otherwise we have to use pen an paper too keep track of things.

also does each person need there own copy of mekhq or can we have a say server one that everyone connects too with all the megamek options we use loaded.

Print this item

  License and Legal questions
Posted by: IsaBison - 07-05-2019, 02:39 PM - Forum: General Discussion - Replies (8)

Hi all, 

I'm looking for a good person to contact regarding license/legal topics. Specifically about how MegaMek Lab (MML) handles the interaction of GPL2 and fonts, MML's use of Battletech trademark in record sheets, and generally the may's, must's, and should's of otherwise separate projects that import, read or otherwise 'use' mtf files.

Thanks for any info or direction!

Print this item

  Can not run mekhq-0.44.0-mac
Posted by: Valthanis - 07-04-2019, 08:09 PM - Forum: Problems? - Replies (5)

I have been running mekhq-0.42.2 for a year and a half.  

I downloaded mekhq-0.44.0-mac today.  I have it running on my desktop, but my laptop starts mekhq, but then the app stops and shutdown.  

The were no logs file in mekhq-0.44.0-mac\logs, but I Show Package Contents.  In mekhq-0.44.0-mac\logs\MekHQ\Contents\Resources\Java\logs has a file named mekhqlog.txt.

The contents is:

log4j:WARN No appenders could be found for logger (mekhq.MekHQ).
log4j:WARN Please initialize the log4j system properly.
Exception in thread "main" java.lang.NullPointerException
at mekhq.Utilities.lastFileModified(Utilities.java:357)
at mekhq.gui.StartUpGUI.<init>(StartUpGUI.java:45)
at mekhq.MekHQ.startup(MekHQ.java:223)

Any help would be appreciated.


Print this item

Posted by: Hammer - 06-30-2019, 11:51 AM - Forum: Problems? - No Replies

If you are going to post issues in this part of the forum, you must included the following information for us. It cuts down the back and forth in the posts.

  • What version of program does your issue apply to?  
  • Is this the version of Megamek that comes with MekHQ or the stand alone
  • What operating system are you using?  Windows, Mac, or Linux?
  • What java version are you using?  If unsure it will state your java version at the top of the megameklog.txt file.

Also we recommend you read this post on our wiki on bug reporting.


Without this information you can expect delays in getting replies back from Dev's.

Print this item

  Mac OSX: Can't find file/directory
Posted by: askindred - 06-22-2019, 01:32 AM - Forum: Problems? - Replies (2)

Hi everyone,

Brand new to MegaMek, and I appreciate anyone's help.

I'm running macOS Mojave 10.14.5, using MegaMek 0.44.0 for Mac. I installed the MegaMek app and all of the unzipped folders/files into a folder on my desktop. I'm able to launch the MegaMek app itself, but anytime I try to start a scenario, I get an error "Couldn't find board 'MapSet2/........" (whichever map it's trying to load). The board/map files are present, I can navigate to them myself, within the same directory as the MegaMek.app file, but I'm not sure why the app wouldn't be able to find them, unless it's just looking in a particular spot that differs from where they're actually installed. The same happens when I first launch the app, and it asks if I want to view the Help documentation - if I click "yes", I get "Error reading help file: docs/1-Readme/readme.txt (No such file or directory)" - though I can manually navigate to that directory, and open the .txt file. 

Thank you!


Print this item

  Multiple techs on one refit?
Posted by: dgorsman - 06-12-2019, 09:53 PM - Forum: MekHQ - Replies (1)

Applying a refit involves multiple operations, with some steps necessary before others.  I've never seen refits as intended for only a single tech.  With a single tech, a refit operation can stretch into (nearly) eternity.  

Is there any way to assign multiple techs to a refit operation, for more realistic times?

Floating an idea for refinement before submitting it - what about an additional feature when doing a refit which beaks it down into individual steps, with the option to assign specific techs to each step?

Print this item

Posted by: Iornnerd88 - 06-10-2019, 09:41 PM - Forum: General Discussion - No Replies

I do love the entitystatus report the game creates at the end of every battle. Unfortunately, I forgot how to read it.

Let's look at a quick example

Model: Assassin - ASN-21
Pilot: Anna Latifi (4/5)
--- Armor: 30/72-------------------------------------------
--- Internal: 34/67----------------------------------------
        FRONT             REAR                INTERNAL
          ( 8)                  (**)                    ( 3)
     /xx| 6|10\         /xx| 4| 2\            /xx|12|10\
    (xx/ || \xx)       (     |   |    )          (xx/ || \ 4)
        /  /\  \                 /  \                    /  /\  \
     (xx/  \xx)              /    \                 (xx/  \ 5)
(these diagrams never come out right on a forum)
Head        : Life Support,Sensors,Standard Cockpit,Sensors,Life Support
Center Torso: Engine,Engine,Engine,Standard Gyro,Standard Gyro,Standard Gyro
             Standard Gyro,Engine,Engine,Engine,Jump Jet
Right Torso : Jump Jet,Jump Jet,Jump Jet,LRM 5,LRM 5 Ammo (23)
Left Torso  : ***Jump Jet,***Jump Jet,***Jump Jet,***SRM 2,***SRM 2 Ammo (44)
Right Arm   : *Shoulder,Upper Arm,Lower Arm,Medium Laser
Left Arm    : *Shoulder,*Upper Arm,*Lower Arm,*Hand
Right Leg   : Hip,Upper Leg,Lower Leg,Foot
Left Leg    : *Hip,*Upper Leg,*Lower Leg,*Foot
SRM 2 Ammo: 44
LRM 5 Ammo: 23

So really quickly I can see that the 'mech has 30 pts of armor, and 34 pts of IS, 44 salvos of SRM 2, and 23 of LRM 5 ammo.
Everything in the head, center torso, Right Torso, and Right leg are clean and salvageable.

I'll assume "*" means destroyed.
What does the "***" indicate?

And what is indicated by the "x" in this part of the report?
Head        : Life Support,Sensors,Standard Cockpit,Heat Sink,Sensors,Life Support
Center Torso: *Engine,*Engine,*Engine,*Standard Gyro,*Standard Gyro,*Standard Gyro
             *Standard Gyro,*Engine,*Engine,*Engine,*LRM 10,*LRM 10
Right Torso : ***Heat Sink,***Heat Sink,***Jump Jet,***SRM 6,***SRM 6,***SRM 6 Ammo (7)
Left Torso  : Heat Sink,Heat Sink,Jump Jet,LRM 10 Ammo (11)
Right Arm   : *Shoulder,*Upper Arm,*Lower Arm,*Hand,x Large Laser,x Large Laser
             x Small Laser,x Small Laser
Left Arm    : Shoulder,Upper Arm,Lower Arm,Hand
Right Leg   : *Hip,*Upper Leg,*Lower Leg,*Foot,***Jump Jet
Left Leg    : Hip,Upper Leg,Lower Leg,Foot,Jump Jet

Thank-you for jogging my memory.

Figured it out. Played a few games and kept notes, and got what i basically needed.

x, *, and ***: not available for salvage/damaged
+: available for salvage/not damaged

Yes, I can just import the MUL into MekHQ and do the repairs there, but I like to do some of the work on paper (like during lunch at work).

Print this item

Posted by: Ask - 05-26-2019, 03:21 AM - Forum: User Creations - Replies (2)

Simple scenario pitting a Smoke Jaguar Beta Galaxy Warhawk C against a staggered heavy lance of Kurita Genyosha on a 16x51 board. Comparable to the TrialofPosition.mms that comes with Megamek by default. Might decrease the delayed deployment of the two Kurita mechs that don't start on the map. Thread won't let me attach the .mms file itself so will need to save the following as a .mms in the scenarios folder.


Name=On the Prowl
Description=A lone Smoke Jaguar attempts to cut a swathe through his enemies leaving their mangled wrecks in his wake.

Maps=MapSet3\16x17 Rolling Hills 2,MapSet5\16x17 Open Terrain 2,MapSet6\16x17 Woodland,


Unit_Mistweaver_1=Masakari (Warhawk) C,Mechwarrior Seth,3,4
Unit_Genyosha_1=Grand Dragon DRG-5K,Gunjin Yoson Saito,4,4,S,10,20
Unit_Genyosha_2=Archer ARC-5R,Gunjin Will Yamada,4,5,S,08,18
Unit_Genyosha_3=Marauder MAD-5D,Kashira Ryuichi Head,3,3
Unit_Genyosha_4=Atlas AS7-K,Chu-i Jabber Ozawa,3,4,



Camo_Mistweaver=Clans/Smoke Jaguar,Beta Galaxy.jpg
Camo_Genyosha=Kurita/Genyosha,1st Genyosha.jpg

Print this item

  New CGL maps in MM?
Posted by: GOTHIK - 05-19-2019, 04:40 PM - Forum: User Creations - Replies (4)

Hi everyone.

With the release of the beginner's box set, the larger box set, and the Grasslands map set, we've seen 9 new double-sided maps! and I'm wondering if anyone has converted them for play in Megamek yet?

Print this item