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Girwan
August 24th, 2018, 23:03
Hi, I'm after first session and have some questions:

1. Why when charateristic have 16 DM=0? In my opinion (and soourcebook) should be +3
2. Why on main sheet in armour box is all my equipment (without weapons :) )?
3. When I delete weapon from equipment, it still is in action sheet
4. When I export module and check Pregenerated Characters (I do myself PC and want make full module witch characters) - they don't copy
5. Why for range weapon in Action Sheet I have attack -3?
6. What solution you propose for skills which have two characteristic eg. Mechanic - Intelligence or Education, and eg. Medic. I must change attribute before test?

Elvedui
September 1st, 2018, 15:03
I am having issues where when you put a character in the combat tracker their weapons doesn't show up. Also, when you equip a weapon it isn't automatically populating the skill. I can fix that by manually typing, but it should be automatic. Another thing, if you want to add a new weapon you don't get the same options when creating an item as the base items. For example, laser pistol which is part of the base book has a place for ammunition. A new weapon, you don't get to add that data other than in the comments section. The same with whether it is an auto weapon and the cost of ammo.

Girwan
September 1st, 2018, 15:30
Hey, maybe someone answer on my questions? One week has passed, I will start with new session and I need some answers.

Moon Wizard
September 2nd, 2018, 04:42
@Girwan,
I don't have the answers to your questions, but I've forwarded via e-mail to the developer of the ruleset. I know he has been travelling recently during summer break.

@watters,
PC weapons/abilities/spells do not show up in the combat tracker for any ruleset on FG. The reason is that PCs are much more complex in RPG game systems than NPCs; and there's no way to easily translate that into a simple list in the combat tracker. To use PCs as a GM, just click the link and use the PC sheet.

For the other skill item, as I mentioned above, I've forwarded this thread to the ruleset developer.

Regards,
JPG

MadBeardMan
September 2nd, 2018, 10:29
Hi, I'm after first session and have some questions:

1. Why when charateristic have 16 DM=0? In my opinion (and soourcebook) should be +3
2. Why on main sheet in armour box is all my equipment (without weapons :) )?
3. When I delete weapon from equipment, it still is in action sheet
4. When I export module and check Pregenerated Characters (I do myself PC and want make full module witch characters) - they don't copy
5. Why for range weapon in Action Sheet I have attack -3?
6. What solution you propose for skills which have two characteristic eg. Mechanic - Intelligence or Education, and eg. Medic. I must change attribute before test?

Good Morning,

First off, apologies for missing this thread. I did a sweep of the board not so long ago, but either missed this or it was posted just after. Thanks to MoonWizard for emailing me.

1. This was fixed in 1.0.6 of the ruleset, which you should already have (I presume you're on 1.0.6a). Change the characteristic from 16 to something else and then change back, the MOD should be updated.
2. Only Armour should be on that list, can you show me a screen shot please or let me have a list of the equipment that 'leaks' onto it. The Armour box uses a filter to display the correct content (or should!)
3. Ok that's a bug, it should be deleting it.
4. Pre-gen is very new, I'll have to see how it 'works' and if required, activate it to work with this ruleset (I'll email today about it to FG)
5. This could be because it can't find the correct skill to use. Which weapons are you dragging across and what skills do you have (screen shots would be ace here)
6. That's the idea, change the skill to use the required characteristic before you roll. Most skills hardly change which characteristic, but some do. If you can think of a nicer mechanic then let me know.

I'll add the bugs to my workload and get them sorted asap for you.

Cheers,
MBM

MadBeardMan
September 2nd, 2018, 10:35
I am having issues where when you put a character in the combat tracker their weapons doesn't show up. Also, when you equip a weapon it isn't automatically populating the skill. I can fix that by manually typing, but it should be automatic. Another thing, if you want to add a new weapon you don't get the same options when creating an item as the base items. For example, laser pistol which is part of the base book has a place for ammunition. A new weapon, you don't get to add that data other than in the comments section. The same with whether it is an auto weapon and the cost of ammo.

Hello as with Girwan an apology for my lack of answering (stupid school holidays over here still).

1. When you drag characters over to the CT, the weapons don't show up: They're on the character sheet. NPC attacks do.
2. Also, when you equip a weapon it isn't automatically populating the skill: As with Girwan here, it could be it's not finding the correct skill**
3. f you want to add a new weapon you don't get the same options when creating an item as the base items: Which type and subtype are you using, these dictate which 'fields' are shown.

** When it comes to Weapons and dragging over for skills, a 'text' check is made, ie 'This is a ranged weapon that fires bullets' so must use this skill of 'Gun Combat (Slug)', if it's not sure what ammo type it uses, it can't match the correct skill. My plans for 1.0.8. is to add against EACH weapon which skill to link it to, rather than guessing.

So if you can answer with screen shots please, I'll sort these issues.

Cheers,
MBM

Elvedui
September 2nd, 2018, 13:35
Sorry it is still not clear to me how to deal with PC weapons on the CT. Obviously, I see them on the character sheet so do I roll the attack from the character sheet then and not the combat tracker. I am used to other rulesets so not sure how to do combat in the traveler ruleset.

3. I created a laser pistol variant for example. I typed the same information that was on laser pistol. Maybe drop down menus would be helpful so there is no guessing on the part of a GM who is trying to add new items.

Trenloe
September 2nd, 2018, 15:26
Sorry it is still not clear to me how to deal with PC weapons on the CT. Obviously, I see them on the character sheet so do I roll the attack from the character sheet then and not the combat tracker. I am used to other rulesets so not sure how to do combat in the traveler ruleset.
As Moon Wizard mentions above - it is standard functionality in all major Fantasy Grounds rulesets not to have PC attacks/actions in the combat tracker. The GM needs to open the PC sheet and roll from there. This is the same for D&D 5E, Pathfinder, Starfinder, Savage Worlds, Call of Cthulhu, etc., etc..

damned
September 2nd, 2018, 15:41
Sorry it is still not clear to me how to deal with PC weapons on the CT. Obviously, I see them on the character sheet so do I roll the attack from the character sheet then and not the combat tracker. I am used to other rulesets so not sure how to do combat in the traveler ruleset.

3. I created a laser pistol variant for example. I typed the same information that was on laser pistol. Maybe drop down menus would be helpful so there is no guessing on the part of a GM who is trying to add new items.

Most of the rulesets do not have PC actions on the CT. Players act off their Character Sheets and the GM acts off the Combat Tracker.

Andraax
September 2nd, 2018, 16:32
6. That's the idea, change the skill to use the required characteristic before you roll. Most skills hardly change which characteristic, but some do. If you can think of a nicer mechanic then let me know.

Yeah, I was thinking about this as well. Two solutions I thought of: have buttons on the bottom of the screen (similar to the task difficulty) that will over-ride the characteristic modifier for the next skill roll only, or have the player hold Shift while rolling, and it will pop up a dialog to select the attribute to use for this roll. I think I actually prefer the former...

A couple more suggestions for your list (not bugs per se, but stuff that should be changed):


Add links to the skills on the career tables, so when you roll, it puts the link to the skill right into the chat box, ready to drag and drop.
For the "Physical Science", "Space Science", etc skills, their description is just "See the Science skill" - this makes having the link on the character sheet pretty much useless. Each of those skills should have the description from the Science skill within the skill itself (leaving out the "other" skills) so that players can just click on the link and get the apropos description.

Andraax
September 3rd, 2018, 04:03
OK, I've found some "inconsistencies" in adding weapons.

If I have skills "Gun Combat" and "Gun Combat (Slug Pistol)", adding an Autopistol works fine. Adding an Autorifle picks up the skill level for "Gun Combat (Slug Pistol)" - should pick up the plain "Gun Combat". Adding an ACR picks up "Unskilled" - again, should pick up the plain "Gun Combat". Adding a Revolver picks up "Gun Combat (Slug Pistol)" just fine.

Also, I noticed that the plain "Rifle" equipment entry has no range or damage...

You are planning on adding a field to specify the skill used. I would like to suggest making this a list of skills, and if none match, then default to Unskilled.

Something like "Gun Combat (Slug Pistol); Gun Combat" for the Slug Pistols. Also, consider an over-ride for the characteristic on this - some weapons, for example, might rely more on strength to wield properly than dexterity even though the skill might "default" to dexterity. Maybe something like "Gun Combat (Slug Pistol) [dexterity]; Gun Combat [dexterity]". There are some GMs who might even allow dexterity modifiers for unskilled firearm usage, who could then also add "Unskilled Skill [dexterity]" to the end to pick up any dexterity modifier in addition to the -3 unskilled penalty.

Just something to think about...

MadBeardMan
September 3rd, 2018, 20:25
Hi @Andraax,

Thanks for your posts, I'll go over these again soon, it's time to make a decision on all of this so I welcome your thoughts.

Cheers,
MBM

MadBeardMan
September 3rd, 2018, 20:27
Yeah, I was thinking about this as well. Two solutions I thought of: have buttons on the bottom of the screen (similar to the task difficulty) that will over-ride the characteristic modifier for the next skill roll only, or have the player hold Shift while rolling, and it will pop up a dialog to select the attribute to use for this roll. I think I actually prefer the former...


This is a great idea, I like it. Should be easy enough for me to plug-in, so I'll make it so.

Cheers,
MBM

LordNanoc
September 4th, 2018, 14:24
BTW not sure if it is just me, but I can't access extensions (i.e. new skins) in the extensions folder. They don't show up, when I select my campaign. Is this a bug/feature or am I being obnoxious again :D

damned
September 4th, 2018, 15:11
BTW not sure if it is just me, but I can't access extensions (i.e. new skins) in the extensions folder. They don't show up, when I select my campaign. Is this a bug/feature or am I being obnoxious again :D

I dont think there are any traveller theme extensions.
I think I dropped a basic blue version of the current one somewhere on the forums...
From that you can probably access enough of the assets to make your own.

Elvedui
September 4th, 2018, 16:08
Thanks for the response, but this isn't true for RMC which I am familiar with, but that is an older version and not yet updated to Core. You actually see the PCs weapons on the combat tracker and can roll from there. Good to know this for other rulesets though.

Elvedui
September 4th, 2018, 16:09
I think it would be great if the various subspecialties were drop downs as well. I do know some DMs that just use the general skill and don't require subspecialties, but it would be nice if we could just drag and drop and limit the typing of new skills. Just an idea.

Andraax
September 4th, 2018, 16:10
I think I dropped a basic blue version of the current one somewhere on the forums...

Possibly this post (https://www.fantasygrounds.com/forums/showthread.php?43942-Kicking-myself-here!&p=391080&viewfull=1#post391080)?

Trenloe
September 4th, 2018, 19:26
Thanks for the response, but this isn't true for RMC which I am familiar with...
RMC is a completely different beast. In fact, you can't even roll PC attacks from the PC sheet - it has to be done through the combat tracker. This is, to the best of my knowledge the *only* ruleset that works this way, or has full PC attacks and actions in the combat tracker.

opfor6
September 7th, 2018, 22:08
The various skills used for the weapons is a fairly big problem for our group. If we want to add a weapon into the game you often have to guess as to what skill will work with it and you have to be very accurate with your spelling. I think there are a couple with "s" (Rifles vs Rifle or some such it has been awhile since I looked). We do not mind having to enter data that is expected when we want to add things but having to figure out what exact skill to type in has really put the group off of this ruleset. It has been a while since we have played with this set and I have forgotten the other issues we ran into. I do know that it was disappointing to buy a released rule set that had so many issues. I am hoping your update will address the ones that have been reported so we can start playing again.

MadBeardMan
September 15th, 2018, 18:05
The various skills used for the weapons is a fairly big problem for our group. If we want to add a weapon into the game you often have to guess as to what skill will work with it and you have to be very accurate with your spelling. I think there are a couple with "s" (Rifles vs Rifle or some such it has been awhile since I looked). We do not mind having to enter data that is expected when we want to add things but having to figure out what exact skill to type in has really put the group off of this ruleset. It has been a while since we have played with this set and I have forgotten the other issues we ran into. I do know that it was disappointing to buy a released rule set that had so many issues. I am hoping your update will address the ones that have been reported so we can start playing again.

I'm sorry to hear about this. I use this ruleset but I know how it works, it's why I wait for others to tell me about issues/ideas, this forum is the best place.

I'm working on the Weapons now, having a good think about what's needed.

At the moment I'm thinking that for weapons it will add a 'Skill' field, that field will be a drop down showing all the weapon skills, it's quite a list, so might need over time adding/changing, but I need to see if the dropdown allows you to enter something else.

This would show skills such as:

Gun Combat (Slug Pistol)
Gun Combat (Shotgun)
Gun Combat (Energy Pistol)
...
Heavy Weapons (Launchers)
Heavy Weapons (Man Portable Artillery)
....
Explosives
Melee (Unarmed Combat)
Melee (Blade)
....
and so on

Let me know if you think of any other skill that should be added, ie Gunner?

Now thinking of skills, I'm wondering IF you can create 'sub-skills' ie you pick 'Gun Combat' and then you get to pick one of the Specialities, ie 'Energy Rifle', I'll find out.

Cheers,
MBM

Andraax
September 15th, 2018, 18:19
I would just make the skill field a text field with defaults for the equipment in the modules. This way the GM can make up his own skills and use them as well. And I would make it so that you can put in multiple skills, because some of these "fall back" to other skills. I wrote a longer post about it elsewhere...

MadBeardMan
September 15th, 2018, 18:31
I would just make the skill field a text field with defaults for the equipment in the modules. This way the GM can make up his own skills and use them as well. And I would make it so that you can put in multiple skills, because some of these "fall back" to other skills. I wrote a longer post about it elsewhere...

One of the issues is with the 'current data', I'd need to add a skill to each one as default, so just looking if I can (when you drag a skill) that it pops up the sub-skill etc, so that it's all in the same format, ie 'Gun Combat (Shotguns)'

Dinner time here, cheers, MBM

Andraax
September 15th, 2018, 18:57
The problem arises that if you put in "Gun Combat (Shotguns)", and they don't have that particular skill, then it should look for "Gun Combat", and it they don't have *that* skill, only then should it use "Unskilled". Also, some weapons use Dex, some use Str, so there should be an over-ride for that as well, instead of relying on what's set for the skill. If you have a fixed list of skills on the drop-down, you preclude the GM making up a new skill for his new-fangled weapons...

MadBeardMan
September 16th, 2018, 10:24
The problem arises that if you put in "Gun Combat (Shotguns)", and they don't have that particular skill, then it should look for "Gun Combat", and it they don't have *that* skill, only then should it use "Unskilled". Also, some weapons use Dex, some use Str, so there should be an over-ride for that as well, instead of relying on what's set for the skill. If you have a fixed list of skills on the drop-down, you preclude the GM making up a new skill for his new-fangled weapons...

I'm not a fan of dropdowns/cyclers, but that solves the issue of spelling mistakes and the wrong format.

So today I think I'm going to make it work like thus:

Skill field on the item screen, open text.
Modify the existing data to set this skill in the format 'Skill (Specialisation)', for example, 'Gun Combat (Shotgun)'
When dragging that item to your inventory, search the skills using that new skill field, however if NOT found, also look for 'Gun Combat (Shotguns)', failing that, drop back to the main skill, ie 'Gun Combat', 'Melee' etc. Failing that drop back to unskilled, -3, but you have the ability to override this.

Now to address the 'dex' or 'str' characteristic mod, I could add the characteristic cycler, meaning there would be a 'total' dice pool column, but space is short. Range will have to be sacrificed. I use that for applying the DM's.

I welcome thoughts on this.

Cheers,
MBM

Andraax
September 16th, 2018, 16:25
Solving the "issue" of spelling mistakes and wrong format also breaks Rule #0 of RPGS - the GM is always right. It prevents GMs from making up their own skills to use. Allowing GMs free-form to make up their own skills necessarily implies that you may have spelling mistakes - your "spelling mistake" might just be a GM's new skill name.

Here is what I think would be the "ideal" solution. If you have something like a "CharManager2" module (like many CoreRPG child rulesets), then add a function there that is some like "getskillmodifier". You pass it a CT or PC node, plus a skill and a characteristic. That function will look within the node for a skill that matches and gets the level for that skill. If no skill matches, then look for a string within "()". If it has this, then remove that part and look for a skill that matches the base name, and get that level. If neither of those match, then set the level to -3. After that, look up the characteristic modifier, add to the skill level, and return the total. Then the weapon records can have a skill name and a characteristic plus a damage.

I would also *not* "set" the value when the item is dropped. I would display the skill total using the "number_modifier" template by calling the function and not allow the user to change that number directly. That template allows for a "temporary" modifier to be applied, but otherwise it should always display the *current* skill level + characteristic bonus, and if those change, the value on the combat tab should immediately reflect that change.

You can see how the "temporary" modifiers work by looking at the Castles and Crusades ruleset:

https://s3.silent-tower.org/images/AbilityMod.JPG

MadBeardMan
September 16th, 2018, 19:51
I'm going to work on the 'Action Tab' making work like the skill tab. I think that's the best way, but I need to look at how to 'link' 'basic skill field' rather than 'setting' the value when it's dropped.

Going to play D&D now, so working tomorrow evening again.

Cheers,
MBM

Andraax
September 16th, 2018, 19:53
You can look at how attacks and skills are handled in Castles and Crusades, if you have that ruleset. Or 5E.

MadBeardMan
September 16th, 2018, 20:10
You can look at how attacks and skills are handled in Castles and Crusades, if you have that ruleset. Or 5E.

I've got DnD5E, looked in that many times, it's rather complex at times, so just takes time to pull stuff out.... Traveller was built right on top of CoreRPG, so uses inheritance for as much as possible.

I'll take a look tomorrow as I have it all linking for the CT of course.

Thanks for all your help and comments, gotta love this community for this kind of help.

Cheers,
MBM

Andraax
September 16th, 2018, 20:16
Yeah, 5E is built on top of CoreRPG and inherits much as well. :-)

MadBeardMan
September 16th, 2018, 20:18
Yeah, 5E is built on top of CoreRPG and inherits much as well. :-)

Yes, got plenty to learn from it, I read a lot before building WOiN and then for Traveller I re-wrote that all earlier in the year taking as little as possible.

Pleased to be working on Traveller again, darn RL and work!

Cheers

Andraax
September 16th, 2018, 22:55
Got an error from the party sheet:


Script Error: [string "ps/scripts/manager_ps_loot2.lua"]:129: attempt to compare number with nil
Script Error: [string "ps/scripts/manager_ps_loot2.lua"]:129: attempt to compare number with nil

MadBeardMan
September 16th, 2018, 23:03
Got an error from the party sheet:


Script Error: [string "ps/scripts/manager_ps_loot2.lua"]:129: attempt to compare number with nil
Script Error: [string "ps/scripts/manager_ps_loot2.lua"]:129: attempt to compare number with nil

What were you doing? Still playing DnD but just clicked on PS and nothing errors.

Andraax
September 16th, 2018, 23:23
What were you doing? Still playing DnD but just clicked on PS and nothing errors.

Happened when I dropped new pcs onto the party sheet directly from the PC window.

MadBeardMan
September 16th, 2018, 23:24
Happened when I dropped new pcs onto the party sheet directly from the PC window.

Ok playing DnD (11:24pm here atm) but then off to the land of sleep, in work tomorrow, so will look tomorrow night when I continue with the Gun Combat stuff.

Cheers

Andraax
September 17th, 2018, 00:44
Happened when I dropped new pcs onto the party sheet directly from the PC window.

Sorry, I misstated that. I had just dropped the pc from the pc window onto the party sheet, but the error did not pop up until I hit the "Inventory" tab.

chumbly
September 20th, 2018, 10:48
Sorry, I misstated that. I had just dropped the pc from the pc window onto the party sheet, but the error did not pop up until I hit the "Inventory" tab.

Umm the imagery that pooped into my mind was the "PC" being thrown from an upper window unto the party, with the crime not discovered by the police until the inventory went missing..... Chumbly go to sleep its 3 am.... sleep deprivation... I could have sworn I saw Dulinor.. throw that PC out the window.... :D

Chumbly:rv:

Elvedui
September 20th, 2018, 21:16
I am not sure if this was listed anywhere else, but if you have a characteristic that is a 15 or F, the sheet doesn't auto populate a modifier and since you can't edit the modifier in the sheet you can't do anything. The sheet shows a 0 modifier for a 15 stat. I assume if you have an Aslan character it is possible to go above 15 (? not sure) and that modifier should also populate accordingly. Plus on the first tab under armor it lists all equipment and not just armor so it clutters things up a bit.

MadBeardMan
September 23rd, 2018, 12:50
Sorry, I misstated that. I had just dropped the pc from the pc window onto the party sheet, but the error did not pop up until I hit the "Inventory" tab.

I just can't get this to error :( I can see in the code how it 'could', so added something to stop it (I created a new PC, new campaign, old PC's, old Campaign etc etc).


I am not sure if this was listed anywhere else, but if you have a characteristic that is a 15 or F, the sheet doesn't auto populate a modifier and since you can't edit the modifier in the sheet you can't do anything. The sheet shows a 0 modifier for a 15 stat. I assume if you have an Aslan character it is possible to go above 15 (? not sure) and that modifier should also populate accordingly. Plus on the first tab under armor it lists all equipment and not just armor so it clutters things up a bit.

The 15+ stat has been found and fixed, as for the armour list showing everything, sounds like some data is missing the 'type', oddness. Does it do it for all PC's?

Cheers,
MBM

LordNanoc
September 23rd, 2018, 18:43
The 15+ stat has been found and fixed, as for the armour list showing everything, sounds like some data is missing the 'type', oddness. Does it do it for all PC's?

Cheers,
MBM

That's great news, MBM, thanks alot. Do we have an ETA for the rollout?

MadBeardMan
September 23rd, 2018, 18:59
That's great news, MBM, thanks alot. Do we have an ETA for the rollout?

Greetings,

I'm thinking of calling an end to this build (1.0.7) tomorrow night so that if can go into test and then rolled out a week later.

All depends if people are willing to wait for the PSI stuff (just commented in the other thread) and are happy with the stat, or need more (which delays stuff by at least a week).

Cheers,
MBM

Elvedui
September 23rd, 2018, 19:58
Yes it seems like the armor section shows everything for all PCs.

MadBeardMan
September 23rd, 2018, 20:12
Yes it seems like the armor section shows everything for all PCs.

Is it possible you can tell me how to re-create the issues, on my 3 campaigns (all tested) it's working.

Cheers,
MBM

LordNanoc
September 23rd, 2018, 20:16
Greetings,

I'm thinking of calling an end to this build (1.0.7) tomorrow night so that if can go into test and then rolled out a week later.

...
Cheers,
MBM

Awesome, man. Thanks!

Andraax
September 24th, 2018, 00:50
I just can't get this to error :( I can see in the code how it 'could', so added something to stop it (I created a new PC, new campaign, old PC's, old Campaign etc etc).

Figured it out. One of the players put his credits in "cash on hand" with commas. Once I removed the commas, the error message went away.

Elvedui
September 24th, 2018, 22:40
I am not 100% sure, but it must have something to do with if a GM creates an item. Even if you call it something other than armor it shows up on the tab. I did just realize that all the new items that I added show up. I have a PC without new items that doesn't have their non armor items show up. So I guess it is related to adding new items. The sheet doesn't pay attention to how you categorize them.

LordNanoc
September 27th, 2018, 09:51
Just tried to check the weapons skill but can't get my head around it.

Here's what I did:



I deleted the "Assault Rifle" item and the "Gun Combat (slug rifle)" skill, as I realized, that I wrote slug rifle without capital letters.
Then I added "Gun Combat" skill and edited the term "(Slug Rifle)" to it, to have it written as it is written in the "Assault Rifle" item.
I then added the item "Assault Rifle".




Sadly, the Action Tab still don't recognize the skill, it's still set to -3 (and this char has Jack of all Trades 1)

What am I doing wrong?
TIA for any hints.
cya

backwardoracle
September 27th, 2018, 15:14
I don't think your doing anything wrong, I can't get it to recognize the skill level either.

esmdev
September 27th, 2018, 22:50
Same. I've tried every variation I could think of. Slug Rifle. slug rifle. Slug rifle. Slug Rifles. Various combinations of capitalisation. Skill never applies to weapon. Also sometimes when I delete a weapon it won't let me add the same weapon again.

MadBeardMan
September 28th, 2018, 09:28
Figured it out. One of the players put his credits in "cash on hand" with commas. Once I removed the commas, the error message went away.

Ah cool, I'll make sure it removes commas then.

Cheers for finding this!

MadBeardMan
September 28th, 2018, 09:33
Just tried to check the weapons skill but can't get my head around it.

Here's what I did:



I deleted the "Assault Rifle" item and the "Gun Combat (slug rifle)" skill, as I realized, that I wrote slug rifle without capital letters.
Then I added "Gun Combat" skill and edited the term "(Slug Rifle)" to it, to have it written as it is written in the "Assault Rifle" item.
I then added the item "Assault Rifle".




Sadly, the Action Tab still don't recognize the skill, it's still set to -3 (and this char has Jack of all Trades 1)

What am I doing wrong?
TIA for any hints.
cya

Can you zip up your Campaign and get it over to me please so I can look for you?

I can make sure that the 'skill' it looks like don't need the Capital Letters etc, is (slug rifle). At the moment it looks for the skill the same as the item in the data, ie 'Gun Combat (Slug Rifle)' if it doesn't find that it looks for 'Gun Combat (Slug Rifles)' and if it doesn't find that, it looks for 'Gun Combat' after that 'Jack of all trades'.

Cheers

MadBeardMan
September 28th, 2018, 09:34
Same. I've tried every variation I could think of. Slug Rifle. slug rifle. Slug rifle. Slug Rifles. Various combinations of capitalisation. Skill never applies to weapon. Also sometimes when I delete a weapon it won't let me add the same weapon again.

'Gun Combat (Slug Pistol)' is the name of the skill it looks for, not '(Slug Pistol)'

Which weapons won't it allow you to add, all it does it look into the list and if it's there at adds it again (ie you'll have 2 x Pistols).

Trenloe
September 28th, 2018, 09:46
Might I make a suggestion? Try not to rely on a specific case format when matching strings. I'd recommend converting these to all lower case before/while using any code to match a string to a skill name or similar comparisons/matches. You can use String.lower(s) or s:lower() - where "s" is the string variable. Search the 5E ruleset for :lower to find many examples of this.

MadBeardMan
September 28th, 2018, 09:48
Might I make a suggestion? Try not to rely on a specific case format when matching strings. I'd recommend converting these to all lower case before/while using any code to match a string to a skill name or similar comparisons/matches. You can use String.lower(s) or s:lower() - where "s" is the string variable. Search the 5E ruleset for :lower to find many examples of this.

Morning chap...


if DB.getValue(vSkill, "name", ""):lower() == "jack of all trades" then
nBaseSkill = DB.getValue(vSkill, "level", -3);
sSkillLink = vSkill.getPath();
break;
end

Already started....

Cheers

sjard
October 2nd, 2018, 14:17
Trying to toggle on Chat: Show GM rolls gets an error popup:
Script Error: [string "ps/scripts/ps_main.lua"]:19 attempt to index global 'hiderollreults' (a nil value)

Was trying to show a player that my rolls weren't any better than hers were.

Elvedui
October 2nd, 2018, 14:32
Maybe you can just add slug rifle, laser pistol or the subskills as drop down selections so people don't need to figure out how to spell or format things for those skills that have sub-specialties.

MadBeardMan
October 3rd, 2018, 13:34
Maybe you can just add slug rifle, laser pistol or the subskills as drop down selections so people don't need to figure out how to spell or format things for those skills that have sub-specialties.

I spoke about doing similar, but was told (which I agree with), if I fix them, then you won't be able to add new weapon skills and attach them to new weapons, for example, some nice ancient alien races blasters.

Cheers,
MBM

MadBeardMan
October 3rd, 2018, 13:35
Trying to toggle on Chat: Show GM rolls gets an error popup:

Was trying to show a player that my rolls weren't any better than hers were.

Let me add that to my list to look at and fix for the next update coming this month.

Cheers,
MBM

sjard
October 3rd, 2018, 13:49
Sorry to add another one, fairly minor, but just noticed it as I was entering world data. Size A 16,00km. I think it's missing a zero there.

24815

backwardoracle
October 3rd, 2018, 14:13
The simple solution to adding new weapons & equipment is make a copy of the Type of Item you wish then the Related skill is already there.

MadBeardMan
October 4th, 2018, 07:22
Sorry to add another one, fairly minor, but just noticed it as I was entering world data. Size A 16,00km. I think it's missing a zero there.

24815

Ah yes, oops, typo. Sorted, thanks for finding all the niggles and stuff.

Cheers

esmdev
October 5th, 2018, 01:22
I wanted to add that since the last update the problem with skills not registering has been fixed. I also have not seen a repeat of not being able to replace a weapon if I deleted it. So it's looking good. :)

MadBeardMan
October 7th, 2018, 19:19
I wanted to add that since the last update the problem with skills not registering has been fixed. I also have not seen a repeat of not being able to replace a weapon if I deleted it. So it's looking good. :)

Thanks for letting me know, I've got time set aside for more work on Traveller next week, it's ace to be progressing this ruleset again, thanks for your feedback (both bad and good!).

Cheers,
MBM

sjard
October 8th, 2018, 05:39
Hmm, looks like the Citizen career section is broken in the reference manual. The skill tables for Corporate, Worker, and Colonist are missing, as are the rollable tables for them as well.

MadBeardMan
October 8th, 2018, 06:40
Hmm, looks like the Citizen career section is broken in the reference manual. The skill tables for Corporate, Worker, and Colonist are missing, as are the rollable tables for them as well.

I've not broken it, looks like they've been missing since I finished the book, so I'll add them to the next update, thanks for finding this!

Cheers,
MBM

tsmpaul
October 9th, 2018, 23:34
Hi! Just want to say, really love this ruleset!
The only bug I've encountered (not sure if it's been mentioned yet) is that Law Level isn't auto-filling out properly on the World sheets. When I type in the UWP, all the details are populating, but the description for Law Level only lists something a handful of times. The rest of the time it is either blank, or it has a number written in the description box. I've attached a pic that shows (on left) a blank law level box, and (on the right) law level shows fine. Only a handful of planet's I've typed in show the law level description.
24941

backwardoracle
October 12th, 2018, 22:00
Yes it seems a lot of code is missing for the law levels, it would be helpful also if Gas giants were included & the sheet auto populates from the UWP code rather than the other way round.

Side question, the UWP code only shows when the world is unlocked?

MadBeardMan
October 14th, 2018, 22:46
Yes it seems a lot of code is missing for the law levels, it would be helpful also if Gas giants were included & the sheet auto populates from the UWP code rather than the other way round.

Side question, the UWP code only shows when the world is unlocked?

The UWP was to enter the data, I can leave it showing if you think it's fitting, as I'll have to add code to update it on the fly.

Thanks for pointing these things out, I'll look into them and get them sorted.
Cheers,
MBM

backwardoracle
October 14th, 2018, 23:43
hmm I've not been able to get any data by just entering the UWP, see pic

24971

MadBeardMan
October 14th, 2018, 23:45
hmm I've not been able to get any data by just entering the UWP, see pic

24971

Sad face here, as I entered all the Tripwire worlds using the UWP code. Will look into it post haste when I'm back coding Traveller soon (busy this week, got a job interview on Thursday so need to do a stupid online test and stuff).

Cheers,
MBM

backwardoracle
October 14th, 2018, 23:49
No worries, I noticed it when entering data for another system, which took longer than I thought.

Good Luck!!

LordNanoc
October 16th, 2018, 18:09
Still having problems with weapons.

Recently tried to to add stun grenades to the inventory of players (they found a box of them on the wall of an estate that housed rare and dangerous animals). Got that pesky error again...
(see attachment). Also, the skill behind this is explosives. AFAIK the skill should be Athletics, or am I wrong?

As for the matter of stun damage: how do you play it? In MgT 1e, you roll damage, subtract the targets armor and then the target has to roll END higher than the rest damage (endurance save roll). If failure, char is stunned.
Do we have to play this by hand or is there a mechanism in FG that can do the checks for us and apply the effect?

Just asking... :)

Andraax
October 16th, 2018, 20:18
Athletics (Co-ordination) is used for throwing weapons.

LordNanoc
October 16th, 2018, 20:26
Athletics (Co-ordination) is used for throwing weapons.

...which is what you do with grenades... At least if you wanna survive ��

backwardoracle
October 16th, 2018, 21:35
of course you could use a grenade launcher, the effect of the various grenades needs to be added to the combat panel, so I'm thinking its heavy weapons (grenade launcher) or Athletics (Co-ordination) then put the effect in the damage box

tsmpaul
October 17th, 2018, 22:32
hmm I've not been able to get any data by just entering the UWP, see pic

24971

Hi, you need to enter more information to make it work:
hex map location, uwp, base code, trade code, zone code.
For example, I typed this for Regina:

1910 A788899-A M S Ga Ri G

Then it auto populated.
The base/trade/zone codes can be a little buggy, as it looks for three things. If you have no bases, one of the trade codes might vanish as it auto-populates, and you have to type the second code in again. If there's no zone code (green, amber, red) then it might error, or mark the system as an 'unidentified' zone, and other codes might vanish. So, again, after it auto-populates, double check that none of the base or trade codes have vanished, and if they did, type them again.

After typing changes, just left-click once in any other text field (such as Starport field) and the UWP correction updates the entries.

backwardoracle
October 17th, 2018, 22:44
:) excellent thank you, I hadn't thought of entering everything not just the UWP

LordNanoc
November 3rd, 2018, 13:02
Okaaay ... I am still getting the weapons bug.
Also, I'ld like to have the ammo show up in the actions tab, if possible.
And finally, maybe I am missing something, but how do I play stun weapons? According to 1e rules, the damage is not applied to the stats, but instead you need to do a constitution save roll and if failed apply the effect stunned. Is there a way to automate this?

And BTW I am just looking at a youtube flic from FG, where you are starring, MBM! Had no idea you were such a celebrity! Wow. It's nice to watch!

backwardoracle
November 3rd, 2018, 14:27
Hi,
Which part of the bug are still having problems with?
Ammunition expenditure will need a new bit of code, we will have to wait a bit
"Stunstick: This melee weapon deals 2d6 stun damage in addition to its normal damage. A character struck by a stun stick must make an Endurance check with a negative DM equal to the stun damage
(after armour is subtracted). If this Endurance check is failed, the character is knocked unconscious."

So you do the D6 normal damage and use that as a negative DM to the defender's endurance roll (after armour). I can't see a place to try coding effects so automation is out for now.

LordNanoc
November 4th, 2018, 08:41
Ok, maybe I am a bit naive, but in our DnD game in FG, automatic effects as well as ammo works fine, so I thought this is something FG brings with it. Wasn't clear for me, that this is a major dev work.
Sorry.

esmdev
November 4th, 2018, 13:07
Ok, maybe I am a bit naive, but in our DnD game in FG, automatic effects as well as ammo works fine, so I thought this is something FG brings with it. Wasn't clear for me, that this is a major dev work.
Sorry.

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.

LordNanoc
November 4th, 2018, 18:39
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.

PhilAdams
November 12th, 2018, 00:43
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!

LordNanoc
November 12th, 2018, 07:12
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.

Ardem
December 16th, 2018, 11:41
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.

MadBeardMan
December 23rd, 2018, 12:13
If there are any bugs still outstanding please post, this thread is pretty long. PSI stuff is almost complete...

Andraax
December 23rd, 2018, 23:15
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.

PhilAdams
December 23rd, 2018, 23:20
The window anchoring bug mentioned earlier (for the Combat Tracker and Notes that I know of) would be a nice fix for me, personally.

MadBeardMan
December 24th, 2018, 17:46
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.

Thanks, tested this, can re-create it, will fix it. Pesky thing.

MadBeardMan
December 24th, 2018, 17:48
The window anchoring bug mentioned earlier (for the Combat Tracker and Notes that I know of) would be a nice fix for me, personally.

PM me please with a link to your campaign folder all zipped, I get no 'pop ups' (I may have already fixed it though).

Andraax
December 28th, 2018, 17:39
Clicking the "+1", "+2", etc buttons does not add the modifier to a damage roll.

Also, can you put it on the list to automatically add the "effect" of a to hit roll into the modifiers so the damage roll adds it automatically?

Andraax
December 28th, 2018, 19:09
When a player rolls something (characteristic check, skill check, whatever) while an NPC is the "active" character in the CT, it says the NPC is the one that rolled it (though the portrait is correct...)

PhilAdams
December 29th, 2018, 02:19
25759

This is the error. I get it by trying to create or open a note in Notes. Ditto any clients. I believe it's the same error players see when they open the Combat Tracker (clients see that one, not the GM).

Andraax
December 29th, 2018, 03:22
This is the forum for the Traveller ruleset...

MadBeardMan
December 30th, 2018, 13:19
Afternoon All,

Been working on Traveller this morning (and a bit over the last week), PSI still isn't finished, can't make up my mind on how I want it to work, but fixed some bugs.

Fixed: Dragging Autofile with no Gun Combat (Slug Rifle) but Gun Combat correctly finds the 'base skill', if no 'base skill' exists and JoaT does, it uses that.
Fixed: CT (applied updates from Moon Wizard - where my code overrode updates to CT) - still a graphical bug to fix but no errors (working in that now)
Fixed: Worlds Data - Law Level is now correctly set*/**
Possibly Fixed: Look at the issue with the NPC being the 'named character' even if the PC's make the dice rolls.***

*If you already have worlds entered, edit the UWP but change the Law Level (final digit before the -) to something different, then reset to the original level.
** Also note that Tripwire (Adventure) had this issue, so I've updated the data - there's an update to this module.
*** I've been refactoring the CT, removing a lot of code, so it's possible I fixed this earlier. However if I have the Vargr Assassin active in the CT, yet Dr Thunder makes a roll to hit, the Chat Window shows Dr. Thunder made the attack.


Other updates coming in 1.08 (which I'll push tomorrow - regardless of PSI completed or not, just want the bugs fixed)

Add the modifiers +1, +2 etc to the Damage Rolls.

Cheers,
MBM

MadBeardMan
December 30th, 2018, 13:20
Clicking the "+1", "+2", etc buttons does not add the modifier to a damage roll.

Also, can you put it on the list to automatically add the "effect" of a to hit roll into the modifiers so the damage roll adds it automatically?

Afternoon Chap,

Adding the +1, +2 to Damage Rolls, can you point out which effects modify damage as Traveller doesn't really have many effects.

Cheers

MadBeardMan
December 30th, 2018, 13:22
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.

Fixed this, was down to an extra space on the base skill, ie 'gun combat ' comparing to the skill of 'gun combat'.

Andraax
December 30th, 2018, 15:42
Adding the +1, +2 to Damage Rolls, can you point out which effects modify damage as Traveller doesn't really have many effects.

The "effect" is the margin by which you hit. If you roll a to hit of 11, the effect is 3 (11 - 8) - and you add a +3 to the damage roll. This should automatically be added to the modifiers box...

From the "Skills and Tasks" section of the rules:

If the degree of success is important, then subtract 8 from the total of the dice roll plus Dice Modifers. This margin of success is referred to as the Effect. For example, if a player rolls a 4 and 3, and has a +3 DM for a total of 10, then his Effect is 10 – 8 = 2.

From the "Damage" section of the rules:

Each weapon lists the damage it inflicts as a number of d6. Add the Effect of the attack roll to this damage.

MadBeardMan
December 30th, 2018, 15:48
The "effect" is the margin by which you hit. If you roll a to hit of 11, the effect is 3 (11 - 8) - and you add a +3 to the damage roll. This should automatically be added to the modifiers box...

From the "Skills and Tasks" section of the rules:


From the "Damage" section of the rules:

Chap,

Thanks, but send me the pages from the manual for the 'effect' and 'skills and tasks' and 'damage'.

I've decided to re-write the CT using the CoreRPG and then add the iMod/End/Str/Dex.

Thanks,
Col

Andraax
December 30th, 2018, 16:47
"Skills and Tasks" are on page 50, "Damage" is on page 65 of my PDF of the Core Rulebook.

They're also in the Reference Manual of the rulebook included with the ruleset:

https://s3.silent-tower.org/images/Effect.jpg
https://s3.silent-tower.org/images/Damage.jpg

MadBeardMan
December 30th, 2018, 16:54
"Skills and Tasks" are on page 50, "Damage" is on page 65 of my PDF of the Core Rulebook.

They're also in the Reference Manual of the rulebook included with the ruleset:

https://s3.silent-tower.org/images/Effect.jpg
https://s3.silent-tower.org/images/Damage.jpg

Hi Chap,

Thanks, I'm working on the CT at the moment, I didn't know that the 'Effect' worked for the Damage (damn me!), I'll allow the Modifiers to add the Damage tonight/tomorrow and then look how to add the Effects Damage.

Thanks again,
MBM

MadBeardMan
December 31st, 2018, 23:04
Hi Andraax,

Just for you dear sir:

25786

Now going to add this same function to the Skills and then the To Hit, still not sure how to carry over, also note I did fix the bug with the NPC name showing in place of the PC if it was in the CT.

Cheers and Happy New Year to you and thanks for helping find these niggles with the Ruleset.

MBM

MadBeardMan
January 1st, 2019, 01:09
Hi All,

Heading off to bed.

Just finished adding the Effect Modifier to the Damage dice roll, it's on my Twitter feed (https://twitter.com/MadBeardMan/status/1079907052384894976).

But thanks for putting up with me this year, have a great new one.

All the best,
MBM

Andraax
January 1st, 2019, 05:06
Cheers and Happy New Year to you and thanks for helping find these niggles with the Ruleset.

Well, I DID offer to test the ruleset for you years ago before it was released... ;)

Talk to you next year...

MadBeardMan
January 1st, 2019, 12:41
Well, I DID offer to test the ruleset for you years ago before it was released... ;)

Talk to you next year...

Well yes, the issue is how, seems copyright and all that means we can't just throw modules and stuff around. However we could make use of the Test server.

Today I'm going to be re-thinking the PSI again and seeing what I can do with it. I think I'm trying to be too perfect.

LordNanoc
January 1st, 2019, 18:33
I offered this as well, so as soon as you have a way of letting us help you, just holler! :)

MadBeardMan
January 1st, 2019, 21:19
I offered this as well, so as soon as you have a way of letting us help you, just holler! :)

Indeed, been too busy in 2018, been thinking about creating a Patreon account thingy so I could go full time with this kind of thing, though I do earn a ton of money so won't be that easy replacing it!

Back to PSI stuff, update on that thread coming...

chumbly
January 4th, 2019, 06:02
Had a problem when I tried test.. got a missing file...
Chumbly

25813

Moon Wizard
January 4th, 2019, 07:17
I've reported to the DLC developer.

JPG

MadBeardMan
January 5th, 2019, 12:53
Had a problem when I tried test.. got a missing file...
Chumbly

25813

Afternoon. Sorry I was out all day yesterday (last day of my kids Xmas holiday).

Seems I forgot to tick a checkbox when I sent the files. All my fault, apologises. I've done that now and let them know.

Where you testing the 'test' channel?

Thanks
MBM

Andraax
January 5th, 2019, 21:29
Just for you dear sir:

I'm not seeing how to do the characteristic overrides...

MadBeardMan
January 5th, 2019, 21:32
I'm not seeing how to do the characteristic overrides...

And I'm not sure what you mean....(head is stuck in Vampire coding atm)

Andraax
January 5th, 2019, 22:14
And I'm not sure what you mean....(head is stuck in Vampire coding atm)

The characteristic overrides for skills shown in the attachment:


Hi Andraax,

Just for you dear sir:

25786

Now going to add this same function to the Skills and then the To Hit, still not sure how to carry over, also note I did fix the bug with the NPC name showing in place of the PC if it was in the CT.

Cheers and Happy New Year to you and thanks for helping find these niggles with the Ruleset.

MBM

MadBeardMan
January 5th, 2019, 22:16
The characteristic overrides for skills shown in the attachment:

If you mean 'Override' that's the name of the character.

Andraax
January 5th, 2019, 22:20
If you mean 'Override' that's the name of the character.

Ah, ok. I thought you had implemented overrides on the skill characteristics. :-)

MadBeardMan
January 5th, 2019, 22:22
Ah, ok. I thought you had implemented overrides on the skill characteristics. :-)

Well if that's something you want, ie temp boosts etc, think away, been thinking of adding a proper effect system and could do it that way.

Andraax
January 5th, 2019, 22:25
Nah, that would be unwieldy (add effect before roll, then remove it after). My original suggestion was to have a set of buttons at the bottom of the desktop (like the skill difficulty buttons), one for each characteristic. The player can then click the button, and do the skill roll, and for that next roll, it overrides that skill setup on the character sheet (if any), then it resets afterwards.

MadBeardMan
January 5th, 2019, 22:29
Nah, that would be unwieldy (add effect before roll, then remove it after). My original suggestion was to have a set of buttons at the bottom of the desktop (like the skill difficulty buttons), one for each characteristic. The player can then click the button, and do the skill roll, and for that next roll, it overrides that skill setup on the character sheet (if any), then it resets afterwards.

kk, that kind of thing would go nicely in the list of features you'd like to see list.

Andraax
January 5th, 2019, 22:34
kk, that kind of thing would go nicely in the list of features you'd like to see list.

Pretty sure I had added it to a previous list, but I'll go ahead and add it to the 1.0.9 list...

GunbunnyFuFu
January 18th, 2019, 22:14
Getting the following error when adding a custom weapon:

Script Error: [string "campaign/scripts/manager_char.lua"]:488: bad argument #1 to 'len' (string expected, got nil)

Anyone know what the problem is?

GB

MadBeardMan
January 19th, 2019, 09:35
Getting the following error when adding a custom weapon:

Script Error: [string "campaign/scripts/manager_char.lua"]:488: bad argument #1 to 'len' (string expected, got nil)

Anyone know what the problem is?

GB

Morning,

Which versions of the ruleset? 1.0.7a is in live, 1.0.8 is in Test.

It looks 1.0.7. In 1.0.8 I fixed some bugs for the Weapons. I'll test this today, so:

Create a New Weapon (which type), then drag it onto the Character Inv tab?

Cheers,
MBM

GunbunnyFuFu
January 19th, 2019, 18:16
1.0.7a. It was with a custom weapon I created outside the ruleset with the following attributes:



<traylorm5a1> <name type="string">Traylor M5A1</name>
<cost type="string">Lv1740</cost>
<damage type="string">4d6+1 AP</damage>
<heft type="number">0</heft>
<isidentified type="number">1</isidentified>
<locked type="number">1</locked>
<magazine type="number">40</magazine>
<mass type="number">3.5</mass>
<notes type="formattedtext">
<p>The M5A1 is a progressive development of the old M2 assault rifle. The M5A1 is a binary-propellant design, incorporating a three round 30 millimetre grenade launcher, along with hardened sights equipped with a red-dot, low-light and telescopic options, complete with an active/passive rangefinder. The rangefinder is used to feed fusing information to the grenades, enabling them to explode at set distances for enhanced effectiveness against dug-in troops.</p><p>While Army troops use the M-4A1 gauss rifle, Marines and SPECFOR troops prefer the M5A1.</p><p>Type: 9mm binary propellant assault rifle</p><p>Country: USA</p><p>Length: 75cm</p><p>Mass (Unloaded): 3kg</p><p>Action: Single shot or bursts</p><p>Ammunition: 9x40mm APHE</p><p>Muzzle Velocity: 1,200mps</p><p>Magazine: 40 rounds (separate propellant bottles for 120 shots)</p><p>Magazine Mass: 0.4kg</p><p>Propellant Bottle Mass: 0.1kg</p>
</notes>
<protection type="number">-1</protection>
<range type="string">Rifle</range>
<recoil type="number">1</recoil>
<recordtype type="number">9</recordtype>
<subtype type="string">Slug Throwers</subtype>
<tl type="number">12</tl>
<type type="string">Weapon</type>
<auto type="string">4</auto>
</traylorm5a1>

GunbunnyFuFu
January 19th, 2019, 18:22
It also seems that dragging the custom weapon worked...it shows in the inventory, but it doesn't show up on the Actions tab. Do I have to recreate it there?

GunbunnyFuFu
January 19th, 2019, 18:43
Figured it out..it appears there was a new <skill type="string"> tag that was added between when I started the 2300 AD book and the current ruleset. It all seems to work now. One question, however..how would you calculate Armor Piercing?

GB

GunbunnyFuFu
January 19th, 2019, 18:54
EDIT: Figured out the issue.

MadBeardMan
January 20th, 2019, 11:53
EDIT: Figured out the issue.

I'm currently working on Damage Types and Armour resistances etc

Any armour that a character is wearing should appear against them in the CT.

I will be making changes to this in the future but at the moment it should all work. I've noticed a bit of a bug in the armour section on Dr Thunder, so I'll fix that now (it's allowing a custom weapon to appear)

MadBeardMan
January 20th, 2019, 11:54
Figured it out..it appears there was a new <skill type="string"> tag that was added between when I started the 2300 AD book and the current ruleset. It all seems to work now. One question, however..how would you calculate Armor Piercing?

GB

Btw something not many people know. I did the Traveller ruleset so that I could do 2300. I spoke with Mongoose over this and was told it was being updated for MGT2E rules. So do let me know if there's something you need, I could look at an extension.

GunbunnyFuFu
January 20th, 2019, 16:56
Dealing with the Super AP, AP, and Semi-Ap would be very helpful, even if that's something that we manually have to add to weapons (eg. weapon does 3d6 AP damage, means armor penetration is 3). This calculated would be very, very good IMHO.

GB

MadBeardMan
January 20th, 2019, 17:00
Dealing with the Super AP, AP, and Semi-Ap would be very helpful, even if that's something that we manually have to add to weapons (eg. weapon does 3d6 AP damage, means armor penetration is 3). This calculated would be very, very good IMHO.

GB

I've just added Damage Types to the core ruleset, for AP, SAP, SeAP etc, would just require the data model being updated. Shouldn't be too hard to do that. I'm just thinking through Armour values against Damage Types.

GunbunnyFuFu
January 20th, 2019, 18:55
Great! Let me know if there is anything I can do to help test! Going to run a 2300 AD session in the very near future.

MadBeardMan
January 20th, 2019, 19:22
Great! Let me know if there is anything I can do to help test! Going to run a 2300 AD session in the very near future.

No worries, I'll add them into the core data set for the moment, as 'AP', 'SAP' and 'SeAP' if that's any use, or we can use full names with hyphens, ie 'Armour-Piercing', 'Super-Armour-Piercing' and 'Semi-Armour-Piercing'.

Cheers
MBM

GunbunnyFuFu
January 22nd, 2019, 00:53
I'm OK with the acronyms, especially since it'll save space on the character sheet.

ddavison
February 5th, 2019, 20:40
I renamed this thread and stickied it. Please continue to use this thread to report any bugs or suspected bugs for Mongoose Traveller 1st Edition.

LordNanoc
March 10th, 2019, 22:49
A thing that just jumped on me: on the Testserver actual version 1.0.9 I couldn't remove the PSI actions, even after removing the PSI ability. Rightclick only lets me close the window.

MadBeardMan
March 10th, 2019, 22:51
A thing that just jumped on me: on the Testserver actual version 1.0.9 I couldn't remove the PSI actions, even after removing the PSI ability. Rightclick only lets me close the window.

For test versions, put bug reports in that thread please. Use the 'actions list' edit button, that should allow you to remove them until I address this.

Cheers,
MBM

Ardem
November 29th, 2019, 10:30
I am getting a script error on opening Mgt 1E.

Script Error [string ""] : attempt to set a value for an invalid handler 'onLockChanged'

I even started a brand new campaign and still come up, just wondering is anyone else getting this. I have no extra ext attached, have checked that.

esmdev
November 29th, 2019, 13:53
I am getting a script error on opening Mgt 1E.

Script Error [string ""] : attempt to set a value for an invalid handler 'onLockChanged'

I even started a brand new campaign and still come up, just wondering is anyone else getting this. I have no extra ext attached, have checked that.

Hi. I started up a new campaign with MGT1 and didn't encounter this error. I loaded the 1E module and some tokens dropped back to the launcher and still didn't generate the error. I'm using Mongoose Traveller 1E v1.0.10 and CoreRPG ruleset 3.3.9. Nothing else loaded. I tried adding some extensions and still couldn't generate the error.

Maybe it is a corrupted pak?

Ardem
November 29th, 2019, 14:06
Hi. I started up a new campaign with MGT1 and didn't encounter this error. I loaded the 1E module and some tokens dropped back to the launcher and still didn't generate the error. I'm using Mongoose Traveller 1E v1.0.10 and CoreRPG ruleset 3.3.9. Nothing else loaded. I tried adding some extensions and still couldn't generate the error.

Maybe it is a corrupted pak?

Awesome I should of thought about deleting the Core.pak I did the Traveller one, however it was a issue with Corerpg.pak, thanks

garrion_sw
January 1st, 2020, 16:26
**This is for UNITY**

I'm getting the following error report.

[1/1/2020 10:20:13 AM] [WARNING] font: Missing TTF tag for (subwindowsmalltitle) in ruleset (Mongoose Traveller 1E) (graphics/graphics_fonts.xml)
[1/1/2020 10:20:13 AM] [WARNING] font: Missing TTF tag for (subwindowsmalltitle_disabled) in ruleset (Mongoose Traveller 1E) (graphics/graphics_fonts.xml)
[1/1/2020 10:20:13 AM] [WARNING] font: Missing TTF tag for (list-empty-ps) in ruleset (Mongoose Traveller 1E) (graphics/graphics_fonts.xml)
[1/1/2020 10:20:17 AM] [WARNING] string: Must have a name attribute. (Mongoose Traveller 1E) (strings/strings_travellercore.xml)
[1/1/2020 10:20:17 AM] [<color="red">ERROR</color>] Unable to locate ruleset file (Mongoose Traveller 1E) (campaign/record_ability.xml)

The ruleset loads but there are also several font issues where the text on sheets is not contained within perimeters and overlaps into the text entry boxes or overlaps with other text.

Thanks and have a great New Year.

Moon Wizard
January 2nd, 2020, 01:03
As in the other thread, please post any FGU specific issues in the FGU forum.

I've updated the MGT1 ruleset to address the initial warnings/errors and pushed to the FGU patch system.

Regards,
JPG

garrion_sw
January 4th, 2020, 16:38
Sorry, Moon Wizard. I saw all your responses to my string of posts. I was on a roll going through and testing all the rulesets. I'll redirect to the FGU subforum from here on out. It just seemed cluttered and rather than start a new thread I thought posting here would be better since this was a specific ruleset issue for the dev to look at and not a generic Unity issue.

Thanks

GMClydeC
April 19th, 2020, 02:37
In Reference Material->Character Creation->Citizen, the specialist career tables seem to be missing and there is a typo on Ranks and Benefits. Rank 6 benefit is listed as "2:+1 Social" and should just be "+1 Social"

MadBeardMan
April 19th, 2020, 21:32
In Reference Material->Character Creation->Citizen, the specialist career tables seem to be missing and there is a typo on Ranks and Benefits. Rank 6 benefit is listed as "2:+1 Social" and should just be "+1 Social"

Thanks for spotting this, I'll get this fixed with the next update.

Cheers,
MBM

esmdev
April 19th, 2020, 21:52
Thanks for spotting this, I'll get this fixed with the next update.

Cheers,
MBM

Speaking of 1E, does the basic format for the NPCs in 1E and 2E match?

MadBeardMan
April 19th, 2020, 21:59
Speaking of 1E, does the basic format for the NPCs in 1E and 2E match?

Yes, as I'm going to update 1E with all the updates done to 2E (pretty much).

Cheers
MBM

kabend
April 21st, 2020, 14:21
Hello
I noticed the following bug, when clicking in any Item description window, on the upper left "TAS" logo :
eg. "Runtime Error: desktop: Unable to create window with invalid class (referencearmour : reference.equipmentdata.ablat_tl09_@MGT2 Core Rulebook)"
Does not happen when clicking on the image at the end of the description (image appears correctly)

esmdev
April 21st, 2020, 14:37
Hello
I noticed the following bug, when clicking in any Item description window, on the upper left "TAS" logo :
eg. "Runtime Error: desktop: Unable to create window with invalid class (referencearmour : reference.equipmentdata.ablat_tl09_@MGT2 Core Rulebook)"
Does not happen when clicking on the image at the end of the description (image appears correctly)

Hi.

Is this report for MGT1 or MGT2? MGT1 doesn't have the TAS logo.

Incidentally, for MBM, I jumped into MGT1 and was trying to replicate and wasn't able to but it did throw script errors when I accessed augments through the library > equipment > augment section.

Edit: I was able to recreate the error in MGT2.

1. Open Item
2. Select Item (Armour or Weapons, the others work fine)
3. Click the top left TAS icon in the newly opened window.
4. Error generates

I'll duplicate this post into the MGT2 bug report thread.

MadBeardMan
April 22nd, 2020, 00:40
Almost enough to put a line under 1E and do an update, just want to make sure it's got all the world and npc updates.

Cheers

esmdev
April 22nd, 2020, 01:38
That would be cool. I know there are a few 1E people around that would like that.

velshandru
June 1st, 2020, 03:30
I know there are a few 1E people around that would like that.

I being one of them. :)

MadBeardMan
June 1st, 2020, 10:12
I being one of them. :)

Nice.

So I'll add a thread to show what the next update to 1E will have, and get a lovely update out.

Cheers,
MBM