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Merge branch 'master' into fix-hiring-halls
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AaronGullickson authored Feb 10, 2025
2 parents 3a72e9b + 8647433 commit b44bde6
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2 changes: 1 addition & 1 deletion MekHQ/data/scenariomodifiers/FacilityHostileExtract.xml
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Expand Up @@ -17,7 +17,7 @@
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>SupportPointUpdate</effectType>
<effectType>SupplyCache</effectType>
<effectScaling>Linear</effectScaling>
<howMuch>1</howMuch>
</successEffect>
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2 changes: 1 addition & 1 deletion MekHQ/data/scenariotemplates/Convoy Interdiction.xml
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Expand Up @@ -152,7 +152,7 @@
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>SupportPointUpdate</effectType>
<effectType>SupplyCache</effectType>
<effectScaling>Linear</effectScaling>
<howMuch>1</howMuch>
</successEffect>
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5 changes: 2 additions & 3 deletions MekHQ/data/scenariotemplates/Convoy Raid.xml
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Expand Up @@ -147,15 +147,14 @@
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>SupportPointUpdate</effectType>
<effectType>SupplyCache</effectType>
<effectScaling>Linear</effectScaling>
<howMuch>1</howMuch>
</successEffect>
</successEffects>
<failureEffects />
<additionalDetails />
<description>Capture intact units from the following force(s) for additional support
points:</description>
<description>Capture intact units from the following force(s) for additional support points:</description>
<destinationEdge>NONE</destinationEdge>
<fixedAmount>1</fixedAmount>
<objectiveCriterion>Capture</objectiveCriterion>
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172 changes: 172 additions & 0 deletions MekHQ/data/scenariotemplates/Intercept the Escapees.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ScenarioTemplate>
<name>Intercept the Escapees</name>
<stratConScenarioType>SPECIAL_JAIL_BREAK</stratConScenarioType>
<shortBriefing>Prevent the escapees from linking up with enemy forces.</shortBriefing>
<detailedBriefing>Allied Command has located the escapees. Ensure they do not fall into enemy hands by wiping out the escapees, or by destroying 50% of enemy forces. Failure will grant the enemy valuable intel and cost us 1 CVP.</detailedBriefing>
<isHostileFacility>false</isHostileFacility>
<isAlliedFacility>false</isAlliedFacility>
<mapParameters>
<allowedTerrainTypes />
<allowRotation>false</allowRotation>
<baseHeight>25</baseHeight>
<baseWidth>25</baseWidth>
<heightScalingIncrement>5</heightScalingIncrement>
<mapLocation>AllGroundTerrain</mapLocation>
<useStandardAtBSizing>true</useStandardAtBSizing>
<widthScalingIncrement>5</widthScalingIncrement>
</mapParameters>
<scenarioForces>
<entry>
<key>Player</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-2</allowedUnitType>
<arrivalTurn>-3</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>true</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>true</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones>
<deploymentZone>3</deploymentZone>
</deploymentZones>
<destinationZone>4</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>0</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>Player</forceName>
<generationMethod>0</generationMethod>
<generationOrder>1</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<objectiveLinkedForces />
<retreatThreshold>0</retreatThreshold>
<startingAltitude>0</startingAltitude>
<useArtillery>false</useArtillery>
</value>
</entry>
<entry>
<key>OpFor</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-2</allowedUnitType>
<arrivalTurn>-3</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>false</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>false</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones />
<destinationZone>5</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>2</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>OpFor</forceName>
<generationMethod>1</generationMethod>
<generationOrder>5</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<retreatThreshold>50</retreatThreshold>
<startingAltitude>0</startingAltitude>
<syncDeploymentType>OppositeEdge</syncDeploymentType>
<syncedForceName>Player</syncedForceName>
<useArtillery>false</useArtillery>
<roleChoices>
<forceRole>RECON</forceRole>
<forceRole>RAIDER</forceRole>
<forceRole>CAVALRY</forceRole>
</roleChoices>
</value>
</entry>
<entry>
<key>Escapees</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-2</allowedUnitType>
<arrivalTurn>0</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>false</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>false</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones>
<deploymentZone>10</deploymentZone>
</deploymentZones>
<destinationZone>7</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>2</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>Escapees</forceName>
<generationMethod>6</generationMethod>
<generationOrder>5</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>1</minWeightClass>
<objectiveLinkedForces />
<retreatThreshold>0</retreatThreshold>
<startingAltitude>0</startingAltitude>
<syncDeploymentType>None</syncDeploymentType>
<useArtillery>false</useArtillery>
</value>
</entry>
</scenarioForces>
<scenarioObjectives>
<scenarioObjective>
<associatedForceNames>
<associatedForceName>OpFor</associatedForceName>
</associatedForceNames>
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>ScenarioVictory</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>2</howMuch>
</successEffect>
</successEffects>
<failureEffects>
<failureEffect>
<effectType>ScenarioDefeat</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Destroy or rout 50% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>ForceWithdraw</objectiveCriterion>
<percentage>95</percentage>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>None</timeLimitType>
</scenarioObjective>
<scenarioObjective>
<associatedForceNames>
<associatedForceName>Escapees</associatedForceName>
</associatedForceNames>
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>ScenarioVictory</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>2</howMuch>
</successEffect>
</successEffects>
<failureEffects>
<failureEffect>
<effectType>ScenarioDefeat</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Destroy 100% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>Destroy</objectiveCriterion>
<percentage>100</percentage>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>None</timeLimitType>
</scenarioObjective>
</scenarioObjectives>
</ScenarioTemplate>
4 changes: 4 additions & 0 deletions MekHQ/data/universe/academies/Prestigious Academies.xml
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Expand Up @@ -4841,6 +4841,7 @@
<description>Operated by Wolf's Dragoons, the Outreach Mercenary Training Command provides top-tier military training outside traditional state institutions. Its programs span from fundamental academic subjects to advanced military courses. The academy is open to anyone able to afford its fees.</description>
<locationSystem>Outreach</locationSystem>
<constructionYear>3056</constructionYear>
<destructionYear>3067</destructionYear>
<tuition>10500</tuition>
<durationDays>300</durationDays>
<facultySkill>5</facultySkill>
Expand All @@ -4859,6 +4860,7 @@
<description>Operated by Wolf's Dragoons, the Outreach Mercenary Training Command provides top-tier military training outside traditional state institutions. Its programs span from fundamental academic subjects to advanced military courses. The academy is open to anyone able to afford its fees.</description>
<locationSystem>Outreach</locationSystem>
<constructionYear>3056</constructionYear>
<destructionYear>3067</destructionYear>
<tuition>10500</tuition>
<durationDays>300</durationDays>
<facultySkill>5</facultySkill>
Expand All @@ -4877,6 +4879,7 @@
<description>Operated by Wolf's Dragoons, the Outreach Mercenary Training Command provides top-tier military training outside traditional state institutions. Its programs span from fundamental academic subjects to advanced military courses. The academy is open to anyone able to afford its fees.</description>
<locationSystem>Outreach</locationSystem>
<constructionYear>3056</constructionYear>
<destructionYear>3067</destructionYear>
<tuition>11667</tuition>
<durationDays>900</durationDays>
<facultySkill>5</facultySkill>
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<description>Operated by Wolf's Dragoons, the Outreach Mercenary Training Command provides top-tier military training outside traditional state institutions. Its programs span from fundamental academic subjects to advanced military courses. The academy is open to anyone able to afford its fees.</description>
<locationSystem>Outreach</locationSystem>
<constructionYear>3056</constructionYear>
<destructionYear>3067</destructionYear>
<tuition>22458</tuition>
<durationDays>900</durationDays>
<facultySkill>5</facultySkill>
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33 changes: 33 additions & 0 deletions MekHQ/docs/history.txt
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@@ -1,6 +1,39 @@
MEKHQ VERSION HISTORY:
---------------
0.50.04-SNAPSHOT
+ PR #5852: RAW CamOps Delivery Times
+ PR #5853: Remove Legacy AtB's Campaign Parts Availability System
+ PR #5868: Updated Several Scenario Effects to use SupplyCache over SupportPointUpdate
+ Fix #5695: Refactored Personnel Cleanup and Random Dependent Removal
+ PR #5873: Added Force Type Enumeration
+ PR #5892: Refactored Resupply Messaging to use Internalization
+ PR #5905: Refactored Currency to No Longer Always Display as C-Bills
+ PR #5907: Implemented Clarion Note & Gray Monday
+ PR #5920: MegaMekLab Issue 1703: Allow bays to be added to aerospace fighters
+ PR #5955: Implemented Death Rework
+ PR #5959: Updated rankSystems version to 0.50.04-SNAPSHOT
+ PR #5962: Converted Honor Rating into an Enum
+ PR #5963: Refactored PrisonerStatus Enum and Reorganized Related Code
+ PR #5964: Use ModifiedConstantSkillGenerator for Skill Generation
+ PR #5965: Added "Intercept the Escapees" Scenario Template
+ PR #5966: Added 'None' Generation Method to ScenarioForceTemplate
+ Fix #5845: In Stratcon scenario wizard, leadership units consider transport assignments
+ PR #5982: Cap splashscreen button width
+ Fix #5980: Improved commander updating logic
+ PR #5985: Fixed backwards "last compatible version" check
+ PR #5988: Feat: refactor flags to use EquipmentFlag instead
+ Fix #5987: local bots property empty on non-atb games #5989
+ Fix #5922: Fixed Off-by-One Error in Mass Training Dialog
+ PR #5993: Adjusted Gray Monday Employer Dialog to Trigger on the Correct Day
+ PR #5999: Fixed Clan Ghost Bear Greeting Keys
+ Fix #5979: Force players to use commit when deploying forces
+ PR #6001: Added Glossary Functionality to MHQDialogImmersive with Clickable Hyperlink Support
+ PR #6004: Refactored Support Point Modification Method Name
+ PR #6005: Refactored Fatigue Modification Method Name
+ PR #6006: Added Shortcut Method to Check if a Unit is Battle Armor
+ Fix #6009: Improve Stratcon deployment logic to ensure units aren't deployed twice
+ PR #6012: Fixed Multiple Resupply Bugs


0.50.03 (2025-02-02 2030 UTC)
+ PR #5568: Spare parts rules reference adjustment
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37 changes: 3 additions & 34 deletions MekHQ/mmconf/campaignPresets/CampaignOperations.xml
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Expand Up @@ -430,49 +430,17 @@
<childrenDropoutChance>10000</childrenDropoutChance>
<allAges>false</allAges>
<militaryAcademyAccidents>10000</militaryAcademyAccidents>
<keepMarriedNameUponSpouseDeath>true</keepMarriedNameUponSpouseDeath>
<randomDeathMethod>NONE</randomDeathMethod>
<enabledRandomDeathAgeGroups>
<BABY>false</BABY>
<CHILD>false</CHILD>
<ADULT>true</ADULT>
<ELDER>true</ELDER>
<TODDLER>false</TODDLER>
<PRETEEN>false</PRETEEN>
<TEENAGER>true</TEENAGER>
<TEENAGER>false</TEENAGER>
</enabledRandomDeathAgeGroups>
<useRandomClanPersonnelDeath>true</useRandomClanPersonnelDeath>
<useRandomPrisonerDeath>true</useRandomPrisonerDeath>
<useRandomDeathSuicideCause>false</useRandomDeathSuicideCause>
<percentageRandomDeathChance>2.0E-5</percentageRandomDeathChance>
<exponentialRandomDeathMaleValues>5.4757,-7.0,0.0709</exponentialRandomDeathMaleValues>
<exponentialRandomDeathFemaleValues>2.4641,-7.0,0.0752</exponentialRandomDeathFemaleValues>
<ageRangeRandomDeathMaleValues>
<UNDER_ONE>613.1</UNDER_ONE>
<ONE_FOUR>27.5</ONE_FOUR>
<SEVENTY_FIVE_EIGHTY_FOUR>5155.0</SEVENTY_FIVE_EIGHTY_FOUR>
<FIFTY_FIVE_SIXTY_FOUR>1119.0</FIFTY_FIVE_SIXTY_FOUR>
<FIVE_FOURTEEN>14.7</FIVE_FOURTEEN>
<THIRTY_FIVE_FORTY_FOUR>249.5</THIRTY_FIVE_FORTY_FOUR>
<SIXTY_FIVE_SEVENTY_FOUR>2196.5</SIXTY_FIVE_SEVENTY_FOUR>
<TWENTY_FIVE_THIRTY_FOUR>176.1</TWENTY_FIVE_THIRTY_FOUR>
<EIGHTY_FIVE_OR_OLDER>14504.0</EIGHTY_FIVE_OR_OLDER>
<FIFTEEN_TWENTY_FOUR>100.1</FIFTEEN_TWENTY_FOUR>
<FORTY_FIVE_FIFTY_FOUR>491.8</FORTY_FIVE_FIFTY_FOUR>
</ageRangeRandomDeathMaleValues>
<ageRangeRandomDeathFemaleValues>
<UNDER_ONE>500.0</UNDER_ONE>
<ONE_FOUR>20.4</ONE_FOUR>
<SEVENTY_FIVE_EIGHTY_FOUR>3788.0</SEVENTY_FIVE_EIGHTY_FOUR>
<FIFTY_FIVE_SIXTY_FOUR>670.0</FIFTY_FIVE_SIXTY_FOUR>
<FIVE_FOURTEEN>11.8</FIVE_FOURTEEN>
<THIRTY_FIVE_FORTY_FOUR>140.2</THIRTY_FIVE_FORTY_FOUR>
<SIXTY_FIVE_SEVENTY_FOUR>1421.0</SIXTY_FIVE_SEVENTY_FOUR>
<TWENTY_FIVE_THIRTY_FOUR>80.0</TWENTY_FIVE_THIRTY_FOUR>
<EIGHTY_FIVE_OR_OLDER>12870.0</EIGHTY_FIVE_OR_OLDER>
<FIFTEEN_TWENTY_FOUR>38.8</FIFTEEN_TWENTY_FOUR>
<FORTY_FIVE_FIFTY_FOUR>302.5</FORTY_FIVE_FIFTY_FOUR>
</ageRangeRandomDeathFemaleValues>
<randomDeathMultiplier>0.0</randomDeathMultiplier>
<payForParts>true</payForParts>
<payForRepairs>true</payForRepairs>
<payForUnits>true</payForUnits>
Expand All @@ -491,6 +459,7 @@
<showPeacetimeCost>false</showPeacetimeCost>
<financialYearDuration>ANNUAL</financialYearDuration>
<newFinancialYearFinancesToCSVExport>false</newFinancialYearFinancesToCSVExport>
<simulateGrayMonday>false</simulateGrayMonday>
<commonPartPriceMultiplier>1.0</commonPartPriceMultiplier>
<innerSphereUnitPriceMultiplier>1.0</innerSphereUnitPriceMultiplier>
<innerSpherePartPriceMultiplier>1.0</innerSpherePartPriceMultiplier>
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