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Merge branch 'master' into agingUpdate
# Conflicts: # MekHQ/src/mekhq/campaign/personnel/Person.java
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MekHQ/data/universe/defaultspa.xml

+311-20
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MekHQ/data/universe/planetary_systems/canon_systems/MariussTears.yml

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@@ -7,7 +7,7 @@ primarySlot: 1
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planet:
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- name:
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source: canon
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value: Marius's Tears
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value: Herculaneum
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type: TERRESTRIAL
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orbitalDist: 0.28
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sysPos: 1
@@ -55,6 +55,9 @@ planet:
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population: 2985363.0
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- date: '3043-01-01'
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socioIndustrial: D-C-B-C-D
58+
- date: '3048-01-01'
59+
name: Marius's Tears
60+
message: Herculaneum renamed to Marius's Tears in honor of the late Imperator Marius O'Reilly
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- date: '3050-01-01'
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population: 3139003.0
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- date: '3060-01-01'

MekHQ/docs/history.txt

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@@ -162,6 +162,7 @@ MEKHQ VERSION HISTORY:
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+ Fix #2359, #6085: Updated Refitting Status Display To Show Time Left
163163
+ Fix #2968, #2996, #3758, #5332, #6469: Fixed Missing Part Resets when Failing or Cancelling Work Job
164164
+ PR #6598: Fixed Refitting Units With Bays
165+
+ PR #6863: Fixed Princess Not Acting of Their Rounds
165166

166167
0.50.04 (2025-03-22 1600 UTC)
167168
+ PR #5852: RAW CamOps Delivery Times
@@ -367,6 +368,7 @@ MEKHQ VERSION HISTORY:
367368
+ PR #6319: Added Early Exit for Objective Determination Self-Correction Loop
368369
+ PR #6323: Added MekHQ New Player Guide
369370
+ PR #6325: Updated New Player Guide PDF
371+
+ Fix #6596: Added Off-Board Deployment Validation and Improved Generation Safety
370372

371373

372374
0.50.03 (2025-02-02 2030 UTC)
@@ -532,6 +534,7 @@ MEKHQ VERSION HISTORY:
532534
+ Fix #5932: Added check for injuries that are not permanent before going on leave
533535
+ PR #5946: Implemented Linked Scenarios for Interceptions
534536
+ Fix #5951: Fixed Cargo Capacity Calculation in For Cargo Items in Body
537+
+ PR #6601: When restoring techs time, Large Vessel Crews should be considered techs.
535538

536539
0.50.02 (2024-12-30 2130 UTC)
537540
+ Fix #846, #5185: Fix BattleArmor customization/refit overweight check.

MekHQ/resources/mekhq/resources/Campaign.properties

+2-18
Original file line numberDiff line numberDiff line change
@@ -1,23 +1,15 @@
11
# This is used to store any mekhq/campaign Resources
2-
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#### General Campaign Resources
4-
53
## Classes
64
# CampaignPreset Class
75
CampaignPresetSaveFailure.title=Campaign Preset Creation Failure
86
CampaignPresetSaveFailure.text=Oh no! The program was unable to correctly export your campaign options. We know this \nis annoying and apologize. Please help us out and submit a bug with the \nmekhq.log file from this game so we can prevent this from happening in the future.
9-
10-
11-
127
## Enums
138
# PlanetaryAcquisitionFactionLimit Enum
149
PlanetaryAcquisitionFactionLimit.ALL.text=All Factions
1510
PlanetaryAcquisitionFactionLimit.NEUTRAL.text=Neutral or Allied Factions
1611
PlanetaryAcquisitionFactionLimit.ALLIED.text=Allied Factions
1712
PlanetaryAcquisitionFactionLimit.SELF.text=Own Faction Only
18-
19-
20-
2113
#### Icons
2214
### Enums
2315
## LayeredForceIconLayer Enum
@@ -37,38 +29,31 @@ LayeredForceIconLayer.FRAME.text=Frames
3729
LayeredForceIconLayer.FRAME.toolTipText=This tab contains frames, which are the outer layer of the force icon.
3830
LayeredForceIconLayer.LOGO.text=Logos
3931
LayeredForceIconLayer.LOGO.toolTipText=This tab contains canon faction logos that can be added to the center of a force icon.
40-
4132
#### Anniversaries
4233
anniversaryBirthday.text=%s is <b>%s%s%s</b> today!
4334
anniversaryRecruitment.text=%s celebrates <b>%s%s%s</b> years with %s!
44-
4535
#### Personnel Removal
4636
personnelRemoval.text=Old personnel records have been tidied away.
47-
4837
#### Personnel Recruitment
4938
personnelRecruitmentFinancesReason.text=Recruitment of %s
5039
personnelRecruitmentInsufficientFunds.text=<font color='%s'><b>Insufficient funds to recruit %s</b></font>
5140
personnelRecruitmentFormerSurname.text=(Formerly %s)
5241
personnelRecruitmentBondsman.text=as a bondsman
5342
personnelRecruitmentPrisoner.text=as a prisoner
5443
personnelRecruitmentAddedToRoster.text=%s%s has been added to the personnel roster%s.
55-
5644
#### Turnover and Retention
5745
turnoverJointDeparture.text=departed with their spouse.
5846
turnoverJointDepartureChild.text=departed with a parent.
5947
orphaned.text=has been orphaned.
60-
6148
turnoverEmployeeTurnoverDialog.text=Continue
6249
turnoverAdvanceRegardless=Ignore Check
6350
turnoverCancel.text=Cancel
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turnoverRollRequired.text=Employee Turnover Check Required
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turnoverDialogDescription.text=<html>It is time for an Employee Turnover Check.\
6753
<br>\
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<br>If this is your first time using this screen, please read the documentation in <i>docs/personnel modules</i>.\
6955
<br>\
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<br>Seeing high target numbers? Select individual personnel to see how the target number was calculated!</html>
71-
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turnoverFinalPayments.text=Unresolved Final Payments
7358
turnoverPersonnelKilled.text=<html>You have personnel who have left the unit or been killed in action and have not received their final payout.\
7459
<br>\
@@ -78,10 +63,9 @@ turnoverPersonnelKilled.text=<html>You have personnel who have left the unit or
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<ul><li>Sell off equipment to generate funds.</li>\
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<li>Pay one or more personnel in equipment.</li>\
8065
<li>Use GM mode to edit the settlement.</li></ul></html>
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divorce.text=%s has divorced %s.
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#### Unsorted Campaign Resources
68+
maintenanceNotAvailable.text=Unable to perform maintenance on %s as its assigned tech did not have sufficient minutes remaining.
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dependentJoinsForce.text=%s has started traveling with the force.
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relativeJoinsForce.text=%s has started traveling with the force. They are %s's %s.
8771
relativeJoinsForceSpouse.text=spouse
@@ -108,4 +92,4 @@ contractBreach.text=Failure to meet the requirements of contract %s resulted in
10892
gainedExperience.text=%s<b>%s</b>%s personnel <a href='PERSONNEL_ADVANCEMENT|'>gained vocational</a>\
10993
\ XP.
11094
becomeBondsman.text=%s has finally %s<b>passed</b>%s all necessary security vetting and loyalty\
111-
\ tests. They are now a full <b>Bondsman</b> and can be transitioned to their assigned role.
95+
\ tests. They are now a full <b>Bondsman</b> and can be transitioned to their assigned role.

MekHQ/resources/mekhq/resources/CampaignGUI.properties

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@@ -186,6 +186,9 @@ btnCalculateJumpPath.toolTipText=<html>Calculate the jump path between the curre
186186
btnCalculateJumpPath.text=Calculate Jump Path
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btnBeginTransit.toolTipText=Begin transit along the selected jump path
188188
btnBeginTransit.text=Begin Transit
189+
chkAvoidAbandonedSystems.text=Avoid Empty Systems
190+
chkAvoidAbandonedSystems.toolTipText=Pathfinding will avoid abandoned systems. In-universe travelling in empty systems\
191+
\ was avoided whenever possible.
189192
lblFindPlanet.text=Find Planet:
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panAssignedPatient.title=Assigned Patients
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panUnassignedPatient.title=Unassigned Patients

MekHQ/resources/mekhq/resources/CampaignOptionsDialog.properties

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@@ -54,6 +54,10 @@ lblReputation.tooltip=Which reputation method should your campaign be graded aga
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<br><b>Recommended:</b> Campaign Operations
5555
lblManualUnitRatingModifier.text=Manual Modifier
5656
lblManualUnitRatingModifier.tooltip=This allows you to manually adjust your reputation rating.
57+
lblResetCriminalRecord.text=Reset Criminal Record \u26A0 \uD83C\uDF1F
58+
lblResetCriminalRecord.tooltip=Reset date of last crime and all penalties to Reputation from crime.\
59+
<br>\
60+
<br><b>Warning:</b> The Reputation report won't update to reflect this change until the next Monday.
5761
lblClampReputationPayMultiplier.text=Clamp Reputation Pay Multiplier \u26A0 \u2714 \u2728
5862
lblClampReputationPayMultiplier.tooltip=When using CamOps Reputation your unit's reputation score\
5963
\ affects contract pay. This option clamps the reputation-based multiplier between 50 and 200%.\
@@ -551,6 +555,9 @@ lblPrisonersPanel.text=Prisoners
551555
lblPrisonerCaptureStyle.text=Capture Style \u2728
552556
lblPrisonerCaptureStyle.tooltip=This is the ruleset to use when determining if a person has been\
553557
\ captured by the force following a scenario.
558+
lblResetTemporaryPrisonerCapacity.text=Reset Prisoner Capacity Reductions \uD83C\uDF1F
559+
lblResetTemporaryPrisonerCapacity.tooltip=This option removes any penalties to Prisoner Capacity that might have been\
560+
\ added by Prisoner Events.
554561
# createDependentsPanel
555562
lblDependentsPanel.text=Dependents
556563
lblUseRandomDependentAddition.text=Random Addition
@@ -1298,6 +1305,11 @@ lblNewFinancialYearFinancesToCSVExportBox.tooltip=This writes the finance table
12981305
\ the first day of a new financial term, right before the table is carried over to the next period.
12991306
lblSimulateGrayMonday.text=Simulate Gray Monday \u2728
13001307
lblSimulateGrayMonday.tooltip=Simulate the economic and social upheaval of Gray Monday.
1308+
lblAllowMonthlyReinvestment.text=Allow Monthly Reinvestment of Wealth \u2728
1309+
lblAllowMonthlyReinvestment.tooltip=Each month the campaign commander will use their Wealth trait to\
1310+
\ reinvest money back into the campaign.\
1311+
<br>\
1312+
<br>This is based on the Wealth Trait Check rules from the A Time of War:Companion.
13011313
# createSalesPanel
13021314
lblSalesPanel.text=Sales
13031315
lblSellUnitsBox.text=Enable the Sale of Units
@@ -1796,6 +1808,23 @@ lblExtraRandomness.tooltip=If checked, an additional 1d6 will be rolled per skil
17961808
<br>\
17971809
<br><b>Warning:</b> Due to the way experience levels are calculated, enabling this option will\
17981810
\ more frequently have characters created with slightly lower than normal experience levels.
1811+
lblRandomizeTraits.text=Randomize Traits \u26A0 \uD83C\uDF1F
1812+
lblRandomizeTraits.tooltip=If checked, a newly created character's Connections, Wealth, Reputation, and Unlucky scores\
1813+
\ are randomized.\
1814+
<br>\
1815+
<br>For <b>Connections</b> a d6 is rolled, on a roll of 6 the character's Connections score becomes 1.\
1816+
<br>\
1817+
<br>For <b>Wealth</b> and <b>Reputation</b> a d6 is rolled (for each), on a roll of 6 the character's score becomes 1.\
1818+
\ While a roll of 1 causes their score to become -1.\
1819+
<br>\
1820+
<br>For <b>Unlucky</b> a d20 is rolled, on a roll of 1 the character's score becomes 1. A high Unlucky score is a bad\
1821+
\ thing.
1822+
lblComingOfAgeAbilities.text=Award Coming of Age SPAs \u2714 \uD83C\uDF1F
1823+
lblComingOfAgeAbilities.tooltip=If checked, all characters will be awarded a single SPA when they turn 16.\
1824+
<br>\
1825+
<br><b>Recommendation:</b> This was balanced around the pool of SPAs being rather large, due to the addition of ATOW\
1826+
\ SPAs. If you are working with a smaller SPA pool, perhaps due to disabling those SPAs, you might want to leave\
1827+
\ this off.
17991828
lblPhenotypesPanel.text=Clan Trueborn Percentages
18001829
lblMekWarrior.text=MekWarrior
18011830
lblMekWarrior.tooltip=What percentage of Clan MekWarriors should have a Trueborn phenotype?
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@@ -0,0 +1,7 @@
1+
# suppress inspection "UnusedProperty" for the whole file
2+
report.format.monthly={0} has used {1}<b>Wealth {2}</b>{3} to transfer {4} C-Bills into the\
3+
\ unit''s coffers. The funds have cleared and are available for spending.
4+
report.format.extreme={0} has {1}<b>exhausted</b>{2} their Wealth to transfer {3} C-Bills into the unit''s coffers. The\
5+
\ funds have cleared and are available for spending. {4} has <b>{5}</b> Wealth remaining.
6+
report.format.exhausted={0} has already {1}<b>exhausted</b>{2} their Wealth for this month and cannot reinvest into the unit.
7+
finance.format=Transfer from {0}

MekHQ/resources/mekhq/resources/Finances.properties

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@@ -1,7 +1,6 @@
11
# This is used to store any Finances Resources
22
## Generic Finances Resources
33
Error.text=Error
4-
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## Finances Enums
65
# FinancialTerm Enum
76
FinancialTerm.BIWEEKLY.text=Biweekly
@@ -14,7 +13,6 @@ FinancialTerm.SEMIANNUALLY.text=Semiannually
1413
FinancialTerm.SEMIANNUALLY.toolTipText=The financial term is once every six months.
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FinancialTerm.ANNUALLY.text=Annually
1615
FinancialTerm.ANNUALLY.toolTipText=The financial term is one per year.
17-
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# FinancialYearDuration Enum
1917
FinancialYearDuration.SEMIANNUAL.text=Semiannual
2018
FinancialYearDuration.SEMIANNUAL.toolTipText=The financial term lasts six months
@@ -28,7 +26,6 @@ FinancialYearDuration.DECENNIAL.text=Decennial
2826
FinancialYearDuration.DECENNIAL.toolTipText=The financial term lasts ten years
2927
FinancialYearDuration.FOREVER.text=Forever (Not Recommended)
3028
FinancialYearDuration.FOREVER.toolTipText=The financial term lasts forever. This option is not recommended and can cause issues in lengthy campaigns.
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# TransactionType Enum
3330
TransactionType.BATTLE_LOSS_COMPENSATION.text=Battle Loss Compensation
3431
TransactionType.BATTLE_LOSS_COMPENSATION.toolTipText=A financial transaction where battle losses are partially to completely paid back by the employer, as per the current negotiated contract.
@@ -88,7 +85,8 @@ TransactionType.UNIT_SALE.text=Unit Sale(s)
8885
TransactionType.UNIT_SALE.toolTipText=A financial transaction where a unit was or multiple units were sold.
8986
TransactionType.BONUS_EXCHANGE.text=Bonus Exchange
9087
TransactionType.BONUS_EXCHANGE.toolTipText=A financial transaction where Bonus Parts were exchanged for money.
91-
88+
TransactionType.WEALTH.text=Reinvestment
89+
TransactionType.WEALTH.toolTipText=A financial transaction where the commander reinvested funds back into the unit.
9290
## Finances Files
9391
# Peacetime Operating Costs
9492
PeacetimeCosts.title=Monthly Peacetime Operating Costs
@@ -99,24 +97,18 @@ PeacetimeCostsAmmunition.title=Monthly Ammunition
9997
PeacetimeCostsAmmunition.text=Your account has been debited %s for training munitions
10098
PeacetimeCostsFuel.title=Monthly Fuel bill
10199
PeacetimeCostsFuel.text=Your account has been debited %s for fuel
102-
103100
# Salaries and other Overhead
104101
Salaries.title=Monthly salaries
105102
Salaries.text=Payday! Your account has been debited for %s in personnel salaries
106103
Overhead.title=Monthly overhead
107104
Overhead.text=Your account has been debited for %s in overhead expenses
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109105
# Loans
110106
Loan.title=loan payment to %s
111107
Loan.text=Your account has been debited for %s in loan payment to %s
112108
Loan.insufficient.report=<b>You have insufficient funds to service the debt on loan %s!</b>%s Funds required: %s
113109
Loan.paid.report=You have fully paid off loan %s
114-
115110
# File Export
116111
FinanceExport.format=%s financial transactions written to file.
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118-
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120112
## Unsorted General Finances
121113
FinancialTermEndCarryover.finances=Carryover from previous financial term
122114
Taxes.finances=Taxes
@@ -135,4 +127,4 @@ OverheadCosts.text=overhead costs
135127
Shares.text=shares
136128
AssetPayment.finances=Income from %s
137129
AssetPayment.report=Your account has been credited for %s from %s
138-
loyaltyChangeGroup.text=Loyalty has changed across the unit.
130+
loyaltyChangeGroup.text=Loyalty has changed across the unit.

MekHQ/resources/mekhq/resources/GUI.properties

+11-2
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@@ -87,6 +87,7 @@ setAsCommander.format=%s has been set as the overall unit commander.
8787
enterNewCallsign.text=Enter new callsign
8888
editCallsign.text=Edit Callsign
8989
changeSalary.text=Change Salary (-1 to remove custom salary)
90+
makeSkillCheck.text=Perform Skill Check
9091
changeRank.text=Change Rank
9192
changeRankSystem.text=Change Rank System
9293
useCampaignRankSystem.text=Use Campaign Rank System
@@ -154,7 +155,8 @@ spendOnReputation.tooltip=If this character is the campaign commander unit Reput
154155
\ modifies all Negotiation, Protocols, and Streetwise skills by %s.
155156
spendOnWealth.text=Wealth -> %s (%s xp)
156157
spendOnWealth.tooltip=Raising this trait to at least rank 7 will improve unit Reputation by 1 if this character is the\
157-
\ campaign commander.
158+
\ campaign commander. If this character is the campaign commander, they will reinvest funds back into the unit at the\
159+
\ beginning of each month.
158160
spendOnUnlucky.text=Unlucky -> %s (%s xp)
159161
spendOnUnlucky.tooltip=Decreases the character's available Edge by %s.
160162
spendOnAttributes.increase=Increase Attribute Scores
@@ -197,6 +199,8 @@ addScenarioEntry.text=Add Single Scenario Entry
197199
assignKill.text=Add Single Kill Entry
198200
exportPersonnel.text=Export Personnel
199201
sack.text=Sack
202+
wealth.extreme.single=Perform Extreme Expenditure (+%s C-Bills, -1 Wealth)
203+
wealth.extreme.multiple=Perform Extreme Expenditure (-1 Wealth)
200204
eduEducation.text=Education
201205
eduCivilian.text=Civilian
202206
eduMilitary.text=Military
@@ -282,6 +286,7 @@ regenerateLoyalty.text=Regenerate Loyalty
282286
regeneratePersonality.text=Regenerate Personality
283287
addRandomSPA.text=Add Random SPA
284288
generateRoleplaySkills.text=Generate Roleplay Skills
289+
generateRoleplayTraits.text=Reset Roleplay Traits
285290
addMinimumComplement.text=Add minimum complement
286291
addMinimumComplementRandom.text=Random
287292
addMinimumComplementElite.text=Elite
@@ -308,6 +313,10 @@ deleteUnitsCount.text=%d units
308313
removeQ.title=Remove?
309314
confirmRemove.text=Do you really want to remove %s?
310315
hireMinimumComplement.text=Hire minimum complement
316+
maintenanceExtraTime.text=Set Maintenance Extra Time
317+
maintenanceAdHoc.text=Immediately Perform Maintenance
318+
maintenanceAdHoc.noNeed=%s doesn't require maintenance.
319+
maintenanceAdHoc.unable=%s has insufficient time to perform maintenance on %s.
311320
##### Base Components - These may originate in MM, but are in active use
312321
#### AbstractMHQNagDialog
313322
chkIgnore.text=Don't bother me again
@@ -1011,7 +1020,7 @@ navigatorMenu.text=Navigator
10111020
miUnassignCrew.text=Unassign Crew
10121021
#### AssignUnitToTechMenu Class
10131022
AssignUnitToTechMenu.title=Tech
1014-
miAssignTech.text=%s (%sm)
1023+
miAssignTech.text=%s (%s available minutes)
10151024
miUnassignTech.text=Unassign Tech
10161025
#### ExportUnitSpriteMenu Class
10171026
ExportUnitSpriteMenu.title=Export Unit Sprite
Original file line numberDiff line numberDiff line change
@@ -1,10 +1,10 @@
11
# suppress inspection "UnusedProperty" for the whole file
2-
SPECTACULAR.label=<i>Spectacular!</i>
2+
SPECTACULAR.label=<i><b>Spectacular!</b></i>
33
EXTRAORDINARY.label=<i>Extraordinary!</i>
4-
GOOD.label=<i>Good</i>
5-
IT_WILL_DO.label=<i>It'll do...</i>
4+
GOOD.label=<i>Good.</i>
5+
IT_WILL_DO.label=<i>It''ll do...</i>
66
BARELY_MADE_IT.label=<i>Barely made it!</i>
77
ALMOST.label=<i>Almost...</i>
8-
BAD.label=<i>Bad</i>
8+
BAD.label=<i>Bad.</i>
99
TERRIBLE.label=<i>Terrible!</i>
10-
DISASTROUS.label=<i>Disastrous</i>
10+
DISASTROUS.label=<i><b>Disastrous!</b></i>

MekHQ/resources/mekhq/resources/PersonViewPanel.properties

-1
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@@ -67,7 +67,6 @@ lblPermanentInjury.text=permanent injury
6767
btnMedical.tooltip=View medical details
6868
format.itemHeader=<html><b>%s:</b></html>
6969
format.itemHeader.roleplay=<html><i>%s:</i></html>
70-
format.itemHeader.roleplay.removal=\ (RP Only)
7170
format.kills=Kills: %d
7271
format.killDetail=%s with %s
7372
format.scenarios=Scenarios: %d

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