Author Topic: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ  (Read 18979 times)

elf25s

  • Major
  • *
  • Posts: 4437
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #60 on: 24 October 2017, 16:00:03 »
ok there may be a bug within windows version
and yes before bringing it here i did the usual fixes i did re download the current build yes  reinstalled java after i cleaned it out. and re installed 3 times.
ok as some one else pointed out and reported both mega mek and lab do not start with java exception being the reason.
however i am able to start a megmek after i run mekhq and start a contract.
after mission the repar engineers techs etc mechtech mechanic areo tech do not show up in pane and repars cannot be made. only through GM option repairs are possible
i had tried repairs with stock mechs and lams. however mech techs and mechanics show up and do refit kits.
any idea?
you sure cannot out run death...but sure as hell you can make that bastard work for it!

pheonixstorm

  • Major
  • *
  • Posts: 5548
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #61 on: 24 October 2017, 16:07:13 »
Is anything in the log? I haven't had issue repairing or refitting anything so that is new to me. I haven't tried largecraft or asf yet though.

elf25s

  • Major
  • *
  • Posts: 4437
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #62 on: 24 October 2017, 16:17:25 »
illl see if i can find it
so where is the log again for mek hq?
weird it seems after i advanced few days problem went away...repeated it again and problem seem to have resolved itself.
« Last Edit: 24 October 2017, 16:27:06 by elf25s »
you sure cannot out run death...but sure as hell you can make that bastard work for it!

Andras

  • Lieutenant
  • *
  • Posts: 827
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #63 on: 26 October 2017, 15:05:05 »
In Megamek, the King David Gauss Rifle only does 1 pt vs battle armor, but it should do 1d6 per hit to a single trooper per the TO errata(pg24).
« Last Edit: 26 October 2017, 17:34:48 by Andras »

Hammer

  • Numerorum Malleo
  • Global Moderator
  • Major
  • *
  • Posts: 4140
    • MegaMek Website
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #64 on: 26 October 2017, 16:16:22 »
In Megamek, the King David Gauss Rifle only does 1 pt vs battle armor, but it should do 1d6 per hit to a single trooper per the TO errata(pg24).


sample from combat
Code: [Select]
Gauss Rifle [King David] at Se'irim Medium Battle Armor (Standard) (Princess); needs 5, rolls 8 : 4 troopers hit
        Se'irim Medium Battle Armor (Standard) (Princess) takes 1 damage to Trooper 4.
            3 Armor remaining.

        Se'irim Medium Battle Armor (Standard) (Princess) takes 1 damage to Trooper 5.
            1 Armor remaining.

        Se'irim Medium Battle Armor (Standard) (Princess) takes 1 damage to Trooper 2.
            3 Armor remaining.

        Se'irim Medium Battle Armor (Standard) (Princess) takes 1 damage to Trooper 5.
            0 Armor remaining.

errate quote
Code: [Select]
Tactical Operations Errata v3.6 Page 24 of 94
(p. 108)
After “Battle Armor Infantry” insert the following new section:
BATTLE ARMOR VS. BATTLE ARMOR
Some battle armor-grade weapons are particularly effective against other armored troops. To represent this, use the Battle Armor Vs. Battle Armor Table, instead of normal damage.
BATTLE ARMOR VS. BATTLE ARMOR TABLE
Battle Armor Weapon Anti-Battle Armor damage (apply to single trooper)
Bearhunter Superheavy AC 3D6
King David Light Gauss Rifle 1D6
Plasma Rifle 2+1D6*
*Uses standard damage against fire-resistant battle armor.

Did you turn on the optional rule?
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker
New Units and RAT's aren't added until after the 2 month release moratorium is passed.
Join the official MegaMek Discord

Andras

  • Lieutenant
  • *
  • Posts: 827
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #65 on: 26 October 2017, 16:29:02 »
Did you turn on the optional rule?

I didn't see it, where is that located?
Thanks

eta- nvm, I found it.
« Last Edit: 26 October 2017, 17:34:35 by Andras »

Random

  • Master Sergeant
  • *
  • Posts: 329
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #66 on: 08 December 2017, 19:25:19 »
I lost a Dropship in my last game.  Not the greatest judgement on my part there.

So now I have to salvage it.  It going to take a while because the game is only giving me one tech to do it with (The tech that is assigned to do the maintenance.
I have a number of other Dropships and even a few spare vessel crew. 

pheonixstorm

  • Major
  • *
  • Posts: 5548
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #67 on: 09 December 2017, 17:02:06 »
Yeah SO isn't friendly to repairing DS or larger. No matter how many crew there are you only get 480 minutes per days for repairs just like everything else.

neoancient

  • Warrant Officer
  • *
  • Posts: 507
  • MegaMek team member
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #68 on: 09 December 2017, 22:36:19 »
There are rules in SO to get assistance from another crew, but they're not implemented.

SCC

  • Lieutenant Colonel
  • *
  • Posts: 8392
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #69 on: 15 December 2017, 04:51:29 »
I should be able to build units with the Centurion Weapon System in them now, right? So what do I have to do to add it to a unit in MML?

Hammer

  • Numerorum Malleo
  • Global Moderator
  • Major
  • *
  • Posts: 4140
    • MegaMek Website
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #70 on: 15 December 2017, 10:58:58 »
I should be able to build units with the Centurion Weapon System in them now, right? So what do I have to do to add it to a unit in MML?

The Centurion is available from 2762-2770 on the Experimental Tech Level
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker
New Units and RAT's aren't added until after the 2 month release moratorium is passed.
Join the official MegaMek Discord

SCC

  • Lieutenant Colonel
  • *
  • Posts: 8392
Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #71 on: 15 December 2017, 16:50:10 »
Ah, found it, thanks.