Again, I go into more detail on my daily facebook group, so this is just the highlights.
Now, it all isn't done, there are numerous issues I can point out in the attached picture, but it is pretty considerable progress.
Though not 100%, the following parts are now working:
- Total weights (no ammo counted, also did not exclude free HS that come with engine yet)
- Total unit cost (missing life support, sensors, chassis multiplier, free HS, and musculature in pic)
- Overall tech rating of unit, so you know where you can get one.
- Availability of the unit in all 4 (yes 4 now, thanks IOBeta!) eras
- The 5 years are determined (Prototype/L3/Exp, Introduction/L2/Adv, Common/L1/TL, Extinction, and reintroduction) so you know when what you are designing could possibly have been built, and went it become extinct.
Sorry it isn't sized right, blame blogspot. Click here for full size.
I already found a bug in the way SSW deals with actuator cost, which apparently has resulted in at least the AS7-D cost on the MUL being incorrect, though I suspect many others may be affected, and this was just an original 3025 design! Hopefully SkyHigh will notice and fix it. Not sure if MegaMekLab does it right, hope so I guess, but I don't really care as nothing ever written in Java hasn't sucked (interface/stability wise - not the developers faults) and I don't use MML. :(
I wrote a little excel spreadsheet to track the necessary roll and time it takes for a repair based on rules in Strategic Operations. Note that you always want the best possible techs you get, else you will always be sending your mechs back to the factory for refits, else they fall apart on you. Interesting stuff, anyway link here.
Looks like the HBS Battletech kickstarter met all its goals, with plenty of time to spare, woot. Stretch goals are pretty weak IMO which hurt it, and I have like 5% faith the game won't be boring as heck (War machine was made into a great looking turn based game, but it plays so slow I just can't keep interest). Nothing like waiting 15 minutes for your opponent to move something as you sit there and twiddle your thumbs. They aren't implementing the features necessary for it to have a long life (custom maps, custom units, modding) and are using the unity engine, which nearly always results in nothing more than mediocrity. But I funded it anyway, because its battletech!
A whopping 12 views last week, probably mostly on my facebook group, hopefully once I'm done the community finds out about it. I'd hate to think only the 30 or so users on my facebook group are going to be users, but that'd still be enough ;)