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New MekHQ Release v0.1.3
#1
Time for another MekHQ release which you can get on the megamek.info downloads page. This release includes some important bug fixes, a new random name generator, and miscellaneous new features. You will probably notice something different when you open it up. We have added a new Personnel tab that gives you a full roster of personnel. The previous Personnel tab is now the Infirmary tab and only wounded personnel will show up there. This personnel roster is still a work in progress but will ultimately become a feature rich sortable and filterable spreadsheet. Once I get the edges smoothed out, I will be doing the same sort of thing for units and the current hangar will become the "Repair Bay."

You can import your campaigns from the previous version by saving them as XML and then loading the XML file into the new version.

Here is the full changelog:
+ Bug 3288095: Tasks are not refreshing and dates do not advance
+ MegaMek Random Name Generator
+ Bug 3288083: GM Mode - Set XP spinner not working
+ Removed SSW library and all references to it (availability and tech codes should always be checked through MM)
+ forgot to recode availiability code X in Availability.java
+ Bug 3289622: Repair Crash
+ availability and tech ratings for all parts (specific equipment codes still need to be entered in MM)
+ tech ratings for all UnitWorkItems
+ tech rating modifier for repair, replacement, and salvage
+ moved random name generator from MekHQView.java to Campaign.java
+ Added random name generator properties to XML load/save
+ chooser for random name generator faction
+ Bug: name generator not being populated with XML load
+ new tab in Campaign Options for name generator
+ percent female slider for random name options
+ option (true by default) to assign random name generator based on faction selection
+ beginning of acquisition table
+ Acquisition table
+ Bug: NPE on MekGryo.canBeUsedBy check
+ Bug: selected task should remain current even when moving tabs
+ unofficial faction modifiers off by default
+ improvements to descriptions for replacement items and parts
+ renamed Personnel tab to Infirmary and refactored all "personnel" named variables in MekHQView to "patient"
+ personnelTable
+ added type and support skill columns to personnel table
+ only wounded personnel are in the infirmary
+ moved PatientMouseAdapter to PersonnelMouseAdapter
+ sortable columns in personnel table
+ gender variable in Person (still need to link it to random name generator)
+ birthday and age variables in Person
+ Bug: personnelTable not refreshing when new personnel are hired
+ Personnel Options tab
+ Game options to use artillery skill, init bonus, tactics bonus, and toughness
+ NPE when cancelling loadXML
+ PersonnelList not refreshing when doctors hired
+ Doctors not able to be assigned
+ incorrect mods listed in Acquisition Info
+ Bug: personnelMouseAdapter referencing patientTable
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#2
Great work once again, lots of changes I'm eager to test.
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#3
I've been playing around with it a bit and had a question about all the new personnel info you can enter. Is it not fully implemented or am I just missing how to modify things like age/sex/etc? XP and skills can be modified with GM mode but I don't see how to modify the rest (including advantages, other than adding them when you hire someone).
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#4
(04-22-2011, 06:22 PM)Jayof9s link Wrote: I've been playing around with it a bit and had a question about all the new personnel info you can enter. Is it not fully implemented or am I just missing how to modify things like age/sex/etc? XP and skills can be modified with GM mode but I don't see how to modify the rest (including advantages, other than adding them when you hire someone).

I just put that stuff in today. It will be in the next release.
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#5
Cool, thanks for the answer.
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