Comments (1)
I'm surprised to say that this isn't actually a bug.
Basically you have insufficient AsTech hours, and need more dudes, however you cannot hire more dudes because all of your Tech teams are at full strength. Your options are either to get more techs, or reduce the amount of additional maintenance time you're using. Doing either of those will resolve the issue.
Closing as working as intended.
from mekhq.
Related Issues (20)
- [0.50.0 Nightly CI #1600]: Mercenary OpFor has no Faction - Loses Generated Name on Save Reload HOT 1
- [0.50.0 Nightly CI #1601]: Commiting three forces to a StratCon scenario triggered an NPE. HOT 3
- RFE: Campaign Setting for Auto-spending XP based on role(s) HOT 3
- RFE: Infirmary quick actions HOT 2
- RFE: TO&E depth doesn't allow full army group organization HOT 7
- Non mechwarriors always get the natural aptitude piloting SPA HOT 4
- NPE on interstellar map HOT 2
- Environmental Sealing not seen as valid part to replace missing Environmental Sealing in unit HOT 1
- Paid recruitment rolls being debited multiple times per instance HOT 1
- Machine Gun Ammo [Half] seems to be listed as greater tonnage than Machine Gun Ammo [Full] when comparing number of shots
- Mechwarriors not obeying the skill caps set in campaign options, generating at 9 or 10 on piloting/gunnery with a cap of 8 in place
- RFE: Clarification documentation on the status of Medtechs/Astechs and other high-volume personnel vs Administrative Strain
- Personnel Clean Up HOT 1
- MHQ Startup Scripts broken
- RFE: Maintenance/Supply tab in Hangar, and maybe ammo too.
- RFE MHQ v50.00 - Reset Preset Reset - "Extra Randomness" & Company Generator HOT 1
- RFE: TO&E "On Leave" force designation. HOT 4
- RFE: set default maintenance extra time in campaign options. HOT 1
- RFE: Education Module - Add Options for Civilian Apprenticeships/In-Unit Training for Non-Child Force Members
- RFE: Mass Mothball menu inordinately condensed when dealing with small (2-5) numbers of mothballable entities. HOT 1
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from mekhq.