-
Notifications
You must be signed in to change notification settings - Fork 168
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
0.3.29 Tech Assignments Cleared/Lost After HQ Reload #119
Comments
update to 0.3.30 and try again. Will try to look into it and see if I can fix it if it can be duplicated. |
Yeah I think I'll do that tonight, not really found of this 0.3.29 version :\ If its related at all.....
|
Realized I must have opened 0.3.27's megamek to generate my mechs and imported them because my Blackjack's have the quirk 'bad reputation". |
Checked with the attached campaign file in .30's dev environment: The campaign file has no techs assigned to any unit. Doing so and saving the campaign results in proper assignment ( So ... I can't verify it, sorry. At least not with the provided file or steps. |
Issue still present in 0.3.30, I click assign tech to [none] then reassign it to the same or a different mech and then listed them as having 2 units. Im pretty sure this has to do with generating the mechs in MM where they all received their own unique ID #'s and then importing them into HQ and saving. Reloading then displayed all the mechs with different ID numbers which I think is causing this issue. Im going to wipe and try again (I think I imported the mechs from another version's MM) with 0.3.30's version of MM and see if I receive the same result. I think this might be related to #87 |
Are the tech assignments by lance or assigned directly from the tech. The image shows the latter as you are missing the log entry for the lance lvl assignment. Also, what did you do to get the ID to show up, haven't seen that before. |
Nevermind, found it is a MM option. This could be related to #42 |
Yeah I just right click the tech and then assign to the mechs. I dont understand how assigning four techs to a lance should work so, I just do it the old way. And my feeling is that those ID's are messing with HQ, in the screenshot that Kintaro was ID: 14 in MM, imported it, assigned tech as it states in the techs log, saved and reload which changed it to ID 18 and can no longer remove the tech from ID 14 which no longer exists. |
Lance techs are 1 tech per lance which frees up time for the other techs. 1 tech does the maintenance on 4 machines while the other three have 480 minutes to work on everything else. |
Workaround for now: Don't use the "show ID" option in MegaMek. The underlying cause is that MM mangles the unit names by adding the (internal) ID to them, which MekHQ has no idea about and couldn't care less, but keeps the unique IDs (which you can't see without looking into the campaign or game save file directly), leading to great confusion. |
If MM/HQ are passing the uuid back and forth it shouldn't be too hard of a fix to either have MM unmangle the name or get HQ to ignore the name and just use the uuid only. At least thats my thought. |
This issue is not present in HQ 0.3.32 thanks! |
Assigning techs to individual mechs and then saving and reloading HQ causes the techs to be cleared from the mechs they were assigned to. Each tech's log still states where they were assigned but the data gets cleared and have to reassign them again or the 'unmaintained units" nag pops up. Didnt see anything relevant in the log.
AssignTech.zip
The text was updated successfully, but these errors were encountered: