BattleTech - The Board Game of Armored Combat
Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: Hammer on 24 May 2017, 16:25:46
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Hera versus Clan Light Star.
(http://i.imgur.com/EbfNCSX.png)
The End
(http://i.imgur.com/gjVwUvY.png)
Amazing what Multi-Crew Mek can do....
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[drool] [drool] [drool] [drool]
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Ooh. Shiny!
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Nice! Does that mean command consoles and dual cockpits are going to work as well?
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So the Quadvees and the smaller Tripods are going be multi-crew too?
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Nice! Does that mean command consoles and dual cockpits are going to work as well?
So the Quadvees and the smaller Tripods are going be multi-crew too?
Yes. Neo who's coded it can clarify. But from playing around multi-crew cockpits can really tip the balance.
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Tripods, command consoles, and the now-unofficial dual cockpits (from the Mechwarrior Companion) are all working. This will also handle the crew requirements for QuadVees, though there's a lot more to be done to get them functioning. Damage and skills are tracked separately for the two crew members (three in the case of superheavy tripods), and each makes a separate roll to avoid falling damage. If one is incapacitated the other takes over automatically, but without the advantages of having a dedicated pilot/gunner (possibly penalties, depending on the cockpit type). Only the active pilot receives feedback damage from ammo explosions.
What remains now is to add support to MekHQ for assigning crew members and processing units and personnel after a battle. I'm hoping to get to that in the next day or two.
*Summary for those who aren't familiar with the rules for these equipment types:
Tripod 'Mech: Dedicated pilot gives -1 to PSRs (in addition to -1 for Tripod). If another has to pilot, +2 instead. Dedicated gunner does not get a secondary target penalty until the fourth target. If another has to gun, this is lost and weapon attacks are at +2.
Superheavy Tripod 'Mech: as above, plus a technical/tactical officer that gives +2 to any roles to avoid shutdown or ammo explosion due to heat, and +1 (+2 if force commander) to initiative rolls (non-cumulative)
Cockpit command console: One crew member handles piloting/gunning and the other handles command duties. They can switch during the end phase of any turn, or at any time if one is incapacitated. If there is an active commander the force receives +2 initiative (non-cumulative) and does not receive penalties for spotting and firing weapons in the same turn.
Dual cockpit: Dedicated pilot gives -1 on PSRs and superior evasion gives an extra +1 movement penalty to enemy fire if the 'Mech moves at least one hex. Dedicated gunner gets -1 on attack roles, halves penalty for attacker movement (rounded down), gets secondary target penalty starting with the third target, and ignores the first sensor hit. If either is incapacitated the other takes over but loses the advantages and gets a +1 penalty when performing the other crew member's role. The dual cockpit does not exist on any of the units distributed with MM, but it is an option in MML for custom units at the unofficial rules level.
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The tripod torso/turret also helps.
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Does the multi track quirk or special ability stack with a dedicated gunner?
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Does the multi track quirk or special ability stack with a dedicated gunner?
Neither the multi-track quirk nor the multi-tasker SPA affect the number of primary targets, so there is nothing to stack.
The multi-track quirk removes the secondary target penalty for front and side targets, so a dedicated gunner would only apply the +2 penalty for targets in the rear, but the penalty would only start with the fourth target overall (third for dual cockpit). So if there are four targets in the front and two in the rear, both rear targets are +2 (ordinarily one of the front targets would be +1). If there are two in the front and four in the rear, only three of the rear targets are at +2.
The multi-tasker SPA reduces all secondary target modifiers by one, so there would never be a penalty for any targets in the front, regardless of number, and the sides are rear would be +1 instead of +2, starting with the fourth target overall.
On the topic of SPAs, I looked at tracking them separately and for those that naturally fall to a certain role would depend on who is currently performing that role. So if the pilot has Maneuvering Ace (for instance) it is effective only while the pilot is active; if the pilot is incapacitated and the gunner takes over, the advantages are lost and vice-versa for gunnery abilities like Range Master. After looking at what it would take to make that work, I decided to defer for now so that the basic changes could be tested, then implement crewmember-specific SPAs later.
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While I like the idea of using the special skills depending on who is piloting, it sounds like a major headache.
I wonder if for simplicities sake you could say that the special abilities are only in effect when preforming your primary role?
I could easily see the secondary controls not having enough data to let a pilot use his rangemaster ability effectively, or a commander having enough fine control to use maneuvering ace.
I also see the headache where the three people controlling a superheavy tripod all have different weapon specializations and you want each person firing his preferred weapon in addition to their normal role.
I say nip that min maxing right in the bud.
But if you ever want the machoism you could check which person would be best at the assigned task and let them preform it.
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Just going to leave this here.
(http://i.imgur.com/C8orA3xl.png) (http://imgur.com/C8orA3x)
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Just going to leave this here.
(http://i.imgur.com/C8orA3xl.png) (http://imgur.com/C8orA3x)
Is...is that...is that what I think it is?
{>{> {>{> {>{> {>{>
[drool] [drool] [drool] [drool]
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Hell ****** yeah.
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Is...is that...is that what I think it is?
{>{> {>{> {>{> {>{>
[drool] [drool] [drool] [drool]
Me weeping tears of blood while I drew hose icons?
Yep
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I didn't realize QuadVees were going to be so popular. I was mostly implementing them to work out mode conversion on simpler units before moving on to LAMs. But I have to admit I'm kind of itching to play around with them. Hammer's not the only Horses fan on the dev team.
(https://drive.google.com/open?id=0B5wV7Xx3yIk7MjQ1RlFneGZ2ZFU)
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I have been absolutely dying to play with the two OmniQuadVees since they debuted, so knowing that I'll finally get to try them out has me super excited.
Does this also mean we'll be able to build QuadVees in MegaMekLab?
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Does this also mean we'll be able to build QuadVees in MegaMekLab?
Not unless neoancient also plans on doing that. It's not automatically guaranteed and represents a lot of additional work.
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QuadVees don't differ very much from quad 'Mechs in construction details so it won't take that much to add QuadVee construction. Record sheets are another matter, though it should print a passable quad record sheet that just lacks the second crew damage track and the cruising/flanking MP.
I'll also need to add some parts to MekHQ.
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How's this?
(https://drive.google.com/uc?export=view&id=0B7WZ72VTZjy6S0Njcl9ORjJrRms)
(https://drive.google.com/uc?export=view&id=0B7WZ72VTZjy6RnRCb0FOU2Jmb00)
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:Jumpy:
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Sweet work neoancient!
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curious will there be a convert/change button and will there be a change in how its treated either as vehicle or mech?
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curious will there be a convert/change button and will there be a change in how its treated either as vehicle or mech?
Their will be a convert button (I'll let Neo expand on that). They will follow the rules from IO depending on what mode its in.
Its really cool, even its sprite changes when you convert.
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Their will be a convert button (I'll let Neo expand on that). They will follow the rules from IO depending on what mode its in.
Its really cool, even its sprite changes when you convert.
forgot to ask earlier
how is the damadge going to be handled
specificly conversion equipment?
also will damdge will be treated differently for each mode?
i cannot wait to get my claws on this build....
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Example of Bad Driving.
(http://i.imgur.com/o3dhMOv.png) (http://imgur.com/o3dhMOv)
Note too self boat needs to stay with floaty side down
(http://i.imgur.com/B3z00cY.png) (http://imgur.com/B3z00cY)
Hetzer Racing!
(http://i.imgur.com/kRgx2DE.png) (http://imgur.com/kRgx2DE)
WiGE in Cities, you collapse a building and you collapse a building.
(http://i.imgur.com/uuUlfEm.png) (http://imgur.com/uuUlfEm)
Graveyard of the SLDF
(http://i.imgur.com/uPZeHy2.png) (http://imgur.com/uPZeHy2)
Not everythings dead?
(http://i.imgur.com/F9D3IPK.png) (http://imgur.com/F9D3IPK)
Always two there are....
(http://i.imgur.com/l8PJvCI.png) (http://imgur.com/l8PJvCI)
What happens would you see an Atlas across the field (https://www.dropbox.com/s/d8mjh1pjkoav1gg/Bootlegger.mp4?dl=0)
Note this last one is a mp4 video hosted on Dropbox.
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Cool, thanks!
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sooo.... can i stop sharpening my claws now?
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Then there's the bootlegger maneuver, which can only be truly appreciated if you see it in action (https://drive.google.com/open?id=0B5wV7Xx3yIk7NWN2elFOOXV4WDg).
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Do those LAMs mean I'll get my Svartalfas too? Also, any notion yet as to when the next release will drop?
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Do those LAMs mean I'll get my Svartalfas too? Also, any notion yet as to when the next release will drop?
I'll let Neo confirm but that's the plan. I've been trying to do releases for the last week but every time I turn around the forums are down, or when they are up I'm busy with work.
So I'm going to try in the next couple of days. But LAMs won't be in that release.
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Since glider ProtoMech movement is a variant of LAM AirMech movement, I worked on both at the same time, and the movement phase is essentially done for both units. What remains for Svartalfas is tracking wing damage, crashes due to loss of MP (which I'll probably do when I work on the same thing for AirMechs), and adding glider as an option in the unit file. So I expect LAMs and gliders to appear together in the next snapshot, whenever that is.
I'd like to include the rest of the advanced ProtoMech rules from IO with the gliders, because it's easier to keep track of what's implemented and what's not if we do it by rulebook section. That's why when I did turn modes, which are required for LAMs, I did the rest of the TacOps advanced vehicle movement rules as well. Besides that, it makes for a bit of finesse for the QuadVee implementation.
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Here is a video file that was found in a Star League cache and only recently decrypted. It is dated 2681 and titled X1 Insertion Test (https://drive.google.com/open?id=0B7WZ72VTZjy6YmdCWkVOc25pRnM).
Here is another from (https://drive.google.com/open?id=0B7WZ72VTZjy6RlZTSXQxQkpmSkk) the late succession wars period that shows two Davion pursuit lances completely failing to prevent the escape of a single raiding Mech at a FedSuns research facility. The AFFS commander (Captain Princess) was demoted.
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Coming soon to MekHQ...Parts in use. (https://github.com/MegaMek/mekhq/pull/406)
You'll need to follow the link to see the screenshots.
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Coming soon to MekHQ...Parts in use. (https://github.com/MegaMek/mekhq/pull/406)
You'll need to follow the link to see the screenshots.
Squeee... *does his happy dance*
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Coming soon to MekHQ...Parts in use. (https://github.com/MegaMek/mekhq/pull/406)
You'll need to follow the link to see the screenshots.
oh this is huge.... thanks for the effort going into all of these features. It is greatly appreciated
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Make mechs be able to glow!!! ....
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Make mechs be able to glow!!! ....
They do!
Hit Reactor for firework effect ;)
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Exploding mechs always makes me smile. Don't care if the explosion is from a (scientifically inaccurate) nuclear meltdown, or large amounts of ammo. I just love exploding things. :)
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Shame the videos games don't agree :( Well... Maybe MW 5 will if it still gets released.
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Here's hoping for a MW5 with explosions that actually explode. [drool]
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LAMs in AirMech mode use the VTOL bomb rules from TacOps. So here's a little bonus feature as a side-effect of the LAM implementation.
(https://drive.google.com/uc?export=view&id=0B7WZ72VTZjy6bE9vaXQ4WWhXZzQ)
(https://drive.google.com/uc?export=view&id=0B7WZ72VTZjy6UTBFZ3F5ZTlpdGM)
(https://drive.google.com/uc?export=view&id=0B7WZ72VTZjy6WXdZWndGX3A2YVE)
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Extra bombs are always lovely >:D
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dont tease the animals it never ends well for ether party...
now i want that build more than ever... >:D
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So how soon do we see this?
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How do you switch to WiGE mode for the LAMs?
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So how soon do we see this?
Neoancient will have to confirm but I believe he's fairly close to finishing LAMs. Quadvees where in the last release. Assuming no issues I'd like to do up another release for the end of August.
How do you switch to WiGE mode for the LAMs?
In the current release their is a convert button for Quadvees, which will be the same for the LAMs once they are released.
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Got it. Tried the Quadvees and it worked great.
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You can also right-click on the unit to select the mode to convert to, which will often be easier than paging through the movement mode buttons.
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I just saw that LAMs and glider protos have been added to the next development release. I've been waiting a very long time for this :)
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(http://i.imgur.com/FbVFEJzl.jpg) (http://imgur.com/FbVFEJz)
With apologies to Tom Petty....or Pink Floyd...but Princess has gone back to flight school and is "Learning to Fly"
This is a work in progress and is sometime away from completion.
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This is strictly for the super detail orientated....
(http://i.imgur.com/VzMWrc8l.png) (http://imgur.com/VzMWrc8)
"Cockpit choices for Lyran Commonwealth in 3090 include the Torso-mounted, which has a production date of 3080"
(http://i.imgur.com/Yzu4s1Rl.png) (http://imgur.com/Yzu4s1R)
"Kurita won't get it until the common date of 3100"
(http://i.imgur.com/I30fGoBl.png) (http://imgur.com/I30fGoB)
Not available to FedSuns in 3090, even though they are one of the prototype factions..
(http://i.imgur.com/kwlri4Cl.png) (http://imgur.com/kwlri4C)
...unless you go to experimental.
With the implementation of Tech Progression of Int. Ops their will be lots of interesting changes to MegaMek and its accompanying programs
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But will you be able to produce factionless designs, for those who want to go beyond the canon?
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But will you be able to produce factionless designs, for those who want to go beyond the canon?
Yes, those advanced options are going for players looking for the most detailed experience. You'll still be able to build units without faction flavor.
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(https://drive.google.com/uc?export=view&id=0B5wV7Xx3yIk7bmRHMlBFVmViZEE)
These are the new options (File>Configuration).
Variable Tech Year uses the rules for era-based play introduced in some of the later TROs and fleshed out in Interstellar Operations. Rather than having a fixed rules level, equipment moves from experimental in the prototype stage, to advanced when it enters full production but is not yet generally available everywhere, to standard when it is commonly available.
Use Game Year lets you select a year other than the unit's introduction year to calculate tech level. The introduction year (set on the structure tab) is used to determine whether the tech exists, and the game year is used to determine its rules level. This option is only available when the variable tech level option is in use.
Show Faction is what is demonstrated above: some factions have access to certain pieces of tech before others, or may have it at a different rules level if variable tech levels are in use.
Show Extinct Tech will show tech that is no longer in production (which is what extinct means in the tech progression rules, rather than non-existent). This can be used in situations like a campaign that finds a cache of SL equipment during the succession wars and refits some units, or building a Jihad-era retrotech unit after primitive tech has gone out of production.
Unofficial Ignores Year just presents all available equipment regardless of when it was introduced in the game's time frame, if the tech level is set to unofficial. It will still filter according to Clan/IS tech base unless mixed tech is chosen.
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Now we need a faction wizard to suggest a faction for a mech you just designed but are unsure which faction it should belong to.
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Now we need a faction wizard to suggest a faction for a mech you just designed but are unsure which faction it should belong to.
Personally, I think it's a great idea, but Neoancient would have to address if it fits into this scope of work, or an RFE be opening for a later project.
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(http://i.imgur.com/rhWNUv4.png)
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cant wait for the next dev release!!! any ideas as to when?
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cant wait for the next dev release!!! any ideas as to when?
Going to be a couple of more weeks at least. Including Int Ops Tech Progression is taking longer than planned. This next Dev release is going to be insane!
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Any chance we will get the ability to have contracts on multiple planets? I'm trying out the "Noble" rules in ATB but i cant figure out how to get the "landhold garrison mission" to work so I've been running it as a yearly contract. But I think that will prevent me from crusading for my faction once I get big enough to do so.
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As busy as neoancient is with other projects I would say not likely.
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Any chance we will get the ability to have contracts on multiple planets? I'm trying out the "Noble" rules in ATB but i cant figure out how to get the "landhold garrison mission" to work so I've been running it as a yearly contract. But I think that will prevent me from crusading for my faction once I get big enough to do so.
Just add a new Mission? That doesn't work for you?
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I don't think that is the issue...
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MekHQ only implements the basic mercenary rules in AtB, not the noble or pirate variants.
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Any chance we will get the ability to have contracts on multiple planets?
By the time I got to the end of your past I forgot the question at the beginning. This is definitely on the list of things we'd like to have but I don't think anybody is currently looking at it.
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I have looked into it but haven't gotten anywhere near a starting point, so at this time I would think it is still a feature up for grabs ;)
Different contracts on multiple worlds isn't the issue though, its the assignment of units to specific contracts and then changing how the map handles those units. At present HQ doesn't even track where your units are actually at other than changing the location in the map. This would have to change. I have notes somewhere on how to do it but it is a big job and I haven't had the motivation to start it... but even then I am just a lowly contributor so who knows if my code would be worthy of inclusion :P
Don't worry though, I will soon have the CO Peacetime operating costs up for review which is the first step in a long list of making management a bit more fun for some people >:D
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For you hard core MekHQ players that want Era and Faction play.
Merc's buying parts on the open market circa 3000
(http://i.imgur.com/QfF9Ee8l.png) (https://imgur.com/QfF9Ee8)
Comguard Commander orders replacement parts in 3000
(http://i.imgur.com/ImIOG7Yl.png) (https://imgur.com/ImIOG7Y)
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Question, is that an optional feature? If not it should be as SL gear can still be found and purchased even in 3000, though acquiring said parts is extremely difficult and time consuming.
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(https://drive.google.com/uc?export=view&id=0B5wV7Xx3yIk7YzljUEltTnNlbkk)
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and that is why you don't post in a rush or while half asleep #P
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We've had a number of bug reports in the past about extinct units showing up in the "Purchase Units" dialog even though "Disallow extinct units and parts" is enabled. Really it should only have said parts, because we had no way to determine whether a unit is extinct. Until now.
[Edit: as I continue to work on this, I see that there was some code in place that could make units unavailable based on the expiration of the part dates, but that was not as thorough and didn't provide for hiding from the list without a considerable performance hit.]
Draconis Combine, year 3000, with extinct units and parts disallowed, trying to find a Hussar. Almost any IS power would have the same result.
(https://drive.google.com/uc?export=view&id=0B5wV7Xx3yIk7REpzUGlISnAzRTQ)
For contrast, here is the same search with all the settings the same except with ComStar as the faction:
(https://drive.google.com/uc?export=view&id=0B5wV7Xx3yIk7NEhxSENmZE1zalU)
Note that this only deals with the underlying components, not any fluff about availability of the units. So the Royal HSR-200-Db shows up in the ComStar list* because they have access to all the components, though according to the fluff there weren't any left behind by the Exodus. From the intro date up to 2810 and after 3040** both these units will show up for other Inner Sphere powers. If using variable tech levels you would have to have the maximum tech level set at least to advanced to see them before 3055, after which they become standard tech. Without variable tech levels they are considered standard because all the components are found in TW/TM.
*ComStar only gets different extinction rules if "Use faction intro dates" is enabled. Otherwise they are treated like any other IS faction.
**If using faction intro dates, other factions will have to wait a little longer, because ER Large Laser tech was recovered by DC in 3037 and doesn't become common across the IS until 3045.
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More SPAs incoming.
Terrain Master - Forest Ranger, Frogman, Mountaineer, and Swamp Beast
Peacetime Operating Costs are also nearly in after finishing their review, just waiting for someone to merge.
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Interesting....
(http://i.imgur.com/8pQMek1l.png) (https://imgur.com/8pQMek1)
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Interesting....
(http://i.imgur.com/8pQMek1l.png) (https://imgur.com/8pQMek1)
very interesting............
will this allow for adjusting their loadouts and what they can carry?
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very interesting............
will this allow for adjusting their loadouts and what they can carry?
The plan is to be able to build and edit Small Craft, Dropships, Jumpships, Warships and Space Stations.
Just to be very clear this is very very early on, and likely months away from primetime. But a Space Ship editor is one of the most requested things we get.
Neoancient can elaborate more on this.
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That's pretty much it. This is a very early look (I started yesterday). It won't be in the next development snapshot. This is a look (so far) at dropships and small craft.
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AW YEAH, FINALLY A DROPSHIP BUILDER!!!
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Thank you guys for working on this!
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Just wondering if there are any plans for persistent op-fors in ATB?
Also, with the extinct parts working, how would Wolf's Dragoons fit in there? I don't think it's expressly stated but it is certainly hinted that they had the ability to reproduce most star-league era tech before the Helm Memory core, at the least before most Inner Sphere factions.
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Just wondering if there are any plans for persistent op-fors in ATB?
It's been discussed but lots of stuff needs to be put in place before it would work properly.
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Just wondering if there are any plans for persistent op-fors in ATB?
Also, with the extinct parts working, how would Wolf's Dragoons fit in there? I don't think it's expressly stated but it is certainly hinted that they had the ability to reproduce most star-league era tech before the Helm Memory core, at the least before most Inner Sphere factions.
I started working on persistent OpFors for MekHQ (not just for AtB) about three and a half years ago and plug away at it from time to time. The force generator (which I also intend to offer as part of a new campaign wizard) has been almost finished for months now, but I've been busy with other features and haven't gotten around to the finishing touches. So yes, there are plans, but no ETA. At this point I would say likely next year, but I would have told you the same thing last year.
The rules for extinction in IO gives special consideration to ComStar but not to any other IS faction. The NIOPS Association comes to mind as another faction that had access to extinct SL tech. But MekHQ lets you choose whether to hide extinct tech.
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[Takei]Ooooh my.[/Takei]
Thank you seems inadequate for the upcoming awesomeness.
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I started working on persistent OpFors for MekHQ (not just for AtB) about three and a half years ago and plug away at it from time to time. The force generator (which I also intend to offer as part of a new campaign wizard) has been almost finished for months now, but I've been busy with other features and haven't gotten around to the finishing touches. So yes, there are plans, but no ETA. At this point I would say likely next year, but I would have told you the same thing last year.
The rules for extinction in IO gives special consideration to ComStar but not to any other IS faction. The NIOPS Association comes to mind as another faction that had access to extinct SL tech. But MekHQ lets you choose whether to hide extinct tech.
Thank you for the reply, glad to hear it's at least in the works, keep up the great work!
Dose anyone know where I could find a detailed roster of what Wolf's Dragoons brought with them to the inner sphere?
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Dragoons sourcebook is about the only thing that comes to mind but it doesn't go into much detail.
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Preview of some of the in progress stuff from Megameklab and MekHQ.
Structure Tab Equipment Tab
(http://i.imgur.com/dbKGMfOl.png) (https://imgur.com/dbKGMfO) (http://i.imgur.com/e9a1PCZl.png) (https://imgur.com/e9a1PCZ)
Assign Tab Bay Tab
(http://i.imgur.com/TbMH57nl.png) (https://imgur.com/TbMH57n) (http://i.imgur.com/tuQEGIUl.png) (https://imgur.com/tuQEGIU)
Preview Tab
(http://i.imgur.com/XOdskLdl.png) (https://imgur.com/XOdskLd)
How about refitting a dropship in MekHQ
(http://i.imgur.com/tG6eDUkl.png) (https://imgur.com/tG6eDUk)
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[Takei]Oh my[/Takei]
I can hardly wait.
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That's so awesome!
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And my new coming soon is... Nothing!
Well, not exactly. But I am not authorized to discuss it because of its highly sensitive nature :P
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I cannot wait to finally be able to easily modify dropships. One of my most wanted coming soon.
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And my new coming soon is... Nothing!
Well, not exactly. But I am not authorized to discuss it because of its highly sensitive nature :P
You keep teasing us like that and I'm going to have to start calling you Herb... :P
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;D
Just be thankful we finally have XCT infantry. And more CO unit rating fixes incoming... not sure when it will be done though.
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Is there a summary anywhere of what Princess has learnt to do since the last Stable release?
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Is there a summary anywhere of what Princess has learnt to do since the last Stable release?
Not really, you're best best is to go back through the History.txt and find references to princess. Jump onto Slack and tag Nickargua he has done the most stuff with her.
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From what I remember:
1. She can move and fire aero on the ground map only (low atmosphere and space have not been worked on)
2. She has not had any work done on using VTOLs still.
3. She can bomb with aero.
4. Still cannot use arty weapons or arty bombs, dont try it.
5. Better pathfinding.
6. Work was done on her operating better with simultaneous phases.
Thats as much as I remember.
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From what I remember:
1. She can move and fire aero on the ground map only (low atmosphere and space have not been worked on)
2. She has not had any work done on using VTOLs still.
3. She can bomb with aero.
4. Still cannot use arty weapons or arty bombs, dont try it.
5. Better pathfinding.
6. Work was done on her operating better with simultaneous phases.
Thats as much as I remember.
That's mostly correct, some clarifications:
- Her performance with VTOLs should be drastically improved, though she still isn't good at elevation management.
- Aeros will dive bomb but not altitude bomb. They will also strike, but not strafe. They'll also dogfight and evade.
- able to have hidden units take point blank shots. She won't reveal them voluntarily, however.
- able to unload units from transports that have become immobilized. No voluntary unloading, however.
- will no longer cluster around disabled units controlled by hostile bots
- deployment in inaccessible cul-de-sacs should be much less common
- deployment will generally go much more quickly now
- infantry with 0 move (such as field gunners) will now consider not moving so they can shoot their big guns
- can properly rotate gun emplacements and use the "extended torso twist" quirk on mechs
- gun emplacement deployment should be more reasonable (no more piling every turret on top of a 10 CF building)
- many stability improvements, so she's less likely to crash during unexpected circumstances
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That's mostly correct, some clarifications:
- Her performance with VTOLs should be drastically improved, though she still isn't good at elevation management.
- Aeros will dive bomb but not altitude bomb. They will also strike, but not strafe. They'll also dogfight and evade.
- able to have hidden units take point blank shots. She won't reveal them voluntarily, however.
- able to unload units from transports that have become immobilized. No voluntary unloading, however.
- will no longer cluster around disabled units controlled by hostile bots
- deployment in inaccessible cul-de-sacs should be much less common
- deployment will generally go much more quickly now
- infantry with 0 move (such as field gunners) will now consider not moving so they can shoot their big guns
- can properly rotate gun emplacements and use the "extended torso twist" quirk on mechs
- gun emplacement deployment should be more reasonable (no more piling every turret on top of a 10 CF building)
- many stability improvements, so she's less likely to crash during unexpected circumstances
thank you for your efforts with Princess. It's greatly appreciated
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That's mostly correct, some clarifications:
----8<----
Awesome! Thanks for all of your work!
(I noticed one of the new-version-update-contents lists made a passing reference to Indirect fire - does that mean Princess has learnt to lob (at least with non-artillery weapons)?)
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Awesome! Thanks for all of your work!
(I noticed one of the new-version-update-contents lists made a passing reference to Indirect fire - does that mean Princess has learnt to lob (at least with non-artillery weapons)?)
That's a negative. However, neoancient did fix a bug where she'd crash if she did somehow attempt to fire an artillery weapon.
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Nice work from NeoAncient there too. Thanks all. (Saw that the bug I'd encountered has been fixed too.)
(I had been musing on a logic (in pseudo-code) for adding in indirect fire, but I don't know enough about a) programming or b) how Princess' logic works for target selection.)
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Ever want to build a Warship?
(http://i.imgur.com/EjvPu68l.png) (https://imgur.com/EjvPu68)
(http://i.imgur.com/yb2tGHql.png) (https://imgur.com/yb2tGHq)
(http://i.imgur.com/0lLVAXRl.png) (https://imgur.com/0lLVAXR)
(http://i.imgur.com/0JsCQ1Wl.png) (https://imgur.com/0JsCQ1W)
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Oh lovely!
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Ever want to build a Warship?
(https://blog.ch.atosconsulting.com/wp-content/uploads/2016/09/Blog_omnichannel_commerce-had_my_curiosity_now_have_my_attention.jpg)
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Muwahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha....*cough*...*sputter*...*inhale*...hahahahahahahaha.
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So does all of recent flurry of added features mean we are finally approaching release 1.0? :D
Muwahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha....*cough*...*sputter*...*inhale*...hahahahahahahaha.
You okay there buddy? Need a Heimlich?
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Just Sufferen through some Warship designing withdrawal is all.
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Just Sufferen through some Warship designing withdrawal is all.
Aaah! I see what you did there!
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So does all of recent flurry of added features mean we are finally approaching release 1.0? :D
Still a long long long way from that :)
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Ever want to build a Warship?
Dwe, The Dill-Rats, Shall Build A Warship For Yuubuu!
... sorry, I couldn't resist.
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Ever want to build a Warship?
YES! At last... I can build/have the Death Star (or not) in BT.
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2.5m ton 1/2 warship loaded with asf and NPPCs? Or perhaps a 2.5m ton space station with mass drivers on each arc?
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A 2.5mt Warship with the illegal design quirk and 8 Heavy Mass Drivers on the fore and lots of NL-35s in twin mounts and singles too with the inaccurate design quirk.
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Hmmm.....wonder what this feature is.
(http://i.imgur.com/LCC9w43l.png) (https://imgur.com/LCC9w43)
(http://i.imgur.com/PfD4YMal.png) (https://imgur.com/PfD4YMa)
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Oh so cool. The ability to add custom awards will rock.
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Holy crap, warships?
I didn't even realize this thread is still up!
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Yeah whenever neo gets it finished we will have the ability to construct warships, jumpships, and space stations. :drool:
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I couldn't resist and made me a Dropship for my Company. I designed it, bought it for over 500 Million (yeah I ignored the AtB rules, but pffrrt...), took it to battle - it rocked! Guns blazing, more weapon ports as a modern skyscraper has windows, it was the nightmare of any enemy 'Mech it encountered. Until a lucky shot and a failed PSR led to it's demise. It will take ages until I have managed salvaging all the stuff.
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I couldn't resist and made me a Dropship for my Company. I designed it, bought it for over 500 Million (yeah I ignored the AtB rules, but pffrrt...), took it to battle - it rocked! Guns blazing, more weapon ports as a modern skyscraper has windows, it was the nightmare of any enemy 'Mech it encountered. Until a lucky shot and a failed PSR led to it's demise. It will take ages until I have managed salvaging all the stuff.
You shouldn't use Dropship in a strafing run, just park it on the ground and turn it into a battle fortress.
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Or land in an enemy formation and kill everything in a large radius.
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Common guys, where is the fun in that?
Just imagine sitting in a 'Mech, thinking you were the king of the battlefield when somethin appears on the horizon . In the right corner we have the Champion, King Crab with 100 tons in the left corner we have something big about 9500 tons.
Oh and it makes a nice, big "SPLAT!" when it crashes, too :D
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You shouldn't use Dropship in a strafing run, just park it on the ground and turn it into a battle fortress.
Last time I did that, the dropship (a Union) came away as scrap metal. There isn't enough armor to survive more than a round or two of enemy fire.
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(https://drive.google.com/uc?export=view&id=1K6ISLfPDwq1efA7J6ebc44Z9uBFsPS_x)
(https://drive.google.com/uc?export=view&id=1Yorpm1pPtrXP6nac37KhxQR7eEKCSjBq)
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Another new fun feature for the adventurous.
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So now it will cost $ to repair damaged stuff. Does it cost more when it has recieved multiple hits?
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No, but this is a new optional rule from Campaign Operations. So make sure to turn it on :thumbsup:
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Fantastique! Another opportunity to burn money, aside from throwing DS at enemy vees :D
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I started working on this four years ago. It was the second-oldest item on my to-do list.
(https://drive.google.com/uc?export=view&id=1wPrv1KTxhPcsLYvgDuAcA4EMOrWRa8x_)
And a teaser. This bit still needs a few finishing touches and probably won't be in the next dev snapshot: if running in the MekHQ package it will be able to load the necessary code dynamically to display force icons, ranks, and Bloodnames. If running in the MegaMek standalone those parts are ignored.
(https://drive.google.com/uc?export=view&id=1nuTaJPlj_7nFcoltaYQoK39jp6s1QYwG)
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I started working on this four years ago. It was the second-oldest item on my to-do list.
(https://drive.google.com/uc?export=view&id=1wPrv1KTxhPcsLYvgDuAcA4EMOrWRa8x_)
And a teaser. This bit still needs a few finishing touches and probably won't be in the next dev snapshot: if running in the MekHQ package it will be able to load the necessary code dynamically to display force icons, ranks, and Bloodnames. If running in the MegaMek standalone those parts are ignored.
(https://drive.google.com/uc?export=view&id=1nuTaJPlj_7nFcoltaYQoK39jp6s1QYwG)
This is such a cool feature. The ability to generate a unit, or Opfor, or for people wanted to write Fan Fiction is going to be amazing.
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Wow, this is beyond helpful.
This is amazing.
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Wow, this is beyond helpful.
This is amazing.
Total understatement makes things sooo much more interesting. Wonder if you can use those forces in an actual mission as you thin out the enemy.
I would love to be able to generate an enemy regiment and then have to face off against them in AtB, eventually wearing them down.
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Total understatement makes things sooo much more interesting. Wonder if you can use those forces in an actual mission as you thin out the enemy.
I would love to be able to generate an enemy regiment and then have to face off against them in AtB, eventually wearing them down.
Their have been conversations among the devs about using this combined with MSMR to allow AtB to have persistent Opfor. But for the record there is NO ETA for that.
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Total understatement makes things sooo much more interesting. Wonder if you can use those forces in an actual mission as you thin out the enemy.
I would love to be able to generate an enemy regiment and then have to face off against them in AtB, eventually wearing them down.
As I said, this was the second-oldest thing on my to-do list. The oldest thing is a persist opfor in MekHQ. I started working on this to be the opfor generator, though it can also be helpful as part of a new unit wizard.
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This is awesome! Is there any easy way it could be set up to output unit lists in a format that could be copy-pasted into a scenario/MMS file?
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As I said, this was the second-oldest thing on my to-do list. The oldest thing is a persist opfor in MekHQ. I started working on this to be the opfor generator, though it can also be helpful as part of a new unit wizard.
Can you say nerdgasm, once all said and done?
I think my wife would hate if you were to do this, as she would only ever see the back of my head from where she sits in the house, LOL
You're awesome, thanks!!!
I wait for the day you are to get this done, even if I am older and greyer.
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Raise your hand if you actually remember when the AtB rules had persistent opfor. Does anybody happen to have any of the old excel sheets sitting around? The oldest ones I can find on the forums are from six years ago and persistent opfor was apparently done away with by then.
(Back in my day we tracked our unit by hand, in the snow, uphill both ways, etc etc...)
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This is awesome! Is there any easy way it could be set up to output unit lists in a format that could be copy-pasted into a scenario/MMS file?
Scenarios really just need their own editor.
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Is there something in the pipeline regarding a "de-coupled" contract generator, i.e., one not requiring you to use ATB? While you can just use that one and disable the ATB game mode right after, it would be convenient to use one outside of the ATB framework.
Granted, it is a minor issue and I would understand if it isn't high on the priority list.
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Is there something in the pipeline regarding a "de-coupled" contract generator, i.e., one not requiring you to use ATB? While you can just use that one and disable the ATB game mode right after, it would be convenient to use one outside of the ATB framework.
Granted, it is a minor issue and I would understand if it isn't high on the priority list.
I second this suggestion.
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Yes, yes there is. It is one of my projects tied into all the other work I have been doing with the new CO rules I have yet to finish.
I just haven't found the time or the motivation to complete some of the work.
The plan for a non-atb contract gen is to follow the layout and most of the functionality of the atb contract gen. Part of the CO rules require pulling employer information which doesn't happen now outside of atb. Changing to the atb layout will make contract generation a lot easier as you can code in the variables for mission type, employer, etc. There are also other details that doing so will enhance atb as well such as the covert and high risk category that is currently lacking from atb and non-atb contracts as well as the associated rules.
Another point to bring up the CO rating system is almost complete. It only lacks the modifier for transporting support personnel (which includes dependents & astechs) and backup combat personnel. With all the changes to large craft this is now much easier.
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Contract generation is my next target for the plug in framework. The Campaign Operations system will be built into MekHQ but it wI'll also be possible for people to design and distribute custom contract generators that you can use just by putting them in the plugins folder.
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... The Campaign Operations system will be built into MekHQ ...
Very curious how its going to work...
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Then use the currently available options for CamOps. The basics for spare parts etc are there. Pay for repairs (an optional rule) is there. There are some things that still aren't, but they are coming slowly.
Now if you are thinking warchest.... that isn't part of CO so keep dreaming for now.
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Then use the currently available options for CamOps. The basics for spare parts etc are there. Pay for repairs (an optional rule) is there. There are some things that still aren't, but they are coming slowly.
Now if you are thinking warchest.... that isn't part of CO so keep dreaming for now.
Not sure if that comment was for me but Ill take it anyway...
About CamOps I want all of the stuff so... I can wait.
About the warchest... yeah... I also want that but... I can dream... and wait... and wait... and wait... ;D
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Warchest is currently in the realm of adding Alphastrike to MM. A long ways off. I think even a few devs want it, but no one has the time and it isn't a priority.
There are TacOps options *I* want to see added, but the only way to get them is if I add them myself. It would suck if MM/HQ weren't open source...
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Hey who was the guy that did the mech icons and made them better? Is he even around?
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Hey who was the guy that did the mech icons and made them better? Is he even around?
Deadborder does the sprites, we have a script that shades them. We added support for color on the sprites to create what we refer to as "Royal" mechs (see Griffin) as BLOODWOLF has time and interest.
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Deadborder does the sprites, we have a script that shades them. We added support for color on the sprites to create what we refer to as "Royal" mechs (see Griffin) as BLOODWOLF has time and interest.
Ok cool I have noticed the shade. I am finally getting back into the game here. Who can I talk too about a custom sprite for a mech that I have created?
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Ok cool I have noticed the shade. I am finally getting back into the game here. Who can I talk too about a custom sprite for a mech that I have created?
The best would be Deadborder, what he's posted a tutorial on making sprites -
https://bg.battletech.com/forums/index.php?topic=44613.msg1027818#msg1027818
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Warchest is currently in the realm of adding Alphastrike to MM. A long ways off. I think even a few devs want it, but no one has the time and it isn't a priority.
There are TacOps options *I* want to see added, but the only way to get them is if I add them myself. It would suck if MM/HQ weren't open source...
I would pay real folding money for an AlphaStrike version of MM. :'(
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I would pay real folding money for an AlphaStrike version of MM. :'(
MegaStrike has been talked about, and some basic hooks have been built into the software but it's years away. The really challenge is Megamek already speeds up play considerably. We regularly have players who handle Battalion v Battalion engagements in a night. So making MegaStrike is a low priority.
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Once again, thanks for all the hard work you guys put into this. Two quick questions, is the ability to do mass awards going to be added and how can I modify the names of the awards or do I need to make a request for this? It gets a little time consuming adding combat actions ribbons to entire infantry platoons.
Thanks,
KH
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Once again, thanks for all the hard work you guys put into this. Two quick questions, is the ability to do mass awards going to be added and how can I modify the names of the awards or do I need to make a request for this? It gets a little time consuming adding combat actions ribbons to entire infantry platoons.
Thanks,
KH
The ability to mass award is being looked at be the contributor that coded the awards. He is aware of the request and looking into it. The ribbons we shipped are an intro bunch and we've got some players working on ribbon packs. The ribbons them selves are set up in XML files, and looking at the Default Set.xml in the awards folders should give you some ideas to create your own.
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The best would be Deadborder, what he's posted a tutorial on making sprites -
https://bg.battletech.com/forums/index.php?topic=44613.msg1027818#msg1027818
Ah yes I remember that Hammer but not sure of my talents even with the tutorial and I will have to download Gimp
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The ability to mass award is being looked at be the contributor that coded the awards. He is aware of the request and looking into it. The ribbons we shipped are an intro bunch and we've got some players working on ribbon packs. The ribbons them selves are set up in XML files, and looking at the Default Set.xml in the awards folders should give you some ideas to create your own.
I might be able to help a little with the ribbon packs, at least pulling from existing military ribbons and medals in a few weeks after I finish my Master's.
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I might be able to help a little with the ribbon packs, at least pulling from existing military ribbons and medals in a few weeks after I finish my Master's.
I have all the currently authorized as of 2018 medals and ribbons for wear pulled, resized, and saved in my pack. Just working on creating the variant images for multiple awards and the other devices. Just have to finish the images for every award up to x6 and then create award for all the factions, also am pulling the rank insignia, service stripes, badges, all that stuff to be misc awards and fill out all the xmls for each US military branch and BT faction so it's going to take about 2 months probably. But, users are more than welcome to create their own packs and submit them to go up on the megamek.org website for download as a outside of HQ pack (copyright reasons).
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I must say that I am very satisfied with the last stable release.
I'll stick to it until a version with medals, ribbons and other shiny glitter stuff comes out.
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One of these things is not like the other.
(http://i.imgur.com/9etDLEMm.png) (https://imgur.com/9etDLEM) -------> (http://i.imgur.com/EQx5nsQm.png) (https://imgur.com/EQx5nsQ) (http://i.imgur.com/oj5om3pm.png) (https://imgur.com/oj5om3p)
Also on deck improvements in how units get cut and pasted.
Commando COM-1D
Mass: 25 tons
Chassis: Standard Biped
Power Plant: 150 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
Armament:
1 SRM 6
1 Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2480
Tech Rating/Availability: D/C-E-D-D
Cost: 1,845,000 C-bills
Overview
The Lyran's attempt at a scout mech, the Commando was viewed as a reasonable alternative to the Wasp and Stinger due to it's superior firepower despite the lack of jump jets.
Capabilities
The armor protection of the Commando is considered weak but the firepower that the Commando brings to bear with any of it's variants ensures that it is an opponent to be respected.
Deployment
The Commando has earned a distinction in Lyran forces as the Lyrans have a special commendation for scout pilots that go above and beyond the call of duty and Commando pilots feature prominantly on this list.
Type: Commando
Technology Base: Inner Sphere (Introductory)
Tonnage: 25
Battle Value: 558
Equipment Mass
Internal Structure 2.5
Engine 150 Fusion 5.5
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sink 10 0
Gyro 2
Cockpit 3
Armor Factor 48 3
Internal Armor
Structure Value
Head 3 6
Center Torso 8 6
Center Torso (rear) 2
R/L Torso 6 5
R/L Torso (rear) 2
R/L Arm 4 4
R/L Leg 6 6
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
SRM 6 CT 2 4 3.0
2 Heat Sinks RT 2 - 2.0
2 Heat Sinks LT 2 - 2.0
SRM 6 Ammo (15) LT 1 - 1.0
Large Laser RA 2 8 5.0
We also got improvements to printing to HTML in the pipe as well.
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Planet-based acquisitions:
short version
(https://i.imgur.com/BZz8e7z.png)
verbose TMI version
(https://i.imgur.com/V5e204P.png)
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MegaStrike has been talked about, and some basic hooks have been built into the software but it's years away. The really challenge is Megamek already speeds up play considerably. We regularly have players who handle Battalion v Battalion engagements in a night. So making MegaStrike is a low priority.
Heck, I've done Regiment v Regiment in about a week... :thumbsup:
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I have all the currently authorized as of 2018 medals and ribbons for wear pulled, resized, and saved in my pack. Just working on creating the variant images for multiple awards and the other devices. Just have to finish the images for every award up to x6 and then create award for all the factions, also am pulling the rank insignia, service stripes, badges, all that stuff to be misc awards and fill out all the xmls for each US military branch and BT faction so it's going to take about 2 months probably. But, users are more than welcome to create their own packs and submit them to go up on the megamek.org website for download as a outside of HQ pack (copyright reasons).
I put together a bunch of medals/ribbons for Team Banzai. I also loved the MISC folder to create ranks and Founder's pins.
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Coming soon'ish
(http://i.imgur.com/KyQn87gl.png) (https://imgur.com/KyQn87g)
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That was the very first test of the layout. It's come much farther in the 24 houes since that screenshot.
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Neat. I always wanted to play around with protomechs.
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I used to use a freeware program called the Protomech Construction Utility. I'm looking forward to a more-updated functionality from MML :)
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In retrospect, Sorenson's Sabres should have probably deployed aerospace fighters, rather than battlemechs.
(https://i.imgur.com/ZqWK0Om.jpg)
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Working ASF bot?
Yesssss.
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For our Protomek fans...
(https://i.imgur.com/XRmzfOl.png) (https://i.imgur.com/B13Jzpf.png)
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This was posted on our Slack by one of our Devs
"I'm working down the path of randomized factions for new hires (as described in the AtB rules). To start I've created the ability to set an origin faction for a person and connected that to the GM RAT roller. This can also help with the RPG aspect as well. Any other thoughts are appreciated."
https://github.com/MegaMek/mekhq/pull/996#discussion_r241636946
Any feedback either here or their appreciated.
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Looks pretty solid to me! It would help a lot with getting new companies rolled up.
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Awesome addition.
Although... I would like the option to either turn this off, or to automatically set the origin faction to the campaign faction - for house or clan unit campaigns where everyone is from the same faction.
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It defaults to the campaign faction.
I can also gate showing it behind a campaign option.
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<evil laugh>
(http://i.imgur.com/Ze8Hu0ym.png) (https://imgur.com/Ze8Hu0y)
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<evil laugh>
(http://i.imgur.com/Ze8Hu0ym.png) (https://imgur.com/Ze8Hu0y)
Oh sweet maker it has begun. xp
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<evil laugh>
(http://i.imgur.com/Ze8Hu0ym.png) (https://imgur.com/Ze8Hu0y)
Yeeeeeeeeeessssssssssss. >:D
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This was posted on our Slack by one of our Devs
"I'm working down the path of randomized factions for new hires (as described in the AtB rules). To start I've created the ability to set an origin faction for a person and connected that to the GM RAT roller. This can also help with the RPG aspect as well. Any other thoughts are appreciated."
https://github.com/MegaMek/mekhq/pull/996#discussion_r241636946
Any feedback either here or their appreciated.
This looks great! I also second PJFarland's comment about the Class, education and career to add more personality to the pilots, they can always be edited in the 'GM Edit' function I assume. I already do this stuff manually with the tool I made ages ago, but if this works more like the pilot info that we get in the HBS Battletech game I'm all for it!
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The only other thing I'd like to see would be planet faction ownership changes popping up in the news feed. What are the chances?
Not trying to be pushy or anything, you guys do a fantastic job and MMHQ is actually probably my most played game :D
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The only other thing I'd like to see would be planet faction ownership changes popping up in the news feed. What are the chances?
Not trying to be pushy or anything, you guys do a fantastic job and MMHQ is actually probably my most played game :D
I think it's a good idea, but best to open a request for it on the MekHQ tracker.
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<evil laugh>
(http://i.imgur.com/Ze8Hu0ym.png) (https://imgur.com/Ze8Hu0y)
Ohhh yes! A new way to become one with the landscape!
(If Princess has learnt to lob artillery at me, does that mean that Princess is also learning about Indirect Fire for LRMs?)
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(If Princess has learnt to lob artillery at me, does that mean that Princess is also learning about Indirect Fire for LRMs?)
Sorry, no indirect LRM fire yet. That requires teaching the bot to coordinate spotting, due to all the possible penalties that can arise from firing weapons and moving.
On the plus side, I've been able to teach her to unjam weapons and turrets (and am hopeful about RACs):
(https://i.imgur.com/KFPg17K.png)
(https://i.imgur.com/lriVB0c.png)
Incidentally, this showcases the only good use I've found for the Charger CGR-1A1 variant: disabling but not destroying vehicles.
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When Princess learned to use Artillery, did she also learn anything about using TAG?
It seems like teaching Princess to TAG and then indirecting LRMs from there is a much smaller decision tree.
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She will, in fact, use TAG. I don't think we've coded the "TAG also spots for LRMs" errata into Megamek yet, though.
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Sorry, no indirect LRM fire yet. That requires teaching the bot to coordinate spotting, due to all the possible penalties that can arise from firing weapons and moving.
Fair point. I had been musing on some pseudo-code for a spotting decision tree, but I overlooked the moving penalty fun ...
On the plus side, I've been able to teach her to unjam weapons and turrets (and am hopeful about RACs):
Ooh, nice bit of tutoring! Thanks for all of your work!
Incidentally, this showcases the only good use I've found for the Charger CGR-1A1 variant: disabling but not destroying vehicles.
Ambulant minesweeper?
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Coming soon to MegaMekLab. The ability to print Jumpship/Warship/Space Station record sheets.
(https://i.imgur.com/2GSEMwSl.jpg) (https://i.imgur.com/WQEi7rvl.jpg)
(https://i.imgur.com/Kc2T5QPl.jpg) (https://i.imgur.com/04R254Jl.jpg)
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Holy crap, that's amazing.
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Cant wait.
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(http://i.imgur.com/ClM866Al.png) (https://imgur.com/ClM866A)
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Airships :D
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It might be a bit early to call airships "coming soon." For a while I've been wanting to do a big support vehicle push and after starting airships I decided there's a lot of other stuff I should work on first, like unit validation and crew, and of course being able to build them in MML. But airships, rail, and satellites will be part of this block. I'm not sure yet whether it will include large naval and airship support vehicles. It will depend on whether I need a break after doing that much. So don't get too excited about being able to land your fighters on an aerial flight deck just yet.
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There has been a lot going on with MegaMek over the past couple years with new unit introductions, such as with LAMs and QuadVees. I remember when MegaMek first came out those units weren't even imaginable for the game, or in the case of QuadVees, didn't exist.
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There has been a lot going on with MegaMek over the past couple years with new unit introductions, such as with LAMs and QuadVees. I remember when MegaMek first came out those units weren't even imaginable for the game, or in the case of QuadVees, didn't exist.
I first found MegaMek in... 2004, I think. Back then, VTOLs weren´t implemented yet.
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Phew. Just got my clock cleaned by the bot using indirect-fire LRMs. At first, I thought, "oh, whatever, a couple of shots at 12+ aren't really going to be a big deal", and then next thing I know, my Flashman is missing a leg, my Stalker's ammo bins all go up, my Archer's right torso has a hole in it the size of an LRM/20 rack and my Orion is limping off the battlefield with a cracked engine.
And the bot force didn't even have any LRM Carriers.
So watch out for spotters, they can be anywhere. Random infantry, those stupid short-range turrets that didn't do anything before, and even that "Pegasus (Unarmed)".
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Haha, stupid Pegasus!
Excellent work on coding all that out, I can't imagine it's easy!
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Looking Forward to get my butt kicked by Princess using IF.
Just imagine what is going to happen as soon as SPAs are enabled to Princess`Veterean and Elite Pilots
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If princess can change the firing mode on LRMs, can she also change it on Ultras/RACs?
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Even though there's generally no such thing as a free lunch when it comes to software development, Princess did, in fact, pay a visit to the classic TestBot and has acquired its ability to spin up rapid-fire autocannons.
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Hey,
If you haven't done so recently go check out - https://megamek.org/
-
Hey,
If you haven't done so recently go check out - https://megamek.org/
I just spent 5 minutes just looking at the image on the front page. I like the nice little touches in it, including how many of the actual GUI elements are incorporated into the image.
The menus and pages are clean and easy to follow, and it is much easier to find where to download what you want.
Excellent work!
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Yup, very nice. Still looking at the image ;)
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If you haven't done so recently go check out - https://megamek.org/
Ooh, nice! And there's one of my screenshots, too!
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From the "features nobody really asked for" department:
(https://user-images.githubusercontent.com/29387808/64749060-3ba6df00-d4e2-11e9-82b0-7bb5e72f7437.png)
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Is this in the current dev version? My GM will love it!
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Should probably be in the next dev release.
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Just going to leave these here.
Look at all the People
(http://i.imgur.com/mOQ07U5m.png) (https://imgur.com/mOQ07U5)
HPG Network - Canon Inspired
(http://i.imgur.com/xscyGizm.png) (https://imgur.com/xscyGiz)
Sample of Generated System
(http://i.imgur.com/0x0wt5um.png) (https://imgur.com/0x0wt5u)
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OMG...that's bloody amazing. In 3150 it likely tiny sparks of light in center for the HPG.
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We are getting really close to the planets projects being done, so want to try something different. If people want to toss a few system names in here and a year I'll post a preview of the system.
Please no systems written into Canon.
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Another feature landing soon.
Markdown enabled text for descriptions in MHQ
(http://i.imgur.com/DBNEiYHm.png) (https://imgur.com/DBNEiYH)
(http://i.imgur.com/hRbZj3jm.png) (https://imgur.com/hRbZj3j)
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Wow, that's incredible.
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We are getting really close to the planets projects being done, so want to try something different. If people want to toss a few system names in here and a year I'll post a preview of the system.
Please no systems written into Canon.
Are you asking for new names invented by us? Or existing ones?
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I don't think the program should come with non-canon systems unless it's clearly marked.
A player should be able to edit and add one for says RPG/MegaMek campaign their running, but i don't think it should be coming straight out the box so to speak with non-canon stuff aside from mechs/vehicles/etc which are marked as non-canon.
I can tell you i've ran into people thinking some thing in MegaMek is canon, when it wasn't . (This is when we had Tech Levels clearly marking the custom stuff.)
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I don't think the program should come with non-canon systems unless it s clearly marked its not.
A player should be able to edit and add one for says RPG/MegaMek campaign their running, but i don't think it should be coming straight out the box so to speak with non-canon stuff aside from mechs/vehicles/etc which are marked as non-canon.
We realize this will likely be an issue for some folks in the community. All of the non-canon entries are clearly identified as such in the underlying data and while the graphical display currently does not indicate it, we plan on adding this feature in a future update. We also are planning a feature that allows users to customize specific systems without having to edit the backend XML data.
Extremely great care was taken to model everything to be as consistent with canon history as possible, including population and socio-industrial coding projections across time. The potential feature possibilities of implementing data for every system are simply too great to ignore, and we can't wait for CGL to detail all 3000+ planetary systems (because that will never happen).
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TTS: The Complete Series for only $12,000
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TTS: The Complete Series for only $12,000
Hmmm....next Kickstarter idea ;D
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TTS: The Complete Series for only $12,000
Available spring 2750!
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For those that didn't see this in General Discussion.
Just sit back and enjoy.
(https://aarongullickson.github.io/assets/images/faction_animated.gif)
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That's brilliant! It's like the PC game intro and this simulation are two sides of a coin. Really gives a good feel for the history in a short space.
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So this tied into Megamek HQ?
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It happen veeeeeeeeeeeeery slowly every time you hit the turn button :P
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Slowmotion makes things cooler anyway! 8)
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Just going to leave this here......
(http://i.imgur.com/cuG4IBZl.png) (https://imgur.com/cuG4IBZ)
(http://i.imgur.com/fMfQaJal.png) (https://imgur.com/fMfQaJa)
Coming soon(ish) to MekHQ
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[George Takei voice]Oh my...[/George Takei voice]
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That inner sphere map is absolutely gorgeous! So many questions!!
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For those that didn't see this in General Discussion.
Man all those worlds going away after the fall of the Star League. Kinda chilling, even for dots!
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Man all those worlds going away after the fall of the Star League. Kinda chilling, even for dots!
Chilling, those planets forgot to pay their electric bill, thus lights went out! ;D
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This is into final review.
This map adds a planetary system map that displays al of the planets and stars in a system as well as information about the position of the player's unit when in system.
(http://i.imgur.com/QqHH17Nl.png) (https://imgur.com/QqHH17N)
The screenshot above shows most of the features of this map. In this case, the player's unit is outbound from the planet to the zenith point. Nadir and zenith points show a recharge station image when a recharge station is present and a jumpship is shown to indicate where the unit's jumpship transports are located. The selection of zenith or nadir point has been added to current location. When only one point has a recharge station, it is chosen - otherwise it is chosen randomly. I have also placed an orange reticule around the player's unit to be consistent with the interstellar planet. That can vary between a jumpship at the recharge point, in transit on a dropship, or on planet.
The planets are selectable by the cursor to get information in the planet view panel and you can also use the arrow keys or a/d, or w/s to cycle through them. I am a little frustrated that the cursor seems to sometimes require a double-click because of what I believe is a focusing issue, but I can't seem to figure out a solution for this minor issue.
You get to this map from the interstellar map by double-clicking a system. You can go back with the back button or the escape key.
At some point, I might like to add more information to the display with icons for factions, population size, moons, etc. but I think this PR should at least give us a nice graphical display to go along with the changes to the planetary system refactoring as a first effort.
-Quoted from Taharqa write up of the PR on Github (https://github.com/MegaMek/mekhq/pull/1309)
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Dear god, with those graphics, i thought i was seeing fully graphical MegaMek Game turn Homeworld or Masters of Orion! :D
You guys are outstanding with effort your putting into it!
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Also coming very soon....Support Vehicle Construction (Tech Manual)
Structure Tab
(http://i.imgur.com/qwh2Y1pm.png) (https://imgur.com/qwh2Y1p)
New Armor Tab
(http://i.imgur.com/IZiDtcDm.png) (https://imgur.com/IZiDtcD)
Cargo Tab
(http://i.imgur.com/OZaqs9Em.png) (https://imgur.com/OZaqs9E)
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Really excited about these new features!
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Those Solar system representations look fantastic. :)
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Wow, they Solar system layout is awesome. Really, Really cool!
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The planets are selectable by the cursor to get information in the planet view panel and you can also use the arrow keys or a/d, or w/s to cycle through them
[...]
You get to this map from the interstellar map by double-clicking a system. You can go back with the back button or the escape key.
Thanks for doing that for the community! It's an amazing feature.
Now, for a feedback: In the picture you have selected the planet 'Orestes'. I presume the fluff text was generated randomly? If so, I would ask you to tweak the parameters, since it mentions a Odin Manufacturing plant that supposedly was into BattleMech construction since 2310. That date is not canonically possible. Now vehicle production is quite possible or a later date for 'Mechs, but not this date for 'Mechs.
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Thanks for doing that for the community! It's an amazing feature.
Now, for a feedback: In the picture you have selected the planet 'Orestes'. I presume the fluff text was generated randomly? If so, I would ask you to tweak the parameters, since it mentions a Odin Manufacturing plant that supposedly was into BattleMech construction since 2310. That date is not canonically possible. Now vehicle production is quite possible or a later date for 'Mechs, but not this date for 'Mechs.
The fluff isn't procedurally generated. If it exists for a planet, it's paraphrased from canon sources. Which either means the original source was wrong or something was lost 'in translation' while paraphrasing.
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Is it even possible to procedurally generate fluff? Automated world-building would be pretty sweet :o
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Should be possible. Could use a number of the system building rules and tables as a base, with a few other factors added in e.g. distance from the core, regional capital, and so on.
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Should be possible. Could use a number of the system building rules and tables as a base, with a few other factors added in e.g. distance from the core, regional capital, and so on.
That's more or less how population and socio-industrial codes were created for planets without canon data.
I suppose that information could be turned into pretty generic fluff but that would also a good bit of work to more or less restate the planet's attributes. And would look pretty damn generic without a ton of work.
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Love the solar system graphic, but I have to ask... will it support Pirate Points? ???
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With these cool solar system maps, will they allow for random space battles if forces are so equipped? Or is that already a thing? I've only played with MekHQ with ground forces.
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Love the solar system graphic, but I have to ask... will it support Pirate Points? ???
With these cool solar system maps, will they allow for random space battles if forces are so equipped? Or is that already a thing? I've only played with MekHQ with ground forces.
See here (https://bg.battletech.com/forums/index.php?topic=67285.0) for more details.
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Awesome, thanks! :thumbsup:
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MegaMekLab is getting some love.
(http://i.imgur.com/IYYc3CRl.png) (https://imgur.com/IYYc3CR)
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MegaMekLab is getting some love.
(http://i.imgur.com/IYYc3CRl.png) (https://imgur.com/IYYc3CR)
Oooh...shiny!
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From blueprint to reality! Nice artwork!
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Just gonna leave these here.
(http://i.imgur.com/x4Ribunl.png) (https://imgur.com/x4Ribun) (http://i.imgur.com/aFrElvol.png) (https://imgur.com/aFrElvo)
(http://i.imgur.com/NRC7ccfl.png) (https://imgur.com/NRC7ccf)
*All screenshots are a work in progress and subject to change.
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Nice... does that list of "advantages" portend a potential AToW expansion someday? ???
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Nice... does that list of "advantages" portend a potential AToW expansion someday? ???
Nothing like that....but we are working on the long requested dark mode.
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Ah, bummer... hope springs eternal! 8)
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Oh, me likee. :thumbsup:
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BTW, where can I find the description of "Hopping Jack"? It sounds interesting...
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BTW, where can I find the description of "Hopping Jack"? It sounds interesting...
Hover over the name of the SPA and it will tell you.
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Rog, thanks! Will it also tell me where you got it from? I've got a thread (available through my sig block) for new SPAs...
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It is not an official SPA so one of the early HQ devs.
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Thanks... the description didn't credit it. For those listening in at home, it's basically half of Jumping Jack (+2 to hit when jumping vice +3; Jumping Jack is only +1).
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Dark Theme Preview for MekHQ
(http://i.imgur.com/oMhjMthl.png) (https://imgur.com/oMhjMth)
(http://i.imgur.com/S1WWKQil.png) (https://imgur.com/S1WWKQi)
(http://i.imgur.com/4dD3X9Cl.png) (https://imgur.com/4dD3X9C)
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That's really nice. Easy on my eyes. 8) Thanks!
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If there was one thing you all could add to MegaMek, one thing I'd be ecstatic for is the following.
An much simpler way to add custom weapons, and armor, to the game.
So many ideas and I am too daft to figure out how to add it.
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If there was one thing you all could add to MegaMek, one thing I'd be ecstatic for is the following.
An much simpler way to add custom weapons, and armor, to the game.
So many ideas and I am too daft to figure out how to add it.
This is something we've look at this but it's a complicated design decision. We'll do it one day but not anytime soon.
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This is something we've look at this but it's a complicated design decision. We'll do it one day but not anytime soon.
Sweet!!!
You guys, and possibly gals, have been known to surprise us, ALOT. I got faith in ya.
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Coming soonish to MekHQ, Localized Natural Order Sorting
(https://i.imgur.com/y37AUmE.jpg) (https://i.imgur.com/y37AUmE)
Note that I've not implemented it on load, which is why the first 3 are all together like that without end numbers (although still properly ordered). Look at Awesome #15 for how it will look when sorted ;)
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Isn't that just awesome. :o
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INCOMING!
(http://i.imgur.com/O0Ayf6Gm.png) (https://imgur.com/O0Ayf6G)
(http://i.imgur.com/wqjCgU6l.png) (https://imgur.com/wqjCgU6)
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Interesting but slightly confusing. I'll have to read up on the rules for small FABs to see why that Hector was taking 8 damage twice while everything else was taking 10.
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It's due to a pretty obnoxious set of edge cases: you do bomb damage in 5 point clusters. However, FAE bombs do 1.5x damage (got to fix the report) to units with armor that has a BAR < 10. To further complicate things, units may have patchwork armor, so just because one location has low BAR doesn't mean another location has the same BAR.
As an example, let's say you have a unit with crappy patchwork armor BAR 7 on the center torso and BAR 10 on the right torso. You're one hex away from a small bomb fuel-air explosion, so you take 10 damage. What do you do now? Do you multiply the damage by 1.5 even though the multiplier doesn't apply to the right torso? Do you multiply the individual 5-point clusters by 1.5 for locations that have BAR < 10? I went with the latter option. It may be a rules question, or may have already been answered, I'm not sure.
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Holy ****** shit, I've been wanting to use one of those insane militarized trains ever since they showed up in Vee Annex. I am so ****** excited for this.
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In the works...but no ETA....more details to come.
(http://i.imgur.com/dh7vX1Qh.png) (https://imgur.com/dh7vX1Q)
For those interested in the technical document.
Keep in mind this is a dev technical document and some may find it confusing to read.
https://github.com/MegaMek/mekhq/blob/4e76b6b81af79abe54571219c76d9109041ca532/MekHQ/docs/DistributedMekHQ.md
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If I am understanding that correctly...Oh my (https://www.youtube.com/watch?v=Xq3W4FoqKW4).
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Am I reading that correctly in that it is a way of networking MekHQ via internet? So people can be running simultaneous campaigns in the same universe but without having to play all together at the same time?
If so there are EPIC potentials for that.
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Is it can be used for make the pre-made company of GM and against it to the player's forces?
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Is it can be used for make the pre-made company of GM and against it to the player's forces?
Unknown at this time. It's a feature in development but persistent Opfor is something we've looked at and want but no ETA.
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Am I reading that correctly in that it is a way of networking MekHQ via internet? So people can be running simultaneous campaigns in the same universe but without having to play all together at the same time?
If so there are EPIC potentials for that.
The design is such that when connected no one may be further ahead in time than the host. If you're ahead you have to wait, but only while connected. That's the only hard rule.
Think "MekHQ by E-Mail". Targeted for the first release:
- Seeing everyone on the map
- Sending money
- Joining scenarios
A stretch goal would be trading personnel and stock units.
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I dream about a time when MekHQ turns into a MMO... ;D
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As long as it's turn based, I'm in! :thumbsup:
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Still VERY much a work in progress and still a ways off but things coming together.
(http://i.imgur.com/sCkOQzFl.png) (https://imgur.com/sCkOQzF)
(http://i.imgur.com/hijF5kPl.png) (https://imgur.com/hijF5kP)
(http://i.imgur.com/fcanZYdl.png) (https://imgur.com/fcanZYd)
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::) :thumbsup:
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Perhaps I'm just a big ol' dummy, but I don't understand what I'm looking at here. Unless it's just showing off night mode in MekHQ?
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It's also showing off the potential of internet connected instances of MekHQ.
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A word from Princess -
"I'm getting really tired of getting massed off board arty fire with no way to hit back. I've enrolled in Artillery School. I'm still learning but I'll eventually get this sorted."
(http://i.imgur.com/g4msh8Wl.png) (https://imgur.com/g4msh8W)
Coming soon'ish.
Also anyone with some art skillz
We need someone to draw an "off-board target" icon? Should fit into a 60x40 pixel rectangle and be readable facing in all four cardinal directions.
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Nice!
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Counter-battery fire, you said? A REAL counter-battery fire? It seems AWESOME!
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What does princess need to do counter battery fire?
Art on the field? Art held off board? Something else?
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Yet another one of the things I've always wanted. ****** awesome.
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Still VERY much a work in progress and still a ways off but things coming together.
(http://i.imgur.com/sCkOQzFl.png) (https://imgur.com/sCkOQzF)
I cannot wait for this! Thank you for all of the hard work!
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What does princess need to do counter battery fire?
Art on the field? Art held off board? Something else?
She's learning to do off board counter battery. She's a little tired of being on the receiving end of 20 Thumpers off board with no way to hit them back ^-^
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By the way, is it also means that it would be also possible to make counter battery fire in MegaMek if it is available?
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Looks great! Is there any plans for "off-board" infantry support operations?
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By the way, is it also means that it would be also possible to make counter battery fire in MegaMek if it is available?
That’s the plan.
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Great! By the way, is it also possible to move howitzers to avoid counter battery fire as well, as self-propelled gun in our real world does? If so then how it does? On TO counter battery fire strikes the hex the enemy artillery is, so can they avoid it if they move out enough distance? If it is also allowed then it makes a great advantage to SPGs over towed ones.
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Great! By the way, is it also possible to move howitzers to avoid counter battery fire as well, as self-propelled gun in our real world does? If so then how it does? On TO counter battery fire strikes the hex the enemy artillery is, so can they avoid it if they move out enough distance? If it is also allowed then it makes a great advantage to SPGs over towed ones.
It will follow the rules as outline in TO pg 186
No way to move off-board units around, but you have to roll every time you take a counter-battery shot
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That's sorry to hear....
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New look for Landed Spheroid. Courtesy of Saxarba (if you haven't give his tileset a look see in - view-client settings-graphic settings)
(http://i.imgur.com/HCtUDpAl.png) (https://imgur.com/HCtUDpA)
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Nice!
-
Coming soon'ish to Megamek/MekHQ. The official Megamek Pilot pack. We used a company that use generated faces technology to generate a pack of around 1200 faces. The artist that made the Saxarba tile set is converting these into images like you see below.
Sample #1 Sample #2
(http://i.imgur.com/Nag9Q1Jl.jpg) (https://imgur.com/Nag9Q1J) (http://i.imgur.com/uhu0Bz4l.jpg) (https://imgur.com/uhu0Bz4)
This will likely be a separate download as in total the size of the images will be around 300 mb.
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Can't wait
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I know that faces are really a minor thing as far as game play goes, but at least for me it just adds so much to the game. I am so looking forward to them.
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Another new fun feature for the adventurous.
ohhh i so want that...now...i did not know that i wanted it but i but now i do!
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ohhh i so want that...now...i did not know that i wanted it but i but now i do!
Good news, that one is in our current releases :)
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Coming soon'ish to Megamek/MekHQ. The official Megamek Pilot pack. We used a company that use generated faces technology to generate a pack of around 1200 faces. The artist that made the Saxarba tile set is converting these into images like you see below.
Sample #1 Sample #2
(http://i.imgur.com/Nag9Q1Jl.jpg) (https://imgur.com/Nag9Q1J) (http://i.imgur.com/uhu0Bz4l.jpg) (https://imgur.com/uhu0Bz4)
This will likely be a separate download as in total the size of the images will be around 300 mb.
Lol, need to grab the sound files from MW3, MW4, MCG and MC2 . . . 'Rooster here!'
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Can you also make the background/template available so we can make our own portraits conform to those?
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Are they going to be available in different sizes as well? I prefer the portraits in 100 x 150 format.
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Can you also make the background/template available so we can make our own portraits conform to those?
Undetermined at this time. Saxarba is doing this for us so he might not want to share that with us.
Are they going to be available in different sizes as well? I prefer the portraits in 100 x 150 format.
Currently they will be 256x256 and we'll only offer in one size. We don't want to to have multiple packs to manage.
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No problem from my part :). Once they are done, I was going to send Hammer the faces without the backgrounds, the backgrounds, and the outfits as separated files. Just in case people want to add their own things or we want to do a separate thing with them in the future.
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Oh wow those faces are fantastic! Thanks, I didn't even realize I wanted them!
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Coming soon'ish to Megamek/MekHQ. The official Megamek Pilot pack. We used a company that use generated faces technology to generate a pack of around 1200 faces. The artist that made the Saxarba tile set is converting these into images like you see below.
This will likely be a separate download as in total the size of the images will be around 300 mb.
I would suggest including 18-36 in the 'default' download for starting players to fillout their first company. Advanced players can then access the full database.
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Currently they will be 256x256 and we'll only offer in one size. We don't want to to have multiple packs to manage.
Isn't the default portrait size 150x150?
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I would suggest including 18-36 in the 'default' download for starting players to fillout their first company. Advanced players can then access the full database.
That sounds like a good idea. Get them hooked with the sample, and then scale 'em up ... ;-)
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I would suggest including 18-36 in the 'default' download for starting players to fillout their first company. Advanced players can then access the full database.
Isn't the default portrait size 150x150?
All stuff to be figured out and sizing will likely change.
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Coming soon'ish to Megamek/MekHQ. The official Megamek Pilot pack. We used a company that use generated faces technology to generate a pack of around 1200 faces. The artist that made the Saxarba tile set is converting these into images like you see below.
Are you using the GAN-created faces from thispersondoesnotexist.com? Neat idea
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Are you using the GAN-created faces from thispersondoesnotexist.com? Neat idea
We decided to use generated.photos since they have better support for open source projects.
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Couple more previews of the portrait packs
No Frame (Sample Medic)
(http://i.imgur.com/K3FZpGIl.jpg) (https://imgur.com/K3FZpGI)
With Frame (Sample Doctor)
(http://i.imgur.com/qINhK6wl.jpg) (https://imgur.com/qINhK6w)
One decision we'll need to decide is if we should have the frame or not.
-
What's the difference between no frame and with frame?
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What's the difference between no frame and with frame?
One has a frame around it, and the other doesn't.
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if you click on the picture it shows on imgur with a black background. you can clearly see the thin white border around the picture. it's not as visible here on the lighter background
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if you click on the picture it shows on imgur with a black background. you can clearly see the thin white border around the picture. it's not as visible here on the lighter background
Thanks. That's why I can't see any difference.
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Well, isn't better to take the portrait without frame by default? If someone want a frame, then it would be better to make the option to show the 'frame' around the portrait instead. Else you may provide both type of portrait and let the others to choose.
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if you click on the picture it shows on imgur with a black background. you can clearly see the thin white border around the picture. it's not as visible here on the lighter background
Oddly enough, I see a thin black border around the "With Frame" picture here in the forum. At least on the bottom and right where there is a clear contrast between black and the image color.
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Same... I'm sure it depends on the theme you use here on the forum...
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I'd guess that it might be an optical illusion, as I also see the same.
Furthermore, I personally would go with the without frame, for exactly the same reason as @PuppyLikesLaserPointers.
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I vote 'without frame' since that's how my custom portraits look like anyway
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Without
-
Voting 'With' just because I have to be different, lol
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Voting 'With' just because I have to be different, lol
Im in the "with" camp. I like frames.
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Without frame, simply because you could add a frame to it if needed like @PuppyLikesLaserPointers said.
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If we're voting, I'd throw my hat in the ring for "no frame".
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I agree with No Frame.
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I´d like to commit election fraud and cast one vote for each possibility.
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I´d like to commit election fraud and cast one vote for each possibility.
;D ;D ;D
Im certainly not going to frame them if unframed is chosen. Better things to do with my free time.
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I´d like to commit election fraud and cast one vote for each possibility.
(https://i.kym-cdn.com/photos/images/masonry/000/932/537/71b.jpg)
(no frames)
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Just going to leave this here.
(http://i.imgur.com/aaCDY8fl.png) (https://imgur.com/aaCDY8f)
Command Center (https://megamek.org/2020/06/02/Command-Center.html)
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Oh myyyyyy....
-
Out of curiousity . . . is MM going to integrate the pilot cards?
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Can't say I'm happy about the Daily Log getting split off into its own tab. There are a lot of situations where it's really useful to have it viewable while working under other tabs: when you acquire multiple personnel and want to quickly check them all out, when doing long stretches of repairs and being able to see which ones failed and which didn't, etc... Stuff like that is going to be tedious as heck if you have to constantly jump back and forth between tabs.
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Can't say I'm happy about the Daily Log getting split off into its own tab. There are a lot of situations where it's really useful to have it viewable while working under other tabs: when you acquire multiple personnel and want to quickly check them all out, when doing long stretches of repairs and being able to see which ones failed and which didn't, etc... Stuff like that is going to be tedious as heck if you have to constantly jump back and forth between tabs.
I understand the concern, and its one of the things I spent a lot of time considering in the redesign. For repairs, there is now a separate field that shows you the status of your last repair check, so you can get feedback there without any problem (I think its easier and more direct now actually). In cases where you open a dialog to buy parts, units, recruit personnel, etc. if you are on the command center tab when you open the dialog you can see the changes to the log. Its one of the reasons I put buttons for that sort of thing on the command center tab - to encourage you to do your shopping/recruiting there. However, there is also a feature where the command center tab will change red if the daily log is updated while you are on a different tab, to alert you to a change.
You can see some of these things in action in the screenshot here (https://user-images.githubusercontent.com/16107446/83571101-014ff880-a4dc-11ea-89dc-8f7227e5058c.png).
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Going to post this a teaser of coming soon to Megamek. See who can figure it out.
Yes, this is a new map and no that's not what the teaser is about.
(http://i.imgur.com/SB7fLPzl.png) (https://imgur.com/SB7fLPz)
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Fog (not 'of war')? Ooh, tell me it's fog!
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Beveled hex edges?
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Beveled hex edges?
Getting warmer.....I wonder what the hex edges mean ^-^
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Surely not hexless maps...
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But... but hex is sacred.
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Precisely my point... ^-^
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Surely not hexless maps...
But... but hex is sacred.
Precisely my point... ^-^
Nope. No changes to "hexes" but back to those edges.
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Well, the hill edges do look different than the depth ones... ???
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The shading. The shading!
Maybe?
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The elevated areas almost look like heroscape-type layers
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Walls?
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Walls?
Very close...these are very much like walls, and make for a "Longest Day"
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Beaches??
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Barbed wire.
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Think "terrain rules that haven't been implemented yet", rather than "stuff we made up".
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Rangers Lead the Way. Could be a challenging ad "du Hoc" attack ;)
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Cliffs that can be climbed!
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Cliffs that can be climbed!
Sheer Cliffs - TacOps pg 37 :)
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Ooohhhh… so that's why the hills looked different than the depths... makes sense! :thumbsup:
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Coming later this year.
(http://i.imgur.com/AS4wfsIh.png) (https://imgur.com/AS4wfsI)
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I know I'm not the best at recognising unit IDs outside the 2e box set and the early TROs, but some of those I don't think I've ever heard of.
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👀👀👀
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Hmmm... The units should already be in MegaMek or possible to put in MegaMek depending on the moratorium that the devs have on putting recently published units in the game files so I don't think that is what is being teased, at least not directly.
As such I think it has something more to do with some upcoming 'under the hood' Golden Century goodies than specific units.
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As such I think it has something more to do with some upcoming 'under the hood' Golden Century goodies than specific units.
Nope....nothing under the hood but maybe behind the curtain ::)
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This is a wild guess here, but a lot of those 'Mechs don't have official Record Sheets (Orion C, Griffin C, Shadow Cat III) or straight-up don't exist...yet (Jade Phoenix, Phoenix Hawk -9, WarCrow).
ilClan shenanigans?
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ilClan shenanigans?
Bingo.
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The shadow cat iii does on the iwm website.
I think they fall into the “official but not canon” grey area
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I think they fall into the “official but not canon” grey area
Canon is coming :)
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love that
i'm going to venture a guess that at least some of these show up in the ilclan recguides
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love that
i'm going to venture a guess that at least some of these show up in the ilclan recguides
Yep, they will. I hid this down here on purpose but feel free to share up forum :)
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What is the possibility of making it so that when modifying units, it has at least the tech in groups of type? Tying to find one of your few Aero Tech among the many Mech tech and Mechanics can be irritating as they are mixed togeather. It would be even nicer if it placeded up top the proper tech for the type.
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What is the possibility of making it so that when modifying units, it has at least the tech in groups of type? Tying to find one of your few Aero Tech among the many Mech tech and Mechanics can be irritating as they are mixed togeather. It would be even nicer if it placeded up top the proper tech for the type.
Best to open and RFE for this.
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There should already be an option that filters what techs can work on what by their tech skill. So maybe check to see if that is enabled?
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What tab is that option under?
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Okay could have sworn there was already an option in there that by default only mechtechs would show up to repair/maintain/refit mechs but I can't see it now.
Given how little sanity I had left before this covid 19/corona virus insanity started I'm not surprised I'm remembering something that may never have existed in the first place.
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i'm going to venture a guess that at least some of these show up in the ilclan recguides
All.
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love how the war crow's debut is as a crater
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love how the war crow's debut is as a crater
Probably had it coming
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Probably had it coming
Oh, it deserved far worse....
:)
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Where's that funeral pyre?
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Oh, it deserved far worse....
:)
;D
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Where's that funeral pyre?
The only one I could not make out was a L****
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The only one I could not make out was a L****
It was a Locust.
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What is the possibility of making it so that when modifying units, it has at least the tech in groups of type? Tying to find one of your few Aero Tech among the many Mech tech and Mechanics can be irritating as they are mixed togeather. It would be even nicer if it placeded up top the proper tech for the type.
It is on my list of things to do, namely sorting by tech type, free time, then probably rank
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love how the war crow's debut is as a crater
I would like to assure everyone that the Warcrow did not debut as a crater. It is a fine mech; It died due to pilot error (me), coordination issues among the lance, an encounter with a Jade Phoenix (that mech is scary), and a crazy Locust pilot fond of charging at high speed. I'm actually pleased with the design.
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That ShadowCat was fun.
I know my Bear heritage would say I'm a traitor but hear me out.
I don't care ;D that is my only defense.
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Oh that WarCrow can hold (https://bg.battletech.com/forums/index.php?topic=246.msg1621390#msg1621390) its own
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Trading HAGs!
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Nothing like trading Head Shots.
(http://i.imgur.com/VICjT4zl.png) (https://imgur.com/VICjT4z)
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Nice to see the Minsk pulverizing the competitors!
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I hate you all for these teasers.
GIMME THE MECHS ALREADY AHHHH
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Nothing on the Dominator yet?
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Nothing on the Dominator yet?
A Dominator RS was released in a piece of fiction- and its now out period with the ilClan Recognition Guide Vol 1.
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A Dominator RS was released in a piece of fiction- and its now out period with the ilClan Recognition Guide Vol 1.
Technically speaking the RS was in the Dragoons novel as well.
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A Dominator RS was released in a piece of fiction- and its now out period with the ilClan Recognition Guide Vol 1.
Novel is fiction?
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There's the complete TRO entry in the Divided We Fall novella, hence my question of it's inclusion into MM :D
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Moratorium period I suspect.
Everyone continues to play by the rules, we all get to keep the nice things.
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There's the complete TRO entry in the Divided We Fall novella, hence my question of it's inclusion into MM :D
Moratorium period I suspect.
Everyone continues to play by the rules, we all get to keep the nice things.
This
Please see comment in my sig. I'm very fortunate to be helping with the Record Sheets and have been allowed to tease stuff via Megamek. All the units from ilClan Rec Guide 1 would arrive in a dev release that occurs after the moratorium.
I hope to be allow to tease other units going forward.
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I hope the fight between the Mechs in your MegaMek game get canonized. I think it would been awesome. How the last Pulverizer died....killed by aging Gold Century Minsk!
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Gonna leave this here.
(http://i.imgur.com/NJhlOMgl.png) (https://imgur.com/NJhlOMg)
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Holy busted up mechs, Batman!
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Okay . . . no Recognition Guide teases . . . but the beach?
-
Perhaps it is a new beach? Well, many of us will miss the real beach, but perhaps we can get it on MM at least.
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I was going to say "sex on the beach" because at least two of those tanks are ******! :D
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Are those damage overlays to the unit graphics?
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More important are the "IMMOBILE" markers... ^-^
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Are those damage overlays to the unit graphics?
:thumbsup:
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Okay . . . no Recognition Guide teases . . . but the beach?
Maybe not in this thread ::)
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technically we got many recguide teases in that one previous shot.
efficient.
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Maybe not in this thread ::)
In that case I look forward to the canonization of the Clan tourist---err, Sojourner.
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Some more images from the pilot pack
Battle Armor Pilot
(http://i.imgur.com/4ligKKul.png) (https://imgur.com/4ligKKu)
Infantry
(http://i.imgur.com/I5EqyUsl.png) (https://imgur.com/I5EqyUs) (http://i.imgur.com/VKNt6Dnl.png) (https://imgur.com/VKNt6Dn)
(http://i.imgur.com/4Ks7eUIl.png) (https://imgur.com/4Ks7eUI) (http://i.imgur.com/jAVjpEBl.png) (https://imgur.com/jAVjpEB)
Mech Tech
(http://i.imgur.com/UvAgR0Il.png) (https://imgur.com/UvAgR0I)
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+1 for the infantry armor! :thumbsup:
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Love it.
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As someone whose MechHQ campaign of more than 70 hours has been repeatedly f****d by bugs (despited that incredibly industrious Canadian guy on gitHub) to a breaking point (while I still consider myself to be of the patient kind), I really have to say that I seriously like what I'm seeing here in this threat over the last couple of postings and am still willing to take yet another swing at the next version (call me masochist, whatever). MM is certainly heading in the right direction and is finally also improving its graphics. Thank you for your effort Dev-people, this is still an incredible effort and the closest you can get to a computer adaptation of BT.
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As part of a bug fix, I decided to give the bot the ability to direct-fire artillery (in general) and at aerospace units in particular.
(https://i.imgur.com/VmUxnTG.jpg)
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The Megamek team is happy to show off the latest option for Record Sheets. This will be in the next development release.
(http://i.imgur.com/Yf0yvaTl.png) (https://imgur.com/Yf0yvaT)
(http://i.imgur.com/FdOKqLZl.png) (https://imgur.com/FdOKqLZ)
(http://i.imgur.com/HenRh7Hl.png) (https://imgur.com/HenRh7H)
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Sweet baby jesus, I've been wanted record sheets to look like this for years.
This will make teaching new players *so* much easier. Way to go, guys. Any chance official sheets will start to move in this direction?
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Sweet baby jesus, I've been wanted record sheets to look like this for years.
This will make teaching new players *so* much easier. Way to go, guys. Any chance official sheets will start to move in this direction?
I can't speak for CGL but they aware of the option exists.
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Any chance official sheets will start to move in this direction?
No.
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I tend to do sheets without reference tables for demo games and I just feed new players the number they need to hit or hand them a reference card if they want to learn, just to keep the record sheet as uncluttered as possible. I do put tables on sheets I print for games within our group though.
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No.
Ah, bummer.
I tend to do sheets without reference tables for demo games and I just feed new players the number they need to hit or hand them a reference card if they want to learn, just to keep the record sheet as uncluttered as possible. I do put tables on sheets I print for games within our group though.
Yeah, I use reference cards as well, but having everything on one sheet will still be super handy.
Only change I'd suggest would be to position the tables in the order people usually need them; so to-hit modifiers first, followed by the cluster hits table, then the hit locations, physicals, and facing after fall in the bottom. That way players can zoom down the column for every weapon they want to fire.
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What I've noticed in my most recent games is a tendency to paw through the records sheets looking for one with the tables, finally resorting to the book when I can't find what I'm looking for...
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Out of curiosity, is the bot able to use Artillery Cannons yet in the dev side of things? In the games I've tried, it's been able to use units equipped with them without hanging, but never fired the cannons
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Theoretically, yes, although I've only extensively tested standard, indirect-fire artillery. Look for direct-fire artillery in the next release.
-
The Megamek team is happy to show off the latest option for Record Sheets. This will be in the next development release.
https://youtu.be/C3TUWU_yg4s
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That's a good recording... Great choice! :thumbsup:
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Sweet baby jesus, I've been wanted record sheets to look like this for years.
This will make teaching new players *so* much easier. Way to go, guys. Any chance official sheets will start to move in this direction?
So they will look like the ones that Solaris Skunks Werks has had for years. What will be nice is that I will no longer need to make the mech twice.
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Out of curiosity, is the bot able to use Artillery Cannons yet in the dev side of things? In the games I've tried, it's been able to use units equipped with them without hanging, but never fired the cannons
Theoretically, yes, although I've only extensively tested standard, indirect-fire artillery. Look for direct-fire artillery in the next release.
Well... Artillery Cannon is NOT an artillery at all, but what's happened?
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Direct Fire and AOE shouldn't be too hard to combine, I'd think...
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Another fun feature...anyone spot it.
(http://i.imgur.com/3VS6vkZl.png) (https://imgur.com/3VS6vkZ)
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Will the random callsign be available in MekHQ as well?
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It will be :)
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Well I know what I'll be spending too much time doing...
-
tabbed function list + new abilities
-
Update on the Portrait pack. It's about 2/3 done and still on pace for fall. One cool thing is SpOoKy777 has allowed us to us his art for backgrounds. Please make sure to check out his (https://www.deviantart.com/spooky777) website for some awesome BT art -
Vehicle Gunners
(http://i.imgur.com/NasfKn6l.png) (https://imgur.com/NasfKn6) (http://i.imgur.com/oG03GK2l.png) (https://imgur.com/oG03GK2)
Vehicle Crews
(http://i.imgur.com/GLDBedal.png) (https://imgur.com/GLDBeda) (http://i.imgur.com/FqtpPOGl.png) (https://imgur.com/FqtpPOG)
Vehicle Driver
(http://i.imgur.com/XnDUd4ul.png) (https://imgur.com/XnDUd4u)
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I would say those look amazing but the previous ones are amazing so I'm not sure what word of praise I should use for these.
Maybe amazing amazing? Anyways can't wait for these.
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Just a simple question. Is the random portrait system prevents to pick the portrait that is already used by the other personnel?
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Correct
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Then we don't have to worry about that. Thanks.
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Looking what's getting an upgrade in MekHQ
(http://i.imgur.com/qhb0IMwl.png) (https://imgur.com/qhb0IMw)
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Oh man, I've been wanting night mode for these for so long now...this makes me very happy.
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Oh man, I've been wanting night mode for these for so long now...this makes me very happy.
Night mode has been out for a couple of dev releases ;)
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Kind of a weird request. Is there a way we can get an option to print "beginner box" sheets in MegaMek Lab? I know we can basically print a sheet and do some PDF modding, but I think it would be really neat to have the option even if it's a niche kind of thing.
(https://preview.redd.it/aab66a5d9ap21.png?width=811&format=png&auto=webp&s=f79294ed1abdbbf76ea0987b80f0229632cf0e2b)
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Kind of a weird request. Is there a way we can get an option to print "beginner box" sheets in MegaMek Lab? I know we can basically print a sheet and do some PDF modding, but I think it would be really neat to have the option even if it's a niche kind of thing.
It's something that has been discussed. It's not on the radar at the moment but I've opened a RFE for it.
https://github.com/MegaMek/megameklab/issues/704
Feel free to comment in the RFE and if anything happens you'll get notified.
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It's something that has been discussed. It's not on the radar at the moment but I've opened a RFE for it.
https://github.com/MegaMek/megameklab/issues/704
Feel free to comment in the RFE and if anything happens you'll get notified.
Awesome! Thank you.
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Coming soon...expanding the decals to destroyed stuff (except mechs)
(http://i.imgur.com/O9Glh4wl.png) (https://imgur.com/O9Glh4w)
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Very cool graphic upgrade.
(http://i.imgur.com/iRFUz1Kl.png) (https://imgur.com/iRFUz1K)
(http://i.imgur.com/QaNbSPTl.png) (https://imgur.com/QaNbSPT)
(http://i.imgur.com/KLuDB9vl.png) (https://imgur.com/KLuDB9v)
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Wow.
:thumbsup:
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oh yeah, that will make it much more readable for me
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Really good idea. I like it.
Only nit-pick: Format it a bit.
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This makes me incredibly happy.
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It's something that has been discussed. It's not on the radar at the moment but I've opened a RFE for it.
https://github.com/MegaMek/megameklab/issues/704
Feel free to comment in the RFE and if anything happens you'll get notified.
Would this not be something similar to this existing MekHQ feature?
Sharing just in case the information is useful to you as a workaround until implemented in MegaMekLab
You can quickly start a new campaign with default settings, load up your units or MUL file, then assign them to a mission. This makes the "Print Sheets" option available.
(https://i.imgur.com/keT1hyS.png)
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Coming Soon to MekHQ: Non-Combat TO&E Forces
(https://i.imgur.com/M5sz0Om.png)
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They seems quite battle-ready battlemechs rather than industrialmechs, but what's the difference? Is it means we can choose the type of the unit, rather than automatically designated?
-
Is it for things like MedEvac units, for example?
-
The units are just a lance on my test game, the difference is that you can now designate units as non-combatants which will not be counted in deployment requirements for AtB. And exactly what this is for Rince Wind.
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Coming Soon to MekHQ: Customizable Date Formats
(https://i.imgur.com/OKpDV2q.png)
(https://i.imgur.com/u2brXNQ.png)
(https://i.imgur.com/oQqXmHP.png)
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Will that apply to the contract start/end dates on the Briefing Room tab? Everywhere else uses named months e.g. May 11 3025, but on the tab it will show the expiration date as 05-11-3025.
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That would be a good QOL update. I keep forgetting that the contracts are US format dates. MMDDYYYY
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That would be a good QOL update. I keep forgetting that the contracts are US format dates. MMDDYYYY
Yeah. I hate that. Looking forward for this change.
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That would be a good QOL update. I keep forgetting that the contracts are US format dates. MMDDYYYY
Here in my part of the US, we were taught that it should be day/month/year with the month spelled out or at least using the abbreviation so their was no confusion. Some times it makes no difference for example today 08/30/20 it is very clear it is not the 30th month of the year, but skip ahead a few days and lets say it is 09/02/20. If you get that you know it is not February, but someone looking back later will they know when it was? Now if it says 02/Sep/20 no confusion. Like I said that at least is what I was taught growing up in the US. I have never used the MMDDYYYY, how is it used other places?
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Part of Y2K prep, I started using 4-digit years - not because of possible system errors but confusion on dates like 02-10-01. More recently I've been advocating for 3-letter months instead of digits where the format is unspecified e.g. general documentation. Where it's clearly specified, such as in the title block on a drawing ("DDMMYYYY") I follow that format.
Edit: also dashes, or no separators, never slashes, as they tend to be control characters in various computer systems.
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I've preferred the military's dd-MMM-yy (20AUG20) ever since I was introduced to it. There's no way to mess it up. The only way I remember the US format is 9/11.
Would it be possible to have MHQ pull the date format from the computer's regional settings?
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ISO standard all the way: YYYY-MM-DD (with optional hh-mm-ss to follow)
(Also means everything sorts properly if you use it in filenames.)
-
Warning: Wall of Text Incoming
This will apply throughout all dates in MekHQ, with the only example that will not be customizable between the two MekHQ Option formats (our first MekHQ-specific display option... but I'm planning on doing more MekHQ-specific options in the near future) at the next release will be file names, which are set to the static yyyyMMdd because of potential file system issues. I plan on fixing this with a properly done validation system to prevent any file processing issues in the future.
Because of the formatter used, these will also automatically format any words within the date format in your computer's specified locale (i.e. if you are French dates will display in French).
MekHQ's Future Standard:
ISO-8601 is the default standard for the standard Date Format (yyyy-MM-dd), with the default Long Date Format being the standard format we previously used in MekHQ with a comma addition (EEEE, MMMM d, yyyy)... The latter being only used for the program title and new day report at this point (note that I might have missed some solid usages and would appreciate any calls for places where the longer format should be used... be do let me know through the release post or GitHub). MekHQ does not use any format other than those two except for save games, and does not require hh-mm-ss inclusion.
I decided not to pull from the computer's settings to avoid potential permissions issues and to ensure that players could customize MekHQ differently than their system. I've also tested some of the more... interesting... formats, and it did work although I'd highly recommend having the day specified.
Other Information:
This series of changes was started because I personally use dd-MMM-yyyy or dd-MMM-yy and absolutely hated the confusing format differences MekHQ was using (especially the nasty mixture of dd-MM-yyyy and MM-dd-yyyy).
This is also my first finished bugfix for what I term a hydra, which is a major bug whose fix is almost certainly to cause bugs while it is fixed. This one has been causing minor (and one major for 0.47.8, due to a mistake on my side) issues since I started this work in 0.47.5. Furthermore, these changes also include a major backend modification which will improve the ease programming anything to do with dates in MekHQ in the future.
(I cannot tell you how happy I am that I'm not the only person excited for this change... I honestly expected me to be the only one happy that this is done, but still shared anyway just in the case that wasn't true)
(Please pardon the wall of text, this is the change I'm most excited for since I started coding for MekHQ because of how much this will improve the development and my personal gameplay experience)
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(Please pardon the wall of text, this is the change I'm most excited for since I started coding for MekHQ because of how much this will improve the development and my personal gameplay experience)
Also, kudos for how much of a hydra date format changes can be!
-
Its one of those things that applying ISO during the alpha design could have prevented (its only been 20+ years... nothing to most governments or large organisations)
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Coming soon to Megamek and MekHQ
(http://i.imgur.com/lwsyjaSl.png) (https://imgur.com/lwsyjaS)
Well..Megamek first...Windchild needs to get the code over to MekHQ
-
:o
-
I like
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Interesting. so there hasn't been clan color per galaxy in camo side of MegaMek?
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Interesting. so there hasn't been clan color per galaxy in camo side of MegaMek?
We've had the camo patterns shown for years its the new selector and search in the tease.
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Coming soon to MekHQ: Improved GM Tools (and I am open to ideas for other expansions, already have two minor ones [Bloodnames and seeing individual dice rolls])
(https://i.imgur.com/ApWF2mO.png)
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Thats fantastic. I play in weekly Battletech Megamek RPG, this would be a great addition to helping manager the campaign.
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Will MegaMek have options to choose to display pilot names, or callsigns, or both, when those have been assigned?
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No changes on MegaMek's side for that story, so the way it currently works.
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Portrait Pack arrived today. Still have some work to get it ready but tiny sample of the 1228 Images in the pack.
(http://i.imgur.com/hYtOBszl.png) (https://imgur.com/hYtOBsz)
Can't thank Saxarba enough for doing the project by himself. The amount of work here is staggering.
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I love the new fuzzy grass texture. :)
-
Portrait Pack arrived today. Still have some work to get it ready but tiny sample of the 1228 Images in the pack.
(http://i.imgur.com/hYtOBszl.png) (https://imgur.com/hYtOBsz)
Can't thank Saxarba enough for doing the project by himself. The amount of work here is staggering.
Awesome! Thanks both of you
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Erm, are there any black people in these portraits? I'm only seeing white so far but that may be coincidence :D
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Are Support Vehicle construction added to Megalab yet? I was able find means to do it electronically construct a vehicle. Like a Naval Surface Support Vehicle (aka sea going warship).
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Are Support Vehicle construction added to Megalab yet? I was able find means to do it electronically construct a vehicle. Like a Naval Surface Support Vehicle (aka sea going warship).
Support Vees are definitely in 0.47.10 (I can't remember if they turned up earlier), including (most) Large Support Vehicles ... except that it doesn't yet, as far as I've been able to find, support the Large Naval Surface Vessels (the ones with multiple-hex templates) - probably because they would be a nightmare to implement into MM.
(I've already made myself a paper-thin Large Support WiGE that can, just about, carry a 'mek into battle in a Mech Bay. Although the armour is so thin you wouldn't want this going anywhere near a kid with a catapult, let alone a Catapult.)
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Erm, are there any black people in these portraits? I'm only seeing white so far but that may be coincidence :D
With 1228 of them I would hope so.
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Erm, are there any black people in these portraits? I'm only seeing white so far but that may be coincidence :D
With 1228 of them I would hope so.
Yes, the sample posted is a coincidence.
C:-)
But this is dangerously close to Rule 4 territory so please no further comments.
C:-)
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Awesome thanks :)
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Coming Soon to MekHQ: Hangar Tab Colours for Uncrewed and Unmaintained Units!
(https://i.imgur.com/jmayaZo.png)
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Oh, YEAH! /koolaidman :thumbsup:
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Is there any movement at all of trying to get advanced Battle Force or the abstract combat system added to Mega HQ?
Im still waiting for MegaForce so i can have multi-regimental forces waloping on another with out waiting game working through turns. :D
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M E G A F O R C E
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Is there any movement at all of trying to get advanced Battle Force or the abstract combat system added to Mega HQ?
Im still waiting for MegaForce so i can have multi-regimental forces waloping on another with out waiting game working through turns. :D
No and I would say it's years away (5 years at least). Our focus will continue to be implementing the TW/TO rules we don't have.
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megaforce great 80s movie LOL
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Any chance of seeing the Bull Shark (or at least, a sprite for it) coming to MegaMek anytime soon?
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Any chance of seeing the Bull Shark (or at least, a sprite for it) coming to MegaMek anytime soon?
We don't have enough data to build it.
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Added to that, while a Bull Shark sprite has been on my to-do list for some time, it's been pushed way down my priority list for the moment
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We don't have enough data to build it.
I went looking for a new Snapshot since the moratorium on the first wave of RecGuides & TROGC ended. Any idea when on that? Heck, I made several myself since I wanted to use them in a Refusal War scenario.
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I went looking for a new Snapshot since the moratorium on the first wave of RecGuides & TROGC ended. Any idea when on that? Heck, I made several myself since I wanted to use them in a Refusal War scenario.
Rec Guides 1-6 and GC will be in the next dev releases. Which we are hoping for this weekend assuming some last minute bug fixes get it.
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Added to that, while a Bull Shark sprite has been on my to-do list for some time, it's been pushed way down my priority list for the moment
Aw, darn.
I did find what look to be pretty accurate stats for it here, though.
https://bg.battletech.com/forums/battlemechs/bull-shark-maz-battletech-computer-game-spoiler/
I just want them for my Wolverines :D
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Rec Guides 1-6 and GC will be in the next dev releases. Which we are hoping for this weekend assuming some last minute bug fixes get it.
Obviously not something that requires any sort of timely response but I've always been curious what criteria does the team use to decide when it's time to put out a new dev release? I've never noticed any sort of pattern. Again just 15+ years of curiosity that finally bubbled up enough for me to ask.
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Obviously not something that requires any sort of timely response but I've always been curious what criteria does the team use to decide when it's time to put out a new dev release? I've never noticed any sort of pattern. Again just 15+ years of curiosity that finally bubbled up enough for me to ask.
We don't have any hard and fast rules. But one rule of thumb is we like to have Stable every year. We do Dev releases when have enough stuff to do a release, put in a new feature, or need to fix a bad bug (generally a result of major new feature). Roughly average every 6 weeks.
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Obviously not something that requires any sort of timely response but I've always been curious what criteria does the team use to decide when it's time to put out a new dev release? I've never noticed any sort of pattern. Again just 15+ years of curiosity that finally bubbled up enough for me to ask.
From what I've witnessed on the Dev slack, when they feel it warrants one with enough bug fixes/features to make it worth while.... and time allows it. But it's only my observation.
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Coming soon, but still very much a work in progress:
(https://i.imgur.com/ai5Z8xR.png)
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Something *really* needs to be done with that battle armor icon. The "MVO" text is supposed to be specifically "Medium class, Void suit". But it gets used on everything - heavy, light, Clan Elementals...
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Since I know you have nothing to do but capitulate to my whims, I humbly request a "Conserve Ammo" bot option.
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It already does that.
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Really? I have seen it fire stuff on 10s & 11s . . . perhaps a slider bar like the rest might be a good idea. It also seems to go all out with Ultra mode . . . nothing like seeing a Falcon Rifleman IIC 2 jam a UAC/2 when needing a 11 TH.
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Really? I have seen it fire stuff on 10s & 11s . . . perhaps a slider bar like the rest might be a good idea. It also seems to go all out with Ultra mode . . . nothing like seeing a Falcon Rifleman IIC 2 jam a UAC/2 when needing a 11 TH.
Hmm yeah, an additional slider for Princess´ behavior that governs ammo conservation and risking jams... that sounds like a good idea.
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Easier to tie it in to the existing Piloting Caution setting, I think.
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Except I may want the bot pilots to be cautious because they are fighting in a city but fighting at the 'mad minute' pace.
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The ammo conservation stuff doesn't come into play until the ammo bins start getting closer to empty. Off hand, I want to say that ammo conservation is tied to the 'aggression' slider. So if you drop it down low, the bot will conserve ammo a lot more rigorously.
edit: In my personal experience, most bot units don't last long enough for ammo conservation to even be a consideration.
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I tend to run a lance and have the bot run a reinforcing lance. Currently I can't buy most ammo because of campaign restraints.
The other thing that comes to mind as a perhaps useful request would be a giant countdown timer for bot path calculation that projects to take more than 10 seconds or 15 seconds or whatever.
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Heh, that exists as well. When you add a bot, set its verbosity to something other than "none", and check the chat window. Most people leave it off because it tends to spam a lot.
Once the next dev release hits, you'll see a major performance improvement in the bot's turn times though, so it might not be necessary.
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Heh, that exists as well. When you add a bot, set its verbosity to something other than "none", and check the chat window. Most people leave it off because it tends to spam a lot.
Once the next dev release hits, you'll see a major performance improvement in the bot's turn times though, so it might not be necessary.
I've found that in the past, but in recent efforts with the Dev 47.11, I have not seen that working with the bots.
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On the better icon list will that do anything about putting the bar on top of the layered icon, and it covering the dropdown menu for some of the choices?
Also I don't know who would even handle it but is there any chance of getting some of the pictures on the simple icons (the book, the aerofighter, the blue water ships, and I think there is an artillery picture as some examples) as stuff that can be put on the layered icon?
Also I know low priority but when making a layered icon I don't think there is a way to remove a choice once you put it on the layered icon. You can replace it with another icon, but you can't clear that layer to have nothing.
Finally just for fun is there any chance of a button that will generate a random layered icon (that you can tweak of course) just to get bursts of inspiration.
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Something *really* needs to be done with that battle armor icon. The "MVO" text is supposed to be specifically "Medium class, Void suit". But it gets used on everything - heavy, light, Clan Elementals...
Please feel free to open an issue for that.
On the better icon list will that do anything about putting the bar on top of the layered icon, and it covering the dropdown menu for some of the choices?
Also I don't know who would even handle it but is there any chance of getting some of the pictures on the simple icons (the book, the aerofighter, the blue water ships, and I think there is an artillery picture as some examples) as stuff that can be put on the layered icon?
Also I know low priority but when making a layered icon I don't think there is a way to remove a choice once you put it on the layered icon. You can replace it with another icon, but you can't clear that layer to have nothing.
Finally just for fun is there any chance of a button that will generate a random layered icon (that you can tweak of course) just to get bursts of inspiration.
The layered side is very much still in development as of now, but I am hopeful that I will be able to create a similar GUI to the example shown here with the standard GUI while maintaining current functionality. This shouldn't be an issue in the implementation planned.
This would be an RFE, and one not planned for this rework (the visual changes are because of a series of bugfixes and code simplification I am working on)
I have already implemented none options in a previous PR, and this is planned to add undo and redo functionality to the dialog.
That would be a RFE.
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Changes coming to the Lobby.
Better Color Coding and Team Information
(http://i.imgur.com/AHfA2gmh.png) (https://imgur.com/AHfA2gm)
Bad Weather Improvements
(http://i.imgur.com/MGy900Lh.png) (https://imgur.com/MGy900L)
Bad eyesight...zoom coming
(http://i.imgur.com/6EA7wIWh.png) (https://imgur.com/6EA7wIW)
Compact view improvements
(http://i.imgur.com/qjt4iGhh.png) (https://imgur.com/qjt4iGh)
General Look
(http://i.imgur.com/XjY90cBh.png) (https://imgur.com/XjY90cB)
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As someone with horrid eyesight that keeps getting worse, thank you so much for a zoom feature
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While the team is at it with the lobby UI revisions, is there a clearer way that player initiative bonuses and minefield deployment can be handled besides by double-clicking on player names?
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While the team is at it with the lobby UI revisions, is there a clearer way that player initiative bonuses and minefield deployment can be handled besides by double-clicking on player names?
What do you mean by clearer? Easier to reach; or: more obvious that this exists at all? Like a "Configure Player Settings" button?
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What do you mean by clearer? Easier to reach; or: more obvious that this exists at all? Like a "Configure Player Settings" button?
Bolded :thumbsup:
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Coming soon to Megamek
(https://user-images.githubusercontent.com/13815237/100530525-c2fc7300-31b8-11eb-832e-cac9a4bf5fc1.gif)
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A... replay? Really?
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Coming soon to Megamek
Dancing meks? Nice! ;D That will make AAR replays a lot easier then snapshotting manually every turn and putting together into a GIF by hand!
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A... replay? Really?
More like we take pics of each phase, save them to a folder. So people can review screen shots, or as shown create a gif.
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More like we take pics of each phase, save them to a folder. So people can review screen shots, or as shown create a gif.
I'm curious as to how it will interact with Double Blind, and with different levels of map zoom - looking forward to experimenting!
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I'm curious as to how it will interact with Double Blind, and with different levels of map zoom - looking forward to experimenting!
I would definitely want that to be third-party obsever/GM view. With the overlays coming along for the ride, it should be easy to tell where the units are spotted or net (U, H, etc.).
I wonder if this will include illuminated areas via spotlight/visual range in limited lighting conditions?
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More like we take pics of each phase, save them to a folder. So people can review screen shots, or as shown create a gif.
Well, still it seems an interesting feature. Yay.
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Oh wow, that would make AARs or let's plays so much more interesting, imagine instead of a 3hr long video showing a week of time passing in the game and 3 battles, instead you have a review of a year with 30 battles done in an hour!
Awesome work!
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I'm curious as to how it will interact with Double Blind, and with different levels of map zoom - looking forward to experimenting!
Should strictly be screen shots of what the player sees.
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I kinda want to record a MegaMek game and provide a play-by-play on YouTube with commentary by Chris Rose or Duncan Fisher :D
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Should strictly be screen shots of what the player sees.
Cool. That's what I thought. And would avoid it potentially being used as a way to circumvent Double Blind. (Not that anyone would do such a thing, but ...)
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Cool. That's what I thought. And would avoid it potentially being used as a way to circumvent Double Blind. (Not that anyone would do such a thing, but ...)
The images are stored locally on the players PC.
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Would be nice to have an option for after the game to replay with all units visible for tactical review.
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Would be nice to have an option for after the game to replay with all units visible for tactical review.
Submit a feature request at https://github.com/megamek/megamek (https://github.com/megamek/megamek) and maybe it'll make it into a future release.
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Coming soon to Megamek....Select Map Improvements
New Look for finding maps
(http://i.imgur.com/jOH0YZGl.png) (https://imgur.com/jOH0YZG)
Updated Planetary Conditions Dialog
(http://i.imgur.com/D82gtMal.png) (https://imgur.com/D82gtMa)
Search by Map name
(http://i.imgur.com/pmrXKVol.png) (https://imgur.com/pmrXKVo)
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It would be really helping, you know. Thanks.
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That's a huge improvement right there :thumbsup:
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Thats gorgeous!
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That's awesome!
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All kinds of awesomeness there. :thumbsup:
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Coming soon to Megamek
Is that 3D look something new, also? I remember the isometric view, and it didn't look like that. Keep in mind, I am just back to playing, and we're using 46.1 (host's call).
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Is that 3D look something new, also? I remember the isometric view, and it didn't look like that. Keep in mind, I am just back to playing, and we're using 46.1 (host's call).
Not sure what exactly you're referring to, but if you just mean the shadows, that's selectable in the graphics tab of the client settings.
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Not sure what exactly you're referring to, but if you just mean the shadows, that's selectable in the graphics tab of the client settings.
Sorry I wasn't very clear; yes, the shadows are what I am referring to. Thank you.
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Sorry I wasn't very clear; yes, the shadows are what I am referring to. Thank you.
Yeah, the hex-edge highlight/shading was added in one of the 0.47.n updates. Makes level changes nice and clear, without needing to switch on the 'heavy borders' or 'isometric' options, except for special circumstancs. It's a really nice visual improvement.
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MekHQ's Campaign Options will be getting cleaned up and organized in 0.49.X, with Personnel (the largest tab and the one most in need of organization improvements) being first on the docket.
(https://i.imgur.com/Q7imJCo.png)
(https://i.imgur.com/lDS7S7l.png)
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Nice. A better way of filling out the XP/skill level table would be nice - being able to copy-paste rows/columns/blocks of values to fill identical progressions for similar roles would be an improvement.
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That looks rad. I picked the perfect time to jump back into Megamek.
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At this rate, maybe MegaMek will drive the next generation of AToW... ^-^
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Certainly looks easier to deal with than ATOW and other systems. i still think MW2 despite flaws is fairly descent as long GM rides te players from braking it.
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At this rate, maybe MegaMek will drive the next generation of AToW... ^-^
That's what I'm working on... and to give it MegaMek compatibility.
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You, sir, are a true hero! If you need any help with the logic, I built some of the necessary stuff into my spreadsheet.
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Web based project with JSON output to be easily importable into MekHQ at a later point (and any other project that wants to use them).
And the JSON import into MekHQ would also be my project.
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Do JSON files interface with Excel? That's where I built my spreadsheet...
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Not that I'm aware of.
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Bummer... I'll see what I can figure out...
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Don't worry, you have plenty of time. By then I may have an excel output option or just may prefer using the web interface or printable record sheets.
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Roger, thanks! :thumbsup:
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And the MegaMek devs are the heroes. I'm just trying to make something easier for all that works with their masterpiece to further enhance their project.
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That's all us mere mortals can hope for... 8)
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I get the sense that there has been a miscommunication here.
I don't think Daryk was asking if the end output of the web tool could be an Excel file but if JSON/Java could pull information from Excel files either to pull existing characters from his spreadsheet or to pull data/functions from to make it a little easier to build this web utility.
I'm too far removed from Java to know for sure how possible any of that is but it should be doable, at least the import character part. The formulas/functions it'd probably be easier to just build all that in the JSONs itself.
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Tbat's possible... I have zero familarity with JSONs. If so, it's all my fault...
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I get the sense that there has been a miscommunication here.
I don't think Daryk was asking if the end output of the web tool could be an Excel file but if JSON/Java could pull information from Excel files either to pull existing characters from his spreadsheet or to pull data/functions from to make it a little easier to build this web utility.
I'm too far removed from Java to know for sure how possible any of that is but it should be doable, at least the import character part. The formulas/functions it'd probably be easier to just build all that in the JSONs itself.
Regardless, not writing the site in java so that's a moot point and Excel functions don't translate too well into the languages I use.
Tbat's possible... I have zero familarity with JSONs. If so, it's all my fault...
JSON = JavaScript Object Notation - File format meant for computers to parse easily that happens to be human readable.
So unless someone writes a macro for loading JSON files, it wont interface.
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JSON is just a file format, nothing more. The following is an example of JSON:
{
"chassis": "Awesome",
"model": "AWS-8Q",
"weight": "80"
}
As for driving AToW... There is still a lot to do to meet this generation of RPGs with regards to personnel before we'd reach that. Plus, some of the systems on the list
are probably too complicated to actually put into a RPG (although this is BT...)
I've got a few things on my personal list for personnel before I start taking a look deeper into RPGs and similar, and I can guarantee more personnel improvements are coming in 0.49.X.
For the coming soon bit... Random death and personnel roles are two early foci, with the latter already having an open PR that adds the (albeit not fully implemented, but a working partial implementation) Dependant primary role and the LAM Pilot primary role
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Algorithms should be relatively easy to translate... I just need to know what to translate them to...
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Algorithms should be relatively easy to translate... I just need to know what to translate them to...
I'm starting with the Point Buy version for veterans then will do a wizard for the life paths afterwards.
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The algorithms I've written automate optimization, so will probably be most useful for the latter...
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Hmmm.....
I wonder what would happen if you crossed a ToE (like the Force Generator) with the Lobby......
(http://i.imgur.com/s5eoaH6.png) (https://imgur.com/s5eoaH6)
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That could work... ^-^
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Microsoft is sending out an update to kill Adobe Flash. https://www.bleepingcomputer.com/news/microsoft/microsoft-force-installs-windows-10-update-to-remove-flash-player/
How will this affect us?
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It won't. We use Java.
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Forgot about that. :facepalm: Thanks. :thumbsup:
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Coming soon to Stable. ;)
*BING*
(http://i.imgur.com/UEhNE08l.png) (https://imgur.com/UEhNE08)
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BING
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I suppose that's why "mute" is default "TRUE"... 8)
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Exactly. That's what I was trying to indicate! :))
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my solution was to go directly to the sound file and delete it
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Oh thank God!!! That noise cuts through to my soul
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You know, the first thing to do when I get the new release is turn on MegaMek and turn it off. Finally.
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First thing I do is forget to do that, fire it up on the laptop while the wife is asleep next to me, and wake her up with some loud, rapid fire dings
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It's just a .wav file, you can simply replace it.
I reset mine to play the Star Trek TNG computer tone after every new install.
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StratCon Development Continues slowly.
(http://i.imgur.com/6M7d2yFl.png) (https://imgur.com/6M7d2yF)
If you've never heard of it see here. (https://github.com/MegaMek/mekhq/pull/2144)
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This is awesome, will be the most significant upgrade for me in years, thanks guys!
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Will Stratton involve space battles?
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Will Stratton involve space battles?
I stand corrected.
Not at this time.
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Liking the concept. A few semi-random thoughts/questions, mostly on airborne units/formations.
How does VTOL and fighter formations figure into this for movement? They can cover a lot more ground than ground or mixed ground/VTOL formations.
Will fighter formations run CAP/BARCAP, to limit the ability of enemy airborne formations to reinforce? For example, deploy a fighter formation to a strategic hex as BARCAP, where they intercept any fighter or VTOL formations that try to move through that/adjacent hexes.
What about airfields (small, medium, large, DropPort) as a 'facility type' to attack/defend? Requirement/bonus for staging airborne formations from airfield/DropPort locations?
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Not at this time.
Actually, that's not accurate. If you've got aerospace forces in your TO&E, atmospheric and space scenarios will spawn for them.
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Actually, that's not accurate. If you've got aerospace forces in your TO&E, atmospheric and space scenarios will spawn for them.
Cool 8)
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Is it includes enemy warships and space stations?
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Not sure about those yet. It's hard to balance warships in a procedurally generated environment because they pretty much wipe the floor with anything other than other warships, so your average player is likely to get all their aerospace assets wiped out in a round or two.
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So if it is on RAT you need to become the second mercenary force to have a warship in Inner Sphere... or face death. Although warships are tend to have very high BV so I doubt that it is generated against petty aerospace assets even if it is on RAT.
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Wait, what about (literally)naval, then? I doubt that most of us will play blue water navy, or even have a look, though.
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Very rarely, but yes, you may see blue-water naval forces in scenarios where there's water. It might look a little weird to have a frigate camped out in a single depth-1 water hex, but, the possibility is there.
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Coming soon to MekHQ: The Markets Tab. This is the second tab of Campaign Options I've cleaned up, replacing the Personnel Market Tab with one for all three Market Types, and allowing one to use the Monthly AtB Unit Market outside of AtB (or not use it within AtB).
(https://i.imgur.com/GVQ9NpQ.png)
Modernized Unit Market Dialog:
(https://i.imgur.com/cJTltop.png)
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Should that be "... % of market value or lower"? :P
I wouldn't mind seeing better column width control on the Unit market dialog. I'm always having to stretch it out to see the full unit name, as many of them are only differentiated by model at the end; for example, look at the two "Scorpion Light Tank (..." entries, or the "Partisan Heavy Tank (..." entry in the screen shot.
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Should that be "... % of market value or lower"? :P
I wouldn't mind seeing better column width control on the Unit market dialog. I'm always having to stretch it out to see the full unit name, as many of them are only differentiated by model at the end; for example, look at the two "Scorpion Light Tank (..." entries, or the "Partisan Heavy Tank (..." entry in the screen shot.
Yup, was a typo in this version (which is not the final product, still in-progress). I've been playing around with minor bits and pieces within it, and the default size of the Unit, Market, and Type columns are going to be changing for exactly that reason.
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Looks great! Any chance of generating the time to deliver and showing it in the market?
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Looks great! Any chance of generating the time to deliver and showing it in the market?
That is an excellent idea, and more fitting than our current method of determining it. I'll be implementing this before I open the PR.
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Very rarely, but yes, you may see blue-water naval forces in scenarios where there's water. It might look a little weird to have a frigate camped out in a single depth-1 water hex, but, the possibility is there.
I think a frigate would actually bottom out in water that shallow ;D
The Stratcon update is very exciting. I'm looking forward to trying it out!
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Battlemech is the king of the battlefield - until six Long Toms are directly face your mech.
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Is there a plan to drop useless rounds out of MekHQ games automatically?
Example: my current game has my troops deploying in rounds 6&7. The Bots deploy in rounds 3&7. Rounds 0-2 are just cycles that don't do anybody any good.
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Yeah it's pointless and I have to manually set it to either 1 or starting. I have seen some units are deployed on turn 38. I don't understand how it is set and why it is required to do.
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There's rules for deployment time in the AtB notes. It's based on slowest strategic speed (walk/cruise) in the unit along with some leadership/strategy modifiers, and role (fight/defend/scout/etc.) modifiers. I will say there is a certain amount of weirdness in how the delays are applied e.g. aerospace in a completely different formation will deploy on turn 30 if infantry also deploy on turn 30. I think some of that will change with the StratCon tools.
Sounds like everyone is talking about chase scenarios - that's where the bulk of long and/or weird deployment turns come in. Those extra turns are kind of important to the scenario; skipping them is not a good idea. Although I do completely redo the delays for that scenario type, and use something a bit more rational for the other scenarios when it doesn't make sense.
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The other factor is artillery. It should be ready few kliometers after you, but it costs so much turns to be ready. Although it is hard to check if it is an artillery or normal line unit.
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A question about black market. You may deceived by the black market but is there any ways to punish them? I wonder it is possible, though, but chasing them seems a good scenario.
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A question about black market. You may deceived by the black market but is there any ways to punish them? I wonder it is possible, though, but chasing them seems a good scenario.
In a game I was running using MekHQ, I had a player actually want to do this. I had to fudge it so that he couldn't find the black market person who did it. Lost an entire game session to this one thing because the player just didn't want to let it go.
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A question about black market. You may deceived by the black market but is there any ways to punish them? I wonder it is possible, though, but chasing them seems a good scenario.
There is not.
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Coming soon to MekHQ: Force Icon Piece Rework
Kailan has been working hard on creating new pieces and reducing duplication for layered force icons, so that one can create layered force icons like the following, which indicates a laser equipped heavy armoured C3-capable electronic warfare Battle Armour transported by a Patrol Ship.
(https://i.imgur.com/zNCfu43.png)
This will be accompanied by a rework of the force icon creation GUI, KDagley's standard force icons in the new MekHQ Extras repository, and full migration.
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Yaaaaay!
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Looks like I have a heck of a project coming up to make those work with all my backgrounds.
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Coming soon to MekHQ: Force Icon Piece Rework
Kailan has been working hard on creating new pieces and reducing duplication for layered force icons, so that one can create layered force icons like the following, which indicates a laser equipped heavy armoured C3-capable electronic warfare Battle Armour transported by a Patrol Ship.
(https://i.imgur.com/zNCfu43.png)
This will be accompanied by a rework of the force icon creation GUI, KDagley's standard force icons in the new MekHQ Extras repository, and full migration.
Hate to keep bringing this up, but that "MVO" should not be there, unless this is specifically a "Medium class, Void suit" formation. Per StratOps, first printing, page 337/338. The example is a Davion-yellow BA frame with "MCA" labelled as "Infantry modifier". Bottom of page 338:
The battle armor modifier consists of a standardized three-letter designation for the type of suits. The first letter is the suit's weight class, followed by either the first two letters of the suit's name or the first letter in the first two words of the suit's name. For example, Fa Shih battle armor would be MFS, a Shedu suit is designated ASH and Torando P(AL) as PTO. Once more referring back to Diagram One, the Forty-eighth Battle Armor Battalion includes MCA at the top of the frame: Medium battle armor, Cavalier.
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Hate to keep bringing this up, but that "MVO" should not be there, unless this is specifically a "Medium class, Void suit" formation. Per StratOps, first printing, page 337/338. The example is a Davion-yellow BA frame with "MCA" labelled as "Infantry modifier". Bottom of page 338:
The battle armor modifier consists of a standardized three-letter designation for the type of suits. The first letter is the suit's weight class, followed by either the first two letters of the suit's name or the first letter in the first two words of the suit's name. For example, Fa Shih battle armor would be MFS, a Shedu suit is designated ASH and Torando P(AL) as PTO. Once more referring back to Diagram One, the Forty-eighth Battle Armor Battalion includes MCA at the top of the frame: Medium battle armor, Cavalier.
Just a render to show what will be possible and some of the new pieces, but good to know.
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Hate to keep bringing this up, but that "MVO" should not be there, unless this is specifically a "Medium class, Void suit" formation. Per StratOps, first printing, page 337/338. The example is a Davion-yellow BA frame with "MCA" labelled as "Infantry modifier". Bottom of page 338:
The battle armor modifier consists of a standardized three-letter designation for the type of suits. The first letter is the suit's weight class, followed by either the first two letters of the suit's name or the first letter in the first two words of the suit's name. For example, Fa Shih battle armor would be MFS, a Shedu suit is designated ASH and Torando P(AL) as PTO. Once more referring back to Diagram One, the Forty-eighth Battle Armor Battalion includes MCA at the top of the frame: Medium battle armor, Cavalier.
Hi! I really appreciate the input and I'm going to try to work in as much of this stuff as possible! I wanted to try my best to make sure that everything from the Warfare Symbology section of SO could be replicated with the new system. I think I included MVO just because it was one of the examples on page 340. The new icons will be as comprehensive as I can make them, but unfortunately they do still have to be premade .png files, and the sheer number of available infantry modifiers, unit echelons, etc would mean including hundreds of extra modifiers. My main goal for this pass was to A) redraw/reposition the force icons to allow for more adjustments without clipping and B) include as many new adjustments as possible before I started to go insane. I'm absolutely all for including any specific adjustments people are interested in!
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An option for the BA is to just do a one-letter code for the size of the suit instead of the whole three-letter code to cut down on work. The three-letter coding breaks down once larger mixed BA formations are used and the one-letter coding follows the other established icons in mechs and ASF formations.
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An option for the BA is to just do a one-letter code for the size of the suit instead of the whole three-letter code to cut down on work. The three-letter coding breaks down once larger mixed BA formations are used and the one-letter coding follows the other established icons in mechs and ASF formations.
That sounds like a good idea.
Maybe something to denote quad suits, since their capabilities are somewhat different from humanoid ones. Say "MQ" instead of "M" for a medium quad suit or something like that.
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I just had another thought for those more detail oriented and want to use the 3-letter code. What if there is an option to make your own code by selecting the letters yourself instead of trying to get each BA itself. Each of the three letters in the code is independently able to be placed.
This would mean 52 letters and 20 digits would need to be made to cover every eventuality for the latter two letter codes and five for the first letter code. The coding for the placement of the extra letter codes would need to be done as well to implement this idea, so not the ideal solution.
My feelings on this is that it may not be worth the extra effort on the team's part. The detail oriented may make their own icons if they so wish, its easy enough once the base has been created. Time consuming though. MVO bugged me so much as well.
Just 10 icons for BA (five for standard and five for quad) is probably good enough for most people.
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I just had another thought for those more detail oriented and want to use the 3-letter code. What if there is an option to make your own code by selecting the letters yourself instead of trying to get each BA itself. Each of the three letters in the code is independently able to be placed.
This would mean 52 letters and 20 digits would need to be made to cover every eventuality for the latter two letter codes and five for the first letter code. The coding for the placement of the extra letter codes would need to be done as well to implement this idea, so not the ideal solution.
My feelings on this is that it may not be worth the extra effort on the team's part. The detail oriented may make their own icons if they so wish, its easy enough once the base has been created. Time consuming though. MVO bugged me so much as well.
Just 10 icons for BA (five for standard and five for quad) is probably good enough for most people.
That was a good idea, and I took a look to see if it would be feasible, but unfortunately the kerning makes it look weird regardless of how I arrange things (since they still have to be static .pngs and can't be rearranged ad-hoc without a code rewrite). It either looks oddly spaced or off center regardless of how I finagle it.
At the moment I think my plan is to make a lot of generic options for people to choose from and (file size limits permitting) maybe include the source pdf/GIMP file so people could easily add their own variants.
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Is there a way to use some of the older images again to represent mechs or choose an image to represent a custom mech? Many in our group prefer some of the older version’s images or prefer the classic (in this case new) Rifleman over the Phoenix images.
I recall being able to a few code changes, something like “exact” for specific models several years ago.
Stable 48 is glorious BTW. We’re having so much fun.
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data --> images --> fluff --> mech
here's what my rifleman images look like
(http://puu.sh/HwaPx/1760b5c3c5.png)
If you want one image for any variant of the chassis, just name it as it is in MM's database. If you want an image to show up for a specific variant, include the model name as well. That will override the chassis-common one.
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data --> images --> fluff --> mech
here's what my rifleman images look like
(http://puu.sh/HwaPx/1760b5c3c5.png)
If you want one image for any variant of the chassis, just name it as it is in MM's database. If you want an image to show up for a specific variant, include the model name as well. That will override the chassis-common one.
To be clear, I’m referring to the in-game image/icon...the one that appears on the map. Additionally, we prefer some of the older images/icons, that used to be available and in our opinion more accurate depicting the mech.
For example: I used to be able to mod the list to modify the original(?) Orion icons that strongly resembled the Ral Partha mini to reflect custom or updated models of the Orion ON1-V...example an ON3-V. The mech would be listed as an ON3-V, but use the ON1-V.
To do that now, I need to name my 3-V as a 1-V and there is no longer an option to choose between older image/icon art vs new/current like there used to be. Or maybe I’m missing it? Or maybe it’s no longer an option because the older art has been purged?
Thanks for your assistance! My apologies in advance in case I’m having a penetrating glimpse into the obvious and missing it.
Typing all of this, then correcting errors is a massive PITA on a phone.
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Is there a way to use some of the older images again to represent mechs or choose an image to represent a custom mech? Many in our group prefer some of the older version’s images or prefer the classic (in this case new) Rifleman over the Phoenix images.
I recall being able to a few code changes, something like “exact” for specific models several years ago.
Stable 48 is glorious BTW. We’re having so much fun.
There are a couple ways to go about this.
The easiest would be to replace the image and rename the new image to the old one. The images can be found in the sub-folders in Megamek/data/images/units folder. Make sure that you copy your install, or just the change, and distribute it to your players otherwise only your screen will show the new images.
The other way will have you editing a text file. I recommend the above unless you are just adding a new variant(s). The files you are looking for are mechset.txt and localserver_mechset.txt. These are located in your Megamek/data/images/units folder. Scroll or search through the mechset.txt and find the unit you are looking for.
chassis "Rifleman" "mechs/Rifleman.png"
exact "Rifleman RFL-1N" "mechs/Rifleman_1N.png"
The "chassis" line affects all units with that chassis name that are not specified using "exact". For variants copy the exact line to localserver_mechset.txt. The portions in the quotation marks are what will need to be changed. The first set is the chassis and variant names you used for the new unit. These need to be exact to what you named it in say megameklab. The second set is the path to the image file from where the mechset.txt file is located. In this case the image is located Megamek/data/images/units/mechs/Rifleman_1N.png. You only need "mechs/Rifleman_1N.png" as mechset.txt is located in the units folder, or Megamek/data/images/units/.
Hope this is clear enough.
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To be clear, I’m referring to the in-game image/icon...the one that appears on the map. Additionally, we prefer some of the older images/icons, that used to be available and in our opinion more accurate depicting the mech.
oops! carry on
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I'll add a couple of things to this.
1) Try to avoid editing Mechset.txt every time you update you'll overwrite the file. Try and put everything into the local_mechset.txt file
2) We used to keep back copies of the sprites but it's a practice I stopped about a year ago. They were bloating the releases. Basically the only way you'll have the old version of the sprites is to dig back through releases. A library of releases is available here.
https://github.com/MegaMek/megamek/releases
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Small improvement to the bot for space battles:
(https://i.imgur.com/oS1cAqc.png)
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Small improvement to the bot for space battles:
(https://i.imgur.com/oS1cAqc.png)
Oh nice!
So how is Princess at space battles now? Have not tried anything other than ground maps in quite a few versions.
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She does reasonably well. I spent a bunch of time prior to the most recent stable improving her performance (the cause was two pretty dumb things that you wouldn't really expect), so she's pretty zippy. With Newtonian physics she has a tendency to fly off the board and make some unnecessary control rolls, but other than that, she'll give you a run for your money.
With the next dev release and StratCon, you'll get to see for yourself.
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Is there some option to "dock" the minimap and unit screen instead of floating them over the playing area?
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Is there some option to "dock" the minimap and unit screen instead of floating them over the playing area?
Not at this time.
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I hope it's optional if it does get implemented. I put the mini-map and the unit screen on a different monitor.
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Coming (very) soon to MekHQ, Modernized Rank Systems:
Full user data folder merge implementation, multiple custom rank system support, varied import/export capabilities, file refresh, full validation, plus around a dozen bugfixes.
(https://i.imgur.com/CMg1GNM.png)
Note: this does not include a rework of the individual rank levels. I have created a project on GitHub to expand and improve these and professions, although I personally will not be handling it for the foreseeable future as I will be working on Personnel, Force Icons, and a secret project that I am slowly providing spoilers for on our Discord channel.
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Wow. Multiple custom rank is quite interesting. Thanks for the update!
Asides, will it includes to change the define of officer? For now you can't set a rank officer or not, while the save file do saves it and you may edit it by xml editors.
And is there any mechanism based on the officer rank right now, such as salary table on CO? Else it is purely for fluff?
Although it is not the topic and it is easy to apply, but requires or give some meaningful benefit for forces with enough NCOs and Officers per the size of the unit seems a good option to AtB. I don't have an idea how to actually intergrate it to MekHQ, though. There is a guideline on CO, but that's only a guideline and it only impacts for salary. Unless the TO&E is fixed and you need to put enough officer to 'unlock' the higher unit, but I doubt that it is suit for MekHQ.
And, is it possible to add NCO option for officer tab, rather than true/false? With this you may check some enisted ranks as NCO. Although there is no mention for NCO on CO.
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Wow. Multiple custom rank is quite interesting. Thanks for the update!
Asides, will it includes to change the define of officer? For now you can't set a rank officer or not, while the save file do saves it and you may edit it by xml editors.
And is there any mechanism based on the officer rank right now, such as salary table on CO? Else it is purely for fluff?
Although it is not the topic and it is easy to apply, but requires or give some meaningful benefit for forces with enough NCOs and Officers per the size of the unit seems a good option to AtB. I don't have an idea how to actually intergrate it to MekHQ, though. There is a guideline on CO, but that's only a guideline and it only impacts for salary. Unless the TO&E is fixed and you need to put enough officer to 'unlock' the higher unit, but I doubt that it is suit for MekHQ.
And, is it possible to add NCO option for officer tab, rather than true/false? With this you may check some enisted ranks as NCO. Although there is no mention for NCO on CO.
As per the note on my post, this does not include a rework of individual rank levels nor will I be undertaking that project for the foreseeable future.
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Nope, still can't read that spelling of Lieutenant without wincing. ;D
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As things stand currently, Doctors use MW ranks, can there be an option to put them with the other support personnel (techs and Admin)?
Please? 8) ::)
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I know for my campaign, I put the Doctor/Nurse ranks under the MW Warrant Officer Ranks.
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Relegating doctors to NCO status? The shame!
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Doctors should definitely be commissioned officers. That's too much work to merit anything else. Medics are great, but just not the same. PAs (Physician Assistants) are Warrant Officers currently. And Nurses are commissioned too...
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I know the us U.S. Army has doctor's as Captains and up. Nurses have been, ALIME, 1st or 2nd Lieutenants.
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I know the us U.S. Army has doctor's as Captains and up. Nurses have been, ALIME, 1st or 2nd Lieutenants.
All NATO armies (at least those I know) have doctor's as Captains and up. Nurses can be Lieutenants but can also have the highest ranks of Sergeants.
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ALL regular military doctors are commissioned officer with rank of Captain(or O-3 grade) at least, else they must be demoted after their promotion. I heard that some nations are gives O-2 grade for interns, though, but that's still higher for normal officer who must start with O-1.
Although it depends on the various military traditions, but most military traditions are based on our current era, and I don't think that most armed forces are stupid enough to not respect doctors, thus doctors are expected to start their career as the commissioned offficer. Among the humanity only Clans does if I remember correctly, for Clans doctors are not the warrior caste. But even for Clans, scientist caste is on the high echelon among the castes.
Nurses are depend on the curriculum to classified as either NCO or officer. But anyway they are also NCO at least. The reason is same as doctor.
Unless you want something akin to 'civilian personnel' that is civilian but work for the military, they surely shares the same rank structure with rest of your officers. And I don't think that doctors are suit for this and you should take your own military doctor with officer rank. Doctor is essential to the business which always push the personnel to the harm's way so you never make it without one, and is a profession worth enough to earn the commission. Also doctors with military rank have the authority to say no for ridiculous orders given by the other military personnel, which is an another reason why they have the officer rank. You may a master tactician, but your doctor is the better person if you want any medical aid unless you are also a doctor as well(and you will need an another doctor for you are also need to command the rest of your force).
You may outsourcing the medical service if the size of your company is literally as it is or even smaller. But if you have the force with enough size to have a permanent branch of your own medical teams, you need at least one doctor and nurse each with officer rank. You probably needs much more.
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Well, but for WO, it is not that weird. WO is still an officer(and is have the same authority with the commissioned officers and are not the NCO), and is have the different branch with normal officer titles. Also while WOs are considered as mid to high ranked officers, they are tend to be assigned to the special jobs which needs intensive training and are rarely commands a force. A high ranked WO can even respected as much as a general, but a WO don't command a division, for example.
For armed force level, still doctors are need to be regular officers since they may take a hospital or even a full medical branch, but for low ranked doctors WO is not half bad either.
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OMG, it's a friggin' game and I'm just using it to get the ranks I want displayed on the Nurses and Doctors. I understand that it's not the "true" military system of how doctors are ranked, but for the couple of dozen medical characters, it works.
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Since WO is still the officer and it seems that your force is a mercenary company rather than an armed force, so give WO to some medical staffs may works. They are respected, but they are not expected to command your men.
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I think what Dr. Banzai is saying is that it literally does not matter a single iota what rank your Doctors are and trying to correct it by 'educating' them on how the real world does it is neither helpful nor wanted.
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I would love to see Admin personnel and Medical staff get their own rank system. Bring back the old Specialist system of the US Army.
On another note, will we see Infantry Support Operations ("off-screen") implemented in the future? Or the expanded version that included air support and artillery that Mukai posted a long time ago?
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I think what Dr. Banzai is saying is that it literally does not matter a single iota what rank your Doctors are and trying to correct it by 'educating' them on how the real world does it is neither helpful nor wanted.
And he's entirely right about that! (I was more amused by it than trying to tell him he was playing Stompy Robot Battle wrong!)
Since WO is still the officer and it seems that your force is a mercenary company rather than an armed force, so give WO to some medical staffs may works. They are respected, but they are not expected to command your men.
As a tangent, that depends on the setting - in the UK, Warrant Officers are senior NCOs, not an 'officer' rank. You salute a Company Sergeant Major at your own risk. (I've seen it happen at a cadet camp. It was entertaining, although we managed to swallow our grins in the interest of self-preservation. "Do I look like a bloody officer to you, Corporal?")
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I concur with Scotty and Simon on the above.
Further, I'm not reworking individual rank tiers, just handling systems and a bunch of bugs. Redoing the rest would take too much time away from my other projects.
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As a tangent, that depends on the setting - in the UK, Warrant Officers are senior NCOs, not an 'officer' rank. You salute a Company Sergeant Major at your own risk. (I've seen it happen at a cadet camp. It was entertaining, although we managed to swallow our grins in the interest of self-preservation. "Do I look like a bloody officer to you, Corporal?")
Didnt knew there are different "salutes" according to NCO/CO. Here everyone salutes everyone else the same only stating rank aloud at the same time (not mandatory).
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Note: this does not include a rework of the individual rank levels. I have created a project on GitHub to expand and improve these and professions, although I personally will not be handling it for the foreseeable future as I will be working on Personnel, Force Icons, and a secret project that I am slowly providing spoilers for on our Discord channel.
I want to know more about this.
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Edit: Nevermind - I found the awesome discord and got the answer.
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Coming in 49.0
STRATCON! (Alpha Release)
(http://i.imgur.com/e6JVmpzl.png) (https://imgur.com/e6JVmpz)
Ever been frustrated with the lack of any kind of wider context in AtB? Getting bored with the same 12 scenarios? Tired of having your one mech lance come up against clan trinaries every fight?
Strategic Context (StratCon) is the next generation scenario and campaign management system for AtB. When you select the 'use StratCon' option at the bottom of the AtB tab in Campaign Options, then travel to your contract location, you may notice a new AtB Campaign State tab in MekHQ. This is where you will manage force deployments for your current AtB-style mission - seek out your objectives, repel enemy attacks, reinforce your units, all that good stuff. Initially, this comes with 34 different scenario types, with BV-balanced opposition (not very strictly BV-balanced - the difficulty level and your current unit rating affect plus a healthy dose of RNG affect the opposition strength, but you're not going to consistently see horribly unbalanced fights). Wanted to play aerotech? Fire up those thrusters, because StratCon comes with six types of atmosphere and space scenarios as well. Think you're going to get bored? Don't worry, there are also ~60 scenario modifiers to mix things up (things such as an extra enemy mech lance where you don't want it, or maybe some allied aerospace fighters to come help you out). Ever wanted the freedom to bring your own reinforcements because the fight just isn't fair? Well, you can. Just be prepared to use up resources or risk more hostiles showing up to the fight. And if you get bored with that, you can always define your own scenario templates and modifiers.
A brief bullet-point list:
- 34 BV-balanced scenario types, with the ability to create your own
- ~60 scenario modifiers, with the ability to create your own
- Freedom to reinforce fights, but beware
- Allied and hostile facilities populate the strategic map, affecting nearby battles
- Command clauses matter more - stick to the job on independent or coast on integrated
- Leadership and Tactics let you bring auxiliary units to the fight, or deploy minefields
This feature has received a good amount of testing (thanks to everyone who took the time to playtest and supply bug reports), but is still firmly in the alpha stage, so expect bugs and weird behavior, especially with regards to automatic objective tracking.
Future expansion plans (no ETA, obviously):
- A few more scenario types (e.g. "Drop Zone Defense", "Strategic Space Asset Assault/Defense")
- Strategic map biomes (not entirely random weather/terrain types)
- Persistent tactical maps in some situations
- Persistent facility garrisons
- More contract types from CamOps
(http://i.imgur.com/uPO3t6Jl.jpg) (https://imgur.com/uPO3t6J)
Image from Sp0oky777 (https://www.deviantart.com/spooky777)
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Wow. And that's all I have to say right now: Wow.
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Oh my.
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Oh. Gods.... Is it the reality? Not a fancy dream?
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Coming in 49.0
This sounds great.
Is there an option to balance by number of units instead of BV? Or maybe ignore the crew modifiers? I'm not keen on the idea of the opfor changing dramatically if I have to swap in a couple of rookies to replace two injured elites. That sort of thing. I don't mind the enemy deploying more/fewer units when I do, since I can pretend they have scouts and distant forces to draw from or reinforce. It seems weird, though, that they'd know not only who's piloting a given vehicle on any particular day, but that pilot's precise skills.
That aside, dat update. Mmm.
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YEEEEAAAAAHHHHH!
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Does this mean 49.0 is close?
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Does this mean 49.0 is close?
ummm......yeah.....its in the home stretch.
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Coming soon. Updated Camo Pack. The SeaVea pack has been the default but the artist no longer supports it. We will be making the switch to DeadBorder's camo pack. Small sample of the 1220 Camo's it has.
Marik
(http://i.imgur.com/ZRm7J9jl.png) (https://imgur.com/ZRm7J9j)
Merc
(http://i.imgur.com/pxfh5dyl.png) (https://imgur.com/pxfh5dy)
Wolf Clan
(http://i.imgur.com/NCtswmRl.png) (https://imgur.com/NCtswmR)
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Will this replace all of the current camos, or just the unit ones? (i.e. what about the "Standard Camouflage" folder, which I'm rather fond of)
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Can we just keep both? I use current faction camo stuff units as normal or alternative paint schemes.
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Will this replace all of the current camos, or just the unit ones? (i.e. what about the "Standard Camouflage" folder, which I'm rather fond of)
Can we just keep both? I use current faction camo stuff units as normal or alternative paint schemes.
The plan is to keep both. Deadborders pack will be the main one going forward. With his camo's renamed to match SeaVeas. Any extra camo's will be available as seperate download.
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Excellent news. Thanks for the confirmation!
"Hey, astechs, you don't need to repaint the saved MULs, you can put those sprayguns down. And could someone hose Henrik down after that spraygun misfire?"
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I hate to say it, but that only makes me think of Zoolander... ::)
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Is there anything that shows how to use stratcon? Couldn't see anything in the docs folder
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Is there anything that shows how to use stratcon? Couldn't see anything in the docs folder
There is the FAQ in the docs folder, but otherwise not at this time, partially due to the alpha state.
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My eye doctor always asks me better on the left or the right? These feature Deadborders new camo's that was replaced SeaVee's old pack.
But we've been experimental with an additional effect, and not it's not the color on the cockpits.
(http://i.imgur.com/coCKWUzh.jpg) (https://imgur.com/coCKWUz)
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Weapon highlighting?
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Unit highlighting, I think...
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Oh. Oh, wow... subtle shading makes a lot of difference. How does it look on the physically smaller units?
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It isn't scaled with unit size (at least, not currently), so on smaller units the effect is less visible. The highlighting isn't used for infantry at all.
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Coming soon to MekHQ: Force Icon Piece Rework (Post 3: GUI)
The new standard icon setup is akin to the portrait and camouflage setups, with minimal changes. The old images have been moved to the upcoming MekHQ Extra Data repository, which will initially hold thousands of standard force icons made by Mjolnir06 plus our complete current setup.
(https://i.imgur.com/980Nb0O.png)
The bulk of the work has been to improve the Layered Force Icon Setup. This is the visual for the new dialog, which is visually done but missing significant functionality.
(https://i.imgur.com/6GOClrx.png)
Unit Icons have an updated GUI too, and now default to the Force/Units folder. If you prefer using a faction logo, those can instead be found in the Pieces/Logos folder. (Note: no work has been done on the individual images here).
(https://i.imgur.com/AVN1RUM.png)
GM Tools is also getting a layered force icon GUI where one can create an icon then export it for use outside of MekHQ.
(https://i.imgur.com/iTBgKpr.png)
And finally, an exported icon made using the new pieces.
(https://i.imgur.com/BLD7HIo.png)
Note: I have not started working on selection at this time, so the examples are all icons that have been migrated from older save files (0.47.7 and 0.49.2 mainly). It's still very much a work in progress, but... these will not be changing much if at all visually.
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Bison-YES!-meme-dot-gif.
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As part of Force Icon Piece Rework are you creating a way to batch make unit Icons? Like say I’m making a Mech BN, can I set the top unit in the TOE to be the Mech BN, then the next layer down would automatically be Mech Co’s, then Mech Lances. If that’s not included in the Force Icon Piece Rework. How would I go about requesting a feature like that? I get frustrated doing the same mouse clicks for a while bunch of Lances over and over again, I would love a “apply to all” or “apply to selected”
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As part of Force Icon Piece Rework are you creating a way to batch make unit Icons? Like say I’m making a Mech BN, can I set the top unit in the TOE to be the Mech BN, then the next layer down would automatically be Mech Co’s, then Mech Lances. If that’s not included in the Force Icon Piece Rework. How would I go about requesting a feature like that? I get frustrated doing the same mouse clicks for a while bunch of Lances over and over again, I would love a “apply to all” or “apply to selected”
The only planned change there is a copy/paste feature for force icons on the TO&E (which I am planning on doing a paste to all children), which should simplify creating larger forces. Doing what you are suggesting is not trivial to implement and will not be part of my rework.
If you want to raise it you can in the MekHQ GitHub link in my signature, but I wouldn't expect anything done about it for probably years.
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a paste to all children feature is a 90+% solution to my problem. Thank you for the work you do.
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Very interesting... I'll be interested how much you can cram into the frame... at this moment it looks considerable :o
P
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An option for the BA is to just do a one-letter code for the size of the suit instead of the whole three-letter code to cut down on work. The three-letter coding breaks down once larger mixed BA formations are used and the one-letter coding follows the other established icons in mechs and ASF formations.
That is actually correct but was not included in the original write-up. Larger BA formations would just have their weight class used and the two letter ID would be dropped. As the view at the time was "predominant units" would either be more numerous than BA or BA units would be so small but of a single or overwhelmingly majority that this was not needed. Instead attention was given to more esoteric types of Infantry. Thank you for fixing that!
P
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I really like the regenerate bot forces option. It is a shame I can't do it for a specific bot but instead all the bots get regenerated.
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I really like the regenerate bot forces option. It is a shame I can't do it for a specific bot but instead all the bots get regenerated.
Feel free to open a RFE for individual forces on the MekHQ GitHub linked in my signature.
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Improvements to Princess configuration
We hope to have this code in 0.49.3 but it could slip to 0.49.4 or later.
- Modernizes the Bot Config Dialog
- Princess Presets now only care about the 5 behavior sliders (technically, the rest is saved too, but when selecting a Preset only the five slider values are pulled). The other settings are scenario specific and don't feel like they belong to a "Behavior Preset"
- When adding a bot, the Configuration (<- that means all settings, including prio targets) of already existing local bots (= those added through the Add Bot button in the lobby) can be copied; they are offered at the bottom of the presets list (see screenshots)
- Princess Configurations are saved in savegames; they can be recalled by the new Replace Players Dialog; When this is opened all stored configs are used to preselect and preconfigure Princess bots. If no changes are wanted, it's basically sufficient to press OK after calling up the dialog and all previously existing bots will be restored
When reinstating bots in the lobby, they are local bots and fully configurable - Hex and unit targets are now shown with some more info to them. Units can be added in the lobby from the main unit list. For both there's a dialog to enter them somewhat conveniently. Duplicate entries are avoided.
(http://i.imgur.com/wdTQJQbl.png) (https://imgur.com/wdTQJQb)
(http://i.imgur.com/ALSADayl.png) (https://imgur.com/ALSADay)
(http://i.imgur.com/LkaBBsvl.png) (https://imgur.com/LkaBBsv)
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I love the slider bars... "Highway Menace" is hilarious! :D
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A great improvement from what we currently have!
A question: how possible is it to have entire forces as targets, instead of individual units? I'm thinking it would work greatly when in convoy attack/defend scenarios
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A question: how possible is it to have entire forces as targets, instead of individual units? I'm thinking it would work greatly when in convoy attack/defend scenarios
Not at this time.
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snip
While you're in there, please take a look at the dialog labels vs. the help file, and the named presets in the XML. Per this (https://bg.battletech.com/forums/megamek-games/princess-settings-popup-tooltip-vs-help/) I think they should be updated rather than simply copied over.
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A great improvement from what we currently have!
A question: how possible is it to have entire forces as targets, instead of individual units? I'm thinking it would work greatly when in convoy attack/defend scenarios
You will be able to right-click any force in the lobby force view (or any amount of selected units in the sortable unit list) and select "Add Priority target for..." from the popup menu. This will add all selected units or all units of that force as prio targets.
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While you're in there, please take a look at the dialog labels vs. the help file, and the named presets in the XML. Per this (https://bg.battletech.com/forums/megamek-games/princess-settings-popup-tooltip-vs-help/) I think they should be updated rather than simply copied over.
Yes. This should fix the issue.
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Yes. This should fix the issue.
Excellent. :thumbsup:
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Thanks people for your work!
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New Campaign Project Wave One: Campaign Preset Rework
Campaign presets have been completely rewritten and heavily expanded upon, to handle a full options setup in a single file. Startup options only affect new campaigns, while the continuous options can be applied to new or old campaigns.
(https://i.imgur.com/m0BBFEB.png)
The selection dialog has also been rewritten.
(https://i.imgur.com/6RD9AdM.png)
The new setup also includes full userdata support.
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Which version of Campaign Operations does it use (1st or 2nd printing)? ???
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Which version of Campaign Operations does it use (1st or 2nd printing)? ???
Given the origin of the individual preset I'd assume 1st printing, but that's not part of the rework (outside of AtB, which will be getting its date specified). I've not changed the actual presets, just expanded the overall functionality.
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Rog, thanks!
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Just going to leave this here.
(http://i.imgur.com/0eoLjakl.png) (https://imgur.com/0eoLjak)
(http://i.imgur.com/iERjTOkl.png) (https://imgur.com/iERjTOk)
This doesn't mean Alpha Strike or Strategic Battleforce will be playable in MegaMek it's simply a tool for unit conversions we are developing. It's also VERY early in development and months way from being released.
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!!!!!!!! :D
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Glad you put a disclaimer in. That's a good way to set all of BT fandom on fire from excited vibration and arguing. :)
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Glad you put a disclaimer in. That's a good way to set all of BT fandom on fire from excited vibration and arguing. :)
LOL...yeah we figure just the conversion part of stuff will generate "conversation" in the community.
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Glad you put a disclaimer in. That's a good way to set all of BT fandom on fire from excited vibration and arguing. :)
Although to be fair....
https://i.imgflip.com/5no0k5.jpg
im super excited for this tho. glad to see it
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Hmmm... I thought the point of MegaMek was that you didn't need the more abstracted systems at all... 8)
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Hmmm... I thought the point of MegaMek was that you didn't need the more abstracted systems at all... 8)
No, see Chess.
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I can only assume you mean the Noisel version... :D
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Just going to leave this here.
<pictures of my most fondest of wishes/>
This doesn't mean Alpha Strike or Strategic Battleforce will be playable in MegaMek it's simply a tool for unit conversions we are developing. It's also VERY early in development and months way from being released.
So very very happy about this.
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it's been fun watching hammer serve as the runner between the MM team and the AS rules gurus
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it's been fun watching hammer serve as the runner between the MM team and the AS rules gurus
It’s my lot in life ;D
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it's been fun watching hammer serve as the runner between the MM team and the AS rules gurus
It’s my lot in life ;D
Glad it's not mine. lol
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Coming soon to MekHQ: Force Icon Piece Rework (Post 4: Force Icon Examples)
Finished getting the building working, so here's a few examples of the new force icons created within MekHQ itself.
Clan Snow Raven Trinary of Light OmniMechs
(https://i.imgur.com/g5zxozu.png)
Raven Alliance Lance of Fully Operational Light Omni VTOL Mechanized Infantry
(https://i.imgur.com/8w0yiTQ.png)
Taurian Concordat Battalion of Marginally Operational Main Battle Tanks
(https://i.imgur.com/BSGQmNB.png)
The operational status indicators are the colours on the edges of the frame, a custom addition that was suggested to us early on.
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I’m excited to see this enter!
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Looks very nice! And the status indicators are a tiny, very cool addition!
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Coming soon to MekHQ: Divorce Module and Random Divorce
(https://i.imgur.com/zbx4uNc.png)
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I know not everyone loves the relationship stuff in MegaMek, but I want to thank you!
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Looking forward to this.
But the term "Clanner Divorce" conjures up some weird mental images... like the spouses fighting in a Circle of Equals over who gets to keep the kids. Can you elaborate what the term means?
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Looking forward to this.
But the term "Clanner Divorce" conjures up some weird mental images... like the spouses fighting in a Circle of Equals over who gets to keep the kids. Can you elaborate what the term means?
That's a great image, but it merely means that divorce can occur for personnel with the clanner flag (which is our primary way of determining if a person is from clan origins internally). All options in the modules (and I'm pretty sure all personnel options at this point) have descriptive tooltips about their function.
The same type of options will be coming soon for Marriage and Procreation, which is what this was based on.
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Just gonna leave this here.
(http://i.imgur.com/WFSxxD3l.png) (https://imgur.com/WFSxxD3)
Coming in 0.49.5.
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Excellent news! :thumbsup:
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This coming along nicely - No ETA but getting better.
(http://i.imgur.com/rcLcetUh.png) (https://imgur.com/rcLcetU)
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I like that a ton more than the original proposal for it to be in the game chat. Looks very slick!
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Referring to the phase/state on that sidebar? That could be a world of situational awareness for me, yeah.
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Referring to the phase/state on that sidebar? That could be a world of situational awareness for me, yeah.
Yeah, its a work in progress.
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I like how that looks. What's the monitor resolution set to?
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Could all of that pop out? Unless you've got a super wide screen monitor that looks like it's going to really be crunching the actual game board.
Everyone's setup is different and not everyone has a massive curved monitor with 32:9 aspect ratio.
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I like how that looks. What's the monitor resolution set to?
Running on 3840x1200 with the window using about 1/2 that space.
Could all of that pop out? Unless you've got a super wide screen monitor that looks like it's going to really be crunching the actual game board.
Everyone's setup is different and not everyone has a massive curved monitor with 32:9 aspect ratio.
We are looking at doing a special testing release when it gets to that point. We want and need lots of feedback on this.
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Could all of that pop out? Unless you've got a super wide screen monitor that looks like it's going to really be crunching the actual game board.
Everyone's setup is different and not everyone has a massive curved monitor with 32:9 aspect ratio.
It's hard enough to have a 20" screen in bed right now, which is why I play on a Surface Pro 2 ;D
What do you mean by "pop out"? Do you mean undocking the windows? The unit display has a dock/undock toggle, which is that little rectangular button in the upper right of the panes. What I haven't figured out yet is how to get the unit info to dock on the left side and not the right.
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It's hard enough to have a 20" screen in bed right now, which is why I play on a Surface Pro 2 ;D
What do you mean by "pop out"? Do you mean undocking the windows? The unit display has a dock/undock toggle, which is that little rectangular button in the upper right of the panes. What I haven't figured out yet is how to get the unit info to dock on the left side and not the right.
Yeah, undocked is what I mean.
I really like having a full screen just for the game board with all the extra stuff off on another monitor because I typically have large maps and a lot of units involved.
Having the central game board too compressed by stuff taking up a lot of the screen is going to be much worse for 'viewability' in my case if they can't be popped out / undocked.
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Some improvements to MegaMekLab Assign Crit tab.
(http://i.imgur.com/62jkHjQl.png) (https://imgur.com/62jkHjQ)
(http://i.imgur.com/CdEFn4Gl.png) (https://imgur.com/CdEFn4G)
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Cool! I like the similarity to SSW's interface.
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Has capital weapon ammunition assignment been addressed in the crit assignment tab changes?
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Has capital weapon ammunition assignment been addressed in the crit assignment tab changes?
There have been improvements to large craft bays
(http://i.imgur.com/k1y5WkYl.png) (https://imgur.com/k1y5WkY)
But if your referring to the massive long dropdown for ammo nothing yet. But I'll ask Juliez.
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There have been improvements to large craft bays
But if your referring to the massive long dropdown for ammo nothing yet. But I'll ask Juliez.
I appreciate that! Those ammo dropdowns are tough to work with. I submitted an RFE awhile ago requesting a typed input for ammo distribution on large craft.
I like the improvements made so far and look forward to them :thumbsup:
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Coming Soon'ish.
We've are happy to say we've started development on Story Arcs for MekHQ.
Loading Screen
(http://i.imgur.com/DbPKK8ml.png) (https://imgur.com/DbPKK8m)
Sample dialog choice screen (Alpha version and subject to change)
(http://i.imgur.com/rmr2j6El.png) (https://imgur.com/rmr2j6E)
Sample dialog screen (Alpha version and subject to change)
(http://i.imgur.com/579sskQl.png) (https://imgur.com/579sskQ)
What are Story Arcs you ask?
The intent of story arcs is to create the ability for users to create and play out "story arcs" within MekHQ that allow for a series of linked missions and scenarios enhanced by narrative components. The basic structure of the story arc system is intended to be flexible enough to handle a variety of possible set-ups, that may include but not be limited to the following:
- A linear narrative in which the player progresses through a series of scenarios
- A branching narrative in which the player may be presented with different scenarios and missions depending on the outcome of prior scenarios and missions, as well as other decisions.
- The track system used in some official battletech products in which players will be able to choose from a list of "next missions" upon the completion of one mission.
- A heterogenous list of missions that players can decide to accept at any point if they meet certain requirements. Within missions, players may face a branching or linear set of scenarios. This structure could be used to provide players with a set of "mercenary contracts."
In addition, creators should be able to specify a variety of initial conditions for the story arc, such as:
A starting set of units and/or personnel, and even a full TO&E.
- A set of customized campaign options.
- Starting supplies and rules about how new supplies are acquired.
- Some story arcs will need to be started from scratch and will typically provide an initial setup of units and personnel or the resources to acquire them. Other story arcs might be able to be added to an existing campaign. Only one story arc will be able to be loaded at a time.
For a full write up of what Story arcs is see HERE. (https://github.com/MegaMek/mekhq/pull/2997)
We are hoping to have an Alpha version in an upcoming release.
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That is an awesome development..
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Oh my.
Will have trouble waiting for this one.
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Did the artist who drew the saxarba tileset have these in separate PNG files originally, then combine them into a single "atlas" file? If so, could you point me to where these are stored?
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Did the artist who drew the saxarba tileset have these in separate PNG files originally, then combine them into a single "atlas" file? If so, could you point me to where these are stored?
Yes, and in the MegaMek repository linked below
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This looks AMAZING!
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Story Arcs? Fantastic! I have been doing something like this manually for my campaigners for years... this sounds like a great tool.
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I´m looking forward to this one.
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This will make it even easier porting the MechWarrior game campaigns into MegaMek!
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Also Windchild has a big announcement and a special sneak peak
From our Discord (https://discord.gg/u2vJ5U2QpD)
First, I'm announcing a huge new feature tomorrow live on @Casual Joker's stream at 20:15 EST 18-Dec-2021 for my two year suite contribution anniversary, which can be seen at https://www.twitch.tv/casual_joker.
- Windchild
Couple of things this feature is amazing! If you've never seen Casual Joker's stream it is NSFW.
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Two years ago today I opened up my first PR for MekHQ. It has been a great two years working on the project, and in celebration of the two years I'm announcing the core of my largest project to date.
New Campaign Project Wave Two: Company Generator
Wave Two of the new campaign project is a company generator that takes a campaign (ideally blank, although that's not required) and creates a full company with the forces, personnel, units, and parts already generated/assigned. Further, this setup is fully integrated with MekHQ Options, Campaign Presets, and the UserData folder.
Second, there are a few notes I need to make before the pictures:
1) This is still very much in development, with Finances largely unimplemented, while personnel sorting, dependants, and simulations (marriage / procreation) will all have their options added/expanded.
2) The personnel randomization options will be replaced with the expanded options once the Random Origin Options Rework is merged.
3) Contract options will be implemented as part of the Company Generator GUI, which is currently Wave 5.
4) Surprises are currently planned for Wave 7, which is to be the final additions and cleanup.
Third, the visuals. The following is the entire suite of options that are currently part of this wave (outside of missing ones mentioned above and the ones marked unimplemented, which are planned for future waves as stated above).
(https://i.imgur.com/hoGXnK9.png)
(https://i.imgur.com/X4Mudnp.png)
The TO&E tab showcases automatically created, named, and iconed forces with automatically assigned personnel. It also showcases the known bug, namely force icon backgrounds not generating properly (Clan Snow Raven background being my chosen override, and no fix possible until the open Force Icon Rework PR is reviewed and merged).
(https://i.imgur.com/9P7NMmt.png)
The Personnel tab showcases the founding personnel and their families, which were pre-generated by simulating previous years for the personnel (more options will be a part of this, but the Marriage Module PR hasn't been merged yet).
(https://i.imgur.com/fD2K3Mk.png)
The Hangar tab showing units with their pilots and techs automatically assigned.
(https://i.imgur.com/WoeH8Ei.png)
A pre-filled Warehouse, using my part generation method. This means it contains 1 part per 3 in the input units, rounded normally. This means you get a single part if you have 2-4 parts, and another part for each 3 part interval above that (ammo and armour are generated separately, with their own options).
(https://i.imgur.com/6omQbZE.png)
Finally, I welcome comments and / or ideas about this, as I'm currently planning on finishing Finances and expanding the options while I wait for the four PRs this requires to be merged.
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Oh my...
The only thing that is coming to mind right away is that I tend to choose who leads a unit by their Tactics skill, not Gunnery/Piloting. How difficult would it be to incorporate that as a criteria for who leads a unit instead?
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Oh my...
The only thing that is coming to mind right away is that I tend to choose who leads a unit by their Tactics skill, not Gunnery/Piloting. How difficult would it be to incorporate that as a criteria for who leads a unit instead?
This is a region that needs work, as personnel sorting is very much a WIP.
Currently it automatically sorts by tactical genius. With the current option Assign Best Officers, it then sorts by the sum of officer skills (Tactics, Leadership, Strategy), and finally the Pilot experience level.
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I would also introduce some clan type options, like Omni only or Frontline. Sounds awesome otherwise
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It would be handy if this "autopop" of TO&E could be used to refill damaged lances from inventory of existing personnel and existing units. Though that seems like it may vaguely be supported in the initial post. AND it seems like a really big ask if it isn't currently supported.
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I would also introduce some clan type options, like Omni only or Frontline. Sounds awesome otherwise
The core design and base rules (AtB ruleset in docs/AtB Stuff) are focused on BattleMech Mercenary Company, with clan setups somewhat handled as an afterthought. I've added a TODO for constant Quality and Weight Class generators, plus a note to investigate Omni only generation. The first two will be added, Omni-only generation is unlikely to be added as I am only interfacing with the core generation methods and have no desire to rewrite them for this.
It would be handy if this "autopop" of TO&E could be used to refill damaged lances from inventory of existing personnel and existing units. Though that seems like it may vaguely be supported in the initial post. AND it seems like a really big ask if it isn't currently supported.
Completely unrelated, and a huge project at that. It's an open and known request, but one that will require hundreds of hours to handle at best.
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Wow. It would be very handy for start the campaign. Also for RPG sessions, for you may need some opposing mercenary/faction company to against.
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That's exciting news! It'll be a lot easier to build out my Toumans now :)
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Does it have an option for full up tech teams as outlined in StratOps/CampOps (1 Tech and 6 AsTechs per 'mech/ASF/vehicle), or at least enough assigned infantry to cover the AsTech requirements?
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Does it have an option for full up tech teams as outlined in StratOps/CampOps (1 Tech and 6 AsTechs per 'mech/ASF/vehicle), or at least enough assigned infantry to cover the AsTech requirements?
It does. This will add techs based on the support generation options, with either pooled or personnel support based on other options.
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Cool, thanks! :thumbsup:
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Some really exciting things to look forward to!
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Coming soon to MegaMekLab
Improvements to the Equipment tab
(http://i.imgur.com/eaDghUel.png) (https://imgur.com/eaDghUe)
Ever want to build a mech and have the equipment tab next to the assign critical tab.
(http://i.imgur.com/aLMWInDl.png) (https://imgur.com/aLMWInD)
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Loving these UI improvements. They truly make the game look so much more professional. It's come a long way since the days of the blueprint pop-up window.
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Any UI improvements borrowing from SSW are a win in my book! :thumbsup:
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Any chance for omni-pod weapons and equipment to be slightly off-shade from the fixed versions, so it's easier to tell which is which?
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Could all of that pop out? Unless you've got a super wide screen monitor that looks like it's going to really be crunching the actual game board.
Everyone's setup is different and not everyone has a massive curved monitor with 32:9 aspect ratio.
No please. The chat being a pop up bubble instead of a fixed box as it was originally is annoying enough.
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Any chance for omni-pod weapons and equipment to be slightly off-shade from the fixed versions, so it's easier to tell which is which?
Nothing planned at this time. The improvements to the mech display are a huge help to see the (pod) or (fixed) designation. Plus fixed being italicized makes them stand out.
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Any chance for the weapon type buttons to have the same color as the new colors in the crits?
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No please. The chat being a pop up bubble instead of a fixed box as it was originally is annoying enough.
Some of us have small screens, though, or multi-screen with the 'battle' on one screen and the info windows on others, so the option to have pop-outs is handy for some users.
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Some of us have small screens, though, or multi-screen with the 'battle' on one screen and the info windows on others, so the option to have pop-outs is handy for some users.
"Some," yes. But that chatbox has annoyed me for years. It'd be awesome to be able to permanently switch to the old style "chat bar" at the bottom.
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Yeah, the chat box was not huge and allowed at most . . . what 4-6 lines of text, then you had to scroll up?
I have hated that pop up box since it was instituted since you could miss a message from your opponent, or more annoying try to do something in that corner and hit that pop up to cover that corner until it went away. Most changes I have not cared much, but that has been a constant annoyance.
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Yeah, the chat box was not huge and allowed at most . . . what 4-6 lines of text, then you had to scroll up?
I have hated that pop up box since it was instituted since you could miss a message from your opponent, or more annoying try to do something in that corner and hit that pop up to cover that corner until it went away. Most changes I have not cared much, but that has been a constant annoyance.
Typing a message and finding out the prompt wasn't selected is especially fun. :thumbsup:
All kidding aside, we're still griping about a chat box 10 years after-the-fact. Some features can/should be rolled back if they're not well-liked, IMO.
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As described, a "pop-out" would seem to imply an option to have it "snapped in" at the bottom like it used to be...
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Depends if the docked state reserves only a corner, or a whole column or row of the main dialog like the unit info box does.
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Any chance for omni-pod weapons and equipment to be slightly off-shade from the fixed versions, so it's easier to tell which is which?
With automatic off-coloring there's a chance for error with the Java look-and-feels (aka themes) and the user-definable colors. But I could experiment with some other sort of marker. When I get to it.
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Any chance for the weapon type buttons to have the same color as the new colors in the crits?
More technically difficult than it sounds. The background of buttons depends very much on the look and feel (aka theme) and I don't know of a good way to change its color without it looking really bad. Only using the text foreground might make buttons non-readable. So, probably not.
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Battletech as an IP *badly* needs commissioned art like this!
For my MegaMek/HQ campaigners, I have been doing manually for many years what this feature looks to promise to do (I write short stories for every scenario, and I weave them into over-arching arcs that link up with the Battletech lore, etc), and I also have a video series on YouTube for Battletech history, and the lack of specifically Battletech art depicting various non-battle settings is almost impossible! I end up having to use generic sci fi art for a Clan interrogation, for example, or to show officers interacting with each other.
I love this SO MUCH.
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As my optometrist always says...Better on the Left or the Right.
(http://i.imgur.com/6QltoQoh.png) (https://imgur.com/6QltoQo) (http://i.imgur.com/6V3QtWdh.png) (https://imgur.com/6V3QtWd)
Lots of improvements....can you find them all ;)
Oh..Coming in MegaMekLab 0.49.7 and includes this (https://bg.battletech.com/forums/megamek-games/coming-soon-to-megamek/msg1792648/#msg1792648)
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As my optometrist always says...Better on the Left or the Right.
The left looks perfect, IMO. White-on-black is visually taxing to the eye, from a graphic design POV. (It's the reason default text in computers is black text on white background -- It's physically easier to read for extended periods of time). The staggered lines are too "busy" and would make the list harder to read.
(https://bg.battletech.com/forums/data:image/png;base64,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)
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Left.
I'm usually a fan of of that sort of alternate-line-table-shading (there's probably a more technical name for it) but apparently only when it's dark text on a light background. It's really jarring in night-mode colors.
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Right. Alternate Line is always better.
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Right (bottom) will be the new look. But still another thing.
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Much prefer the right (some kind of row differentiation) when there is widely spaced columns, or situations when a column gets 'blown out' by relatively few long strings. Trying to follow across large gaps, such as from the HAG entry names to the other columns, is more difficult without it.
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Much prefer the right (some kind of row differentiation) when there is widely spaced columns, or situations when a column gets 'blown out' by relatively few long strings. Trying to follow across large gaps, such as from the HAG entry names to the other columns, is more difficult without it.
I totally agree with this. I lay out my spreadsheets like this for my job to make it easier to follow lots of data.
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Right
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I like the visible options on the right, but the line spacing needs to match the left. The right's like what Firefox did with the bookmark menu....
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Thank you for articulating what was bothering me about the right one... those lines are just too far apart. I like the alternating shading, though... :thumbsup:
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Ah, I see natural sort order on weapons, too...
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I like the visible options on the right, but the line spacing needs to match the left.
I would vote the same combination.
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Seems that's three of us with that vote... ^-^
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These three are the loudest ;)
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Ah, I see natural sort order on weapons, too...
^-^
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Coming in MegaMek/MegaMekLab - MUL integration.
(http://i.imgur.com/K5wcy3il.png) (https://imgur.com/K5wcy3i)
When you click on the "source" link in MegaMek it will open the MUL Webpage (http://www.masterunitlist.info/Unit/Details/1985) page for the unit.
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Brilliant idea! :thumbsup:
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I am uncertain which exact version implemented the unit display having the always on top flag when popped out, but it is not an improvement. It disappears each phase change and then steals focus from the main window when it returns.
This interrupts being able to ctrl-enter through dones or other acknowledgments, requires extra clicks to get back to manipulating your units, etc.
Is there a way to disable that behavior? I haven't found one yet and I'd like a return to the previous behavior where it doesn't continually steal focus.
Leaving it docked somewhat alleviates the problem but adds another as it kicks all the buttons around occasionally as it disappears/reappears.
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I am uncertain which exact version implemented the unit display having the always on top flag when popped out, but it is not an improvement. It disappears each phase change and then steals focus from the main window when it returns.
That's a known issue, and is mentioned in this open bug on the MegaMek GitHub (https://github.com/MegaMek/megamek/issues/3372). Not sure when a developer will have time to look at it, though.
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Coming Soon.... More Infantry Weapons.
We've added the infantry weapons listed in Shrapnel. But these are all using calculated values from AToWC. Intro dates are estimated based of fluff text and availability codes. Compared with lots of existing infantry weapons these hit further and do more damage. But they do add some fun and more depth to infantry.
(http://i.imgur.com/XJ0cosLl.png) (https://imgur.com/XJ0cosL)
(http://i.imgur.com/NYaTr1cl.png) (https://imgur.com/NYaTr1c)
(http://i.imgur.com/QP1ZYMQl.png) (https://imgur.com/QP1ZYMQ)
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We've added the infantry weapons listed in Shrapnel.
Thanks! :thumbsup:
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SWEET!! :thumbsup:
Did you remember to include Herb's errata for the burst factor? ???
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SWEET!! :thumbsup:
Did you remember to include Herb's errata for the burst factor? ???
It includes all errata I could find and used the formula's in the most recent printing.
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I'll see what I can do to double check this weekend. The week is just TOO busy...
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If you want to use the Sniper Rifle (Barton AMR (Anti-Armor))
The spread sheet I built has.
Pen Factor = 1.5 =(AP+IF(INCEND="yes",2,0))/4
Damage Factor = 24.5 =BD*(3.5+(ROUND(BURST/5,0))+IF(INCEND="yes",1,0))
Reload Factor = 1.0 =IF(SHOOTS/3>1,1,SHOOTS/3)
Final Damage = .74 (which of course will be treated as .6 in game)
ROUND(((PEN*DF)/50)*RELOAD,2)
Most the errata I found seemed to revolve around Damage factor.
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Should the alternate ammunitions be included for TW scale?
I only ask because there were already alternate ammunitions for small arms that never got a conversion to total warfare scale, like AP, HE, Flechette, or incendiary, though I haven't looked if alternate ammunitions for small arms are prohibited from calculation or not.
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We don’t have the ability to switch ammo on infantry weapons without making a version of weapon firing it. I’ve done that to limited extent with these.
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We don’t have the ability to switch ammo on infantry weapons without making a version of weapon firing it. I’ve done that to limited extent with these.
Sure, and it'd be a mess that would basically force you to something like quintuple the size of the small arms list, but I'm specifically referring to this reference in the rules:
AToW Companion page 169:
In all of the cases described here, presume that the weapon is using its default ammunition type. If the weapon uses Ordnance, these same rules apply, but an extra step will need to be incorporated into the process, as indicated under Converting Damage for Ordnance-Using Weapons (below).
Wouldn't that ruling apply to all non-ordnance weapons, including the shrapnel guns with their own special alternate ammunition?
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Looks like the right rounding formula.
Also, don't forget that the 0.6 limit only applies to primary weapons. Using those Bartons as secondary weapons means they do their full damage.
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Sure, and it'd be a mess that would basically force you to something like quintuple the size of the small arms list, but I'm specifically referring to this reference in the rules:
AToW Companion page 169:
In all of the cases described here, presume that the weapon is using its default ammunition type. If the weapon uses Ordnance, these same rules apply, but an extra step will need to be incorporated into the process, as indicated under Converting Damage for Ordnance-Using Weapons (below).
Wouldn't that ruling apply to all non-ordnance weapons, including the shrapnel guns with their own special alternate ammunition?
At this time we have no plans to support it, the weapons where converted based on stats. Some weapons that where given alternate ammo (i.e. AP rounds for the Barton) got added as a separate weapon type like we've done with the other weapons.
Looks like the right rounding formula.
Also, don't forget that the 0.6 limit only applies to primary weapons. Using those Bartons as secondary weapons means they do their full damage.
We handle that via code not in the weapon stats.
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Hmmm... I might have to see if I have the PDF of Shrapnel with the Barton to reference because I would find it odd that a Sniper Rifle would be classed as an Ordinance using weapon and thus subject to that rule.
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Hmmm... I might have to see if I have the PDF of Shrapnel with the Barton to reference because I would find it odd that a Sniper Rifle would be classed as an Ordinance using weapon and thus subject to that rule.
The Barton as listed in Shrapnel has "Standard Rounds" and a "Anti-Armor Rounds" so they got added as
(http://i.imgur.com/aiBoEXel.png) (https://imgur.com/aiBoEXe)
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As if Infantry could get any messier, CGL finds a way.
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I can appreciate all the interest in the new weapons and all the questions. But we've added them as best we can within the limitations of the current code.
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Hammer and MegaMek team do not get me wrong. I am not blaming you in anyway shape or form. If anything this just highlights how badly Infantry have been in need of a sanity overhaul for a long time and CGL seems intent on making it worse before making it better.
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While not a perfect implementation, playing with these I do find infantry more fun. I hope they continue to expand the infantry weapon lists further in Shrapnel.
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At this time we have no plans to support it, the weapons where converted based on stats. Some weapons that where given alternate ammo (i.e. AP rounds for the Barton) got added as a separate weapon type like we've done with the other weapons.
But... the conversion rules say assume the weapon uses default ammo. So alternate ammos aren't supposed to be used at the total warfare scale at all.
To be completely rules compliant, there shouldn't be an option to select, for example, a barton with AP rounds at all.
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Shrapnel is what listed the two as separate entries. Ask trboturtle if you want to know why (he wrote the article).
And yes, having infantry with reasonable range is awesome! :thumbsup:
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Shrapnel is what listed the two as separate entries. Ask trboturtle if you want to know why (he wrote the article).
Still, it's not actually any different from any of the other alternate ammunition options, aside from being more effective than any of them. There's nothing in the text to indicate they would function any differently than other small arms at the TW scale.
At the very least I feel like the alternate ammos should at least be moved to the unofficial category.
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Very early in development. No ETA
(http://i.imgur.com/ByIF9dIl.png) (https://imgur.com/ByIF9dI)
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A Hunchback rebuilt by Quickcell ;D
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I figure it is just part of testing but what is standard that is listed there twice?
I would assume standard armor, which would be fun to see it fall off in sheets cause it was just crazy glued on to the mech cause of lack of time and tools :o
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So, you might just say it's... jury rigged. ^-^
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Coming soon to MekHQ: Death Module and Random Death
(https://i.imgur.com/SMqOoal.png)
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Love it!
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Oh... poor male personnel. But it can't be hepled since male person actually have slightly higher death rate over female person in the reality and female person has higher average lifespan than male person. :'( :'(
I don't think that it would be followed soon, but are you have any plan for implement the mental degrading of EI/DNI with the death module? With this the personnel is not expected to live longer, after all.
Also it would be possible that hard work may raise the chance slightly, such as overwork of technical staffs, but is it also planned as well?
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The Death Module has been merged for 0.49.8.
@PuppyLikesLaserPointers
I'm only planning on bugfixes and data adjustments for the near future, unless I've missed something obvious or easy.
Further, I've got no plans for increasing the code for anything related to IOptions (SPAs, Edge, Implants, Quirks, Legacy Preferences, Client Settings). It's a setup we need to simplify, and I don't want to increase the work to do so.
Finally, Overwork isn't happening, way too specific.
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Well, I know that you don't have to listen every single suggestion. Your work through years are already amazing, and making it too complex is usually not worth the effort either.
By the way, were the ancestors added on the next version? Else it is still on develop? Since I am manually hire the person, edit the profile, making the family relations manually via xml editor, then make the personnel retire each time whrn I want to make the relationship, I can't wait for this.
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Coming soon to MegaMek and the Lab.
Improved BV calculations and cost calculations. Also have improved output to HTML and Text.
(http://i.imgur.com/2OT8kItl.png) (https://imgur.com/2OT8kIt)
Sample of BV Calculations output.
Battle Value Calculations For BattleMaster BLR-1G
-------------------------------------------------
Defensive Battle Rating Calculation:
Total Armor HD (9) x 1.0 9.0
Total Armor CT (51) x 1.0 51.0
Total Armor RT (36) x 1.0 36.0
Total Armor LT (36) x 1.0 36.0
Total Armor RA (24) x 1.0 24.0
Total Armor LA (24) x 1.0 24.0
Total Armor RL (26) x 1.0 26.0
Total Armor LL (26) x 1.0 26.0
Total modified armor BV x 2.5 = 580.0
Total I.S. Points x IS Multipler x 1.5 x Engine Multipler 130 x 1.0 x 1.5 x 1.0 = 195.0
Weight x Gyro Multipler 85.0 x 0.5 = 42.5
Defensive Equipment:
Total BV of all Defensive Equipment = 0.0
Explosive Weapons/Equipment Penalty = -45.0
---------
772.5
Run MP 6
Target Movement Modifier For Run 2
Target Movement Modifier for Jumping 0
Target Movement Modifier For UMUs 0
Target Movement Modifier 2.0
Multiply by Defensive Movement Factor of 1.2 x 1.2
---------
Defensive Battle Value = 927.0
Offensive Battle Rating Calculation:
Base Heat Efficiency 24
- Run Heat - 2
= 22
Unmodified Weapon BV:
Machine Gun 5.0
Machine Gun 5.0
PPC 176.0
SRM 6 59.0
Medium Laser 46.0
Medium Laser 46.0
Medium Laser (R) 46.0
Medium Laser 46.0
Medium Laser 46.0
Medium Laser (R) 46.0
Unmodified Front BV: 429.0
Unmodified Rear BV: 92.0
Unmodfied Turret BV: 0.0
Total Unmodfied BV: 521.0
Unmodified Front non-arm BV: 243.0
Unmodfied Rear non-arm BV: 92.0
Weapon Heat:
Machine Gun + 0.0
Machine Gun + 0.0
PPC + 10.0
SRM 6 + 4.0
Medium Laser + 3.0
Medium Laser + 3.0
Medium Laser + 3.0
Medium Laser + 3.0
Medium Laser + 3.0
Medium Laser + 3.0
---------
Total Heat: = 32.0
Weapons with no heat at full BV:
Machine Gun 5.0
Machine Gun 5.0
Heat Modified Weapons BV:
(Heat Exceeds Mech Heat Efficiency)
PPC Heat efficiency reached, 176.0
Heat count: 10.0
SRM 6 Heat efficiency reached, 59.0
Heat count: 14.0
Medium Laser Heat efficiency reached, 46.0
Heat count: 17.0
Medium Laser Heat efficiency reached, 46.0
Heat count: 20.0
Medium Laser Heat efficiency reached, 46.0
Heat count: 23.0
Medium Laser Heat efficiency reached, half BV 23.0
Heat count: 26.0
Medium Laser(R) Heat efficiency reached, half BV 11.5
Heat count: 29.0
Medium Laser(R) Heat efficiency reached, half BV 11.5
Heat count: 32.0
---------
Total Weapons BV Adjusted For Heat: 429.0
Misc Offensive Equipment:
Total Misc Offensive Equipment BV: 0.0
Total Ammo BV: 15.0
Add weight + 85.0
Final Speed Factor: 1.12
Weapons BV * Speed Factor 529.0 x 1.12 = 592.48
Offensive BV + Defensive BV 927.0 + 592.48 = 1519.48
Total BV * Cockpit Modifier 1519.48 x 1.0 = 1519.0
---------
Final BV 1519.0
Sample of cost output (this can be configured for dry costs or loaded costs)
Cost Calculations For BattleMaster BLR-1G
-----------------------------------------
Cockpit 200,000
Life Support 50,000
Sensors 170,000
Myomer 170,000
Structure 34,000
Actuators 98,600
Engine 1,926,666.667
Gyro 1,200,000
Jump Jets N/A
Heatsinks 16,000
Full Head Ejection System N/A
Armored System Components N/A
Armor 145,000
1 PPC 200,000
6 Medium Laser 240,000
2 Machine Gun 10,000
1 SRM 6 80,000
Conversion Equipment N/A
Quirk Multiplier N/A
Omni Multiplier N/A
Weight Multiplier x 1.85
-------------
Total Cost: 8,399,493
Cost Calculations For Sovetskii Soyuz Heavy Cruiser (Dire Wolf) (2845)
----------------------------------------------------------------------
Bridge 8,500,000
Computer 200,000
Life Support 1,665,000
Sensors 80,000
FCS 100,000
Gunnery Control Systems 70,000
Structural Integrity 8,000,000
Drive Unit 8,300,000
Engine 99,600,000
Engine Control Unit 1,000
KF Drive 9,317,625,000
KF Drive Support System 2,660,000,000
Attitude Thrusters 25,000
Docking Collars 600,000
Fuel Tanks 285,600
Armor 31,875,000
Heat Sinks 6,450,000
Life Boats/Escape Pods 100,000
Grav Decks 10,000,000
Bays 567,000
Quarters N/A
1 Mobile Hyperpulse Generators (Mobile HPG) 1,000,000,000
1 Killer Whale Ammo 20,000
8 Naval PPC (Medium) 26,000,000
4 NAC/20 Ammo 240,000
12 Naval Autocannon (NAC/20) 60,000,000
4 Capital Missile Launcher (Barracuda) 360,000
2 Capital Missile Launcher (Killer Whale) 300,000
6 Naval Laser 45 5,100,000
4 Barracuda Ammo 32,000
Weapons/Equipment 1,092,052,000
Weight Multiplier x 2
--------------
Total Cost: 26,492,191,200
-
In regards to Infantry, couldn't Alt. Ammo Types as well as Support Weapons, be coded like Mechs?
If you shoot the main weapon, you choose the ammo type like you would regarding regular Alt. Ammo types from Bins. Support Weapons couldn't be fired unless the Movement of the unit was limited.
-
In regards to Infantry, couldn't Alt. Ammo Types as well as Support Weapons, be coded like Mechs?
If you shoot the main weapon, you choose the ammo type like you would regarding regular Alt. Ammo types from Bins. Support Weapons couldn't be fired unless the Movement of the unit was limited.
Not without an extensive code rework.
-
Was anyone working on beast mounted infantry?
-
Was anyone working on beast mounted infantry?
No
-
One of our new contributors (Pakfront) is working on an improvement to the Unit Display General Tab. No ETA but going to be a big improvement!
(http://i.imgur.com/4wn71qUl.png) (https://imgur.com/4wn71qU)
-
Ooh, nifty!
-
It does look neat, but what's the "turns/shots" thing? ???
-
It does look neat, but what's the "turns/shots" thing? ???
I'm guessing how much ammo is left?
-
It does look neat, but what's the "turns/shots" thing? ???
I'm guessing how much ammo is left?
This :)
-
Makes sense, though I think it might have been clearer just to leave it as shots remaining.
-
Makes sense, though I think it might have been clearer just to leave it as shots remaining.
Or maybe label it something like x shots/x turns remaining. Like how the main gun on an A-10 has about 1100 rounds but has only enough for 1 turn of fire at max firing rate.
-
Are there any plans to add weapons from the Shrapnel articles to the MML infantry construction?
-
Are there any plans to add weapons from the Shrapnel articles to the MML infantry construction?
There are some in the latest dev release. Sniper rifles are in anyway.
-
Cool... I've done the basic conversions for everything through Combat Shotguns so far. I have a couple of questions for Craig before I convert the energy weapons.
-
Work on generating Alpha Strike stats in MegaMek. NO this isn't the start of MegaStrike strictly a tool for generating stats.
(http://i.imgur.com/VQQ24vyl.png) (https://imgur.com/VQQ24vy)
-
Since he's playing with that tab, would it be feasible to add heat capacity to it?
One of our new contributors (Pakfront) is working on an improvement to the Unit Display General Tab. No ETA but going to be a big improvement!
(http://i.imgur.com/4wn71qUl.png) (https://imgur.com/4wn71qU)
-
Totally fair question! :thumbsup:
-
Since he's playing with that tab, would it be feasible to add heat capacity to it?
He'll look into and try to do it.
-
Work on generating Alpha Strike stats in MegaMek. NO this isn't the start of MegaStrike strictly a tool for generating stats.
You heard it here first ;D That name has a nice ring to it, really!
This will take a ton of work out of converting my custom designs for AS. I'm looking forward to this :thumbsup:
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Since he's playing with that tab, would it be feasible to add heat capacity to it?
He's added the capacity to it.
-
W00t! That's been a long-time wish for that tab.
-
Awesome! :thumbsup:
-
You heard it here first ;D That name has a nice ring to it, really!
This will take a ton of work out of converting my custom designs for AS. I'm looking forward to this :thumbsup:
I thought there was a command line for this functionality a few years ago.
-
This is a small thing. But very glad to see the return of the "Royal" Sprites.
(http://i.imgur.com/ZSBiNR8l.png) (https://imgur.com/ZSBiNR8)
-
Coming Soon to MegaMek - Improved Fluff folders.
We can't provide fluff for these folders but we've structured them better for the next release.
(http://i.imgur.com/ezkCxX5l.png) (https://imgur.com/ezkCxX5)
-
"Fluff" is things like the pictures of the ´Mechs in the old "Sword and Dragon" campaign, right?
-
"Fluff" is things like the pictures of the ´Mechs in the old "Sword and Dragon" campaign, right?
Correct. See here (https://github.com/MegaMek/megamek/wiki/How-do-I-get-Fluff-Images-to-work) for an example.
-
Still holding out for MegaForce, Battleforce version of Battletech withe lance, companies, battalions in one data card so it won't take long time play big battles.
-
Still holding out for MegaForce, Battleforce version of Battletech withe lance, companies, battalions in one data card so it won't take long time play big battles.
It really would need to have this as the cover art:
(https://i.postimg.cc/L69sVpr0/Untitled.png)
-
Coming Soon to MegaMek
More flexible deployment zones
(http://i.imgur.com/bOJvjKBl.png) (https://imgur.com/bOJvjKB)
- can now define a zone width and offset; for example - 2 width, 2 offset means deploy between
- three and four hexes (inclusive) from the west edge.
- this can be defined per player or per entity
- removed non-sensical restriction on defining entity-specific round 0 deployments
- removed 'deep deployment' functionality, as it is a subset of this new feature
- when rendering deployment zones, illegal hexes are not highlighted
-
I just read the exact PR. This is pretty exciting! Hope StratCon and AtB can take advantage of this 8)
-
Coming Soon to MegaMek
More flexible deployment zones
(http://i.imgur.com/bOJvjKBl.png) (https://imgur.com/bOJvjKB)
- can now define a zone width and offset; for example - 2 width, 2 offset means deploy between
- three and four hexes (inclusive) from the west edge.
- this can be defined per player or per entity
- removed non-sensical restriction on defining entity-specific round 0 deployments
- removed 'deep deployment' functionality, as it is a subset of this new feature
- when rendering deployment zones, illegal hexes are not highlighted
Fantastic change!
-
That map example is hurting my head... The terrain just off the right map edge must be pretty funky to make that water make sense... :P
-
Oooh, I can´t wait to see that!
-
Just going to leave this here.
(http://i.imgur.com/MJAAOJKl.png) (https://imgur.com/MJAAOJK)
She is hunting us. *All* of us. You know that?
(http://i.imgur.com/PyInuJbl.png) (https://imgur.com/PyInuJb)
From the PR Notes.
Adds /singleblind toggle command that is only assignable to bots. Its gives them vision of the entire map, just like /seeall. It cannot be assigned to a human player. Bots given vision with /singleblind do not share /singleblind vision with anyone on their team - so observers, other bots with units, or humans with units on their team do not see anything even if the bot can,
Usage is
1) In Chat box type /who to see which player number princess is.
2) If Princess is 1 then type /singleblind 1 to give to a bot in the player 1 spot.
-
Sounds like a good chance to give Princess some scary stealth tech with a WoB Level II, Society Sept, or some other spooky sneaky faction and let her loose on a group of players. Whoever survives the longest, wins.
-
Probes! Give me ALL the Active Probes! :o
-
Just going to leave this here.
(http://i.imgur.com/MJAAOJKl.png) (https://imgur.com/MJAAOJK)
She is hunting us. *All* of us. You know that?
(http://i.imgur.com/PyInuJbl.png) (https://imgur.com/PyInuJb)
From the PR Notes.
Adds /singleblind toggle command that is only assignable to bots. Its gives them vision of the entire map, just like /seeall. It cannot be assigned to a human player. Bots given vision with /singleblind do not share /singleblind vision with anyone on their team - so observers, other bots with units, or humans with units on their team do not see anything even if the bot can,
Usage is
1) In Chat box type /who to see which player number princess is.
2) If Princess is 1 then type /singleblind 1 to give to a bot in the player 1 spot.
I am probably missing something obvious, but what's the use case for this / what's the problem this solves?
-
I am probably missing something obvious, but what's the use case for this / what's the problem this solves?
on Discord
Me: "So this new /singleblind thing that’s being tested allows you to use the double blind options and not have Princess just mill about until she gets shot at?"
Someone who knows whats going on: "Yes"
Princess couldnt handle double blind, so this lets her cheat so you can still have most of the double blind experience
-
Yeah, that. There's been some conversation about giving Princess some more complex double-blind logic so she moves with more purpose, but in the meantime this will keep her from just wandering around like a lost puppy (or sometimes just... sitting there) until she manages to get a sensor ping or visual spot.
-
This would be a specific write-up
This is a chat command toggle - /singleblind. It is intended to give vision of the entire map to a bot player as a partial working option for the bot in Double Blind games. You should get a failure message if it is attempted to be assigned to a non-bot player.
To use, type:
/who - this will give you player numbers. In this example, Princess (a bot) is player 1.
/singleblind 1 - this will give a bot in the Player 1 spot vision of the entire map at the start of the next phase (after any player hits done). It is a Toggle, so if you type /singleblind 1 again, it will remove the vision at the start of the next phase.
Notes:
If it is turned off, unless Princess has direct LOS on an enemy unit, she will forget where enemy units were, and at least in my tests, she will always return to her home edge and mill about, even if she has travelled quite far away from it.
While it is active, she does not share the /singleblind sight with her teammates, even if "teammates share vision" option is enabled. So she will see enemy units and move toward them, but other humans and bots on her team will not see them. So if you want different bots on the same team to have singleblind vision, you need to assign it to each of them. However, once she gets direct LOS on an enemy unit, because of normal vision rules, she will share their location with teammates and remain engaged, even if you turn /singleblind off.
You should get a failure message and it should not work if you attempt to assign it to a human. If you somehow manage to assign it or otherwise give it to a human player, please report it so it can be fixed.
-
Since this is intended as a toggle, is there any indication which way it is toggled on screen? Besides being shot at by somebody you didn't think could see you. I'm guessing "No".
-
Since this is intended as a toggle, is there any indication which way it is toggled on screen? Besides being shot at by somebody you didn't think could see you. I'm guessing "No".
When you activate it says in the chat box. If you type it in again it with say it’s off.
-
Coming soon to MegaMek and a thanks to a contributor (IsWas) on Facebook we'll have a Spanish localization of MegaMek.
(http://i.imgur.com/ueLgwMpl.png) (https://imgur.com/ueLgwMp)
If anyone is multi-lingual and want to do this it's straight file editing. Keep the English on the left and translate on the right. Below is an example.
#Generic Messages
No=No
Yes=Si
Okay=Ok
Cancel=Cancelar
Close=Cerrar
Next=Siguiente
Previous=Anterior
to=hasta
AdvancedSearchDialog.title=Busqueda Avanzada
AimedShotDialog.dontAim=No apuntes
#Advanced client display options
AdvancedOptions.ChatboxSize.name=Tamaño Chat
AdvancedOptions.ChatLoungeTabFontSize.name=Tamaño de fuente de la pestaña Sala
AdvancedOptions.DrawEntityLabel.name=Mostrar Etiquetas de Unidad
AdvancedOptions.MechDisplayArmorLargeFontSize.name=MechDisplay Armor Tamaño de Fuente Grande
AdvancedOptions.MechDisplayArmorMediumFontSize.name=MechDisplay Armor Tamaño de Fuente Mediano
AdvancedOptions.MechDisplayArmorSmallFontSize.name=MechDisplay Armor Tamaño de Fuente Pequeño
AdvancedOptions.MechDisplayLargeFontSize.name=MechDisplay Tamaño de Fuente Grande
AdvancedOptions.MechDisplayMediumFontSize.name=MechDisplay Tamaño de Fuente Mediano
AdvancedOptions.MechDisplayWrapLength.name=MechDisplay Longitud de envoltura
AdvancedOptions.MoveDefaultClimbMode.name=Modo de escalada predeterminado
AdvancedOptions.MoveDefaultClimbMode.tooltip=<html>Establece el modo de ascenso predeterminado.<br/>falso = Pasar, verdadero = Subir</html>
AdvancedOptions.MoveDefaultColor.name=Mover Color - Predeterminado
AdvancedOptions.MoveIllegalColor.name=Mover Color - Ilegal
AdvancedOptions.MoveJumpColor.name=Mover Color - Saltar
AdvancedOptions.MoveMASCColor.name=Mover Color - MASC
AdvancedOptions.MoveRunColor.name=Mover Color - Correr
AdvancedOptions.MoveBackColor.name=Mover Color - Hacia atrás
AdvancedOptions.MoveSprintColor.name=Mover Color - Esprintar
AdvancedOptions.MoveFontType.name=Mover Tipo de Fuente
AdvancedOptions.MoveFontSize.name=Mover Tamaño de Fuente
AdvancedOptions.MoveFontStyle.name=Mover Estilo de Fuente
If you'd like to know more drop me a PM.
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When you activate it says in the chat box. If you type it in again it with say it’s off.
A better method is in the works by someone way smarter than me. But at least for now, after the next phase if you hover over one of your own mechs, it will not have the hidden graphic effect anymore, and it will say "Has been seen by: BotName." Like so:
-
This is a very cool way to make princess a bit more challenging/a bit less samey, excellent work!
-
Coming Soon to MekHQ and MegaMek
The ability to enable dynamic scenarios to use fixed MULs. This will allow player built force templates to be loaded from a fixed MUL file instead of randomly generated. Provided the MULs are added to the new data\scenariotemplates\fixedmuls folder.
(http://i.imgur.com/ThYxSKwl.png) (https://imgur.com/ThYxSKw)
-
The ability to enable dynamic scenarios to use fixed MULs. This will allow player built force templates to be loaded from a fixed MUL file instead of randomly generated. Provided the MULs are added to the new data\scenariotemplates\fixedmuls folder.
I'm a little confused about what this is supposed to do. Does this allow from random assignment from a MUL generated with MegaMek? For example I generate a Clan Touman, save the MUL, and load it with a scenario for MegaMek to randomly pull units or formations?
-
I'm a little confused about what this is supposed to do. Does this allow from random assignment from a MUL generated with MegaMek? For example I generate a Clan Touman, save the MUL, and load it with a scenario for MegaMek to randomly pull units or formations?
Right now, it will not randomly pull muls. That option has been requested though. But it will pull a fixed mul. So, for instance, if you wanted to create a Clan Galaxy, and give the pilots SPAs, Edge, Custom mechs, custom ammo, Callsigns, whatever ... in a certain folder structure. You can then create a Scenario called "Clan Sea Fox Galaxy Battle" and link it to that specific .mul. Then you could generate that Scenario in MHQ any time you want and have your mercenary force fight it as part of their normal campaign. And it will launch into MM with portraits, SPA, edge, custom mechs, etc.
There is a sample test scenario in the files and stuff channel on the discord, if you want to see an example. But basically - this will allow people to create custom set-piece scenarios that can be launched from MHQ as part of a mercenary campaign.
But yes, it would be cool if you could create a "Clan Sea Fox" folder, place a number of Sea Fox .muls in it, and have it randomly choose one of them, instead of the same one every time. But, baby steps. :)
-
Thanks for explaining that - sounds like a great feature :thumbsup:
-
Sounds like the extended functionality could also be a stepping stone to persistent OpFor.
If I can make an OpFor using Windchild's builder, sort that into MULs, and start deleting or collapsing MULs as my mighty warriors start deleting and collapsing the opposition, then I have persistent OpFor lite. Not perfect but better than the already awesome stuff we have now.
-
Sounds like the extended functionality could also be a stepping stone to persistent OpFor.
If I can make an OpFor using Windchild's builder, sort that into MULs, and start deleting or collapsing MULs as my mighty warriors start deleting and collapsing the opposition, then I have persistent OpFor lite. Not perfect but better than the already awesome stuff we have now.
I didn't realize I wanted this until you said it. ;D
-
Put that way, it DOES sound awesome! :thumbsup:
-
Coming soon to MegaMek
(http://i.imgur.com/DrnIfd4l.png) (https://imgur.com/DrnIfd4)
-
Coming soon to MegaMek
(http://i.imgur.com/DrnIfd4l.png) (https://imgur.com/DrnIfd4)
I can’t see anything there. Too blurry and small
-
It looks like you can research units without starting a full game. Maybe just from the launch screen.
Or it could be something completely different.
-
It looks like you can research units without starting a full game. Maybe just from the launch screen.
This!
-
Wow, that's a feature I never realized would be incredibly useful until it was offered to me. ;D
-
Definitely a quality of life improvement! :thumbsup:
-
It looks like you can research units without starting a full game. Maybe just from the launch screen.
Or it could be something completely different.
Now that you say that the picture makes much more sense. I am looking forward to that. Lots of good stuff in the works.
-
I'm just going to leave this here.
(http://i.imgur.com/RgYFdKYl.png) (https://imgur.com/RgYFdKY)
-
Even if the actual meat of MegaStrike isn't there yet (and probably won't be for a loooong while), we're getting so much support, lol.
Looks good. Will be very handy.
-
Awesome! I look forward to seeing AlphaMek at some point! Even though MegaMek speeds up BattleTech play substantially, there would still be a huge speed boost for larger battles with Alpha Strike rules ^-^
This'll certainly make it easier to port custom variants to Alpha Strike :)
-
Awesome! I look forward to seeing AlphaMek at some point! Even though MegaMek speeds up BattleTech play substantially, there would still be a huge speed boost for larger battles with Alpha Strike rules ^-^
This'll certainly make it easier to port custom variants to Alpha Strike :)
If/when it happens it will be MegaStrike.
-
If/when it happens it will be MegaStrike.
I should point out that Hammer asked me to look into doing this a few years ago. Still looking at it. :)
-
Perhaps MegaISAW at some point in the distant future? :)
-
Perhaps MegaISAW at some point in the distant future? :)
On my list as well. :)
-
Woo! :beer:
-
Megastrike sounds better than Alphamek :thumbsup:
-
Megastrike sounds better than Alphamek :thumbsup:
Agree. Gets my vote.
-
Been waiting a very long time for that game expansion. megastrike will be awesome. 8)
To be able to control formation such as battalions and above will really make a big difference.
The only thing I look forward to more is the abstract portion of alpha strike. Because that handles the even larger formations. Without mentally breaking someone because it's on a couple of days cards versus a lot of data cards.
-
And MegaStrike would of course lay the foundations for MegaForce. ;D
-
I'm pretty sure we're just naming yet-to-be-released Nerf blaster series at this point.
-
I'm pretty sure we're just naming yet-to-be-released Nerf blaster series at this point.
Given how it'll be quite some time (think closer to a decade at current pace) until an alpha is released, you are correct.
-
Proposed option for the in-game unit display.
We have a contributor working on the final stages of this.
(http://i.imgur.com/n4dE9tol.png) (https://imgur.com/n4dE9to)
It would allow you to switch between the traditional tabbed view, and an expanded view that feels more like a control panel. It works well with a wide screen monitor.
Thoughts?
-
The graphical elements in the lower right could stand to be stretched a little taller... :)
-
I think the whole display could be compacted a little bit by getting rid of the armor block and weapons summary on the unit summary panel, shrinking that window as needed, putting the armor diagram between that panel and the pilot info panel, moving the sensors and misc. stuff window to under the weapons display, and moving either the weapons list or the location and slot window to take up the entire right side.
-
Coming Soon to MegaMek
In game planetary conditions overlay. Gives you a reminder of what you're dealing with.
(http://i.imgur.com/R9KBmO2l.png) (https://imgur.com/R9KBmO2)
-
Very nice, that will be quite handy.
-
Indeed! :thumbsup:
-
That overlay reminds me of Betty describing local battlefield conditions in MechWarrior 2 8)
-
I'd prefer a weathervane-style graphic, but for now I'll take the text.
-
I'd prefer a weathervane-style graphic, but for now I'll take the text.
I prefer a redneck weather rock graphic myself ;D
(https://i.pinimg.com/originals/f4/86/ff/f486ffba4cdc07cc040428fc310e18a1.jpg)
-
Just going to leave this here.
Work in Progress. (https://screencast-o-matic.com/watch/c3lZe2VvLf9)
-
That makes me happy.
-
Nice! UI improvements are always welcome! :thumbsup:
-
What change it is? I can't catch the point on the video.
Besides, the screen is extremely large. Even if I see the video with fullscreen mode it is very hard to read the alphabet and I have to close to the screen. Perhaps that's one the reason of Megamek's ridiculously big UI.... Else it just because the screen is wide and the video have to show it regardless(my monitor is not wide as much it is), and perhaps the screen is not that large(just wide) actually.
-
If you look back up through the thread, you'll see requests for being able to snap various control panels in or out of the main window.
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If you look back up through the thread, you'll see requests for being able to snap various control panels in or out of the main window.
Oh, I see the round report is separated with the screen. I didn't noticed this before! Perhaps Saint Nicholas was finally come for me.
Watch the video again and I can see more changes.... Able to switch to tabbed view or see everything at once on the unit UI is interesting. I don't think that I can use it well personally(for my monitor is not that big enough), but with big or wide screen you can check the status easier. Still it can be used for check the detailed report when I need it now, so it's always a good news.
:thumbsup:
edit: Wait, was it all available already on the recent version??? Well, although it seems that I can't attach the unit display on the screen right now, as the video shows.
-
I can see this being useful for touch screen coffee table 8)
-
Just going to leave this here.
Work in Progress. (https://screencast-o-matic.com/watch/c3lZe2VvLf9)
This is looking great, and gives plenty of options for folks wanting neater arrangements on single screens vs those of us who shove everything off on a second monitor.
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Coming soon to MegaMek. More improvements to unit tool tips.
-add system info to the mini armor dsiplay
-add indicator if movement was modified by heat, planetary conditions, or damage.
-show a message for the overall status of the entity
(http://i.imgur.com/03RORvWl.png) (https://imgur.com/03RORvW) (http://i.imgur.com/q8EcqL1l.png) (https://imgur.com/q8EcqL1)
-show a message when unjamming a RAC
(http://i.imgur.com/6BrLmcyl.png) (https://imgur.com/6BrLmcy)
-if jump jet or jump boosters are damage show counts for them
(http://i.imgur.com/gHznOWil.png) (https://imgur.com/gHznOWi)
-
Bomb count and type on aircraft (and potentially VTOLs) would be great as well, seeing as there's no way of telling that in-game.
-
Excellent! At this rate, there might be AToW support yet... :D
-
Bomb count and type on aircraft (and potentially VTOLs) would be great as well, seeing as there's no way of telling that in-game.
I commented into the PR but you might want to.
https://github.com/MegaMek/megamek/pull/4078#issuecomment-1367606365
-
While I love the unjaming RAC message it makes me shudder at remembering the amount of times I have come back to a MM game and forgotten that a unit had a jammed weapon that I should have unjammed.
Almost wish there was a option to put a warning message on for moving a unit with a jammed weapon and not unjamming it. I'm probably the only person forgetful enough to find such a message useful.
Does the message change if the weapon being unjammed is not a RAC?
-
Hammer, does that unjamming message change for a jammed UAC or standard AC when using rapid fire? Princess loves using rapid fire when I have both options turned on (Rapid Fire and unjamming other AC weapons)
-
I commented into the PR (https://github.com/MegaMek/megamek/pull/4078) but you might want to.
Update: Now with 100% more bombs.
(http://i.imgur.com/sux8Ox2l.png) (https://imgur.com/sux8Ox2)
-
And you get a bomb, and YOU get a bomb... Bombs for everyone! :D
-
Update: Now with 100% more bombs.
:beer:
-
Lobby Improvements
(http://i.imgur.com/83F08C5l.png) (https://imgur.com/83F08C5)
-add deployment zone offset and width to player display, if not default
-add start to unit display
-add deployment zone offset and width to unit display, if not default
-if unit start is not using players start, show in different color
-add direction and distance to display for off board units
-if mech or aero has an ejection seat and auto ejection is turned off, display a warning
-if bot is set to single bind, show any eye indicator in player display
(http://i.imgur.com/l6CFIYal.png) (https://imgur.com/l6CFIYa)
add game option: (Unofficial) Default bots to single blind, when using TacOps Double blind
-
Progress is progress! :thumbsup:
-
Coming soon...
(http://i.imgur.com/O50vCBel.png) (https://imgur.com/O50vCBe)
-
Sweet! Maybe someday it'll be automatic after a certain amount of damage... ^-^
-
Coming soon'ish.
Updates to the Initiative Reports
- add a report to the round reports that shows the units to deploy broken down by each deployment round.
- as units are deployed, don't display them in the next round's report.
- if double bind setting is active, show ??? instead of the names of units you are not allowed to know about.
show deployment zone for each unit - when using (Unofficial) Individual Initiative, do not show rolls for units that will be deployed in later rounds.
add a section to show the remain units to deploy, break down by round
(http://i.imgur.com/whfikVpl.png) (https://imgur.com/whfikVp)
(http://i.imgur.com/EfRYAoCl.png) (https://imgur.com/EfRYAoC)
-
Sweet! Maybe someday it'll be automatic after a certain amount of damage... ^-^
What do you mean by this?
-
That the sprite will automatically switch to a "damaged" version as the unit takes damage.
-
That the sprite will automatically switch to a "damaged" version as the unit takes damage.
It does and has for ages.
-
Oh, cool! Thanks! :thumbsup:
-
That the sprite will automatically switch to a "damaged" version as the unit takes damage.
It does and has for ages.
See this.
https://bg.battletech.com/forums/megamek-games/coming-soon-to-megamek/msg1625891/#msg1625891
-
I totally forgot about that, thanks again!
-
Welcome back the BONG in the next Dev Release.
What is without a doubt a love/hate feature has returned the BONG it makes it's return in Dev Release 0.49.12 with some added features.
- add option to play a sound when it is my turn
- add option to play a sound when it is others turn
- add option to set sound file for chat, my turn, and others turn
(http://i.imgur.com/oX1XVQLl.png) (https://imgur.com/oX1XVQL)
-
All hail the BONG, or how to accidentally let your boss know you're not actually working ;D
-
The annoyance factor of a sound is directly related to the default setting of said sound... ::)
-
The annoyance factor of a sound is directly related to the default setting of said sound... ::)
Yeah, I never had a problem with the sound. I just turned it off.
-
Those willing to figure out how to change defaults are rarely bothered by them... ^-^
-
Ima drop this here for now...
-
Working engineers? Awesome! :thumbsup:
-
Working engineers? Awesome! :thumbsup:
Working as far as Fieldworks is concerned. The rest will come at some point. One bridged river at a time...
-
Sweet! :thumbsup:
-
Is there a possiblity to use operational HQs?
-
Is there a possiblity to use operational HQs?
Mobile HQs (or anything with Communications Equipment) already give the appropriate initiative bonus based on how much commo equipment it mounts.
Or did you mean something else?
-
I thought HQs we only an asthetic option. Unlinke in the Hoi series were HQs were really usefull.
-
Initiative bonuses are ALWAYS useful.
-
Doe the clan have them also or just the IS? As cant find anything in MM...
-
Probably, though since they never appear in the lore they may just not use them. Then again, is there any TRO that includes Clan vehicles??
-
Doe the clan have them also or just the IS? As cant find anything in MM...
There are a few pulled out of caches on Strana Mechty in Icons of War, but none to my knowledge in active use. In other words, if a Clan commander really needs one, it's not hard to get one, but most Clanners prefer a "lead from the front" style that's a bit antithetical to the vehicle's existence. That being said, as in IoW, it has its utilities outside of being somewhere for commanders to watch their subordinates fight and issue orders.
-
What about meks with the "command mech" quirk, does they get the bonus at well?
-
Probably, though since they never appear in the lore they may just not use them. Then again, is there any TRO that includes Clan vehicles??
Prominently in TRO: 3060.
Doe the clan have them also or just the IS? As cant find anything in MM...
Lore-wise, it's unlikely up to the Republic era. Commanders are typically in the field and in the action. If they're in a command center, it would likely be in a DropShip rather than a conventional vehicle. There aren't any Clan-tech mobile HQs that I know of, but they still field a number of conventional vehicles of purely IS technology especially in support roles.
Edit: perhaps this should be split off into another thread so it doesn't derail the "Coming soon" purpose of this thread?
-
Does anybody knows about the command mech" hq bonus?
-
Quirks also work as advertised for initiative.
-
Ok, thanks.
-
Early in Development.
(http://i.imgur.com/qLd2I8ql.png) (https://imgur.com/qLd2I8q)
-
Very nice. Will the same be applicable to CI with Light/Heavy Mortar support weapons?
-
Very nice. Will the same be applicable to CI with Light/Heavy Mortar support weapons?
We are hoping so.
-
Infantry mortars and BA mortars are different things... 8)
-
Infantry mortars and BA mortars are different things... 8)
We are following what is outlined on TacOps:AR - pg 106 - Infantry Mortars.
-
Cool... not sure how compatible they are with BA, but sounds like a good way to go! :thumbsup:
-
Coming soon to MegaMekLab. Record Sheets with additional tables.
We've had the ability to add various table for a couple of years, but this replaces with fluff image with more table.
(http://i.imgur.com/XP4rqB9l.png) (https://imgur.com/XP4rqB9)
The attached sheet is a sample.
-
Niiice.
-
Is that filtering the cluster table by weapons carried?
-
Is that filtering the cluster table by weapons carried?
It is. I've attached two more examples and then I'll leave this for players to explore when released. Likely in 49.13
-
I like how the armor and internal structure show the type. Does that work for patchwork armor, too?
-
I like how the armor and internal structure show the type. Does that work for patchwork armor, too?
Sort off but needs refinement.
(http://i.imgur.com/GYx407fl.png) (https://imgur.com/GYx407f)
-
Coming soon to MegaMek.
A Client Settings Overhaul.
Our Client Systems is an often confusing and jumbled mess. One of our contributors has been working hard over the last few months on numerous improvements to our user experience.
MAIN TAB
-caution and precaution color (align colors between unit tool tip, unit over view and entity sprite)
(http://i.imgur.com/0nsY30cl.png) (https://imgur.com/0nsY30c)
KEY BINDS
(http://i.imgur.com/sR2kktsl.png) (https://imgur.com/sR2kkts)
GAME BOARD
Add field of fire colors, add combo box for move font type and style, unit text, unit selected, unit valid colors
(http://i.imgur.com/yVmYoe3l.png) (https://imgur.com/yVmYoe3)
UNIT TOOLTIP
(http://i.imgur.com/5o4LC1Vl.png) (https://imgur.com/5o4LC1V)
MINI-MAP
(http://i.imgur.com/csZRVnBl.png) (https://imgur.com/csZRVnB)
REPORT
(http://i.imgur.com/kfiZZwHl.png) (https://imgur.com/kfiZZwH)
OVERLAYS
(http://i.imgur.com/4qCFuwHl.png) (https://imgur.com/4qCFuwH)
BUTTON ORDER
(Can be dragged)
(http://i.imgur.com/LBttopnl.png) (https://imgur.com/LBttopn)
AUTO DISPLAY
(http://i.imgur.com/G05smmbl.png) (https://imgur.com/G05smmb)
OPTIONS
(http://i.imgur.com/QpKWrAjl.png) (https://imgur.com/QpKWrAj)
-
Coming Soon.
(http://i.imgur.com/1N6ovqil.png) (https://imgur.com/1N6ovqi)
-
Rawk on!!
-
Thank goodness! I presume those weapon quirks will also now export correctly on record sheets?
-
Thank goodness! I presume those weapon quirks will also now export correctly on record sheets?
This is strictly in game.
-
We'll take what we can get! :)
-
Coming Soon. Improvements to unit information in the Initiative Phase.
(http://i.imgur.com/F9u54V2l.png) (https://imgur.com/F9u54V2)
-
This has been wanted for a while,
(http://i.imgur.com/CwmhUMVl.png) (https://imgur.com/CwmhUMV)
-
For the Stratcon fans
Nickargua is working on a project where each track will have a temperature range, and each hex will be of a particular terrain type (and at some point I'll even have a graphical representation of it). Now, AtB already has a bunch of map generator presets, but for this project we'll need more.
This is a document with some terrain categories, matched up with mapgen presets. Anyone who's interested should feel free to help out by generating some map presets (and sending them over to me somehow; make sure to document what you're working on in the google doc). Feel free to match up existing map generator presets with some of these terrain types.
Note that I haven't gotten around to putting actual jungle in as a map gen option yet, that will be "soon" (tm).
June 10th update - the community contribution part is closed for now. See here for the coming soon overview.
https://github.com/MegaMek/mekhq/pull/3693
-
If you have a look at the previous post, the Stratcon project continues.
(http://i.imgur.com/4zhubVJl.png) (https://imgur.com/4zhubVJ)
This is version 1, and we have a long way to go with color, blending, etc.
-
Tilesets are *hard*. There's an artistic direction I didn't realize existed when I tried making my own maps. Even basic color theory and harmonizing sets of overall colors.
-
Yes they are! Especially when you try to tile them...
-
From a playability POV; having hard edges helps count tiles quickly using vision.
-
It seems that MegaMek is almost reach to an another MechWarrior game.
-
It's superior to all of them because it's true to the tabletop rules... 8)
-
100% that!
-
If you have a look at the previous post, the Stratcon project continues.
This is version 1, and we have a long way to go with color, blending, etc.
Definitely want to have a look at some of that text overlay color vs. potential backgrounds i.e. dynamically change text to a contrasting color, or float a popup with the additional information when hovering the cursor. Some of those are blending in too well (desert hex, in the picture) making it difficult to read the coordinate values. Not always an issue, but when required to defend/hold certain locations it's good to know which hex(es) it is.
Somewhat related, is the zero-based coordinate system going to be retained? No real argument either way, aside from the text readability issue making it important to know if counting starts at 0 or 1.
-
Somewhat related, is the zero-based coordinate system going to be retained? No real argument either way, aside from the text readability issue making it important to know if counting starts at 0 or 1.
I really wish the coordinate system was optional. Hex numbers are much easier to use IMO.
-
We are getting close to final on the Stratcon improvements.
(http://i.imgur.com/xVLeTFKh.png) (https://imgur.com/xVLeTFK)
-
That light green text is unreadable on several shades of the brown, unfortunately, but I agree you're otherwise close.
-
How about the first of the new in-game GM tools? Looking forward to editing unit damage in-game!
-
There are a few nice things in development or recently added.
This allows a player with the Gamemaster (GM) role to use the right click menu to:
Open the UnitEditorDialog to add or remove damage from an Entity. This will update ammo counts and weapon usability but will NOT trigger unit immediate effects such as death, ejection, explosions, etc. (this is an issue with editing damage in the lobby as well.)
Open the CustomMechDialog (aka Configure dialog) to change pilot name and stats, change prone/hidden, everything you can do from the lobby except changing deployment zones.
To do this, the player will have to become a Gamemaster by
using the /gm command
then having all other human players /allowGM.
FYI adding support for editing pilot health, buildings and hexes will take a bit more work but is possible in another PR.
Also this handy little tool is in development
(http://i.imgur.com/eIVn9r9l.png) (https://imgur.com/eIVn9r9)
Add ability to edit existing Princess bots via the Replace Player... menu item.
- Lists all ghosts and bots
- Allows editing of Local Princess configs on existing bots, rather than having to kick them and then re-add them.
- Button to restore bot settings from loaded MM save file. Ghost replacement does this by default.
- Allows kicking of local and remote bots via UI, rather than having to use the command line. (no support for passworded servers)
- (fix) protects initial bot configs saved in file from being overwritten by dialog. Copies settings before passing to dialog.
-
I'm really looking forward to the GM tools! Being able to edit unit damage makes it possible to resolve some stuff manually, like custom weapon attacks or sabotage. For now it'll help me with stuff like orbital bombardment (minus terrain damage) and bombing attacks with units that have the internal bomb bay quirk.
I'm looking forward to whenever building and terrain damage editing come around, or just marking units as alive or dead cool
-
I'm testing tonight's nightly MegaMek build and I'm having trouble getting GM-adjusted damage to apply to an enemy 'mech controlled by the bot. When is the damage supposed to take effect? I tried editing damage during the movement phase.
EDIT: Nevermind - it takes effect immediately. I was screwing myself up by editing IS damage before armor damage. I don't edit damage much in the lobby so I'm not used to it. This is pretty neat!
EDIT 2: There is indeed some weirdness with this feature. I need to play around with it some more and see what's going on.
-
Editing active bots on the fly will make me extremely happy.
I will say that there have been a few command line commands added that are not included in the command line help. There is an ignore command that I can not remember, specifically.
-
I will say that there have been a few command line commands added that are not included in the command line help. There is an ignore command that I can not remember, specifically.
ignoreTarget, perhaps?
-
Yes! IgnoreTarget - which has precise entry formatting requirements.
Server: Command "IgnoreTarget" not recognized. Commands available: allowGM, allowTeamChange, checkbv, checkbvTeam, defeat, entity, exportlist, fixelevation, gm, help, joinTeam, kick, listEntities, listSaves, load, localload, localsave, nova, nuke, replacePlayer, reset, roll, ruler, save, seeall, singleblind, skip, t, tile, traitor, validTargets, victory, who
Makes me wonder if there are other command lines out there that are super valuable but masked.
-
ignoreTarget is not a server command, but a Princess setting. Like the other Princess settings, it is provided as an argument to the name of the friendly Princess player i.e. Princess Player: ignoreTarget: 41, where the player name is "Princess Player" and the unit ID to ignore is 41.
-
I don't work with Princess frequently. Can these commands be passed live or scripted for some kind of live behavioral strategy change?
-
I don't work with Princess frequently. Can these commands be passed live or scripted for some kind of live behavioral strategy change?
The ingoreTarget setting is passed 'live', although the accumulated list is reset when it gets /kick to replace it with new settings. One of the reasons why I'm looking forward to the addition of live GUI settings modification. There isn't any current scripting system for controlling Princess behavior e.g. switch to "X" behavior preset when it drops below "Y" BV percentage, although there's a few RFE's for that already submitted.
-
Coming Soon to MegaMek.
Camo rotation and scaling - see link for screenshots.
https://github.com/MegaMek/megamek/pull/4716
-
Absolute godsend.
-
Yeah that's gonna be a big deal.
-
You continue to be heroes! :)
-
Coming soon to MegaMek.
MekView Improvements
(http://i.imgur.com/e72XFaul.png) (https://imgur.com/e72XFau)
- Adds a toolbar like on the AS Card that allows font configuration and copying the info as text or html
- Removes some background coloring that wasn't compatible with dark look and feel, now damage is colored in the configurable warning color aka red and caution color aka yellow
- Scrolling should be smoother (smaller increment)
- The tables (armor, weapons etc) now have a little space between columns, most columns are centered
- Unnecessary empty lines between text blocks have been removed
- Html tags in the fluff text are removed for text export, so simple html tags like <P>, <BR>, <B> and <I> can be used to add line breaks and formatting
- The MUL link from the "Source:" text has been removed, there's now a button
- Instead, when the source is Shrapnel, a link to the Shrapnel website on bg.battletech.com is present
- In the lobby, the summary scales correctly according to GUI scaling (override on SetVisible)
-
Just going to leave this here.
Infantry getting a little more bite.
(http://i.imgur.com/JtEIYEnh.png) (https://imgur.com/JtEIYEn)
and this
The rare time these days we implement unofficial rules.
(http://i.imgur.com/1WuWyODh.png) (https://imgur.com/1WuWyOD)
The rare time these days we implement unofficial rules.
-
Nice...
"Hey, I keep hearing this BLOOP noise from over those hills. Any idea what's up?"
THUMP THUMP THUMP THUMP
"... never mind. And now I'm also ON FIRE."
-
“Arise, arise, riders of the Caballeros !
Fell deeds awake, fire and slaughter!
Mech shall be shaken, armor be splintered!
A laser-day, a red day, ere the sun rises!
Ride now, ride now!”
Sprites still need to be developed
(http://i.imgur.com/lsKDlUvh.png) (https://imgur.com/lsKDlUv)
-
Hard to see at that resolution, but NICE! :)
-
Beast-mounted infantry? Finally! Boomer troopers, WE RIDE!
-
Coming soon. Known your role...and set your role.
(http://i.imgur.com/vIJ740Ch.png) (https://imgur.com/vIJ740C)
Aka role will be set in the Unit file.
FYI this DOESN'T means Quirks can be done like this. The implementation of Quirks has issues and will require significant work and thought to do this. But we are looking into it.
-
I saw in another thread you've added the Shrapnel Sniper Rifles... are the rest of the Shrapnel weapons being added too? And are you applying the 0.60 cap (that yields the Heavy Burst special)?
-
I saw in another thread you've added the Shrapnel Sniper Rifles... are the rest of the Shrapnel weapons being added too? And are you applying the 0.60 cap (that yields the Heavy Burst special)?
I will be adding them with the .6 cap that is handle automatically via code. I just haven't had time to more than small things right now.
-
Beast-mounted infantry? Finally! Boomer troopers, WE RIDE!
(http://i.imgur.com/e7WDqoil.png) (https://imgur.com/e7WDqoi)
-
Just one more reason to stay at AC/2 range when facing infantry! ;D
-
I saw in another thread you've added the Shrapnel Sniper Rifles... are the rest of the Shrapnel weapons being added too? And are you applying the 0.60 cap (that yields the Heavy Burst special)?
All the Shrapnel weapons are in except the lasers from Issue #9.
-
I hope they make it in eventually... they're some of the best weapons around now. :)
-
Coming soon to MegaMek.
Quirk Improvements.
(http://i.imgur.com/SWXmHm8h.png) (https://imgur.com/SWXmHm8)
This is more than just a graphical improvement. This opens the door for us to look into managing quirks via MegaMekLab. We have no ETA on if/when that will happen.
-
Oh my. That would really make my day.
-
I suspect that will make a LOT of peoples' days! :)
-
Just going to leave this here.
(http://i.imgur.com/JhWajQPh.png) (https://imgur.com/JhWajQP)
-
Well, that didn't take long! You're spoiling us, Hammer, SPOILING us! :D
-
Is that going to be available for the MegaMek Lab???
-
"Animalistic appearance". Finally, something to give guidelines to the Animal Mimicry SPA.
-
I can officially announce as off 0.49.16-Development release. Quirks and roles for all unit types will be managed via MegaMekLab now.
-
Awesome!
Do they effect game play?
-
Awesome!
Do they effect game play?
We have tons that are coded for use in play.
-
Coming Soon to MegaMek.
Improvements to deployment options.
This is a very large and complex in progress update. Please check out this link to read the specifics.
https://github.com/MegaMek/megamek/pull/4922
-
Coming Soon to MegaMek.
More roll transparency. We often get comments about people wanting to see the rolls rather than the results. We've implemented improvements, and while these improvements are exhaustive they do much more clarity.
Sample Attack
(http://i.imgur.com/rI5DsXol.png) (https://imgur.com/rI5DsXo)
With a modifier
(http://i.imgur.com/MwtSsI4l.png) (https://imgur.com/MwtSsI4)
Natural Aptitude
(http://i.imgur.com/Lr3MmxYl.png) (https://imgur.com/Lr3MmxY)
We are planning to add more over time and have no ETA on them, or what they will be.
-
Gonna leave this here.
(http://i.imgur.com/aDixnVxh.png) (https://imgur.com/aDixnVx)
Very very early in Development.
-
OMG yes!
-
Gonna leave this here.
We were just talking about that here a month or two ago. I hearted that ticket :kiss:
-
Finally!!
-
Definitely want to see some more work on smoothing out moving setups between versions. It can take me a solid week to update the era availability XMLs when there are changes to things like BA names, (Standard) model naming protocol, not to mention incorporating custom infantry.
-
Definitely want to see some more work on smoothing out moving setups between versions. It can take me a solid week to update the era availability XMLs when there are changes to things like BA names, (Standard) model naming protocol, not to mention incorporating custom infantry.
We try to avoid issues with name changes and that is why the name_change.txt file exists. It captures almost all areas with no changes, but sometimes things slip thru.
-
Coming soon...Warbook
(http://i.imgur.com/gd4rWXal.png) (https://imgur.com/gd4rWXa)
(http://i.imgur.com/0QMH3lAl.png) (https://imgur.com/0QMH3lA)
-
That looks handy! :)
-
Coming Soon to MegaMek
Warning for buildings based on unit weight
(http://i.imgur.com/xOn4ofil.png) (https://imgur.com/xOn4ofi)
(http://i.imgur.com/B1UnhX2l.png) (https://imgur.com/B1UnhX2)
-
That will be VERY helpful! :)
-
So many times I've (literally) fallen for those...
-
Coming Soon to MegaMek
Warning for buildings based on unit weight
(http://i.imgur.com/xOn4ofil.png) (https://imgur.com/xOn4ofi)
(http://i.imgur.com/B1UnhX2l.png) (https://imgur.com/B1UnhX2)
Oh nice - I remember the first time I learned this mechanic was even a thing, placing field guns on rooftops thinking I was clever. Wasn't expecting the unit to wipe turn zero.
Beast Riders plus the Shrapnel Barton Rifles is going to be a super fun combination to play with - Bartons in general have been a riot for infantry heavy campaigns, when my logi guys can find the rifles in the first place.
-
Coming soon to MegaMek.
In Game Force Display.
- add in game force display dialog, similar to the lobby force display
- double clicking a unit views it in unit display and centers unit on game board
- popup menu for view readout of unit
- add an indicator if a unit is done or not
Now with 100% more screen shots.
(http://i.imgur.com/9vmlwAhl.png) (https://imgur.com/9vmlwAh)
(http://i.imgur.com/9qgaJ3hl.png) (https://imgur.com/9qgaJ3h)
-
We've sent Princess to Lloyd Marik-Stanley Aerospace School
Check out this early progress report (https://github.com/MegaMek/megamek/pull/5020#issuecomment-1881611220)
-
Woo! And well played, good sir! :)
-
Coming Soon to MegaMek.
If you're a fan of the Turn timer in games.
https://github.com/MegaMek/megamek/pull/5126
-
FOR IMMEDIATE RELEASE
"Princess," the Renegade MechWarrior, Hones Skills at Blackjack School
The Blackjack School of Conflict welcomes "Princess," a MechWarrior famed for her impulsive combat style, for specialized training in weapons handling. Known for turning battlefields into explosive masterpieces, she's set to master the correct application of multi-ammo weaponry.
This royal with a penchant for devastation joins the ranks, ready to refine her approach under the school's unique curriculum. "A warrior princess with a love for ordnance? We're all in," says the school's representative. Her course focuses on leveraging the versatility of weapons that accommodate multiple ammunition types, promising to add precision to her natural ferocity.
With "Princess's" enrollment, the academy braces for a term of high-octane learning. Peers are intrigued, if a bit wary, of training alongside a royal known for her battlefield prowess. Her presence signals thrilling times ahead for the Blackjack School, where every lesson is a step closer to mastery.
About the Blackjack School of Conflict:
A haven for the galaxy's most promising warriors, the Blackjack School specializes in unconventional warfare techniques, preparing students to outmaneuver and outblast opponents across the cosmos.
Contact:
Public Relations Officer
Blackjack School of Conflict
(http://i.imgur.com/KWYaltsl.png) (https://imgur.com/KWYalts)
-
LOVE that fluff! Blackjack is my favorite academy! :D
-
Initiative Phase for Round #3
-------------------
Defender rolls a 6[6+0].
Princess rolls a 8[8+0].
The turn order for movement is:
Defender, Princess, Defender, Princess, Defender, Princess, Princess, Defender, Princess, Princess
Wind direction is from the North. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Team 1:
7716 / 7716 BV remaining (100.0%), 0 BV fled.
4 / 4 units remaining (100.0%).
Team 2:
4672 / 4672 BV remaining (100.0%), 0 BV fled.
6 / 6 units remaining (100.0%).
Defender:
7716 / 7716 BV remaining (100.0%), 0 BV fled.
4 / 4 units remaining (100.0%).
Princess:
4672 / 4672 BV remaining (100.0%), 0 BV fled.
6 / 6 units remaining (100.0%).
Padilla Heavy Artillery Tank (Princess) switched their Arrow IV ammo to Arrow IV Homing Ammo
due to expectation of TAG support.
Padilla Heavy Artillery Tank #2 (Princess) switched their Arrow IV ammo to Arrow IV Homing Ammo
due to expectation of TAG support.
Padilla Tube Artillery Tank (Princess) switched their Sniper ammo to Copperhead Sniper Ammo
due to expectation of TAG support.
Padilla Tube Artillery Tank #2 (Princess) switched their Sniper ammo to Copperhead Sniper Ammo
due to expectation of TAG support.
Targeting Phase
-------------------
Weapons fire for Padilla Heavy Artillery Tank (Princess)
Arrow IV (Arrow IV Homing Ammo), will land in 1 turn(s).
Weapons fire for Padilla Heavy Artillery Tank #2 (Princess)
Arrow IV (Arrow IV Homing Ammo), will land in 1 turn(s).
Weapons fire for Padilla Tube Artillery Tank (Princess)
Sniper (Copperhead Sniper Ammo), will land in 1 turn(s).
Weapons fire for Padilla Tube Artillery Tank #2 (Princess)
Sniper (Copperhead Sniper Ammo), will land in 1 turn(s).
Movement Phase
-------------------
Beagle Hover Scout (TAG) (Princess) must make a piloting skill check while moving from hex 1407 to hex 1408 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 8 : succeeds.
Offboard Attack Phase
-------------------
Weapons fire for Beagle Hover Scout (TAG) (Princess)
TAG at Atlas AS7-S (Defender); needs 9, rolls 8 : misses
Weapons fire for Beagle Hover Scout (TAG) #2 (Princess)
TAG at Atlas AS7-S (Defender); needs 7, rolls 9 : hits, target tagged.
Weapons fire for Padilla Heavy Artillery Tank (Princess)
Arrow IV (Arrow IV Homing Ammo) at Atlas AS7-S (Defender); needs 4, rolls 7 : hits CT
Atlas AS7-S (Defender) takes 20 damage to CT.
Needs 7+ to destroy Searchlight, rolls 4.
27 Armor remaining.
Terrain takes 10 damage.
Weapons fire for Padilla Heavy Artillery Tank #2 (Princess)
Arrow IV (Arrow IV Homing Ammo) at Atlas AS7-S (Defender); needs 4, rolls 8 : hits CT
Atlas AS7-S (Defender) takes 20 damage to CT.
Needs 7+ to destroy Searchlight, rolls 5.
7 Armor remaining.
Terrain takes 10 damage.
Weapons fire for Padilla Tube Artillery Tank (Princess)
Sniper (Copperhead Sniper Ammo) at Atlas AS7-S (Defender); needs 4, rolls 6 : hits CT
Atlas AS7-S (Defender) takes 10 damage to CT.
Needs 7+ to destroy Searchlight, rolls 9.
Searchlight destroyed!
Armor destroyed.
28 Internal Structure remaining.
Critical hit on CT. Roll is 6; no effect.
Terrain takes 10 damage.
Weapons fire for Padilla Tube Artillery Tank #2 (Princess)
Sniper (Copperhead Sniper Ammo) at Atlas AS7-S (Defender); needs 4, rolls 7 : hits LL
Atlas AS7-S (Defender) takes 10 damage to LL.
31 Armor remaining.
Terrain takes 10 damage.
This started as a Steiner Scout Lance walking across a 32x34 map. With only units you see. At 14 turns late 2 undamaged Atlas's, 1 Heavily Damaged Atlas exited.
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Did Princess not do artillery before? ???
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It's not so much the artillery but what is being fed through the artillery.
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Ah, that makes sense, thanks! :)
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Plus the coordination of the TAG with the Arty, and ammo selection.
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Continuing to push MM to perfection! :)
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Coming soon to MegaMekLab
(http://i.imgur.com/nMo93jjl.png) (https://imgur.com/nMo93jj)
Designed to be used with custom units, canon units will be supported with the Mechset file.
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*low, growly tone* YES. I detest the inability to show a role for my units...
When?
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*low, growly tone* YES. I detest the inability to show a role for my units...
When?
Roles and quirks in MML are in 49.18 (but MML has major bugs around ALL aero type units).
The feature in the screenshot isn't the abilit to set roles.
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Coming soon to MegaMekLab
(http://i.imgur.com/nMo93jjl.png) (https://imgur.com/nMo93jj)
Designed to be used with custom units, canon units will be supported with the Mechset file.
Custom Icons for units <3
Does this only exist for Mechs, or all editable types? Because as someone who is regularly making large volumes of custom infantry, this is a blessing.
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Custom Icons for units <3
Does this only exist for Mechs, or all editable types? Because as someone who is regularly making large volumes of custom infantry, this is a blessing.
(http://i.imgur.com/Tv7yDlZl.png) (https://imgur.com/Tv7yDlZ)
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Cool! Does it have the Shrapnel weapons yet? I posted threads with the TW conversions, if you need that... :)
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Cool! Does it have the Shrapnel weapons yet? I posted threads with the TW conversions, if you need that... :)
We are up to date with the Shrapnel weapons as of the last release.
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AWESOME!! Thank you, kind sir! :)
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Announcing that Story Arcs is nearing an Alpha release!
We're excited to announce a significant new feature in MekHQ: Story Arcs. This innovative addition allows players to craft and experience engaging narratives through a series of connected missions and scenarios, enriched with story elements.
Dynamic Narrative Experiences
Linear Progression: Follow a direct storyline, advancing through a sequence of scenarios.
Branching Paths: Your decisions and the outcomes of missions shape the direction of the story, leading to diverse scenarios and endings.
Track System: Inspired by official BattleTech campaigns, choose your next mission from a curated list, offering strategic decision-making post-mission.
Flexible Mission Selection: Undertake missions as they become available, based on specific criteria, reminiscent of choosing mercenary contracts in a varied and dynamic campaign environment.
Customizable Starting Conditions
Create story arcs with specific initial setups including units, personnel, campaign options, and logistics. Start from scratch or integrate new story arcs into your ongoing campaigns, each with unique narratives and strategic decisions.
Event Types and Future Directions
MissionEvent & ScenarioEvent: Form the core of the narrative, with missions leading to scenarios that evolve into a comprehensive campaign story.
Upcoming narrative enhancements include dialogues, choices, and character interactions to deepen the immersion and player engagement.
Developing Story Arcs
Currently, story arcs are crafted in XML, with a test arc available for preview. Future plans include a GUI editor for intuitive story arc creation, with a focus on user-friendly design and narrative flexibility.
What's Next?
Enhancements to scenario complexity, narrative depth, and visual storytelling are underway, with continuous improvements based on your feedback.
Join us in this narrative journey, shape your unique campaign stories, and dive deeper into the rich universe of MegaMek. We look forward to your creations and the exciting adventures that await in the world of MekHQ Story Arcs!
(http://i.imgur.com/UxBsHxfl.png) (https://imgur.com/UxBsHxf)
(http://i.imgur.com/alqbMkzl.png) (https://imgur.com/alqbMkz)
Our Discord has a small preview video.
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Brilliant idea! I hope you a have a "crashed on a pirate world" track... ;)
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... MY Jaw. WTF is my Jaw?
"Story. Arcs."
*faints*
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Hammer, does this mean it's possible to save off (ie, export) Story Arc modules, to be downloaded and traded around to be imported or otherwise used by other players and/or campaign GMs?
If so, put me in, coach.
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Hammer, does this mean it's possible to save off (ie, export) Story Arc modules, to be downloaded and traded around to be imported or otherwise used by other players and/or campaign GMs?
If so, put me in, coach.
Yep, this is the exact plan. We are still working up how that will work. Right now we are aiming for people to download a zip and unzip into the data folder. We are also planning an editor that will start as a simple text type editor and over time become a flow chart style editor (that is still a very long way off).
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Love it!
<3 you guys
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I love idea of story archs be introduced.
Question: I don't think its cards, are you folks planning viability using existing RPG systems into this. , such as MW1, MW2, ATOW or Destiny?
Making a MegaRPG lite?
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I love idea of story archs be introduced.
Question: I don't think its cards, are you folks planning viability using existing RPG systems into this. , such as MW1, MW2, ATOW or Destiny?
Making a MegaRPG lite?
Nothing planned. Our current implementation seems generic enough to create target numbers. If we ever did implement more RPG stuff it would be whatever is the current "main" RPG BT is using.
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Coming Soon to MegaMek.
Flight Path Improvements for Aerospace units.
(http://i.imgur.com/hi8bYPJl.png) (https://imgur.com/hi8bYPJ)
See this post on Github (https://github.com/MegaMek/megamek/pull/5301) for a more detail explanation.
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Cool! It's very helpful to know when a Fighter can turn! Thank you, kind sir! :)
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Coming Soon to MegaMek.
New Light Conditions - Glare and Solar Flare.
GLARE
(http://i.imgur.com/BYDVCuuh.png) (https://imgur.com/BYDVCuu)
SOLAR FLARE
(http://i.imgur.com/2AmM7pph.png) (https://imgur.com/2AmM7pp)
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Coming Soon to MegaMek.
Improvements to client settings for report colors.
- add client settings for report colors
- for warning text use Main -> Warning Color
- Report tab - add Success Color, Miss Color, and Info Color
- use Report Link Color for the ToHit and Roll Tooltip link color
(http://i.imgur.com/Ply262Dl.png) (https://imgur.com/Ply262D)
(http://i.imgur.com/2sGAswml.png) (https://imgur.com/2sGAswm)
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Oh man, so much good stuff being added. I just hope the 49.19 release has enough fixes for the previous additions to make it worth while.
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Coming Soon to MegaMek.
Sprite Swap Over.
For years, Deadborder has been the primary creator of sprites for MegaMek, he's infused each unit with exceptional detail and distinctness. Traditionally, MegaMek used an external shading script to add depth to these units, which created an additional step in the sprite making process. While the shaded sprites gained the illusion of depth it came at the cost of detail.
We've been able to now integrated a programmatic drop shadow feature for units when they are not airborne. This dynamic shadow, designed to reflect a unit's height, aligns with the shadows cast by terrain, adding a more realistic touch. While keeping more of the original detail.
Over the years we've had players ask for the ability to toggle between shaded and unshaded sprites. This setting has been added with this update and will be found under View -> Client Settings -> Game Board, titled "Show terrain, building, and unit sprite shadows," located midway through the menu. One downside is it will disable ALL shading for terrain and buildings as they share the same code.
Below is a screenshot of the sprites running with the shading code.
(http://i.imgur.com/TqIf4DQ.png) (https://imgur.com/TqIf4DQ)
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If nothing else it will help readability a treat.
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In Development for MekHQ.
(http://i.imgur.com/R7MtE2wh.png) (https://imgur.com/R7MtE2w)
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Definitely still in development! ;D
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Can you make this work for merit increases at my job? I really like this! :laugh:
This will make it a lot easier to fluff out my staff in MekHQ :)
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Be able have a simple toggle switch turn off/on the ECM bubbles shading would be nice while in game. I know it's tall order, some players are as intuitive or have friends being introduced to the game may find it's easier click switch briefly turn off to see other hex colors like heavy smoke that disappears with the ECM is turned on which is useful.
-
I see there are images for portraits, medals, and decorations, but has there been discussion about adding images for rank insignia?
Trip
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Be able have a simple toggle switch turn off/on the ECM bubbles shading would be nice while in game. I know it's tall order, some players are as intuitive or have friends being introduced to the game may find it's easier click switch briefly turn off to see other hex colors like heavy smoke that disappears with the ECM is turned on which is useful.
As of right now your best option is to set the ECM bubble transparency in client options, although somewhat counterintuitively it's "0" transparency that makes it fully transparent iirc.
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FOR IMMEDIATE RELEASE
"Princess," the Renegade MechWarrior, Hones Skills at Blackjack School
The Blackjack School of Conflict welcomes "Princess," a MechWarrior famed for her impulsive combat style, for specialized training in weapons handling. Known for turning battlefields into explosive masterpieces, she's set to master the correct application of multi-ammo weaponry.
This royal with a penchant for devastation joins the ranks, ready to refine her approach under the school's unique curriculum. "A warrior princess with a love for ordnance? We're all in," says the school's representative. Her course focuses on leveraging the versatility of weapons that accommodate multiple ammunition types, promising to add precision to her natural ferocity.
With "Princess's" enrollment, the academy braces for a term of high-octane learning. Peers are intrigued, if a bit wary, of training alongside a royal known for her battlefield prowess. Her presence signals thrilling times ahead for the Blackjack School, where every lesson is a step closer to mastery.
About the Blackjack School of Conflict:
A haven for the galaxy's most promising warriors, the Blackjack School specializes in unconventional warfare techniques, preparing students to outmaneuver and outblast opponents across the cosmos.
Contact:
Public Relations Officer
Blackjack School of Conflict
(http://i.imgur.com/KWYaltsl.png) (https://imgur.com/KWYalts)
Princess has been working on learning preferred weapon load outs. You do need to watch her closely.
(http://i.imgur.com/JpdAKocl.png) (https://imgur.com/JpdAKoc)
10 pages later
(http://i.imgur.com/IL35dxIl.png) (https://imgur.com/IL35dxI)
For those curious what this means.
https://github.com/MegaMek/megamek/pull/5340
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I love this! It will make it a ton easier to set ammo for a bot opfor and for big forces instead of configuring ammo for 50+ units manually!
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For anyone interested in Auto Awards we have the code in development up.
This is still a good ways off but feedback is always appreciated. Best place for feedback is in the Auto Award channel of our Discord.
https://github.com/MegaMek/mekhq/pull/4008