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Holding for Future Announcements
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Hi Everyone,

We are happy to announce we have a new Milestone: 0.49.19.1-MILESTONE.

For those not familiar with the Milestone system we've moved to, it’s explained in major detail HERE. Our current Milestone is 0.49.7, and its details are HERE. While it’s a massive improvement over 0.48.0 Stable, it’s already long in the tooth, having been released in February 2022, our 20th Anniversary.

Since then, we’ve pushed a lot of development releases with numerous fixes and improvements. However, until 0.49.19, none met the requirements. We hoped that 0.49.19 would make the cut and become a Milestone. But alas, it had a few deal-breaking bugs that we fixed at the beginning of the 0.49.20 Development Cycle.

After 0.49.19 was released we starting into 0.49.20-Development, The next few releases are updating a lot of very old code, some of which has been around since the beginning of MegaMek. Much of the code was limited by the Java of the time, the skill of the developers, and how MegaMek was being used. We’ve battled and tweaked this code for years, but if we want to move the programs forward, we need to modernize and make the code less restrictive. This, in turn, opens the door for improvements like custom buildings, weapons, armor, and other game types.

So, here’s the rub: we launched 0.49.19 thinking it was Milestone-ready, then started all these major code changes, and then the few issues hit. This left us with two options:
1. Continue on and wait until a later release naturally became a Milestone or...
2. Backport fixes to create a unique release.

We’ve chosen option 2, which brings us to 0.49.19.1, or as we've nicknamed it “One Ninety One.”

There isn’t anything new in here...well, there is a nasty surprise around Gun Emplacements.  :evil:

One more thing...If your a mini painter please check out this post

A Few Reminders:
State of the Universe (January 19, 2024): 
If you haven't given the State of the Universe (read here if you missed it) a read please do. Lots of information in there that is still recent and relevant.

The Milestone System Summary
Introducing the Milestone System 
To better serve our players and development team, we are transitioning from the traditional ‘Stable’ / ‘Development’ scheme to a more dynamic ‘Milestone’ system.

Key Aspects of the Milestone System
  • End of Traditional ‘Stable’ Releases: The ‘Stable’ releases will be discontinued. The next major release, version 1.0, is expected before the end of the century. This shift supports a fluid and ongoing development process.
  • Development Tag for All Releases: Every release will now be tagged as ‘Development’. Version numbers (e.g., 0.49.x, 0.51.x) will be assigned based on internal criteria and communicated in the release notes. Even-numbered releases no longer indicate stability.
  • Transparent Communication on Significant Changes: Major changes, such as updates to software requirements, will be clearly communicated to ensure users are well-prepared.
Versioning Plan and Milestone Designation
  • Development Release: Versions labeled as 0.XX.X-Dev are part of the regular development cycle.
  • Observation Period: Post-release, we monitor performance and gather user feedback.
  • Milestone Tagging: Stable versions will be retroactively designated as ‘Milestone’ (e.g., 0.49.7-MILESTONE) after a few weeks.
  • Communication: Milestone designations will be shared across all platforms.
Criteria and Frequency of Milestone Releases
  • Stability and Reliability: Releases must demonstrate high stability and reliability.
  • Nature of Updates: Bug fix-focused releases are more likely to achieve ‘Milestone’ status.
  • Frequency: Milestones are anticipated every 6-9 months, but this may vary.
Rationale for Change 
This system promotes continuous development and encourages users to stay current with recent releases, bridging the gap between Stable and Development versions. It helps shift the mindset from viewing ‘Stable’ versions as superior and fosters an understanding that the software is in continuous development.

User Data Directory for MegaMek, MegaMekLab, and MekHQ: 
We've added a customizable User Data Directory feature. This allows you to set a single external directory for storing game resources like units, camos, and fonts, which is accessible across different installations and versions of MegaMek, MegaMekLab, and MekHQ.

Key Points:
  • Set a Custom Directory: Choose any location on your computer (e.g., D:/myMMStuff) to keep your game resources.
  • File Placement:
     
    • Fonts and units (.mtf, .blk) can be placed anywhere within this directory.
    • Camo images in /data/images/camo/
    • Portrait images in /data/images/portraits/
    • Unit fluff images in /data/images/fluff/<unit type>/
    • Rank and award definition files (.xml) in /data/universe/
  • Consistent Access: Resources in this directory are usable across different game versions and modules without needing to relocate them for each new install.
  • Implementation: Set up this directory via the client settings. A game restart is required for changes to take effect.

Removal of Unofficial Units Zip: 
Based on feedback from our Discord and a poll where 75% of players favored this decision, we've removed the unofficial units zip from this release. This change allows us to focus on canon units.

To reintegrate the units:
  • Download the zip file from MegaMek Extras HERE.
  • Right-click and use the "save link as" option.
  • Save it as a zip to the data\mechfiles folder of the program.
     
    • We suggest saving it to a customs folder within data\mechfiles.
  • They will be added upon restart.

MekHQ Campaign Files: 
Remember, MekHQ campaign files **are NOT** backwards compatible. Moving your campaign to a newer version prevents reverting to an older one, but keeping backups allows play in both versions for comparison.

When is the next Stable release? 
These are no longer a thing please give above or this a read State of the Universe

Java 11 and 17 is Required for all 0.49.x releases 
We've updated to Java 11. To use the 0.49.x Development branches, an update is needed. As Java is now open source, we recommend Adoptium Temurin 11. Help pages for Windows and Mac users are available. Linux users should use their package manager to install Adoptium Temurin.

This release also supports Java 17, which has undergone some testing. More player usage is needed, but Java 11 remains our recommended version.

Social Media 
Join our official MegaMek Discord, our primary community hub for the suite. We offer superior voice support, individual channels, and assistance for the official public servers. We're also part of community Discords Everything BattleTech and Classic BattleTech. Find us on Facebook at MegaMek BattleTech and MegaMek.

Mac Users 
Check out this workaround for Mac Operating Systems.

Contributing 
Interested in contributing? Find out how here.

Updating Your Campaign:
  • Make backups of your campaigns and customs.
  • Treat each release as stand-alone; copy your data forward from older versions, never backward.
  • Do not copy MegaMek saves or any preference file from a different version.

Change Logs (Release Specific) and Download Links

MegaMek Change Log 
Download
Code: [Select]
Fix #5415: Implement RFE #5408: update Princess ammo conservation values
Fix #5426: add null checks for getC3UUIDAsString() (fixes MegaMek/mekhq#4034 )
Fix #5433: Handle one-shot ammo weapons like RLs appropriately
Fix #5440: MM fix for MML issue where Partial Wing not accounted for
Fix #5442: add null check for turn timer when stopping
Fix MML #1502: Ignore armortype slots in other-equipment cost calculation
PR #5391: RaozSpas Turret Rework Phase 1
Data Updates

MegaMekLab Change Log 
Download
Code: [Select]
Fix #1498: Add separate handling for BA PW jump bonus tooltip
Fix for Commando filename collisions

MekHQ Change Log 
Download
Code: [Select]
Fix #4023: Save boardType to XML
Fix #4052: Move modifiedTemperature to AtBScenario
Fix #4061: Campaign no longer loads in 0.49.19+ due to unusual Person and Infantry attributes
Fix #4062: StratCon generating Weather, Light, and Planetary conditions despite Campaign options
Fix for Commando case-based name collisions
Update Data in MekHQ Repo

Cheers!
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Fan Fiction / Re: Iron Father
« Last post by PsihoKekec on Today at 11:44:35 »
There are proteges and there is the Protege. Protege with capital P would be a designated successor and protege with minor p would be someone mentored.
Master was a mentor figure to several aspiring Blakists, but there is one person whom he envisioned as his successor - hence the Protege. The name of this person is not known, it's implied in several places in fiction and sourcebooks that it might be Arthur Steiner Davion, but the powers that be left that thread dangling for the time being.

So in short

Apollyon was preparing Berith as his successor, Master was preparing an unknown person, but both have also mentored other Manei Domini albeit in lesser capacity. McIntyre was envisioned as Blakist leader of Cirinus, so not a successor of leader of WoB.
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Part of me has been wondering, which model has been the most anticipated one everyone is getting out of their Kickstarter order?

My goodness - where do I begin...Flea, Firestarter, Javelin, Assassine, Cicada, Ostscout, Clint, Vulcan, Whitworth, Dervish, Ostroc, Quickdraw, Jagermech, Caesar. These are the ones I want/need the most.

And of course, the vehicles....
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Aerospace Combat / Re: FC Naval Command Decision
« Last post by Minemech on Today at 11:40:15 »
 This goes back to an old argument I had that it was simply trying to do too much. Would "Gunboat" be an unfair categorization? Sure, it frightens some DDs when fully supported, but the reality is the DDs are designed for integrated fleets where they will have the necessary support. Gunboats often worked without such support but could be integral to a ground assault.
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THIS SATURDAY in Rochester NY!
OD350 is a hex-based conversion of the Wolfnet 350 rules for competitive play of Battletech: Alpha Strike.

Find the rules here: https://indd.adobe.com/view/82cfc84f-c865-45e9-b58a-64f8691071ff

Pre-register for the event here: https://millenniumgames.com/event/battletech-alpha-strike-odyssey-350-competition-may-2024/
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Fan Fiction / Re: Guided by the light of a (Red) Cameron Star
« Last post by paulobrito on Today at 11:32:33 »
Common issue, especially in Europe. And then people complain because there is a military base right in the city, well base was there well before you decided to buy a plot next to it.

Military base, airport/airfield, heck even fireworks factories.
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BattleMechs / Advocator ADV-1R (Cheaper Vindicator)
« Last post by Cipher on Today at 11:27:58 »
Advocator ADV-1R

Mass: 40 tons
Chassis: Ceresplex IV
Power Plant: GM 160
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Anderson Propulsion 30
     Jump Capacity: 120 meters
Armor: Starshield
Armament:
     1 PPC
     1 Medium Laser
     1 LRM 5
Manufacturer: Ceres Metals Industries
     Primary Factory: Unknown
Communication System: CeresCom Model 21-Rs
Targeting & Tracking System: C-Apple Churchill
Introduction Year: 3021
Tech Rating/Availability: D/X-E-D-D
Cost: 2,816,613 C-bills


Conceived during the some of the darkest days of the Capellan Confederation, the Advocator was designed to be an even lower cost version of the Vindicator, with highest possible degree of parts commonality with the larger design.
Had it been mass produced, the ADV-1R would have made use of the LTV and GM 160 rated fusion engines used in the Locust instead of the rarer 180 rated fusion engine of the Vindicator.

The Advocator's design process would begin in the early 3010s, in the aftermath of the unveiling of the Merlin and the resulting political pressure for new Capellan 'Mech designs. With the Capellan Confederation Armed Forces having steadily lost ground in the previous century, there were significant industrial and resource limitations to consider.
This environment of frugality meant that one particular Ceres Metals Industries team put focus on attempts to modify existing designs to use less materials and to require less shipping, rather than any expensive and time consuming attempt to create a truly new 'Mech.
In the end, the Vindicator was chosen as the development platform being an in-production design while still possessing significant firepower for its relative size.

Fundamentally, the chassis of the Advocator was little more than a crudely shaved down Vindicator one, with an additional reduction in internal spaces to further save weight. This wasn't without consequences, as the later declassified period documents and reports recovered by the Federated Suns Department of Military Intelligence indicate.
The most common complaint from testing staff was that the Advocator's cockpit was cramped and had worse ergonomics than the parent design, which would result in worse survivability in case of armor breach and greater fatigue for the pilot respectively. The test prototypes also had issues with ejection safety, despite the medium laser having been relocated since the housing for it hadn't been actually eliminated entirely.

The CCAF evaluations did not consider said characteristics to be a significant problem, however. In the final evaluation report before design finalization 3019, these issues were 'addressed' as follows; "-while the test design has lower available volume for the MechWarrior than standard,
the use of slimmer and smaller personnel can compensate for this minor issue. Additionally, it is the professional opinion of the testing board's medical specialists that no serious long term health concerns should arise with the ADV-1X even with personnel of baseline stature, based on currently available data."

Maintenance of the prototypes was also more time consuming though still not particularly difficult, as the tighter spaces required more effort to work in. Compounding this, the legs of the initial ADV-1X models proved prone to stress cracks and bending, as the amount of subtracted material proved excessive.
After few variations of the leg skeletal structure, a sufficiently robust design was discovered via brute force trial and error as calculating the exact thickness proved unexpectedly unreliable. The design team would claim that it had been caused by the differences between each Vindicator production batch, presumably due to shoddy quality control.
The emergency production quotas set in 2983 requiring shortcuts in quality control are a probable cause in hindsight, based on other unrelated reports and documents relating to the overall readiness state of the CCAF circa 3020s.
Nonetheless in 3021, the intended production variant emerged from design and testing, and was given the official designation of Advocator ADV-1R

Initial preparations were made in late 3025 to begin conversion of the Locust production line in Ares to switch over to the Advocator by 3035, with optimistic estimates of an annual production of 24-32 units by 3031. 
Unfortunately for the CCAF, these plans would never come to fruition. Mass production of the Advocator would be foiled not by technical issues or any critical flaws in the finalized design, but by the disaster that was about to fall on the Confederation. 
Following the Fourth Succession War, with every 'Mech plant needed to replenish the hollowed out shell of the Capellan military, the conversion of the Locust production line was cancelled due to the disruption it would've caused.
Only a few years later with the proliferation of the Helm Memory Core and the reintroduction of Star League technologies designs such as the Vindicator would fall out of favor all-together, utterly dooming the Advocator into historical irrelevance.
With the mass production plans shelved, the Advocator would remain limited perhaps a dozen opre-production and proof-of-concept units produced around a fifteen year period.
This obscure design would become extinct by 3050s, with all known examples used up as substitute replacements for Vindicators.

Much like the Vindicator, the Advocator had a design top speed of 64.8 km/h which would have given it similar mobility as most heavy BattleMechs of the era. Four jump jets gave it the same jump capability of 120 meters as the Vindicator, while eight tons of armor resulted in an armor protection marginally lesser than its predecessor.
Using same weapons as the Vindicator, the ADV-1R would have ditched the problematic head mount for the Ceres Arms laser and instead would have mounted the medium laser in the left arm, eliminating the small laser entirely.
This was intended to correct the unfavorable ejection characteristics of the Vindicator and to further saved resources and funds.

The Advocator carried the Ceres Arms Smasher PPC in its right arm, with the innovative cooling jacket intact, while the Sian/Ceres Jaguar LRM-5 was mounted on the 'Mech's left torso sustained by one ton of ammunition.
With only fourteen standard heat sinks to cool the long range weaponry, the use of jump jets while firing both weapons would rapidly accumulate heat. For close range self-defence, the Advocator relied solely on the Ceres Arms medium laser and physical attacks.

Type: Advocator
Technology Base: Inner Sphere (Introductory)
Tonnage: 40
Battle Value: 939

Equipment                                          Mass
Internal Structure                                    4
Engine                        160 Fusion              6
   Walking MP: 4
   Running MP: 6
   Jumping MP: 4
Heat Sink                     14                      4
Gyro                                                  2
Cockpit                                               3
Armor Factor                  128                     8

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            12        18   
     Center Torso (rear)               5     
     R/L Torso               10        15   
     R/L Torso (rear)                  5     
     R/L Arm                 6         10   
     R/L Leg                 10        18   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage   
Heat Sink                LL        1        -       1.0   
Jump Jet                 LL        1        -       0.5   
2 Jump Jet               CT        2        -       1.0   
3 Heat Sink              RT        3        -       3.0   
Medium Laser             LA        1        3       1.0   
3 Heat Sink              LT        3        -       3.0   
LRM 5 Ammo (24)          LT        1        -       1.0   
LRM 5                    LT        1        2       2.0   
Heat Sink                RL        1        -       1.0   
Jump Jet                 RL        1        -       0.5   
PPC                      RA        3        10      7.0   

Features the following design quirks: Rugged (1 Point), Cramped Cockpit.
   

Notes: Basically a slightly suckier and cheaper Vindicator that makes use Locust engines that should be lying around in every Great House military gathering dust.
Should be pretty easy to mass produce for the Capellans. I may or may not have foisted pair of these on my friend as a 'reward' by the Capellans.
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Fan Fiction / Re: Guided by the light of a (Red) Cameron Star
« Last post by PsihoKekec on Today at 11:27:23 »
Quote
On arrival the mercenaries had been granted their own district on what was then the edge of town, one large enough for hangers to hold their mechs plus a barracks and a few other prefabricated buildings around a parade ground, but if the town kept expanding in size and population at the current rate the Troublemakers would soon find themselves completely surrounded on all sides by urban sprawl.

Common issue, especially in Europe. And then people complain because there is a military base right in the city, well base was there well before you decided to buy a plot next to it. 
30
It's not like international exchange rates are stable, and can even change by the hour in interesting times.
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