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).


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).

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).

The Hangar tab showing units with their pilots and techs automatically assigned.

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).

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.