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November 4th, 2018, 13:07 #81
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
I thought that too but it is not the case. The level of automation and capabilities vary from ruleset to ruleset. I hope for continuous expansion on this one's capabilities but sadly have found development speed lacking. I could be wrong but I have no way to know because the developer hasn't really said much about what is going on. The last I heard was that starships were coming but delayed for an unknown period because of some development problem with some mechanical part in starfinder that was needed for ships here. I assume the interim time could have been use to work on automation or effects but nothing has been said or released for about a month.
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November 4th, 2018, 18:39 #82
I think MBM does a great job considering, that this is not his main occupatuon and I believe he has an actual job that earns him a living.
So keep patient and cheer this fellow on.
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November 12th, 2018, 00:43 #83
- Join Date
- Apr 2015
- Location
- Denver, CO
- Posts
- 118
No joy. Yikes. This just about cripples the software (the console pops up with every action inside the CT. I'll have to either migrate to pure MoreCore and lose the automations or switch up campaigns. I'd been hoping to wait for the official Conan FG release before starting my Conan campaign, but that doesn't seem imminent, either.
Thanks, damned!
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November 12th, 2018, 07:12 #84
Any word from MBM on new features/bugfixes? (Ships, Ammos for guns, Console warnings when adding new weapon-items, automatically adding effects as stun or prone, etc)
Haven't heard from him for a while now and missing him here Hope he's well.
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December 16th, 2018, 11:41 #85
I think I found an interesting Bug. If I add a weapon and delete said weapon I cannot readd that weapon again from the library. If I make a copy and rename the weapon then I can add it, but same again if I delete it i can never readd it. Thoughts?
Nevermind worked it out, this was all under actions. However if you delete it out of the inventory as well, you can readd. I did no know Inventory and actions were linked. Nice Work.Last edited by Ardem; December 16th, 2018 at 11:47.
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December 23rd, 2018, 12:13 #86
If there are any bugs still outstanding please post, this thread is pretty long. PSI stuff is almost complete...
Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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December 23rd, 2018, 23:15 #87
- Join Date
- Jun 2013
- Location
- Isanti, MN
- Posts
- 2,922
Still have problems with the weapon skills. If I drop a weapon, it should look for the specialization, then the general skill, and if neither of those, then use -3. Say I have "Gun Combat (Slug Pistol)" at 2, "Gun Combat" at 0, if I drop an "Autopistol" it should give me "2", which it does. If I drop an "Autorifle" it should give me a "0", but it gives me a "-3" instead.
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December 23rd, 2018, 23:20 #88
- Join Date
- Apr 2015
- Location
- Denver, CO
- Posts
- 118
The window anchoring bug mentioned earlier (for the Combat Tracker and Notes that I know of) would be a nice fix for me, personally.
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December 24th, 2018, 17:46 #89Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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December 24th, 2018, 17:48 #90Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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