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May 3rd, 2015, 02:56 #41
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Ok, trying really hard to not derail this thread, but ... In a recent thread (I THOUGHT it was this one), someone threw down a one-liner that pretty much said "For a good example of manual map revealing, watch this" and included a link. It was a link to some recorded game sessions. I can't seem to find the post or the link, can anyone else help me?
Oh and just to emphasize again, You can have two instances of FG open at once, a GM AND a player instance, on the same computer, no problem whatsoever.
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May 3rd, 2015, 03:54 #42
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May 3rd, 2015, 16:39 #43
1 - 3) As previously note by Doug these types of things are things that will likely happen after the move to Unity.
4) I don't think the mechanics thing is really a licensing issue and as Doug also mentioned previously that most of those things are available already from the link he provided (included here again). I think UC are the only things not there? https://www.fantasygrounds.com/forum...ist-of-Modules
5) again, this is the threads topic and has already said it's something that is at the top of the list for after the move to Unity.
6) Thats not really how things work in the real world. SmiteWorks doesn't control those other parties so while SmiteWorks may be willing to work on better integration to Fantasy Grounds (i.e. something like plugin support as I mentioned before) it's upto Lone Wolf if they want to do that or not for Hero Lab (same for the creators of PCGen). As for "just buy it out" again, it's up to that other entity if they are willing to sell. Thats also assuming that SmiteWorks has the money to invest in buying another company like that. It's not as simple as you seem to think it is.
Regardless, lets try to keep the thread more on the topic (which pretty much has been answered?) and stick to discussions about how to use the masking system currently with the knowledge that SmiteWorks is well aware of the desire for dynamic lighting and it's something that is on the table for after the move to Unity.
Kind Regards,
-PopinFRESH
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May 3rd, 2015, 23:15 #44
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May 4th, 2015, 20:53 #45
One thing that's worth thinking about when putting characters into FG is whether to apply their long-term effects (such as from magic items) to their character sheets or to the Combat Tracker. The advantage of the former is that the character sheets will look more like the paper versions. The advantage of the latter is that FG will do a lot of the calculations for you, and take account of bonus types when stacking them. For that reason, I prefer the latter method. Here's a partial screen shot from my high-level 3.5E campaign, as an example:
Attachment 9821
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February 10th, 2016, 16:42 #46
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January 2nd, 2017, 15:29 #47
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January 2nd, 2017, 16:46 #48
Upgrade costs have been mentioned but not set. Some info here: https://www.fantasygrounds.com/forum...hase-questions But, nothing set in stone as yet.
FG 3 users will not be able to connect to the GM running in FGU and vice versa. The big reason for the move to Unity is to change the underlying architecture, the two versions won't be compatible.
However, one of the top goals in the FGU migration is that current material (campaigns, PCs, modules, etc.) will work in FGU - so you won't lose your purchased DLC, community content or years worth of gaming data (campaigns, PCs, etc.).Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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January 2nd, 2017, 17:46 #49
Thanks Trenloe!
DM/GM Since 1985. Unity and Classic Ultimate License.
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