Thread: Call of Cthulhu 7E ruleset
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January 1st, 2017, 23:44 #201
Hi Muwak we have taken your suggestion and code for the NPCs and incorporated it into the next build so it is coming
I cant think of any way that an extension is going to be able to update the modules containing the occupations. I will try and test your language extension and see what else might be able to be included.
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January 1st, 2017, 23:46 #202
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January 1st, 2017, 23:56 #203
Sjelsk the issue you and I have been corresponding about - please use the patch from this post: https://www.fantasygrounds.com/forum...l=1#post309221
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January 1st, 2017, 23:57 #204
Last edited by damned; January 2nd, 2017 at 00:06.
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January 2nd, 2017, 00:19 #205VenomousFiligreeGuest
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January 2nd, 2017, 04:34 #206
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True, I did not test this with a player connected, just noticed it as a GM. Too quick on the "bug" trigger there, sorry about that
And about the Modern era fix, thanks! It has also slipped by without me seeing it. Thought I had read the entire thread, but apparently not(!)
Edit: and the fix works like a charm. So much time troubleshooting, and what I should've done was read the thread properly instead!Last edited by Sjelsyk; January 2nd, 2017 at 18:12.
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January 2nd, 2017, 23:11 #207
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Great, i really appreciate that
Regarding the translation-thing, I rather thought about creating a mini-Module that replaces the english content.
The idea was to use a batch-replacement to replace the skill-names automatically in the module-files and provide an alternative Module either as a separate download (might be a copyright-problem) or as a part of the RS.
I see the major problem in skills like dodge or credit-rating which are directly accessed by lua-scripts.
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January 2nd, 2017, 23:23 #208
Hi Muwak I suppose it would be quite possible to include an alternate Occupations library in a translated language. You are right the LUA could/would be challenging. Please PM me your email address and we can correspond further on this and see what is and isnt easy and what is maybe do-able but harder...
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January 2nd, 2017, 23:25 #209VenomousFiligreeGuest
Another enjoyable session with the ruleset.
However see the attached two images for a couple of issues.
1) suggesting a 6.5 luck spend
2) adding bonus dice rolls rather than taking the lowest
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January 2nd, 2017, 23:31 #210
Hi VenomousFiligree I did pop into TS to check if the game was going
The Luck Spend has been adjusted to whole numbers in the next build. The Luck message should otherwise be correct?
There is an issue with the Bonus Die and it required a full re-write of percentage dice due to the way that FG currently handles them. This is included in the next build.
I think that I have understood your post but do clarify it for me if I got it wrong.
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