Familiarity with weather, pain resistance, heat tolerance, familiarity with radar systems, mech movement and spatial awareness... maybe "Conditioning" tree? "Expertise" tree?
I did, but it isn't compliant. The idea behind these camos is to add a "little flair" to make your mech unique in appearance. We shouldn't be going full Red Baron on these if you catch my meaning. Check this link on dropbox to see other approved examples: https://www.dropbox.com/sh/exjlvci74egajgt/AACTIMled-Iq30wAOfD_f505a The SoR campaign is still limited by certain factors such as... we are still playing as the SoR. When the Prometheus campaign launches, you will have free reign to go nuts with your camo.
alas. perhaps we can restrain King Clamps' natural and correct ambitions to having only a little gold.
fixed classic warhammy sprites so they now show up correctly (one of the megamek devs decided he didn't like them... blasphemer!) campaign and megamek client settings integrated into MekHQ savefile (less work for me now when updating a patch!) I'm still a bit exhausted from work combined with school this week, but I'm pretty sure we are getting close to a finished update. I will still take custom camo submissions up to a point, but don't expect any more warnings on getting them in on time. NEXT TESTRUN SESSION: THIS SUNDAY @ 1400 EST-ish (we might do one earlier in the weekend too) Things to fix, test or discuss this weekend: fix "phantom ammo" bug with Goblin tanks test Roll20 battlemap (I need warm bodies for this) discuss Ability costs and balancing
still needs more testing, but i believe it is fixed. meet tomorrow (sunday) @ 1400 and let's find out
Thanks to the following for taking part: (+1XP) Dihm MH Trev HG Crave Cyko Tzeentch Sheo Special thanks to Sheo for suggested changes to Gunnery ability tree. ===== ability tree with proposed costs: maximum XP pool for abilities = 52 (subject to change) costs are accumulative: cluster hitter + cluster master = 16 XP total tree progression marked with "+" means that these abilities stack. tree progression marked with "-OR-" means that you may only pick one branch.
CRITICAL UPDATE: Above chart has been updated with recent suggestions. also... Turns out the reason no one could join the megamek server today was because of a port forwarding issue (I had the port open, but for mysterious reasons, my computer didn't recognize it before). Reseting router fixed the issue. MekHQ lobby creation and mission hot-dropping now works! Only a few things left to do before we are ready to start Operation Terminus. Stay tuned everyone!
GM-Admin Master Rules updated to include Dynamic Mission rules (also now with pretty pictures) grab it here: https://www.dropbox.com/s/4lo3c4fxkwz2v61/GM-Admin Master Rules 3.1beta.doc
A critical bug has been identified that appears to prevent vehicles from firing weapons. Please be aware that this may delay the current campaign until a solution is found... hopefully soon. It has come to my attention that XP is no longer being awarded with the completion of a mission. This appears to have only affected missions from this past week. Until a solution is found, I will have to award XP manually. Extra work for me, but nothing I can't handle. Current Admin To-do list for this week: -fix vehicle weapon firing bug -finalize new Ability costs and reimburse old Ability XP to all current players -update Salvage Table rules (need revision) -award XP from this week for ALL lances manually -award bounty rewards for ALL lances
update: still no luck on solving the "vehicles not firing" bug. I have megamek devs looking into it. Unless they come up with something, the only sure solution I have for the problem is to rebuild the campaign savefile from scratch... manually exporting ALL of our characters, recreating the TO&E chart, re-assigning all Techs and NPCs, etc; huge pain in the ass and something I am not fond of doing. A delay in the current campaign might be inevitable at this rate. more on the discussion can be found here: http://megamek.info/forums/index.php?topic=1707.msg10966#msg10966
I'm experimenting with the new build the devs gave me. Seems to be working great. Really like some of the new UI features. finalizing the new Ability Table tonight. will work more on fixing the vehicle bug tomorrow.
ABILITY TABLE DONE! https://www.dropbox.com/sh/nrgj25ux...oE0KCa/MekHQ Skills & Abilities Table 2.0.xls GOING TO BED!