Quick update as I'm exhausted tonight.
This week I finished up a lot of the code flow, tweaked the way actuators work, made a LOT of little bug fixes, and started working on supporting all the armor options.
Funny thing. Buildings can be up to 30 hexes in size, and up to 30 levels tall, and each hex can have a turret. This means to track building damage you need 900 groups of CF (1 per hex, 1 per level) of up to 150 (1500 for capital scale), PLUS armor, PLUS turrets.... its horrible. I'll have to create a dynamic system to be able to handle that sort of system... no biggie, just didn't realize it was THAT mind boggling!
I also have costs *mostly* working now. I can create an AS7-D Atlas and the cost is right except the lower arm and hand actuators, which I haven't written up the actuator allocation part yet (things like PPCs on omni's replace hand actuators, need special handling).
Years of availability are also right, so you know when a unit is available as experimental, advanced, standard, and tournament legal. Weights are also working in most cases.
I think I'm only getting about 4-6 hours per week on this, so for the 10 weeks I've been working on it it is really only a full week, though probably not that much as I've had a lot come up.
Anyway, chugging along. I'll try to finish up all the armor combinations for various units next, and maybe work on the critical allocation system after that, dunno yet.
Other battletech news: I bought 11 of the new lance packs, for the cards and the 2 new miniatures. Nice stuff. I *really* hope the alpha strike boxed has 13 reseen miniatures, plus 10 or so clanners and some nifty design, but we'll see. If they are that, I'll take a dozen please! :)
Been a couple weeks now since the Battletech Kickstarter closed. I haven't seen a pledge manager yet to add on the $140 in books, but based on their past kickstarters we will only see a communication a month so I guess maybe in a couple weeks.