View Full Version : Official MGT2e Bug Report Thread
adzling
August 13th, 2020, 20:31
FYI I am getting an error from the console related to a custom starship i entered
see screencap below
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MadBeardMan
August 13th, 2020, 20:45
FYI I am getting an error from the console related to a custom starship i entered
see screencap below
38533
Can you send a copy of the main tab so I can see what you've not entered.
1.1.4 has an updated Spacecraft Record sheet. So if there's a bug I'll fix it asap and push it with 1.1.4 which is being sent to TEST at the weekend.
Cheers
MBM
adzling
August 13th, 2020, 20:52
sure MBM here you go.
+ FYI I cannot edit any of the text I added to the Notes tab when creating this record.
38534
MadBeardMan
August 13th, 2020, 22:39
sure MBM here you go.
+ FYI I cannot edit any of the text I added to the Notes tab when creating this record.
38534
Hi,
Just tried to re-create this and no errors. I'm on 1.1.4 though so it could already be fixed.
Cheers,
MBM
adzling
August 13th, 2020, 22:52
danke ill let you know when i get my hands on 1.1.4 ;-)
adzling
August 14th, 2020, 18:17
some additional information on this bug.
1). create new spacecraft
2). once saved, closed and reopened it is no longer possible to edit the spacecraft all (notes, images, other information on the main tab).
If I create a new spacecraft I can add in all the image and notes I like but once saved and closed it is no longer editable (even if i click the "lock" icon to make changes)
Whereas Craft works fine, all Crafts are editable after creation.
hops this helps!
bsycamore
August 14th, 2020, 20:46
I'm also ok with craft. The spacecraft I can edit and close, but once I lock it / unlock it, I get the following errors
38560
bsycamore
August 14th, 2020, 21:27
I'm also ok with craft. The spacecraft I can edit and close, but once I lock it / unlock it, I get the following errors
38560
MadBeardMan
August 17th, 2020, 00:38
I'm also ok with craft. The spacecraft I can edit and close, but once I lock it / unlock it, I get the following errors
38560
Hi Folks,
I cannot re-create the spacecraft error, so can anyone with FGC and FGU test this please, see if it's FGU only.
Thanks,
MBM
esmdev
August 17th, 2020, 01:03
I am able to reproduce the update error. I created a starship (without entering any data) and it provides the error twice. So I created a starship and entered basic data, and it also provided the same error twice. It gives the error twice on lock and on unlock.
Also, not connected but the details data entry is a little confusing (first time I've actually used it). It ended up out of order and not quite right, but that might just be me.
Anyways, here are a couple of screencaps.
38600
38601
The jist is that either way it throws the error, with data or without.
This was FGC on MGT2 1.1.3.
MadBeardMan
August 17th, 2020, 01:06
Thanks Esmdev,
Once 1.1.4 is submitted (maybe tomorrow), I'll revert back to the released version and then test.
Cheers,
MBM
bsycamore
August 17th, 2020, 07:32
Some further info. Have gone back into FGU today and opened the Craft that had the error and it now appears ok.
Error does not appear to be consistent. I can't re-create it now at all.
adzling
August 22nd, 2020, 17:05
FYI I can now edit my spacecraft entry (which was not possible before, see my bug report above).
Not sure if you did anything to fix it but it seems to be working now!
Elvedui
August 23rd, 2020, 15:21
It appears the protect suit doesn't automatically add armor values. I realize there is a work around, but just wanted to let you know when i drag and drop it on a character sheet it doesn't show up as armor and autopopulate.
MadBeardMan
August 23rd, 2020, 15:33
It appears the protect suit doesn't automatically add armor values. I realize there is a work around, but just wanted to let you know when i drag and drop it on a character sheet it doesn't show up as armor and autopopulate.
Hi,
Can you point me to what book/page the item you're talking about can be found. I just want to make sure I look at the exact item as CSC and Core Rulebook sometimes have the same item.
Cheers,
MBM
MadBeardMan
August 23rd, 2020, 15:34
FYI I can now edit my spacecraft entry (which was not possible before, see my bug report above).
Not sure if you did anything to fix it but it seems to be working now!
Hi Chap
I didn't do anything, so I guess it was a bug with FGU that's been fixed.
Still v1.1.4 should arrive soon and it's got an update Spaecraft record sheet.
Cheers,
MBM
adzling
August 23rd, 2020, 16:23
cool beans mbm, 1.1.4 is gonna be great!
Elvedui
August 25th, 2020, 19:06
The Protect Suit is on page 14 of the Central Supply Catalogue.
MadBeardMan
August 26th, 2020, 13:22
The Protect Suit is on page 14 of the Central Supply Catalogue.
Thanks, I'll jump on this later today!
Cheers,
MBM
MadBeardMan
August 28th, 2020, 10:52
The Protect Suit is on page 14 of the Central Supply Catalogue.
Just to let you know, all tested last night with 1.1.4 and an updated CSC (which will go to Smiteworks today) and the Armour Value of '4' was removed from the damage rolls against it.
Cheers,
MBM
rcruk
August 29th, 2020, 12:21
The Party Sheet (PS) Armour section is also displaying CSC Augments which doesn't seem right? Also, is the Rating column in the PS intended to display the total armour rating as this just stays at zero?
Keep up the good work MBM, much appreciated.
R.
MadBeardMan
August 29th, 2020, 14:14
The Party Sheet (PS) Armour section is also displaying CSC Augments which doesn't seem right? Also, is the Rating column in the PS intended to display the total armour rating as this just stays at zero?
Keep up the good work MBM, much appreciated.
R.
Hi Chap,
I'll be honest here, as I don't use the PS myself it gets left. I'll see what I can do asap, though I think this will go into the next version now as I'm packing up v1.1.4 and sending over to SmiteWorks.
Cheers,
MBM
MadBeardMan
August 30th, 2020, 13:52
The Party Sheet (PS) Armour section is also displaying CSC Augments which doesn't seem right? Also, is the Rating column in the PS intended to display the total armour rating as this just stays at zero?
Keep up the good work MBM, much appreciated.
R.
Hi Chap,
Found and fixed.
Also fixed up the rating in the PS shows the 'General' armour value, so Vacc Suit TL08 shows '4', Combat Armour TL10 shows '13'.
Plus the space given to the armours, is now spread over two lines making it easier to see which armour(s) are being stacked.
This is off now to SmiteWorks.
Cheers,
MBM
adzling
September 1st, 2020, 19:38
not sure if this has been reported before but the Space Combat Tracker U.I. is all buggered for me.
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MadBeardMan
September 1st, 2020, 19:42
not sure if this has been reported before but the Space Combat Tracker U.I. is all buggered for me.
38987
The SCT is not yet active, the button is there waiting for the extension that I'm working on, and it's been reported a few times.
I'm working on the extension during this week around things, now that 1.1.4 is in TEST and soon to be LIVE next week I'll release it, the first version is for the Player's PC craft, you can add them and then drag them to the SCT though there's not much action.
Cheers,
MBM
adzling
September 1st, 2020, 22:15
cool
Elvedui
September 3rd, 2020, 16:14
It appears that the combat arm prosthetic doesn't add the armor value to the sheet. Nor does the strength change based on the augmentation. Also, the Psi Blade should add the STR and PSI DM to its damage. I realize you can do both manually.
MadBeardMan
September 3rd, 2020, 16:34
It appears that the combat arm prosthetic doesn't add the armor value to the sheet. Nor does the strength change based on the augmentation. Also, the Psi Blade should add the STR and PSI DM to its damage. I realize you can do both manually.
Equipment doesn't do anything with Stats at the moment, see the 1.1.5 thread for more info, that's based on certain traits. This is one of the issues with Traveller, some details are hidden in the text. It means adding custom ruleset code, though adding the armour should be easier as I've got it looking for Subdermal armour.
So anyway I'll add these to the list and see about getting them done in 1.1.5 for you.
Cheers,
MBM
Elvedui
September 3rd, 2020, 21:10
Thanks. Yes might just be a way to add it to a field rather than have it search for text. Combat Arms change stats and armor values and it seems like the armor values would be the easiest to fix. Subdermal armor does work.
MadBeardMan
September 3rd, 2020, 21:13
Thanks. Yes might just be a way to add it to a field rather than have it search for text. Combat Arms change stats and armor values and it seems like the armor values would be the easiest to fix. Subdermal armor does work.
Adding fields is a good idea, but then requires work outside the ruleset as well (so the data can be imported).
Let me have a think though and it's a good idea so cheers.
MBM
rcruk
September 7th, 2020, 20:55
Hi Chap,
Found and fixed.
Also fixed up the rating in the PS shows the 'General' armour value, so Vacc Suit TL08 shows '4', Combat Armour TL10 shows '13'.
Plus the space given to the armours, is now spread over two lines making it easier to see which armour(s) are being stacked.
This is off now to SmiteWorks.
Cheers,
MBM
Good stuff. Thanks MBM. Will look forwards to the patch.
R.
rcruk
September 7th, 2020, 21:22
Thanks. Yes might just be a way to add it to a field rather than have it search for text. Combat Arms change stats and armor values and it seems like the armor values would be the easiest to fix. Subdermal armor does work.
Almost an identical situation here, one of the player characters just had a Combat Arm grafted on during a six weeks of planetside downtime and the modifiers are not pushing through to affect armour and strength. Would be great to see this however for now I've added a 'Combat Arm; Armour' item to their inventory and have the PC use a +3 STR DM when using the arm.
PoopinTwice
September 8th, 2020, 00:09
In the Reference Manual, Traveller Creation, Chapter One, Navy Career, Ranks and Bonuses chart. The ranks 2-4 are referred to as PeRRy Officers.
MadBeardMan
September 8th, 2020, 11:07
In the Reference Manual, Traveller Creation, Chapter One, Navy Career, Ranks and Bonuses chart. The ranks 2-4 are referred to as PeRRy Officers.
Thanks, addressed, will be in the next update.
Cheers,
MBM
Elvedui
September 8th, 2020, 19:15
It seems like traits from a species don't autopopulate (Bite and Heightened senses for a Vargyr) on the character sheet when you pull over the species...and not die modifiers kick in for lets say Recon or Survival although i guess those can vary depending on which sense is being used.
MadBeardMan
September 9th, 2020, 09:23
It seems like traits from a species don't autopopulate (Bite and Heightened senses for a Vargyr) on the character sheet when you pull over the species...and not die modifiers kick in for lets say Recon or Survival although i guess those can vary depending on which sense is being used.
At the moment, when you drag the race, its updates all the character attributes at the moment only.
In the future I'll update some other traits, like the Aslan claw etc.
Cheers,
MBM
deejaay1018
September 11th, 2020, 12:50
I noticed that the Party Sheet is not showing the whole party currency (bottom left section) when transitioning from current live version to test (1.4). And if I check the individual currency on hand for each character sheet, it is not the same amount as with the previous version.
MadBeardMan
September 13th, 2020, 14:08
I noticed that the Party Sheet is not showing the whole party currency (bottom left section) when transitioning from current live version to test (1.4). And if I check the individual currency on hand for each character sheet, it is not the same amount as with the previous version.
Nothing has changed on the Party Sheet side of things since MGT2E ruleset was released. However it's built upon CoreRPG and if that has a change then the ruleset changes. I'll check on how it's working now.
Cheers,
MBM
rcruk
September 16th, 2020, 23:26
Hi MBM,
Just updated to v1.1.4.
Eager to check out what's changed I noticed the PS now includes armour Rating, however also noted that this figure appears to be the sum of all armour in inventory, not only that which is worn. Also Augments still showing on PS Armour list.
However I think there's a more significant bug the combat automation for Protection (or I'm doing something really wrong) as it seems to be ignoring the stacking of protection and only counting the protection of the first protective item equipped in the inventory.
R.
rcruk
September 17th, 2020, 00:15
dbl post
MadBeardMan
September 17th, 2020, 07:48
Hi MBM,
Just updated to v1.1.4.
Eager to check out what's changed I noticed the PS now includes armour Rating, however also noted that this figure appears to be the sum of all armour in inventory, not only that which is worn. Also Augments still showing on PS Armour list.
However I think there's a more significant bug the combat automation for Protection (or I'm doing something really wrong) as it seems to be ignoring the stacking of protection and only counting the protection of the first protective item equipped in the inventory.
R.
Morning Chap,
When 'armour' is equipped it does a manual check of the various ratings. It simply adds up all the armour worn and then makes a description based on it.
Regarding augmentations, those are filtered, so what augmentation is being shown?
Lastly, I'll double check, I removed the limit of the single armour as there's too much now that can/can't be stacked, and I think it's upto the Referee to decide if someone can wear Ablat over Cloth (etc). If there's an issue I'll sort it asap as Smiteworks want me to change the name of the books to remove the abbreviated titles (MGT2).
Cheers,
MBM
rcruk
September 17th, 2020, 20:47
Morning Chap,
When 'armour' is equipped it does a manual check of the various ratings. It simply adds up all the armour worn and then makes a description based on it.
Regarding augmentations, those are filtered, so what augmentation is being shown?
Lastly, I'll double check, I removed the limit of the single armour as there's too much now that can/can't be stacked, and I think it's upto the Referee to decide if someone can wear Ablat over Cloth (etc). If there's an issue I'll sort it asap as Smiteworks want me to change the name of the books to remove the abbreviated titles (MGT2).
Cheers,
MBM
Hi MBM - reproduced the behavior below:
Wafer jack etc. showing up. Rating is adding +4 for Vacc Suit +4 for Cloth and +1 for Sub dermal augment, however is coming in at a total of 13
39455
Looking at it now, it looks like it might be the Wafer Jack adding +4 protection - it's happening to the other two characters in the party with WJ's as well...
...
Here 16 dmg rolled only 4 points negated. Kiefer should have both +4 for Cloth and +10 for Vacc Suit?
39457
I have unequipped the Cloth which is first in the inventory and roll damage protection is 10. It seems to be that only the first equipped armour in the inventory counts for protection.
39458
Thanks again for the quality work MBM.
ianmward
September 19th, 2020, 09:04
Hi there oh bearded one,
I just updated to 1.1.4 to check out the new Starship stuff and I see an issue with the Starship window.
I copied the Patrol Corvette and opened it and see the following Warnings in the Console:
Runtime Notice: Host session started
Ruleset Warning: framedef: Top edge width (-80) of frame (charsheet) less than minimum suggested width (3)
Ruleset Warning: framedef: Bottom edge width (-80) of frame (charsheet) less than minimum suggested width (3)
Ruleset Warning: framedef: Middle width (-80) of frame (charsheet) less than minimum suggested width (3)
Ruleset Warning: Could not load script file (Ruleset: MGT2) (/ref/scripts/spacecraft_main.lua)
Ruleset Warning: Could not load script file (/ref/scripts/spacecraft_main.lua)
Then when I unlock it, I see the following errors:
Script Error: [string "spacecraft"]:1: attempt to call field 'update' (a nil value)
Script Error: [string "spacecraft"]:1: attempt to call field 'update' (a nil value)
This is without the beta Starship combat tracker extension.
Xargun
September 19th, 2020, 17:59
Played last night for first time with 1.1.4 ruleset and we noticed two bugs.
Under actions - Medic abilities now have Heal and Skill options - if you choose skill and roll the action the text in the chat window says [Psi Talent] and subtracts 1 from your Psi Score (Even if that characterstic is turned off). Then if they do it again it starts taking points from their Endurance (as per rules for Psionics). If it is set to Heal, the actions work normally.
Under systems: A world that has a law level of 10 shows up as 'Law Error: 10' instead of simply showing the level 9 information.
Xargun
esmdev
September 19th, 2020, 18:06
Under systems: A world that has a law level of 10 shows up as 'Law Error: 10' instead of simply showing the level 9 information.
Xargun
Hi. Are you using my MGT2 system modules? That looks like an error message generated by my conversion routines.
If it is, you should be able to fix it by unlocking and changing it from 10 to 9 and back to 10. Then the MGT2 ruleset should overwrite my info.
Xargun
September 19th, 2020, 18:10
Hi. Are you using my MGT2 system modules? That looks like an error message generated by my conversion routines.
I have unloaded everything except for Central supply catalog, Core rulebook and FG Battle Maps and still shows the error
Xargun
Xargun
September 19th, 2020, 18:13
I have unloaded everything except for Central supply catalog, Core rulebook and FG Battle Maps and still shows the error
Xargun
Found it. I am using your module for systems and pulled the data in and it is using a 10 instead of an A... Once I change it to A it reads correctly.
Xargun
MadBeardMan
September 19th, 2020, 20:01
Off this weekend, I'll fix those issue next week for v1.1.5.
Cheers,
MBM
Xargun
September 19th, 2020, 20:03
Off this weekend, I'll fix those issue next week for v1.1.5.
Cheers,
MBM
No huge rush - just wanted to post them up so you were aware of them.
Xargun
vonPilsner
September 20th, 2020, 23:29
Updated Classic last night to new version, two characters started giving this error:
Script Error: [string "char_armour"]:1: attempt to perform arithmetic on local 'nProtection' (a nil value)
Unsure if there is some error I am responsible for? or if this as error from the update; including a zipped example character with the issue: Travis.zip (https://katsakis.com/wp-content/uploads/2020/09/Travis.zip)
EDIT: Added version
geewaagh
September 21st, 2020, 01:45
Just installed rules. Modules loaded. All skills dragged from skills tab to character sheet gets Scritp Error: [string"campaign/scritps/char_statcycler.lau"]:10:attemp to index local 'nodewin' (a nil value)
esmdev
September 21st, 2020, 02:36
Just installed rules. Modules loaded. All skills dragged from skills tab to character sheet gets Scritp Error: [string"campaign/scritps/char_statcycler.lau"]:10:attemp to index local 'nodewin' (a nil value)
Hi, not sure what the problem is, but is this for Classic or Unity? That information helps speed things along.
blibertore
September 21st, 2020, 03:02
Hi, not sure what the problem is, but is this for Classic or Unity? That information helps speed things along.
I was in there creating a character...this is for classic. So when I first added my character, and went to the skills tab...That script error popped up but after I closed it I never got the error again even while dragging skill over to me skill tab...However another friend joined in and he got the same issue as I did however every time he dragged a skill over the script error would come up. When I created another test character, I had the same issues so it's more of you get the script error than you don't. Out of 6 or 7 more tests we had only one other not get the script errors when dragging over the the skill tabs.
Hope this helps
Xargun
September 21st, 2020, 03:28
So I was messing around in the Combat Tracker and found I could not damage one of the players. Everything seems to work fine but it will not apply any damage to them. I tried different armors, no armor and nothing. In the console log I see this 'Handler error: [string "scripts/manager_action_damage.lua"]:959: attempt to compare number with nil'. This only affects one of the characters.
Xargun
Xargun
September 21st, 2020, 04:06
So I was messing around in the Combat Tracker and found I could not damage one of the players. Everything seems to work fine but it will not apply any damage to them. I tried different armors, no armor and nothing. In the console log I see this 'Handler error: [string "scripts/manager_action_damage.lua"]:959: attempt to compare number with nil'. This only affects one of the characters.
Xargun
Found it - After reading a post from June about specific ammo from the CSC I removed the Neural Comm from the character and now its working fine. After some testing it seems to happen when I add subdermal armor with another augmentation. So its a combination of subdermal armor and another augmentation.
Xargun
geewaagh
September 21st, 2020, 12:59
Hi, not sure what the problem is, but is this for Classic or Unity? That information helps speed things along.
Classic FG issue. I just made a new campaign this morning, but it did not help. I have no extensions loaded. Only modules are the Traveller Core and the Players.
Behavior:
1. Create character, click to the skills tab and get Scritp Error: [string"campaign/scritps/char_statcycler.lau"]:10:attemp to index local 'nodewin' (a nil value)
2. If I click off the skills tab and click back onto it, no more script error.
3. Drag a skill from Traveller Core and the Players, I get the same script error.
4. Items do not have an issue.
Hope that helps.
geewaagh
September 21st, 2020, 13:08
Update on Script issue:
FG Unity has the same behavior. Attached is the console log from FG when I click on the skills tab.
esmdev
September 21st, 2020, 14:35
EDIT: It is not necessary to reset the current values. It is only necessary to enter the action tab before doing anything else. That will work around the bug until a long term fix is found.
Hi.
So I did some testing and was able to replicate the error, so it is definitely a problem that MBM will need to address.
In testing, I think that I've isolated what the cause of the error is and how to get around it until there is a fix.
When you create a new character, the current value in the character status section of the action tab begin at 0 and that is causing the error you are seeing. If the first thing you do when you create a character is jump to the action tab and click the circles which reset the current value to equal the base value it will allow you to enter skills without an error.
Remember, once you complete your character, you need to reset the current values again if you've had any changes to your characteristics.
So basically, until MBM can update the ruleset, all new characters should reset character status in action tab prior to taking any other action on the character sheet.
MadBeardMan
September 21st, 2020, 15:02
Yep one thing I was tempted to do was to show the 'actions' tab on default as that then sets up all the links. I should ask on the forums if there's anyway to 'instance' a tab without showing it.
As for adding a new character, I'm going to look to see if the old value was 0, and you enter in anything else then it updates the actions tab values, I could do this in the data direct which should work.
Cheers,
MBM
esmdev
September 21st, 2020, 15:11
Yep one thing I was tempted to do was to show the 'actions' tab on default as that then sets up all the links. I should ask on the forums if there's anyway to 'instance' a tab without showing it.
As for adding a new character, I'm going to look to see if the old value was 0, and you enter in anything else then it updates the actions tab values, I could do this in the data direct which should work.
Cheers,
MBM
I didn't realize that just accessing the action tab, without resetting the current, would also fix the problem. I assume that it was the current being set to 0 that was causing the problem. That's good to know! :)
Maybe you could just write a quick function on creating the new sheet that would initialize the needed variables without having to access the action tab?
adzling
September 21st, 2020, 16:46
we were seeing many errors round skill checks yesterday where modifiers from attributes were not being applied properly.
we had to give up rolling from the character sheet and add the modifiers manually.
esmdev
September 21st, 2020, 17:08
we were seeing many errors round skill checks yesterday where modifiers from attributes were not being applied properly.
we had to give up rolling from the character sheet and add the modifiers manually.
So, I did a quick check on this.
The skill modifiers from characteristics now use whatever value is in the current value on the action tab. So if your current value is lower than your base value then the modifiers could be lower than the maximum modifier.
Changing the current value was the only way that I could find the make the characteristic modifiers on the skill roll change, otherwise the numbers come up correct based on the value in current value.
CJR
September 21st, 2020, 23:33
We played MGT2 tonight on FGU. The stat modifiers displayed wrongly sometimes, they appeared completely broken and we had to resort to roll 2d6 and add modifiers. We checked the action tabs but the values there did not reflect the weird things we were seeing like a -3 to action rolls.
This may be a Unity versus Classic issue: we.played Monday and Tuesday last week (and many months before) with no issues so this is something new that is breaking stat modifiers
CJ x
esmdev
September 22nd, 2020, 00:56
We played MGT2 tonight on FGU. The stat modifiers displayed wrongly sometimes, they appeared completely broken and we had to resort to roll 2d6 and add modifiers. We checked the action tabs but the values there did not reflect the weird things we were seeing like a -3 to action rolls.
This may be a Unity versus Classic issue: we.played Monday and Tuesday last week (and many months before) with no issues so this is something new that is breaking stat modifiers
CJ x
Hi.
It might be a bug, maybe if you can give some examples of the numbers, and if they were consistently wrong or if they changed around.
The only other thing I can think of is armor modifiers?
rcruk
September 22nd, 2020, 07:27
We played MGT2 tonight on FGU. The stat modifiers displayed wrongly sometimes, they appeared completely broken and we had to resort to roll 2d6 and add modifiers. We checked the action tabs but the values there did not reflect the weird things we were seeing like a -3 to action rolls.
This may be a Unity versus Classic issue: we.played Monday and Tuesday last week (and many months before) with no issues so this is something new that is breaking stat modifiers
CJ x
We had a game on Sunday using Classic. Same problem, the modifiers were scrambled, we had to manually calculate skill rolls and combat. I’ve not had a chance to go back and take a closer look at what’s happening yet.
MadBeardMan
September 22nd, 2020, 10:52
Hi,
All stat modifiers should come off the values for that Stat held in the Actions Tab.
This was all tested so should be working lovely. I'm working on the SCT tonight so I'll double check nothing has happened to it.
Cheers,
MBM
adzling
September 22nd, 2020, 16:00
we were definitely seeing this on fgu on saturday
doesnt happen when no one is connected however....
MadBeardMan
September 22nd, 2020, 16:09
we were definitely seeing this on fgu on saturday
doesnt happen when no one is connected however....
Odd, I've tested again (FGC) using a client connected to host, no errors and no -3's, all rolls were correct.
If someone with both FGC and FGU can test it would be ace.
Cheers,
MBM
esmdev
September 22nd, 2020, 17:21
Hi.
I set up a new campaign on my roommate's PC and then connected to it with my PC on a separate account to simulate a player logging in to the server.
I created a character and set the stats as ACFACF to give a 1, 2, 3, 1, 2, 3 modifier for ease of tracking. Then I added several skills to the character and set the associated characteristics to different ones to allow for each characteristic to be represented.
I rolled about a hundred skill checks, using both the skill page roller, and the skill page roller using the characteristic overrides. I was unable to produce an invalid result.
I added a vacc suit to the character without the vacc suit skill and again the resulting numbers were correct. I added a second armor layer to the character and still continued to get the correct numbers.
I'm sad to say that I was unable to replicate the problem on FGC.
However in the process of testing, I did find a problem that might be what is causing the issue.
I decided to create a second character to see if the putting skills on the sheet before accessing the action tab error would create an issue, and it sort of does.
If you add your skills prior to using the action tab, and you set the default skill value (STR, DEX, EDU, etc.), it won't automatically adjust the value even once you do go to the action tab and reset the current values. It will report 0 regardless of characteristic changes or the current value. This is easily fixed by just cycling through the characteristic cycler on the skill page, basically just click through from STR back to STR and it should report correctly from that point forward.
Hopefully this is the problem because otherwise I couldn't find anything.
MadBeardMan
September 22nd, 2020, 18:38
Hi.
I set up a new campaign on my roommate's PC and then connected to it with my PC on a separate account to simulate a player logging in to the server.
I created a character and set the stats as ACFACF to give a 1, 2, 3, 1, 2, 3 modifier for ease of tracking. Then I added several skills to the character and set the associated characteristics to different ones to allow for each characteristic to be represented.
I rolled about a hundred skill checks, using both the skill page roller, and the skill page roller using the characteristic overrides. I was unable to produce an invalid result.
I added a vacc suit to the character without the vacc suit skill and again the resulting numbers were correct. I added a second armor layer to the character and still continued to get the correct numbers.
I'm sad to say that I was unable to replicate the problem on FGC.
However in the process of testing, I did find a problem that might be what is causing the issue.
I decided to create a second character to see if the putting skills on the sheet before accessing the action tab error would create an issue, and it sort of does.
If you add your skills prior to using the action tab, and you set the default skill value (STR, DEX, EDU, etc.), it won't automatically adjust the value even once you do go to the action tab and reset the current values. It will report 0 regardless of characteristic changes or the current value. This is easily fixed by just cycling through the characteristic cycler on the skill page, basically just click through from STR back to STR and it should report correctly from that point forward.
Hopefully this is the problem because otherwise I couldn't find anything.
Thanks for this. Going to see if there's a quick fix, as atm it relies on the 'woundtrack' data in the skills tab, which doesn't exist until the tab has been opened, so getting a cuppa to think how to solve this (already have a few ideas).
Will get this out asap once I do get it done. It'll be 1.1.14a as the build, you'll get some of the NPC updates early :)
Cheers,
MBM
esmdev
September 22nd, 2020, 18:40
Thanks for this. Going to see if there's a quick fix, as atm it relies on the 'woundtrack' data in the skills tab, which doesn't exist until the tab has been opened, so getting a cuppa to think how to solve this (already have a few ideas).
Will get this out asap once I do get it done. It'll be 1.1.14a as the build, you'll get some of the NPC updates early :)
Cheers,
MBM
I'm not sure if this will fix the reported problem but it will certainly fix other potential problems. :)
MadBeardMan
September 22nd, 2020, 21:15
I'm not sure if this will fix the reported problem but it will certainly fix other potential problems. :)
Hi Folks,
Had a brew (or mash if you know the local lingo) plus a chat with SuperTeddy57, I know what to do. The issue is that it's not linking to the data because the data isn't created until you hit the actions tab. So I'll be making changes.
For the current character sheet, when you view the main tab (upon loading) it will check the data is created, this should solve the errors reported and allow the skills to be used.
I've re-created the misc actions issue reporting 'PSI Talent' used, that's part of the overhaul to use the Actions Tab Char Current value, I got a bit eager with the linking.
I shall get these addressed tomorrow and get the new version ready to hopefully go LIVE on Tuesday.
Thanks for your time on reporting these. I do have a lovely update for the Spacecraft CT, though I'll update that after I get this addressed.
Cheers,
MBM
rcruk
September 27th, 2020, 17:14
I was testing the armour mechanics and seem to have a situation where Vacc suit only grants protection vs Kinetic damage? Was this intentional - I quite like the idea that they don't provide any protection against laser. Or is it to do with the recent update and we need to add protections other than kinetic to protective items? Thanks.
R.
MadBeardMan
September 27th, 2020, 18:57
I was testing the armour mechanics and seem to have a situation where Vacc suit only grants protection vs Kinetic damage? Was this intentional - I quite like the idea that they don't provide any protection against laser. Or is it to do with the recent update and we need to add protections other than kinetic to protective items? Thanks.
R.
Hi Chap,
Make sure the Vacc Suit in question no longer has 'Kinetic' amongst it's protection. Any items dragged to a toon sheet before the update will have the wrong protection.
Best thing to do is to remove it from the character and add it back on, then the record will be upto date.
Cheers,
MBM
MadBeardMan
September 27th, 2020, 18:58
Hi Folks,
Been fixing up some bugs today and noticed, if you have the MGT2 Spacecraft Extension that messes up action rolls, and could be the cause for the oddness reported. Please do not use it until I update it.
Cheers,
MBM
rcruk
September 27th, 2020, 22:02
Hi Chap,
Make sure the Vacc Suit in question no longer has 'Kinetic' amongst it's protection. Any items dragged to a toon sheet before the update will have the wrong protection.
Best thing to do is to remove it from the character and add it back on, then the record will be upto date.
Cheers,
MBM
MBM,
Excellent, this sorted out a lot of the issues. However I'm finding TL12 Cloth armour still doesn't stack with a Vacc Suit, and the Wafer Jack augment still gives 4 protection (whereas the Subdermal Armour augment TL10 is still giving no protection). I've created new Wafer Jack Socket and Subdermal Armour items which work around that issue. Now everything looks correct in the PS including the rating. However in the damage automation it's not stacking correctly. Thanks for your focus on this, I can see you have a lot going on at the moment.
R.
MadBeardMan
September 27th, 2020, 22:17
MBM,
Excellent, this sorted out a lot of the issues. However I'm finding TL12 Cloth armour still doesn't stack with a Vacc Suit, and the Wafer Jack augment still gives 4 protection (whereas the Subdermal Armour augment TL10 is still giving no protection). I've created a new Wafer Jack Socket item for my players which works around the second problem. Thanks for your focus on this, I can see you have a lot going on at the moment.
R.
Hi Chap,
I'm going to remove the restriction of stacked armour. That can be upto the Referee what they allow.
I've been fixing bugs today, soon as all current bugs are fixed (ie your Wafer issue) I'll get it to SmiteWorks, as v1.1.4a.
Should be mid-week.
Cheers,
MBM
rcruk
September 27th, 2020, 22:30
Hi Chap,
I'm going to remove the restriction of stacked armour. That can be upto the Referee what they allow.
MBM
Seems like the simplest way to untangle it.
I've been fixing bugs today, soon as all current bugs are fixed (ie your Wafer issue) I'll get it to SmiteWorks, as v1.1.4a.
Should be mid-week.
Cheers,
MBM
Should be good for next weekends game, I shall look forward to it. Thanks for being so proactive, it is very much appreciated.
R.
esmdev
September 27th, 2020, 23:14
It is more likely it will be the weekend after, SmiteWorks generally does updates on Tuesdays and I think we're past the deadline for this Tuesday.
rcruk
September 28th, 2020, 01:04
It is more likely it will be the weekend after, SmiteWorks generally does updates on Tuesdays and I think we're past the deadline for this Tuesday.
Good to know esmdev, thanks.
MadBeardMan
September 28th, 2020, 09:53
It is more likely it will be the weekend after, SmiteWorks generally does updates on Tuesdays and I think we're past the deadline for this Tuesday.
All depends if I get it finished tonight!
Cheers,
MBM
esmdev
September 28th, 2020, 14:15
All depends if I get it finished tonight!
Cheers,
MBM
That's awesome, it always seems like anything after Saturday gets delayed until the next week. Am glad to be wrong. :)
Xargun
September 28th, 2020, 14:26
All depends if I get it finished tonight!
Cheers,
MBM
We probably don't say this enough but Thanks for your hard work.
Xargun
Sylvesr
September 29th, 2020, 17:03
We probably don't say this enough but Thanks for your hard work.
Xargun
I concur MBM you are a champion.
In Systems under Tons Available for trade the T is missing. There is a bug with the Trade Good Avail in that one cannot add anything to the page. The red button does nothing when it is mashed so unable to add what trade goods are available.
adzling
October 8th, 2020, 17:29
This is the bug we are seeing in our game.
The attributes modifiers on the skills tab are all -3 instead of their actual values.
see images
any ideas?
40043
40044
MadBeardMan
October 8th, 2020, 17:45
Hi,
Have you gone to the Actions Tab and set the correct values for the current stat values?
Cheers,
MBM
adzling
October 8th, 2020, 18:27
The actions tab only governs attack and psi actions afaik.
You should be able to make skill rolls from the skill tab, right?
The issue is those skills are not pulling the relevant attribute modifiers (even after manually setting the relevant attribute in the skills tab)
esmdev
October 8th, 2020, 19:08
The actions tab only governs attack and psi actions afaik.
You should be able to make skill rolls from the skill tab, right?
The issue is those skills are not pulling the relevant attribute modifiers (even after manually setting the relevant attribute in the skills tab)
Hi, actually the action tab controls the current value of all characteristics, for instance if you take damage the action tab is where it would be adjusted and also where a player can reset the characteristics. So if the action tab is listing the current characteristic at 0 you would be getting the -3 modifier on the skills page.
adzling
October 8th, 2020, 19:11
ah ok i got it, thanks that solved the problem
adzling
October 17th, 2020, 05:20
has anyone noticed that the armour pricing in the csc in fgu is different from the published book?
for example my pdf shows 12,000 for ceramic carapace but the csc in fgu shows 120,000.
MadBeardMan
October 19th, 2020, 20:07
has anyone noticed that the armour pricing in the csc in fgu is different from the published book?
for example my pdf shows 12,000 for ceramic carapace but the csc in fgu shows 120,000.
Will get that sorted, also noticed that certain items weren't appearing in the CSC lists, so going to push an update to CSC this week.
Cheers,
MBM
adzling
October 19th, 2020, 20:45
thanks MGM, this pricing discrepancy was noted on many CSC armor types in FGU but not all of them.
All the ones that suffer from it look as though an extra "0" was added by mistake when compared to the costs in CSC PDF.
MadBeardMan
October 22nd, 2020, 21:15
thanks MGM, this pricing discrepancy was noted on many CSC armor types in FGU but not all of them.
All the ones that suffer from it look as though an extra "0" was added by mistake when compared to the costs in CSC PDF.
Thanks chap, as all the data is entered by hand which was why it took 3 months... There's an update to CSC being done at the weekend.
Cheers,
MBM
Sylvesr
November 1st, 2020, 19:50
I've noticed that on the party sheet the armor the party has does not list out next to each PC. Is this an error on my part or a bug and so this note goes here in the bug report Thread?
Cheers,
Boldtaar
November 2nd, 2020, 18:39
1. Armour doesn't show up correctly in the Combat tracker and the Party sheet, only the protection value but not the armour name.
2. No attacks/weapons displayed in Combat tracker for PC but works for the NPC. (check inventory item is equipt)
3. Init and iMod field in the Combat is displaying some strange behaviour. Tested rolling Initiative from Combat tracker and Character sheet but the Init and iMod field doesn't show what I rolled inside it gives a Init number between 3 and -4.
40690
esmdev
November 6th, 2020, 04:14
Also in the screenshot I noticed the bite attack isn't spelled correctly, so will likely bypass any armor value.
Edit: Also, the initiative is working as intended. In MGT2 the initiative result is the effect of a DEX or INT check, not the absolute die roll.
vonPilsner
November 6th, 2020, 05:47
MGT2e Ruleset: Unity and Classic version
Seafarer (personal) should be in the Skills list.
Thanks,
von
MadBeardMan
November 6th, 2020, 11:01
1. Armour doesn't show up correctly in the Combat tracker and the Party sheet, only the protection value but not the armour name.
2. No attacks/weapons displayed in Combat tracker for PC but works for the NPC. (check inventory item is equipt)
3. Init and iMod field in the Combat is displaying some strange behaviour. Tested rolling Initiative from Combat tracker and Character sheet but the Init and iMod field doesn't show what I rolled inside it gives a Init number between 3 and -4.
40690
Hi,
I've noticed the armour value 'string' is only sent to the Party Sheet if you view the Armour List on the main tab on the PC character sheet. I'll change this behaviour in v1.1.6 later tonight.
Cheers,
MBM
MadBeardMan
November 6th, 2020, 11:01
MGT2e Ruleset: Unity and Classic version
Seafarer (personal) should be in the Skills list.
Thanks,
von
Hi Von,
Good find, I'll get the skill lists updated!
Cheers,
MBM
Sylvesr
November 12th, 2020, 02:09
There is an odd thing happening on the PCs sheet. The characteristics are showing the correct Mod under the stat on the main tab. But on the skills tab the mod is NOT carrying over but rather are counting a negative mod and I cannot change it.
I experimented creating a whole new sheet and set the stat ranges so that it built +1, +2, +3, +4 on the Main tab. However, when I adjust the characteristic of the skill in question on the skills tab (for example: Carouse and choose the Characteristic such as End) instead of the +1 it should read, it instead it shows -2. So frustrating.
Zergcow
November 12th, 2020, 23:53
having an odd issue trying to lock and unlock a custom ship for editing.
[11/12/2020 5:46:35 PM] [WARNING] Could not load script file (MGT2) (spacecraft_main) (/ref/scripts/spacecraft_main.lua)
[11/12/2020 5:46:36 PM] Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[11/12/2020 5:46:36 PM] [ERROR] Script execution error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[11/12/2020 5:46:37 PM] Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[11/12/2020 5:46:37 PM] [ERROR] Script execution error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
Xargun
November 13th, 2020, 00:07
having an odd issue trying to lock and unlock a custom ship for editing.
[11/12/2020 5:46:35 PM] [WARNING] Could not load script file (MGT2) (spacecraft_main) (/ref/scripts/spacecraft_main.lua)
[11/12/2020 5:46:36 PM] Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[11/12/2020 5:46:36 PM] [ERROR] Script execution error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[11/12/2020 5:46:37 PM] Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[11/12/2020 5:46:37 PM] [ERROR] Script execution error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
Believe thats a known bug - will be fixed with the spaceship patch -- probably when High Guard comes out.
Xargun
Sylvesr
November 14th, 2020, 16:24
There is an odd thing happening on the PCs sheet. The characteristics are showing the correct Mod under the stat on the main tab. But on the skills tab the mod is NOT carrying over but rather are counting a negative mod and I cannot change it.
I experimented creating a whole new sheet and set the stat ranges so that it built +1, +2, +3, +4 on the Main tab. However, when I adjust the characteristic of the skill in question on the skills tab (for example: Carouse and choose the Characteristic such as End) instead of the +1 it should read, it instead it shows -2. So frustrating.
Has any of the developers had a moment to look at the above anomaly?
MadBeardMan
November 14th, 2020, 16:48
Hi,
First - there's only me. I have WWIII going on at home this week so my time is quite precious.
As stated a few times, the Skill Tab Mods work off of the Action Tab Stat Mods. Are those all correct?
Cheers,
MBM
Sylvesr
November 14th, 2020, 17:03
Hi,
First - there's only me. I have WWIII going on at home this week so my time is quite precious.
As stated a few times, the Skill Tab Mods work off of the Action Tab Stat Mods. Are those all correct?
Cheers,
MBM
My apologies.
MadBeardMan
November 14th, 2020, 17:08
My apologies.
Hi Sylvesr,
No apologies needed, now that the ruleset has been expanded it's time for a re-think on the character sheet. I myself find it confusing (and I wrote it!). So I'm going to improve it.
Just need time to think about it, honestly my world has been turned upside down with Covid lockdown over the last few weeks, I'll be back in the seat soon though as there is 1.1.6 coming very soon, I just need to finish up a few things around Spacecraft CT, and fix a bug or two.
Cheers,
MBM
Sylvesr
November 14th, 2020, 17:56
Hi Sylvesr,
No apologies needed, now that the ruleset has been expanded it's time for a re-think on the character sheet. I myself find it confusing (and I wrote it!). So I'm going to improve it.
Just need time to think about it, honestly my world has been turned upside down with Covid lockdown over the last few weeks, I'll be back in the seat soon though as there is 1.1.6 coming very soon, I just need to finish up a few things around Spacecraft CT, and fix a bug or two.
Cheers,
MBM
I do find the sheet confusing. With you pointing me to the last tab I did reset them and that was helpful, thank you. BUT I learned that doing that alone doesn't reset the whole sheet. One must then go back to the skills tab and cycle each characteristic back through to reset each of them to ensure all properly reflect the current mod.
This virus is such a major disruption to everything, work family holidays eating out... you have my deep sympathy. I have four kids at home and we had another scare this week waiting on tests to come back and enjoy yet another quarantine and doing school by computer. My having sheltered at home for months began to impact my career progress so I had to risk going back to the office or my seniority would erode. At work we are confined to our cubes and when we leave we have to mask, sanitize and not linger anywhere. The masks fog the eyeglasses-reading and seeing is always a struggle now... but I still have a job. So far when employees fall ill they have not yet infected others. I cannot wait until the vaccine arrives.
Thank you for your often quick response. I do apologize for having been impatient. It's easy to forget even code writers have a life. ~Peace.
Boldtaar
November 15th, 2020, 22:52
MadBeardMan is it possible to get something similar to Roll20's "Bio & info" tab on character sheet that is public to the outer players?
Bio & info has a large portrait and text for character description
esmdev
November 17th, 2020, 22:19
MadBeardMan is it possible to get something similar to Roll20's "Bio & info" tab on character sheet that is public to the outer players?
Bio & info has a large portrait and text for character description
If you post a screenshot of the window will help.
Boldtaar
November 18th, 2020, 14:55
My PC im playing over at Roll20
41279
But im GM a Fantasy grounds and my players are asking if it is possible to make part of the PC sheet public.
Example share part of their background story or even all of the sheet.
superteddy57
November 18th, 2020, 15:18
You could create a note that is sharable with all the players with each player's Bio and a shared image. Clients by design don't have rights to view other player's character sheets.
CaptGetSome
November 18th, 2020, 21:32
Hello,
Nice work on this!
Is there a way to unlock ships so we can modify a stock build to save as a new item please? They are set to 'Read Only' by default.
I really don't want to have to re-create everything by hand for a custom Far Trader.
If there's a way to do this that I am missing, please shed light on a poor idiot.
Thank you.
adzling
November 18th, 2020, 21:35
I think the easiest thing would be to duplicate the ship record and then edit the duplicate.
CaptGetSome
November 18th, 2020, 21:40
That seems to work on the surface until you try to do anything with the duplicate and it throws up this.
MadBeardMan
November 21st, 2020, 19:20
My PC im playing over at Roll20
41279
But im GM a Fantasy grounds and my players are asking if it is possible to make part of the PC sheet public.
Example share part of their background story or even all of the sheet.
Hi Boldtaar,
I asked about this with the internal devs at FG and told there's nothing available at the moment, so I'd have to create something custom, please post for this in the 'Todo' thread.
Cheers,
MBM
esmdev
November 24th, 2020, 20:36
Hey MBM, was doing some testing this morning and noticed that the tables related to character generation cannot be seen from the player module, it is only in the GM manual which is only so-so useful. :)
Xargun
November 24th, 2020, 20:37
Just got come CORE updates and now the Calendar in Traveller is broken and completely gone.
Xargun
esmdev
November 24th, 2020, 21:19
Just got come CORE updates and now the Calendar in Traveller is broken and completely gone.
Xargun
In another forum Moon Wizard recommended running a second update and check Calendar again.
Xargun
November 24th, 2020, 21:23
In another forum Moon Wizard recommended running a second update and check Calendar again.
Running another update seemed to fix it.. thanks
Xargun
esmdev
November 25th, 2020, 00:32
Running another update seemed to fix it.. thanks
Xargun
Cool deal! Fortunately that was a CoreRPG issue that could get a fast hotfix. :)
MadBeardMan
November 30th, 2020, 10:39
Hey MBM, was doing some testing this morning and noticed that the tables related to character generation cannot be seen from the player module, it is only in the GM manual which is only so-so useful. :)
Morning,
Well I might add the Character Tables for both GM/Player in one module. How does that sound?
Cheers,
MBM
ThatsSoNoc
December 1st, 2020, 10:15
While creating a character, I noticed that the Characteristic Score Dice Modifier for a base score of 9 incorrectly displays a 0. It should according to rule be a +1 (9-11 +1) I can not seem to edit this myself.
EDIT: It appears when I entered another phase in my career and updated a different Characteristic the one I had a problem with also updated to the correct modifier (strange).
MadBeardMan
December 1st, 2020, 13:32
While creating a character, I noticed that the Characteristic Score Dice Modifier for a base score of 9 incorrectly displays a 0. It should according to rule be a +1 (9-11 +1) I can not seem to edit this myself.
EDIT: It appears when I entered another phase in my career and updated a different Characteristic the one I had a problem with also updated to the correct modifier (strange).
Hi,
It's not strange, the modifier is only calculated once you 'leave' the Characteristic box.
Thanks,
MBM
Dalton Calford
December 1st, 2020, 14:52
Morning,
Well I might add the Character Tables for both GM/Player in one module. How does that sound?
Cheers,
MBM
A single, standalone module for character building would make alot of sense. It would be loaded when needed, unloaded otherwise. A single place to keep updated vs having to update both the players and referee's modules - lowers maintence work.
I would suggest the same for Equipment etc.,
I don't mind the idea of having 10-12 small modules per product, with the understanding that I would have to tell it to load if I want them, but, it also solves a number of other issues - smaller modules are easier to test/review/produce/update/maintain. Smaller modules allows the referee to remove duplicate items that are defined in multiple products. It also lessens downloads, as a simple text correction does not require a full redownload of the entire product, only the affected modules.
MadBeardMan
December 1st, 2020, 16:02
A single, standalone module for character building would make alot of sense. It would be loaded when needed, unloaded otherwise. A single place to keep updated vs having to update both the players and referee's modules - lowers maintence work.
I would suggest the same for Equipment etc.,
I don't mind the idea of having 10-12 small modules per product, with the understanding that I would have to tell it to load if I want them, but, it also solves a number of other issues - smaller modules are easier to test/review/produce/update/maintain. Smaller modules allows the referee to remove duplicate items that are defined in multiple products. It also lessens downloads, as a simple text correction does not require a full redownload of the entire product, only the affected modules.
Hi,
I also simply do not have the time to create more and more modules especially for equipment, CSC almost killed me.
Anyway ask FG to make sure that if two items are identical only show one, as this is the same for DnD etc.
But regarding Character Tables I am going to see if I can link one module into another when I build one.
Cheers,
MBM
Dalton Calford
December 1st, 2020, 18:43
Hi,
I also simply do not have the time to create more and more modules especially for equipment, CSC almost killed me.
Anyway ask FG to make sure that if two items are identical only show one, as this is the same for DnD etc.
But regarding Character Tables I am going to see if I can link one module into another when I build one.
Cheers,
MBM
No worries, I was more suggesting for new modules going forward. Going back and redoing older packages would not be worth the effort unless a rewrite/re-release is done.
Calamaxes
December 2nd, 2020, 01:17
When unlocking a spacecraft for editing, I get this error and I'm able to continue editing the sheet:
[12/1/2020 6:43:45 PM] [WARNING] Could not load script file (MGT2) (spacecraft_main) (/ref/scripts/spacecraft_main.lua)
[12/1/2020 6:43:45 PM] s'hllo'
[12/1/2020 6:47:36 PM] Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[12/1/2020 6:47:36 PM] [ERROR] Script execution error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
When trying to index turns on the SCT, the SCT does not function at all for me:
[12/1/2020 6:58:38 PM] [ERROR] Script execution error: attempt to compare two userdata values
When adding/removing items from the SCT, I get this error:
[12/1/2020 7:07:19 PM] [ERROR] Script execution error: [string "ct/scripts/ct_shipentry.lua"]:106: attempt to index global 'windowlist' (a nil value)
MadBeardMan
December 2nd, 2020, 17:13
When unlocking a spacecraft for editing, I get this error and I'm able to continue editing the sheet:
[12/1/2020 6:43:45 PM] [WARNING] Could not load script file (MGT2) (spacecraft_main) (/ref/scripts/spacecraft_main.lua)
[12/1/2020 6:43:45 PM] s'hllo'
[12/1/2020 6:47:36 PM] Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[12/1/2020 6:47:36 PM] [ERROR] Script execution error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
When trying to index turns on the SCT, the SCT does not function at all for me:
[12/1/2020 6:58:38 PM] [ERROR] Script execution error: attempt to compare two userdata values
When adding/removing items from the SCT, I get this error:
[12/1/2020 7:07:19 PM] [ERROR] Script execution error: [string "ct/scripts/ct_shipentry.lua"]:106: attempt to index global 'windowlist' (a nil value)
Hi there,
What version of FG are you using FGC or FGU?
Next, what does it show when you open up FG which version of Mongoose 2E and CoreRPG.
Cheers,
MBM
Calamaxes
December 2nd, 2020, 19:11
Hi there,
What version of FG are you using FGC or FGU?
Next, what does it show when you open up FG which version of Mongoose 2E and CoreRPG.
Cheers,
MBM
I'm using FGU. Here are the versions:
[12/2/2020 1:06:34 PM] FGU: v4.0.3 ULTIMATE (2020-11-25)
[12/2/2020 1:08:26 PM] RULESET: Mongoose Traveller 2E Core ruleset v1.1.6 for Fantasy Grounds
[12/2/2020 1:08:26 PM] RULESET: Core RPG ruleset v3.3.12A for Fantasy Grounds
MadBeardMan
December 3rd, 2020, 01:10
I'm using FGU. Here are the versions:
[12/2/2020 1:06:34 PM] FGU: v4.0.3 ULTIMATE (2020-11-25)
[12/2/2020 1:08:26 PM] RULESET: Mongoose Traveller 2E Core ruleset v1.1.6 for Fantasy Grounds
[12/2/2020 1:08:26 PM] RULESET: Core RPG ruleset v3.3.12A for Fantasy Grounds
Thanks, I'll get this tested for you tomorrow and get them fixed asap for next weeks updates.
Cheers,
MBM
Arion
December 3rd, 2020, 09:38
Two things I have noticed:
When you are creating a character, the temp stats seem to change repeatedly and I cannot seem to detect a pattern as to why they change. Not a big issue, but after each character creation I have to remember to go in and reset the stats.
Psionics seems to be a bit buggy on the action tab. The PSI DM column does not seem to update correctly when the PSI value (and thus DM) changes. The character we have has 10 PSI, but after reducing that to 8, the column still reads 1, although the next time I use it it does reduce to 0. If you click on the hexagon at the end to get the individual power details, the box only has CHECK, REACH and PSI COST in it, and you get a script error:
[12/3/2020 9:34:58 AM] [WARNING] Frame tabs contains out-of-range values in TopLeft.
[12/3/2020 9:34:58 AM] [WARNING] Frame tabs contains out-of-range values in Left.
[12/3/2020 9:34:58 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (charsheet_main)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour_actions)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:34:58 AM] [WARNING] template: Could not find template () in class (char_armour)
[12/3/2020 9:35:00 AM] [WARNING] template: Could not find template () in class (charsheet_actions_contents)
[12/3/2020 9:35:01 AM] [WARNING] template: Could not find template () in class (char_weapon)
[12/3/2020 9:35:01 AM] [WARNING] template: Could not find template () in class (char_weapon)
[12/3/2020 9:35:01 AM] [WARNING] template: Could not find template () in class (char_misc_actions)
[12/3/2020 9:35:01 AM] [WARNING] template: Could not find template () in class (char_psionic_abilities)
[12/3/2020 9:36:47 AM] [ERROR] windowcontrol: Database type mismatch on path (text) in control (text) in class (ref_psionic_stats)
[12/3/2020 9:36:47 AM] [ERROR] Script execution error: [string "ref_psionic_stats"]:10: attempt to index global 'text' (a nil value)
MadBeardMan
December 3rd, 2020, 10:54
Hi Arion,
At the moment, the Actions Tab is the 'single truth' for DM's and other things. There are plans to change and simplify all of this because being honest, it's doing my head in.
Second, thanks for the report on the PSI action tab section, i'm testing some other bits tonight so I'll get these addressed for you.
Thanks,
MBM
Arion
December 3rd, 2020, 12:45
Hi Arion,
At the moment, the Actions Tab is the 'single truth' for DM's and other things. There are plans to change and simplify all of this because being honest, it's doing my head in.
Second, thanks for the report on the PSI action tab section, i'm testing some other bits tonight so I'll get these addressed for you.
Thanks,
MBM
Excellent, thank you! Hopefully they are not too problematic to fix!
Battle Bureaucrat
December 4th, 2020, 08:42
Hello, I've experienced a weird bug after meddling with my campaign. All but 3 spacecrafts are wiped from the Rulebook. (Only Free Trader, Far Trader, Lab Ship remains) I tried to erase the whole campaign, removed the module from FG folders with all the components. Reinstalled/updated FG and hosted a completely fresh campaign loading just MgT2E ruleset books - still the same effect, the rest of spacecrafts are missing. Looking through Reference Manual and going into Spacecraft tab gives me all the ship entries and text related to core rulebook... however, when I click the associated link for ship chart with all the data, they are all blank, and a new entry is being created for spacecraft tab.
MadBeardMan
December 4th, 2020, 09:28
Hello, I've experienced a weird bug after meddling with my campaign. All but 3 spacecrafts are wiped from the Rulebook. (Only Free Trader, Far Trader, Lab Ship remains) I tried to erase the whole campaign, removed the module from FG folders with all the components. Reinstalled/updated FG and hosted a completely fresh campaign loading just MgT2E ruleset books - still the same effect, the rest of spacecrafts are missing. Looking through Reference Manual and going into Spacecraft tab gives me all the ship entries and text related to core rulebook... however, when I click the associated link for ship chart with all the data, they are all blank, and a new entry is being created for spacecraft tab.
Hello,
All ready fixed. Due to the Weapons Action being updated for High Guard, I forget to update the Core rulebooks Spaceships, they will we back next update which is next Tuesday.
Sorry about this.
Cheers,
MBM
Xargun
December 4th, 2020, 22:10
Have noticed a little bug since the latest update. In the Text field for Custom Items there is an overlapping of text blocking the first word or two (See attached pic).
Xargun
MadBeardMan
December 5th, 2020, 13:32
Have noticed a little bug since the latest update. In the Text field for Custom Items there is an overlapping of text blocking the first word or two (See attached pic).
Xargun
Hi Chap,
Oddness, I fixed that for (all items I thought!).
I'll get onto it, it won't be fixed for a few weeks I'm afraid as I've missed the window for Tuesday.
Cheers,
MBM
Xargun
December 5th, 2020, 16:41
Hi Chap,
Oddness, I fixed that for (all items I thought!).
I'll get onto it, it won't be fixed for a few weeks I'm afraid as I've missed the window for Tuesday.
Cheers,
MBM
No problem - not a real big issue, just something I noticed on my custom items.
Xargun
adzling
December 8th, 2020, 20:32
FYI with HighGuard and 1.2.0 installed I get the following errors when I add and delete a spacecraft from the spacecraft combat tracker:
41796
MadBeardMan
December 8th, 2020, 20:36
FYI with HighGuard and 1.2.0 installed I get the following errors when I add and delete a spacecraft from the spacecraft combat tracker:
41796
Oddness, you dragging the ships direct from the Spacecraft List (from the Sidebar button)? This is FGU, any other extensions loaded?
Cheers,
MBM
adzling
December 8th, 2020, 20:44
This is me dragging a spaceship directly from the spacecraft list to the tracker.
FGU.
Not sure how to check for installed extensions.
Calamaxes
December 9th, 2020, 03:11
I just updated to 1.2.0. The PC Spacecraft option is missing and I still only see 3 ships in the spacecraft. Below is my console log:
[12/8/2020 9:28:00 PM] FGU: v4.0.4 ULTIMATE (2020-12-03)
[12/8/2020 9:28:00 PM] OS: Windows 10 (10.0.0) 64bit
[12/8/2020 9:28:00 PM] GRAPHICS: NVIDIA GeForce GTX 1080 : 8079
[12/8/2020 9:28:00 PM] UI SCALE: 1
[12/8/2020 9:28:00 PM] USER: Calamaxes
[12/8/2020 9:28:00 PM] Launcher scene starting.
[12/8/2020 9:28:12 PM] Launcher scene exiting.
[12/8/2020 9:28:12 PM] Tabletop scene starting.
[12/8/2020 9:28:12 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - LAN]
[12/8/2020 9:28:22 PM] MEASURE: RULESETS LOAD - 9.4224976 - MGT2
[12/8/2020 9:28:22 PM] MEASURE: EXTENSIONS LOAD - 0.0009914 - 0
[12/8/2020 9:28:22 PM] MEASURE: MODULE LIST BUILD - 0.4796325 - 28
[12/8/2020 9:28:22 PM] MEASURE: REFRESH IMAGE ASSETS - 0.0530718
[12/8/2020 9:28:22 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0029758
[12/8/2020 9:28:22 PM] MEASURE: REFRESH TOKEN ASSETS - 0.0362093
[12/8/2020 9:28:22 PM] MEASURE: ASSET LIST BUILD - 0.0927518
[12/8/2020 9:28:24 PM] MEASURE: LOAD - PART 1 - 11.0617758
[12/8/2020 9:28:24 PM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Middle.
[12/8/2020 9:28:24 PM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Right.
[12/8/2020 9:28:25 PM] RULESET: Mongoose Traveller 2E
Copyright 2016 Mongoose Publishing.; all rights reserved.
[12/8/2020 9:28:25 PM] RULESET: Mongoose Traveller 2E Core ruleset v1.2.0 for Fantasy Grounds
Copyright 2019/2020 Mongoose Publishing
[12/8/2020 9:28:25 PM] RULESET: Core RPG ruleset v3.3.12A for Fantasy Grounds
Copyright 2019 Smiteworks USA, LLC
[12/8/2020 9:28:25 PM] MEASURE: LOAD - PART 2 - 1.244958
[12/8/2020 9:31:37 PM] MEASURE: MODULE LOAD - 1.8991812 - Mongoose Traveller 2E - Core Rules
MadBeardMan
December 9th, 2020, 10:02
Morning,
The error when clicking 'next ship' is FGU only.
in FGU I can drag ships in, but can't delete them without an error, again only FGU.
PC Ships are in v1.2.1 not v1.2.0 - please see the threads for what's coming in what.
Actually found out that 1.2.1 has a fix for the turn based error, so I'll patch that.
Cheers,
MBM
Calamaxes
December 9th, 2020, 14:53
Morning,
The error when clicking 'next ship' is FGU only.
in FGU I can drag ships in, but can't delete them without an error, again only FGU.
PC Ships are in v1.2.1 not v1.2.0 - please see the threads for what's coming in what.
Actually found out that 1.2.1 has a fix for the turn based error, so I'll patch that.
Cheers,
MBM
I see — I was confused because this is what's posted on the City Hall update thread (https://www.fantasygrounds.com/forums/showthread.php?64293-Release-Updates-for-December-8th-2020):
Release Updates for December 8th, 2020
...
Mongoose Traveller 2E ruleset (Traveller 2E (Mongoose))
[Added] PC Spacecraft. New sidebar button added. Create PC ship, drag existing spacecraft onto it to pre-populate details etc
[Updated] Spacecraft Weapons. Weapons have been updated to include new traits and layout with Number of attacks included
[Updated] NPCs. Updated the layout on the NPC record sheet
[Fixed] Spacecraft Weapons. Missing class error.
[Fixed] Spacecraft. The last update removed most of the Spacecraft from the Core rulebook - they're back in
MadBeardMan
December 9th, 2020, 19:22
I see — I was confused because this is what's posted on the City Hall update thread (https://www.fantasygrounds.com/forums/showthread.php?64293-Release-Updates-for-December-8th-2020):
It's not their fault, it's mine. See the v1.2.0a thread.
Cheers,
MBM
geewaagh
December 10th, 2020, 02:03
Bulky seems like its bugged. Every Point of STR under 9 is applying a -2 penalty. A character with a 7 STR has a Bulky -4. It should be a Bulky -1
MadBeardMan
December 10th, 2020, 10:27
Bulky seems like its bugged. Every Point of STR under 9 is applying a -2 penalty. A character with a 7 STR has a Bulky -4. It should be a Bulky -1
Morning,
Dang, you are correct it's going with -2 (it's applying the V Bulky - which is wrong). It's not -1 for STR 7, it's -3.
A Bulky weapon has a powerful recoil or is
simply extremely heavy – this makes it difficult to use
effectively in combat by someone of a weak physical
stature. A Traveller using a Bulky weapon must have
STR 9 or higher to use it without penalty. Otherwise,
all attack rolls will have a negative DM equal to the
difference between their STR DM and +1.
A Character with STR 7 using Bulky will be at -3. DM = STR 9 - STR 7 (which is 2) then add +1.
I'll make that fix today, it'll go into next weeks update.
Cheers,
MBM
geewaagh
December 10th, 2020, 20:49
Morning,
Dang, you are correct it's going with -2 (it's applying the V Bulky - which is wrong). It's not -1 for STR 7, it's -3.
A Character with STR 7 using Bulky will be at -3. DM = STR 9 - STR 7 (which is 2) then add +1.
I'll make that fix today, it'll go into next weeks update.
Cheers,
MBM
Actually, if I am reading it right, it is the DM, not the stat. "all attack rolls will have a negative DM equal to the difference between their STR DM and +1". So a 7 Stat is +0DM vs 9 Stat which is +1. Delta is -1.
MadBeardMan
December 11th, 2020, 08:43
Actually, if I am reading it right, it is the DM, not the stat. "all attack rolls will have a negative DM equal to the difference between their STR DM and +1". So a 7 Stat is +0DM vs 9 Stat which is +1. Delta is -1.
Hi,
I checked with Mongoose and the text I posted was from them.
I asked this and was told it was correct:
So a character with STR 7 would be STR 9 - STR 7 = DM -2 + 1 = DM -3?
But let me ask again as now you say that, and I read it as what you say then you are correct.
Cheers,
MBM
MrWigggles
December 11th, 2020, 16:10
The Life Event Table table is rolling 1d6 1d60 instead of 2d6.
MadBeardMan
December 12th, 2020, 13:13
The Life Event Table table is rolling 1d6 1d60 instead of 2d6.
Hi MrWigggles,
I've checked this and 'Life Events' (Core Rulebook) is rolling 2d6.
Can you give more information please, which Life Events from what book etc.
Thanks,
MBM
Rellikeon
December 13th, 2020, 02:39
Hi,
Sorry if this has been already reported, I cant found it.
When I perform a double click on a skill of the Skill section of an NPC I get the error message
[ERROR] Script execution error: [string "campaign/scripts/manager_char.lua"]:1145: attempt to index local 'nodeRacialTraits' (a nil value)
Am i doing something wrong? I have tried to create a new NPC from scratch but I don't know how to fill this.
Regards
tailesin
December 13th, 2020, 10:37
Hello,
I can't see this one currently reported, but I might have missed it cause 'reasons'.....
I am getting the following log error when creating new craft - when locking or unlocking the card:
Handler error:[string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[ERROR] Script execution error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
41958
I don't think I have missed anything out but the screenshots should give people an idea of how much of an idiot I have managed to be today :)
Thanks
Doomhippy
December 13th, 2020, 14:48
hey iam geting same iam not able to use skills from my NPC :-( lol :-)
MadBeardMan
December 13th, 2020, 15:10
hey iam geting same iam not able to use skills from my NPC :-( lol :-)
Fixed. It was checking for Aslan/Vargr racial traits that not all NPC's have.
Cheers,
MBM
Kulthea
December 14th, 2020, 09:43
Hi MBM, loving your work.
I've got a player with psionics and we've adopted the Healing talent from Compendium 1 (MGT1) book. I thought 'hooray, I can add that using Create Item'. I did, and at first it seemed to work. I created a Triage ability and assigned it to a Psionic Healing talent. When I added the ability to the character sheet (by dragging it to the skills tab) the Psionic Healing talent appeared on the Skills tab the Triage ability got added to the Actions tab of the character sheet. Excellent. However there were problems.
Using Create Item in PSI Abilities shows "New Career" in the title of the new window and not new PSI ability. That can be overwritten, and the text, check, reach and PSI cost all seem to work.
After adding the new ability to the character sheet when I try to it to read about it (clicking the little JTAS hex) I get an empty window pop up (title correctly shows Triage, but the other sections are all empty) and as the empty window opens the following errors slide out from the left:
"[ERROR] windowcontrol: Database type mismatch on path (text) in control (text) in class (ref_psionic_stats)"
"[ERROR] Script execution error: [string "ref_psionic_stats"]:10: attempt to index global 'text' (a nil value)
I've also been poking and prodding the ship combat tracker with the High Guard book loaded. When I add a couple of ships to the Ship Combat Tracker, target one and shoot at it, no damage is added to the Damage cell, and/or no hull points are removed from the targetted/hit ship. Am I missing something? It also doesn't seem to take armour into account when showing the results of the hit (e.g. a patrol corvette hitting an asteroid ship has a 11 attack, which will give +3 damage. When damage is rolled, the +3 damage from the effect is shown, but no "-4 for armour" is applied to the points apparently done.
Lastly, one I've mentioned before I think (apologies if not) that when I create my own ship and go to change locked/unlocked if I want to edit it, I get:
"[WARNING] Frame tabs contain out-of-range values in TopLeft."
"[WARNING] Frame tabs contain out-of-range values in Left."
"[WARNING] Frame tabs contain out-of-range values in BottomLeft."
"[WARNING] Could not load script file (MGT2) (spacecraft_main) (/ref/scripts/spacecraft_main.lua)"
"Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)"
"[ERROR] Script execution error:[string "spacecraft"]17: attempt to call field 'update' (a nil value)"
When that error appears (and it appears for both unlocking and locking the ship) the editability of the ship does not change untll you close and open the ship again. For example, if I unlock the ship to edit it, the ship is not editable even though the lock icon shows it as unlocked. If I close it and open it again, it can now be edited. Similarly, if the ship is unlocked and I lock it, i get the errors and the ship appears to be editable but if I close the ship and open it again it's locked.
This is all happening in Unity and with version 1.2.0a of the ruleset.
Thanks for taking the time to close out little hassles like this. I really appreciate having an active author for these rules.
:)
MadBeardMan
December 14th, 2020, 09:48
Hi MBM, loving your work.
I've got a player with psionics and we've adopted the Healing talent from Compendium 1 (MGT1) book. I thought 'hooray, I can add that using Create Item'. I did, and at first it seemed to work. I created a Triage ability and assigned it to a Psionic Healing talent. When I added the ability to the character sheet (by dragging it to the skills tab) the Psionic Healing talent appeared on the Skills tab the Triage ability got added to the Actions tab of the character sheet. Excellent. However there were problems.
Using Create Item in PSI Abilities shows "New Career" in the title of the new window and not new PSI ability. That can be overwritten, and the text, check, reach and PSI cost all seem to work.
After adding the new ability to the character sheet when I try to it to read about it (clicking the little JTAS hex) I get an empty window pop up (title correctly shows Triage, but the other sections are all empty) and as the empty window opens the following errors slide out from the left:
"[ERROR] windowcontrol: Database type mismatch on path (text) in control (text) in class (ref_psionic_stats)"
"[ERROR] Script execution error: [string "ref_psionic_stats"]:10: attempt to index global 'text' (a nil value)
I've also been poking and prodding the ship combat tracker with the High Guard book loaded. When I add a couple of ships to the Ship Combat Tracker, target one and shoot at it, no damage is added to the Damage cell, and/or no hull points are removed from the targetted/hit ship. Am I missing something? It also doesn't seem to take armour into account when showing the results of the hit (e.g. a patrol corvette hitting an asteroid ship has a 11 attack, which will give +3 damage. When damage is rolled, the +3 damage from the effect is shown, but no "-4 for armour" is applied to the points apparently done.
Lastly, one I've mentioned before I think (apologies if not) that when I create my own ship and go to change locked/unlocked if I want to edit it, I get:
"[WARNING] Frame tabs contain out-of-range values in TopLeft."
"[WARNING] Frame tabs contain out-of-range values in Left."
"[WARNING] Frame tabs contain out-of-range values in BottomLeft."
"[WARNING] Could not load script file (MGT2) (spacecraft_main) (/ref/scripts/spacecraft_main.lua)"
"Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)"
"[ERROR] Script execution error:[string "spacecraft"]17: attempt to call field 'update' (a nil value)"
When that error appears (and it appears for both unlocking and locking the ship) the editability of the ship does not change untll you close and open the ship again. For example, if I unlock the ship to edit it, the ship is not editable even though the lock icon shows it as unlocked. If I close it and open it again, it can now be edited. Similarly, if the ship is unlocked and I lock it, i get the errors and the ship appears to be editable but if I close the ship and open it again it's locked.
This is all happening in Unity and with version 1.2.0a of the ruleset.
Thanks for taking the time to close out little hassles like this. I really appreciate having an active author for these rules.
:)
Morning Kulthea,
I've cleared the 'dev' work needed for the next update so I'm going through bugs and things, so the PSI issues are being looked into.
The ship issues have been sorted (I hope) so the one you mention sbould already be fixed so I'll make sure tonight.
Thanks,
MBM
Kulthea
December 14th, 2020, 09:53
Fantastic as always MBM
MadBeardMan
December 14th, 2020, 10:32
Fantastic as always MBM
Btw the PSI error is just with FGU, it doesn't error with FGC.
I know what the problem is though, so I'll update it tonight.
Cheers,
MBM
Xargun
December 15th, 2020, 18:39
V1.2.0a
When you make a new NPC the ability to add actions does not show up until you lock the NPC sheet and then unlock it again. Nothing big, just a little nuisance.
Xargun
MrWigggles
December 16th, 2020, 12:04
Hi MrWigggles,
I've checked this and 'Life Events' (Core Rulebook) is rolling 2d6.
Can you give more information please, which Life Events from what book etc.
Thanks,
MBM
On further examination, that was on me. I changed it and just forgot because I'm a dumbass. Though thank you for your due dilligence.
MadBeardMan
December 16th, 2020, 12:07
V1.2.0a
When you make a new NPC the ability to add actions does not show up until you lock the NPC sheet and then unlock it again. Nothing big, just a little nuisance.
Xargun
It's ok, thanks for letting know know I'll solve it, been working on streamliing a few things and so NPC's will be one of them.
Cheers,
MBM
MadBeardMan
December 16th, 2020, 12:08
On further examination, that was on me. I changed it and just forgot because I'm a dumbass. Though thank you for your due dilligence.
No apology needed. But thanks for letting me know I'll remove this from my list of things 'to keep an eye on'
Cheers,
MBM
ThatsSoNoc
December 18th, 2020, 01:42
Hello,
Traveller Session 0 completed and the players are loving it so far... Like really love it (all hardcore D&D nerds). I am impressed with the work and look and I have purchased all the available core products and a couple of adventures.
1/ Is there a how-to-use the Traveller interface video out there somewhere, my google-fu comes up with the only one, which is more of a 'tour around' the interface - over here is where the Player Characters are, and over here you will find images, etc? I am specifically confused about the Boon/Bane buttons in the bottom left-hand corner of the main interface. I can't seem to get them to do anything, so I must be using them incorrectly. For instance, I wish to BOON a 2d6 roll, I depress the Boon button first, it changes state (depressed?) and then I toss my 2d6 - nothing, a normal 2d6 roll.
Current, workaround is to create dice macros for all of the rolls so as to speed up game play - single click and the roll is made.
2/ Task Diff. (difficulty) buttons are just for players to see what the GM set difficulty is (display the DC) for a roll or does it do something else?
Quibbles
1/ When a character dons cloth armour from the Central Supply Catalog and then equips it, the display below inventory causes a brown background bar to appear in the place of the armour name (I can make out black lettering on this dark brown bar which I think is the item description Cloth (TL10)) is there an update to fix this bug coming?
2/ When you click on the illustration of the Cloth armour (any tech level) the displayed art appears to be missing the upper part of the forehead.
Thank you for your attention.
adzling
December 18th, 2020, 02:03
youtube seth skorkowsy's traveller breakdown
he steps through each major section over about 8 videos. also has review of modules
we're just starting BT-SHT 365 ;-)
ThatsSoNoc
December 18th, 2020, 08:09
youtube seth skorkowsy's traveller breakdown
he steps through each major section over about 8 videos. also has review of modules
we're just starting BT-SHT 365 ;-)
Thank you, I think that you misunderstood my request. I don't need to know HOW to PLAY Traveller, rather the functionality of the FGU Traveller interface. Seth does a wonderful job of getting the basics of Traveller out to those who have never played before. Thank you for viewing and answering nonetheless.
My question does remain: Is there a video that explains how to use the functionality of the FGU Tabletop interface for Traveller? What am I missing when I try to get a BOON or BAIN to work for me. Or even a concise how-to-use the interface wiki?
OR
If you know how to make the BOON and BAIN buttons work, please DM me.
Thank-you again.
MadBeardMan
December 18th, 2020, 11:00
Hello,
Traveller Session 0 completed and the players are loving it so far... Like really love it (all hardcore D&D nerds). I am impressed with the work and look and I have purchased all the available core products and a couple of adventures.
1/ Is there a how-to-use the Traveller interface video out there somewhere, my google-fu comes up with the only one, which is more of a 'tour around' the interface - over here is where the Player Characters are, and over here you will find images, etc? I am specifically confused about the Boon/Bane buttons in the bottom left-hand corner of the main interface. I can't seem to get them to do anything, so I must be using them incorrectly. For instance, I wish to BOON a 2d6 roll, I depress the Boon button first, it changes state (depressed?) and then I toss my 2d6 - nothing, a normal 2d6 roll.
Current, workaround is to create dice macros for all of the rolls so as to speed up game play - single click and the roll is made.
2/ Task Diff. (difficulty) buttons are just for players to see what the GM set difficulty is (display the DC) for a roll or does it do something else?
Quibbles
1/ When a character dons cloth armour from the Central Supply Catalog and then equips it, the display below inventory causes a brown background bar to appear in the place of the armour name (I can make out black lettering on this dark brown bar which I think is the item description Cloth (TL10)) is there an update to fix this bug coming?
2/ When you click on the illustration of the Cloth armour (any tech level) the displayed art appears to be missing the upper part of the forehead.
Thank you for your attention.
Hi ThatsSoNoc,
1. Not that I know of and I really don't have the time to do then as things are changing too often making them out of date. I've tested in FGU and it seems the Desktop Dice don't work with BOON/BANE (works in FGC). But in FGU, if you click BOON and then roll a skill, the extra dice does get rolled.
2. Task Difficulty buttons on players screens are there to allow them to modify the TD (this was asked by the players for me to allow that)
Quibbles
1. Can you share a screen shot please, as I've tested in FGU and there's no brown box
2. Good find, never noticed that, I'll get that addressed.
Cheers,
MBM
ThatsSoNoc
December 18th, 2020, 12:17
Hi ThatsSoNoc,
1. Not that I know of and I really don't have the time to do then as things are changing too often making them out of date. I've tested in FGU and it seems the Desktop Dice don't work with BOON/BANE (works in FGC). But in FGU, if you click BOON and then roll a skill, the extra dice does get rolled.
2. Task Difficulty buttons on players screens are there to allow them to modify the TD (this was asked by the players for me to allow that)
Quibbles
1. Can you share a screen shot please, as I've tested in FGU and there's no brown box
2. Good find, never noticed that, I'll get that addressed.
1/ Okay, seems fair. Was hoping that the 'community' had already done so. I don't want to take away your precious time. Do you mind an impertinent question? How many persons are dedicated to the Fantasy Ground Traveller conversion team?
2/ Ah, okay it's a visual aid for players. Thank-you I was worried that I wasn't understanding how they interacted with the interface. They don't :)
Quibbles
1/ Of course now that you have asked, and I have shut down FGU and reopened it to take the requested screenshot the said brown bar has disappeared :/ I will message again and this time take a screenshot if it rears its ugly head - though I suspect not.
2/ You are welcome.
MadBeardMan
December 18th, 2020, 13:34
Hi again,
1. We have myself, I do most conversions and all the coding. We have LordNanoc he does some adventure conversions and most of the testing and recently we've got another to help with the bigger conversions. But also a few here on the community that are great, Esmdev, BackwardOracle to name a few. We all work full-time jobs and so time is limited.
2. Players and GM can set the TN, it's just easier when I say 'That's an Astrogation roll, Difficulty Easy' and they set the TN whilst I continue to read.
Quibbles
1. Please do, it's something unheard of!
2. I've updated CSC and sent it over, it'll be part of the Tuesday update.
Cheers,
MBM
ThatsSoNoc
December 19th, 2020, 12:46
1. We have myself, I do most conversions and all the coding. We have LordNanoc he does some adventure conversions and most of the testing and recently we've got another to help with the bigger conversions. But also a few here on the community that are great, Esmdev, BackwardOracle to name a few. We all work full-time jobs and so time is limited.
2. Players and GM can set the TN, it's just easier when I say 'That's an Astrogation roll, Difficulty Easy' and they set the TN whilst I continue to read.
1/ Ah, that is unexpected. I had assumed that it might be a MUCH bigger team. I am very impressed with your production given the restraints upon you. I own the original series (T1) deluxe box set and extra little black books (totalling 18) plus Striker and Azhanti High Lightning expansions. If there's a desire to see some of this converted to FG mods let me know.
2/ Thank you for the explanation, I appreciate the dedication.
deejaay1018
December 30th, 2020, 12:15
I noticed something while using the SCT. Weapons that have radiation as a trait are showing the Ion trait in the chat room results. This is allowing a radiation weapon to negate the armor. I know the Ion weapons ignore armor and only disrupt Power resource points.
And maybe I misunderstood what radiation weapons do? I thought they create normal damage with the armor soaking some (and also emitting 2d6*100 radiation where 500 rads are absorbed by standard hull composition and the rest absorbed by vacc suits and anti-rad pills)
So to sum it up
1. Is this intentional to have a radiation trait weapon act like a Ion trait weapon?
2. If a real Ion trait weapon is being used would it code damage to the hull rather than power points? (Knowing that power point management is tracked on paper and not in FGU)
Deej
MadBeardMan
December 30th, 2020, 18:30
I noticed something while using the SCT. Weapons that have radiation as a trait are showing the Ion trait in the chat room results. This is allowing a radiation weapon to negate the armor. I know the Ion weapons ignore armor and only disrupt Power resource points.
And maybe I misunderstood what radiation weapons do? I thought they create normal damage with the armor soaking some (and also emitting 2d6*100 radiation where 500 rads are absorbed by standard hull composition and the rest absorbed by vacc suits and anti-rad pills)
So to sum it up
1. Is this intentional to have a radiation trait weapon act like a Ion trait weapon?
2. If a real Ion trait weapon is being used would it code damage to the hull rather than power points? (Knowing that power point management is tracked on paper and not in FGU)
Deej
Hi Deej,
Thanks for reporting this.
Radiation is not the same as Ion, and they shouldn't be reporting wrongly. I'll check that and address it.
Radiation will damage a ships hull and do damage inside to the players/crew. See Core Rulebook Page 75. So for example:
A ship fires a Fusion Barbette at the players ship. The Hull takes 5D6 damage, inside the players may also receive radiation damage. A normal ships hull reduces this by 500 points of rad, and a Radiation Shielded hull will reduce the rads by 1000.
So in a normal ship after that Fusion Barbette has hit the ship, inside the players would take 2D6 x 20, for example 7 x 20 = 140 multiplied by 5 (Spacecraft Scale weapons). That 140 now becomes 700, the Hull removes 500 leaving 200 for the players to absorb. Luckily for the players they had been wearing their Tech Lvl 12 Vacc Suits and that protected them by a further 90 rads leaving each to take 110 in damage.... which means (Page 77 Core rulebook) they each take 1D6 damage and are -1 to all rolls until the Doc hits them up with their Anti-Rad for the day.... back down to 10 rads taken. Radiation is deadly and it's very hard to fully automate.
We'll get to Power Points management once we have Damage/Shields all addressed, as that's the next interesting part of controlling a ship.
Cheers,
MBM
CJR
December 31st, 2020, 06:53
MBM worth noting the simplified way of calculating rads effect on ship in High Guard for npc ships. I believe it is just -1 penalty per 10% Hull hits from råd weapons or similar. Much easier to program! :)(You probably already have but just in case...)
MadBeardMan
December 31st, 2020, 14:47
MBM worth noting the simplified way of calculating rads effect on ship in High Guard for npc ships. I believe it is just -1 penalty per 10% Hull hits from råd weapons or similar. Much easier to program! :)(You probably already have but just in case...)
That system is mostly for ships with lots of crew, I prefer to see Travellers hurt :) that way they learn!
Cheers,
MBM
gmforlife
January 3rd, 2021, 09:42
First my heartfelt thanks to all those working on these rpg products.
Have a character creation session on for this Monday. So as the GM I thought to create a few characters to be more familiar with the process. I am implementing a Psionic filled setting.
The trouble is I am unable to add the Psionics talents or powers properly.
Rpg system: Traveller Mongoose 2e core ruleset 1.2.0.a
FG Unity: v4.0.6 (2020-12-23).
I have not found where to grab the Psionic Talents into the character sheet.
In library I have switched on the icons to show all.
Also turned on the "Use PSI Characteristic" in options.
After that, I did manage to do the following.
1. I opened the "Psi power - Inspiration", grabbed it and tried to place it into the actions tab of the character sheet but it would not go in or show up in the action tab area.
2. I then grabbed the same "Psi power - Inspiration", and put into the skills tab of the character sheet. It did go in but then changed to the Psi "Talent - Awareness" and gave me the error message seen below.
3. Then went to check the actions tab and it says the character has the "Psi power - Regeneration" in the action tab.
4. I do have the log file saved if needed.
My thanks in advance for any help and I do very much appreciate all the good work that has been done to make all these products come to life for us rpgers. Cheers. :) :) :)
MadBeardMan
January 4th, 2021, 02:21
First my heartfelt thanks to all those working on these rpg products.
Have a character creation session on for this Monday. So as the GM I thought to create a few characters to be more familiar with the process. I am implementing a Psionic filled setting.
The trouble is I am unable to add the Psionics talents or powers properly.
Rpg system: Traveller Mongoose 2e core ruleset 1.2.0.a
FG Unity: v4.0.6 (2020-12-23).
I have not found where to grab the Psionic Talents into the character sheet.
In library I have switched on the icons to show all.
Also turned on the "Use PSI Characteristic" in options.
After that, I did manage to do the following.
1. I opened the "Psi power - Inspiration", grabbed it and tried to place it into the actions tab of the character sheet but it would not go in or show up in the action tab area.
2. I then grabbed the same "Psi power - Inspiration", and put into the skills tab of the character sheet. It did go in but then changed to the Psi "Talent - Awareness" and gave me the error message seen below.
3. Then went to check the actions tab and it says the character has the "Psi power - Regeneration" in the action tab.
4. I do have the log file saved if needed.
My thanks in advance for any help and I do very much appreciate all the good work that has been done to make all these products come to life for us rpgers. Cheers. :) :) :)
Hey Gmforlife.
First thanks for finding the time to post this, I'll double-check these tomorrow post work (that's in around 18 hours).
PSI Talents are in the Reference Manual of the Library, but adding a PSI Ability will add that PSI Talent - you drag it into the Skills Tab, so that is correct, and it then adds all the abilities under that Talent to the Actions Tab. It sounds like something isn't right, so leave it with me and i'll see what's up.
Cheers,
MBM
gmforlife
January 4th, 2021, 03:15
Hey Gmforlife.
First thanks for finding the time to post this, I'll double-check these tomorrow post work (that's in around 18 hours).
PSI Talents are in the Reference Manual of the Library, but adding a PSI Ability will add that PSI Talent - you drag it into the Skills Tab, so that is correct, and it then adds all the abilities under that Talent to the Actions Tab. It sounds like something isn't right, so leave it with me and i'll see what's up.
Cheers,
MBM
Hello again MBM,
My thanks indeed for you looking into this issue, it is much appreciated. Will have a go at adding the Psi abilities again (as instructed above) and see what happens. Cheers for all the good work you are doing. Have a good one. :) :) :)
gmforlife
January 4th, 2021, 03:52
Hey again MBM,
Just wanted to see if anything different would happen following the direction to do the following: "PSI Talents are in the Reference Manual of the Library, but adding a PSI Ability will add that PSI Talent - you drag it into the Skills Tab, so that is correct, and it then adds all the abilities under that Talent to the Actions Tab."
Hopefully this might help out a bit more.
So still a no go -
1) Found the Psionic talents in the reference manual.
2) Added in the Awareness talent into the skills area.
3) It did go in as pic shows but got the error message.
4) Only the regeneration Psi skill popped up in the Actions area.
Decided to test with different Psi talent. I grabbed the Telekinsis talent, did it the same way as above. And got error message with only Microkinesis showing in the Actions area.
Cheers for going to check this issue out. Hope this helps. Cheers. :) :) :)
Xargun
January 16th, 2021, 17:16
When I copy a ship in the PCSpacecraft I can no longer edit it - the editing buttons disappear. Is this supposed to happen?
Xargun
MadBeardMan
January 16th, 2021, 17:26
When I copy a ship in the PCSpacecraft I can no longer edit it - the editing buttons disappear. Is this supposed to happen?
Xargun
What do you mean 'copy' and have you closed the ship down and re-opened it?
MadBeardMan
January 16th, 2021, 17:33
When I copy a ship in the PCSpacecraft I can no longer edit it - the editing buttons disappear. Is this supposed to happen?
Xargun
It's ok I found it, it's because the original record is 'locked'. What I've done is made sure if it's a pc ship then it overrides the locked status. That'll be in the v1.2.1 update, working on that for the next week or so.
You can edit your XML if you need to now, find the locked node 'root -> charspacecraftsheet -> id of the ship -> locked' and change the value to '0' or '-1'.
Cheers
MBM
Xargun
January 16th, 2021, 17:41
It's ok I found it, it's because the original record is 'locked'. Hmm need to think about this one.
Cheers
MBM
Yeah I like to have an original and the make copies which I allow the group to see - allows me to track quirks and other items on the ship the party doesn't know about. Not a huge deal, but if fixable would be nice.
Xargun
MadBeardMan
January 16th, 2021, 17:45
Yeah I like to have an original and the make copies which I allow the group to see - allows me to track quirks and other items on the ship the party doesn't know about. Not a huge deal, but if fixable would be nice.
Xargun
Hi Chap,
I edited my previous post, it's fixed but there's a work around.
Cheers
MBM
Xargun
January 17th, 2021, 18:20
It's ok I found it, it's because the original record is 'locked'. What I've done is made sure if it's a pc ship then it overrides the locked status. That'll be in the v1.2.1 update, working on that for the next week or so.
You can edit your XML if you need to now, find the locked node 'root -> charspacecraftsheet -> id of the ship -> locked' and change the value to '0' or '-1'.
Cheers
MBM
Where would I find this .xml? And what is the file name?
Xargun
Xargun
January 17th, 2021, 18:21
It's ok I found it, it's because the original record is 'locked'. What I've done is made sure if it's a pc ship then it overrides the locked status. That'll be in the v1.2.1 update, working on that for the next week or so.
You can edit your XML if you need to now, find the locked node 'root -> charspacecraftsheet -> id of the ship -> locked' and change the value to '0' or '-1'.
Cheers
MBM
Where would I find this .xml? And what is the file name?
Xargun
Xargun
January 17th, 2021, 18:43
I was messing around with melee weapons and I noticed melee weapons are not taking into account modified strength for damage. I have a character with a combat arm (15 STR) and the +3 shows up on strength checks but not on melee damage.
Xargun
MadBeardMan
January 18th, 2021, 09:51
I was messing around with melee weapons and I noticed melee weapons are not taking into account modified strength for damage. I have a character with a combat arm (15 STR) and the +3 shows up on strength checks but not on melee damage.
Xargun
Ok I'll get that sorted.
Xargun
January 18th, 2021, 13:07
Ok I'll get that sorted.
Thank you
Xargun
Xargun
January 18th, 2021, 21:08
I made an NPC and shared it with the players and they can see everything and click on everything to roll as that NPC except attacks on the listed weapons. They get an error - Error attached.
Xargun
Serg Barbeau
January 23rd, 2021, 18:21
Accelerator Rifle in CCS book has a range 25m, but in CoreRules and CCS module - 250m
Where is the error?
MadBeardMan
January 24th, 2021, 19:03
Accelerator Rifle in CCS book has a range 25m, but in CoreRules and CCS module - 250m
Where is the error?
The issue is with CSC, it's a printing mistake, bit of a rubbish rifle with a range of 25m!
Cheers MBM
Serg Barbeau
January 26th, 2021, 16:50
The issue is with CSC, it's a printing mistake, bit of a rubbish rifle with a range of 25m!
Cheers MBM
With a pistol range of 5 meters, I'm not surprised at anything
Xargun
January 26th, 2021, 16:58
Not sure if this has been posted before or not, but when you drag and drop equipment to the equipment section on NPCs it does not add it to the sheet unless its armor or a weapon.
Xargun
MadBeardMan
January 26th, 2021, 19:52
Not sure if this has been posted before or not, but when you drag and drop equipment to the equipment section on NPCs it does not add it to the sheet unless its armor or a weapon.
Xargun
That's because I've not allowed it, the plan for NPC's is to expand them over time to be more like mini-pc's and so I thought I'd wait for that.
NPC's need more love maybe in the next release I''ll start expanding them more, let's see.
Cheers,
MBM
Xargun
January 26th, 2021, 20:22
That's because I've not allowed it, the plan for NPC's is to expand them over time to be more like mini-pc's and so I thought I'd wait for that.
NPC's need more love maybe in the next release I''ll start expanding them more, let's see.
Cheers,
MBM
Not a bug then :) Thanks
Xargun
GSKlein
January 30th, 2021, 16:38
Hello ManBeardman I'm enjoying the Traveller 2ed ruleset and looking forward to starting a campaign.
It would be nice to see some updates to allow a more personalization.
I noticed I cannot make new Races that can be added to the Character sheet. Traits I create don't transfer over and there's nowhere to create traits such as "Feats" tab in PFRG. It would also be nice to allow more than just 2 Traits as the Races in the book addons can have more, ie Vargr have: bite & claws as 1, heightened senses as 2, and burst of speed as 3.
It would be nice to also allow a write up section (not just Skills) for the Homeworld or have Systems also have "Skills" so you can use those for Homeworld.
It would be nice to allow the Players to decide (after Endurance) where the damage goes to rather then being set up be be Str then Dex or Dex then Str automatically.
For Psi Talents...I think it would nice to list all the skills for the talents so Players can have them on their sheets ready to be used and rolled.
Just some thoughts...I'm looking forward to making and starting a campaign but the I like a little more automation (which is what I look for in Fantasy Grounds) and making things streamlined for the Players so they don't need look around for stuff.
Thanks...and any continued updates would be great. I wasn't sure whether I'd ever get a chance to play Traveller again with not see my friends due to the pandemic. When I saw it listed here on FG I was pretty excited. Thanks again I know it takes a lot of work to really tweak things.
MadBeardMan
January 30th, 2021, 17:20
Hello ManBeardman I'm enjoying the Traveller 2ed ruleset and looking forward to starting a campaign.
It would be nice to see some updates to allow a more personalization.
I noticed I cannot make new Races that can be added to the Character sheet. Traits I create don't transfer over and there's nowhere to create traits such as "Feats" tab in PFRG. It would also be nice to allow more than just 2 Traits as the Races in the book addons can have more, ie Vargr have: bite & claws as 1, heightened senses as 2, and burst of speed as 3.
It would be nice to also allow a write up section (not just Skills) for the Homeworld or have Systems also have "Skills" so you can use those for Homeworld.
It would be nice to allow the Players to decide (after Endurance) where the damage goes to rather then being set up be be Str then Dex or Dex then Str automatically.
For Psi Talents...I think it would nice to list all the skills for the talents so Players can have them on their sheets ready to be used and rolled.
Just some thoughts...I'm looking forward to making and starting a campaign but the I like a little more automation (which is what I look for in Fantasy Grounds) and making things streamlined for the Players so they don't need look around for stuff.
Thanks...and any continued updates would be great. I wasn't sure whether I'd ever get a chance to play Traveller again with not see my friends due to the pandemic. When I saw it listed here on FG I was pretty excited. Thanks again I know it takes a lot of work to really tweak things.
Hey GSKlein,
What I work on tends to be dictated by players needs (and being selfish) my own, but you suggest some things I myself would like to see. For example, which stat gets damage when you get hit, there are options that allow you as a player to decide what the preferred order is, but I would like to see this automated better and now that I've worked on Spacecraft Combat I have some better ideas.
To answer your other thoughts.
1. Races, you can generate your own races, but you can't set the traits (yet). Now that Aliens of Charted Space Vol 1 has been converted I've expanded the Race feats, I'll add this to the ruleset when Aliens Vol 1 gets released (it allows Vargr/Aslan weapons to be added automatically etc).
2. Homeworlds, aren't technically in 2nd Edition, so there are no real plans to expand this yet.
3. Damage Order, as mentioned above, you can set the preferred order, but a better automation will be done one day
4. PSI Talents, all abilities should appear in the actions tab for any talent you have
So enjoy playing Traveller and do post when you think of something else that'll make life easier for players/GM.
Cheers,
MBM
GSKlein
January 30th, 2021, 17:30
I think Psi talents needs some work. The only way i can see to get the talent is to slide a psi skill to the Psi Talents section on the Skills tab, ie sliding over mind link has Telepathy show up under Psi talents.
However I don't see any abilities show up under the Skills Tab. As a matter-of-fact I just get a whole bunch of template errors.
Maybe something to check out.
Thanks.
esmdev
January 30th, 2021, 22:13
I think Psi talents needs some work. The only way i can see to get the talent is to slide a psi skill to the Psi Talents section on the Skills tab, ie sliding over mind link has Telepathy show up under Psi talents.
However I don't see any abilities show up under the Skills Tab. As a matter-of-fact I just get a whole bunch of template errors.
Maybe something to check out.
Thanks.
You need to drag from psionic talents in the library > core rules > psionic talents. Getting from anywhere else will cause headache and suffering.
Xargun
January 31st, 2021, 16:54
I am using the Better Menu extension which removes the buttons / ribbons from the right hand side and turns them into drop down menus in the upper left and they are working great, but I noticed the Spaceship Combat Tracker is not showing in the menus. I posted on the extension thread and the creator of the extension replied saying something in the code for the spaceship CT wasn't the same as other CoreRPG things. I didn't quite understand everything he was saying but here is the link to the thread if you have a minute MBM. I am sure you will know exactly what he is saying and whether he is correct or not. Thanks for the time.
https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc)&p=574918#post574918
Xargun
esmdev
January 31st, 2021, 19:18
One of my players uses - for his push to talk key and it creates interesting drama. However, it uncovered an interesting undocumented feature. If you enter a -7 in a characteristic in main, and then you correct it to 7, the action will have a current of characteristic of 14 instead of 7.
MadBeardMan
January 31st, 2021, 19:25
One of my players uses - for his push to talk key and it creates interesting drama. However, it uncovered an interesting undocumented feature. If you enter a -7 in a characteristic in main, and then you correct it to 7, the action will have a current of characteristic of 14 instead of 7.
FGC or FGU, as it's a generic number box (ie part of CoreRPG).
esmdev
February 1st, 2021, 04:48
FGC or FGU, as it's a generic number box (ie part of CoreRPG).
We are using FGU these days.
Serg Barbeau
February 4th, 2021, 06:13
Hi
1. Long-term Care and Treat Poison or Disease in Misc Actions, obtained from the Medic skill, has PSI costs 1 and reduces the END by 1 in the absence of PSI.
2. Adding PSI on the Main page of the PCs does not add PSI on the Actions page until the FG reloads.
Thanx
3. Adding a PSI ability causes a bunch of bugs.
43453
MadBeardMan
February 4th, 2021, 11:09
Hi
1. Long-term Care and Treat Poison or Disease in Misc Actions, obtained from the Medic skill, has PSI costs 1 and reduces the END by 1 in the absence of PSI.
2. Adding PSI on the Main page of the PCs does not add PSI on the Actions page until the FG reloads.
Thanx
Hi Serg,
1. What version of FG and Traveller are you using? I fixed this earlier and tested now in v1.2.1 (out next Tuesday) and all is good.
2. Same question about versions. I dragged an ability into the Skills tab, it added the Talent into the Skills Tab list, I then go to the Actions Tab and all the abilities for that Talent are shown.
If you can let me know those answers then I can check further and get things working for you.
Cheers,
MBM
Serg Barbeau
February 4th, 2021, 11:42
Hi Serg,
1. What version of FG and Traveller are you using? I fixed this earlier and tested now in v1.2.1 (out next Tuesday) and all is good.
2. Same question about versions. I dragged an ability into the Skills tab, it added the Talent into the Skills Tab list, I then go to the Actions Tab and all the abilities for that Talent are shown.
If you can let me know those answers then I can check further and get things working for you.
Cheers,
MBM
1. Latest, as it is written 1.2.0а, FGU does not require an update.
2. I drag an PSI ability to the Skills tab, and the corresponding skill is added to the Skills tab. Also, this ability is added to the Actions tab in PSI abilities, but an error pops up. Now I noticed that the ability that I was dragging is not being added. Dragged Assault, and added Read Surface Thoughts.
All this also happens in the newly created game.
43455
esmdev
February 4th, 2021, 15:35
1. Latest, as it is written 1.2.0а, FGU does not require an update.
2. I drag an PSI ability to the Skills tab, and the corresponding skill is added to the Skills tab. Also, this ability is added to the Actions tab in PSI abilities, but an error pops up. Now I noticed that the ability that I was dragging is not being added. Dragged Assault, and added Read Surface Thoughts.
All this also happens in the newly created game.
43455
Hi.
FGU using MGT2 1.2.0a and CoreRPG 3.3.12A.
I get the same error when dragging from the Psi Talents section of the Mongoose Traveller 2E - Players Reference.
When you add the psi talent to the skill list it generates the error. It adds the main skill (awareness, clairvoyance, etc.) to both skill and action, but it doesn't add the psionic sub-abilities (enhanced endurance, enhanced strength, etc.) to the action tab.
Also, a separate bug related to psionics.
If you use the options to add psi characteristics, it will add the characteristic to the main tab of the character sheet but not to the action tab. It requires a restart of the campaign for psi to show up in the action tab.
MadBeardMan
February 4th, 2021, 15:48
Hi.
FGU using MGT2 1.2.0a and CoreRPG 3.3.12A.
I get the same error when dragging from the Psi Talents section of the Mongoose Traveller 2E - Players Reference.
When you add the psi talent to the skill list it generates the error. It adds the main skill (awareness, clairvoyance, etc.) to both skill and action, but it doesn't add the psionic sub-abilities (enhanced endurance, enhanced strength, etc.) to the action tab.
Also, a separate bug related to psionics.
If you use the options to add psi characteristics, it will add the characteristic to the main tab of the character sheet but not to the action tab. It requires a restart of the campaign for psi to show up in the action tab.
Hi Chap,
It's FGU, and it's Player Reference - I can check that. I was using the Sidebar PSI Abilities. I'll check that.
Regarding PSI not appearing, see if next week's v1.2.1 update addresses it, as I've just tested and it's behaving as I expected.
Cheers,
MBM
MadBeardMan
February 4th, 2021, 17:26
1. Latest, as it is written 1.2.0а, FGU does not require an update.
2. I drag an PSI ability to the Skills tab, and the corresponding skill is added to the Skills tab. Also, this ability is added to the Actions tab in PSI abilities, but an error pops up. Now I noticed that the ability that I was dragging is not being added. Dragged Assault, and added Read Surface Thoughts.
All this also happens in the newly created game.
43455
Hi Serg,
Found and fixed. I'll send this tonight so it's included in next weeks release (v1.2.1).
Here's the bug:
DB.setValue(nodeAbility, "text", "formattedText", sAbilityText);
And here's the fix:
DB.setValue(nodeAbility, "text", "formattedtext", sAbilityText);
Seems FGC doesn't mind, but FGU does!
Cheers,
MBM
Xargun
February 4th, 2021, 17:35
Hi Serg,
Found and fixed. I'll send this tonight so it's included in next weeks release (v1.2.1).
Here's the bug:
DB.setValue(nodeAbility, "text", "formattedText", sAbilityText);
And here's the fix:
DB.setValue(nodeAbility, "text", "formattedtext", sAbilityText);
Seems FGC doesn't mind, but FGU does!
Cheers,
MBM
Ahh a good old syntax error :) Used to hate that crap when I programmed.
Xargun
esmdev
February 4th, 2021, 18:17
Hi Serg,
Found and fixed. I'll send this tonight so it's included in next weeks release (v1.2.1).
Here's the bug:
DB.setValue(nodeAbility, "text", "formattedText", sAbilityText);
And here's the fix:
DB.setValue(nodeAbility, "text", "formattedtext", sAbilityText);
Seems FGC doesn't mind, but FGU does!
Cheers,
MBM
FGU is oppressing me! :)
chesire
February 7th, 2021, 16:52
Found two things in my recent play session with the Traveller 2e Ruleset in FGU that seem like they may be bugs and I didn't see reported anywhere yet.
1.) It seems to that free form modifier where you can enter any + or - DM works fine for players but as the Ref when I try to use it to apply to something that an NPC on the combat tracker is attempting it seems to ignore it all together. Attaching example to show what I mean...
43536
The other +1, +2, +3 etc. modifiers work fine in this way. It's just the freeform one that seems to work differently.
2.) For the CSC the Tool Laser item is showing as 12kg which shows as negligible weight ( - kg)in the CSC. I'm assuming it was an accidental mistype putting in the Tech Level for the weight but wanted to call it off since it does throw off encumbrance if anyone's using that.
GregRex
February 7th, 2021, 18:21
Hi chesire,
I just tried the modifier glitch. I used both the NPC sheet and the action from the Combat Tracker to duplicate your result but the manual Modifier box was working for me in that regard. Is there somewhere more specific I can check for you?
Confirmed on the Tool Laser weight. Should be '-'. I will update MBM with that one.
G-Rex
Serg Barbeau
February 10th, 2021, 07:48
Ahh a good old syntax error :) Used to hate that crap when I programmed.
Xargun
Hi, MBM
Update 1.2.1 is out. Errors with psionics remained.
I also do not understand the function of the plus sign in the PSI Powers. There is a field with a cube to fill in, but it also gives errors.
MadBeardMan
February 10th, 2021, 11:45
Hi, MBM
Update 1.2.1 is out. Errors with psionics remained.
I also do not understand the function of the plus sign in the PSI Powers. There is a field with a cube to fill in, but it also gives errors.
Hi Serg,
I'm sorry you are still getting issues. I know that the error dragging the Ability from the Players Reference has been addressed.
Zip up your campaign please and attach it here so I can have a look, and inside that have a readme document detailing how to create all the issues. This will allow us to address these for you.
The + is used when a Power has a damage roll associated to it, there is an error and it needs a better label. So I'll sort that.
Thanks,
MBM
Serg Barbeau
February 10th, 2021, 11:57
Hi Serg,
I'm sorry you are still getting issues. I know that the error dragging the Ability from the Players Reference has been addressed.
Zip up your campaign please and attach it here so I can have a look, and inside that have a readme document detailing how to create all the issues. This will allow us to address these for you.
The + is used when a Power has a damage roll associated to it, there is an error and it needs a better label. So I'll sort that.
Thanks,
MBM
43601
I also noticed that using PSI power does not consume PSI
MadBeardMan
February 10th, 2021, 14:04
43601
I also noticed that using PSI power does not consume PSI
Hi Serg,
Thanks for doing this. @GregRex will get this all tested (as he's on the live branch - so free of my dev changes) and will create tickets for everything he finds.
I'll do my best to get these out with next weeks v1.2.2 that contains the CoreRPG updates.
I must be honest here and I don't play PSI in my games and so I'm led by others as to how they would like PSI to work, if you have some ideas please let us know in the features thread.
Thanks,
MBM
Serg Barbeau
February 10th, 2021, 14:19
Hi Serg,
Thanks for doing this. @GregRex will get this all tested (as he's on the live branch - so free of my dev changes) and will create tickets for everything he finds.
I'll do my best to get these out with next weeks v1.2.2 that contains the CoreRPG updates.
I must be honest here and I don't play PSI in my games and so I'm led by others as to how they would like PSI to work, if you have some ideas please let us know in the features thread.
Thanks,
MBM
Thanx
In general, everything is fine if it works.
But I would like to make an exception to the rule and add each power separately.
MadBeardMan
February 10th, 2021, 14:22
Thanx
In general, everything is fine if it works.
But I would like to make an exception to the rule and add each power separately.
So if I understand. Rather than all the powers for a talent appear in the Action tab (when you drag a Talent/Ability to the skills tab), you'd like to add the ones you're interested in (even though the player has access to them all).
Serg Barbeau
February 10th, 2021, 16:46
So if I understand. Rather than all the powers for a talent appear in the Action tab (when you drag a Talent/Ability to the skills tab), you'd like to add the ones you're interested in (even though the player has access to them all).
I thought about it. It is better to leave as in the rules - all the powers of talent. If some powers are not needed, they can always be removed.
MadBeardMan
February 11th, 2021, 17:35
I thought about it. It is better to leave as in the rules - all the powers of talent. If some powers are not needed, they can always be removed.
Hi Serg,
Update FGC/FGU again and see if that fixes the dragging of the PSI Ability/Talent.
Cheers,
MBM
Serg Barbeau
February 11th, 2021, 17:58
Hi Serg,
Update FGC/FGU again and see if that fixes the dragging of the PSI Ability/Talent.
Cheers,
MBM
Hi, MBM
Yes, it works. Dragging PSI power in Skills tap adds Talent and all its powers without error.
Thanks!
Using PSI power does not waste the PSI characteristic.
MadBeardMan
February 13th, 2021, 13:09
Hi, MBM
Yes, it works. Dragging PSI power in Skills tap adds Talent and all its powers without error.
Thanks!
Using PSI power does not waste the PSI characteristic.
Hi Serg,
That's great. I'll look at why the powers don't 'spend' the PSI strength, that's a side effect of the Misc Action doing so! It will be fixed in v1.2.3 which is coming soon.
Thanks,
MBM
goodmanje
February 18th, 2021, 04:01
I just noticed when I click on the library I don't have the options for what you want to have on the sidebar.
43882
NEVERMIND I WAS SHOWN THE ERROR OF MY WAYS.
tommenquar
February 21st, 2021, 21:27
Had a player build a few starships. He is unable to share it with anyone, The GM cannot access it without him posting it on the chat window, and the GM has no way to copy it for his own records. is this a known issue or know of any work around?
Also is there any way to add other stats? been converting the Aslan stuff from drinax campaign.
GregRex
February 22nd, 2021, 14:55
Hi tommenquar, how was the starship built? In the 'PC SCraft' window? If so the Ref does have access to it and just needs to share it to the table if others cannot view it. If the player is building spacecraft in a private session, as only GM's can build NPC assets, then I would recommend exporting as a module using the tools in the Library and sending it to your Ref for upload/activation.
Check the Options settings scrolling to the bottom of the window. Currently the Psi, Territory, Luck, Morale, Sanity, and Wealth characteristics can all be activated by the Ref.
Cheers,
Greg
quikdagger
February 23rd, 2021, 13:22
Am I doing something wrong or does the Traveller theme not work in FGU?
[2/23/2021 8:17:06 AM] FGU: v4.0.10 ULTIMATE (2021-02-04)
[2/23/2021 8:17:06 AM] OS: Windows 10 (10.0.0) 64bit
[2/23/2021 8:17:06 AM] GRAPHICS: NVIDIA GeForce GTX 1650 : 3962
[2/23/2021 8:17:06 AM] UI SCALE: 1
[2/23/2021 8:17:06 AM] USER: quikdagger
[2/23/2021 8:17:06 AM] Launcher scene starting.
[2/23/2021 8:17:11 AM] Starting private server mode. [(10.0.0.8:1802) (fe80::f174:60e9:da32:ba1e:1802)]
[2/23/2021 8:17:11 AM] Game server started. [10.0.0.8:1802]
[2/23/2021 8:17:11 AM] Launcher scene exiting.
[2/23/2021 8:17:11 AM] Tabletop scene starting.
[2/23/2021 8:17:11 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - LAN]
[2/23/2021 8:17:26 AM] MEASURE: RULESETS LOAD - 14.8356761 - MGT2
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (groupfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (tooltip). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (chatfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (chatitalicfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (chatbolditalicfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (npcchatfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (dmfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (narratorfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (titlefont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (systemfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (oocfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (msgfont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (emotefont). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (draglabel). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (diemod). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (diemodsmall). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (dieresult). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (modcollector). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (modcollectorlabel). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (hotkey). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (defaultstringcontrol). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (defaultnumbercontrol). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (smallcontrol). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (mini_name). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (mini_name_selected). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheetnumber). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheetnumbersmall). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheettext). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheettextsmall). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheettextblock). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheetlabel). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheetlabelsmall). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheetlabelsmallbold). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:26 AM] [ERROR] font: Missing TTF tag for font (sheetlabelinline). [TravellerTheme] [fonts.xml]
[2/23/2021 8:17:27 AM] [ERROR] icon: Could not find image file () for icon (tabtop). [TravellerTheme] [graphics_icons.xml]
[2/23/2021 8:17:28 AM] MEASURE: EXTENSIONS LOAD - 2.1751663 - 1
[2/23/2021 8:17:29 AM] MEASURE: MODULE LIST BUILD - 1.0120832 - 14
[2/23/2021 8:17:29 AM] MEASURE: REFRESH IMAGE ASSETS - 0.0970014
[2/23/2021 8:17:29 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.2640198
[2/23/2021 8:17:29 AM] MEASURE: REFRESH TOKEN ASSETS - 0.1600114
[2/23/2021 8:17:29 AM] MEASURE: ASSET LIST BUILD - 0.5240319
[2/23/2021 8:17:31 AM] MEASURE: LOAD - PART 1 - 20.5691062
[2/23/2021 8:17:34 AM] MEASURE: MODULE LOAD - 2.41418 - Mongoose Traveller 2E - Core Rules
[2/23/2021 8:17:37 AM] RULESET: Mongoose Traveller 2E
Copyright 2016 Mongoose Publishing.; all rights reserved.
[2/23/2021 8:17:37 AM] RULESET: Mongoose Traveller 2E Core ruleset v1.2.2a for Fantasy Grounds
Copyright 2019/2020 Mongoose Publishing
[2/23/2021 8:17:37 AM] RULESET: Core RPG ruleset (v2021-02-01) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[2/23/2021 8:17:37 AM] EXTENSION: Extension (Traveller(tm) Theme) loaded.
[2/23/2021 8:17:37 AM] MEASURE: LOAD - PART 2 - 5.3444024
MadBeardMan
February 23rd, 2021, 17:40
Am I doing something wrong or does the Traveller theme not work in FGU?
This is what the console log should show, it looks like you have issues with CoreRPG as the fonts used are from CoreRPG, so I'd make sure you're all fully upto date and remove ALL extensions until it works, then add back in 1 by 1.
[2/23/2021 5:37:19 PM] FGU: v4.0.10 ULTIMATE (2021-02-04)
[2/23/2021 5:37:19 PM] UI SCALE: 1
[2/23/2021 5:37:19 PM] Launcher scene starting.
[2/23/2021 5:37:27 PM] Daily session backup created.
[2/23/2021 5:37:27 PM] Starting cloud server mode. [MadBeardMan]
[2/23/2021 5:37:28 PM] Game server started. [164.90.201.234:54561]
[2/23/2021 5:37:28 PM] Launcher scene exiting.
[2/23/2021 5:37:28 PM] Tabletop scene starting.
[2/23/2021 5:37:28 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PUBLIC]
[2/23/2021 5:37:28 PM] Match successfully created on lobby.
[2/23/2021 5:37:36 PM] MEASURE: RULESETS LOAD - 8.4745909 - MGT2
[2/23/2021 5:37:36 PM] MEASURE: EXTENSIONS LOAD - 0.050011 - 3
[2/23/2021 5:37:38 PM] MEASURE: MODULE LIST BUILD - 1.5228146 - 55
[2/23/2021 5:37:38 PM] MEASURE: REFRESH IMAGE ASSETS - 0.083019
[2/23/2021 5:37:38 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0236872
[2/23/2021 5:37:38 PM] MEASURE: REFRESH TOKEN ASSETS - 0.0640149
[2/23/2021 5:37:38 PM] MEASURE: ASSET LIST BUILD - 0.1717217
[2/23/2021 5:37:39 PM] MEASURE: LOAD - PART 1 - 11.3534062
[2/23/2021 5:37:41 PM] MEASURE: MODULE LOAD - 1.1213687 - Mongoose Traveller 2E - Central Supply Catalogue
[2/23/2021 5:37:42 PM] MEASURE: MODULE LOAD - 1.2519704 - Mongoose Traveller 2E - Core Rules
[2/23/2021 5:37:42 PM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Middle.
[2/23/2021 5:37:42 PM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Right.
[2/23/2021 5:37:43 PM] RULESET: Mongoose Traveller 2E
Copyright 2016 Mongoose Publishing.; all rights reserved.
[2/23/2021 5:37:43 PM] RULESET: Mongoose Traveller 2E Core ruleset v1.2.2a for Fantasy Grounds
Copyright 2019/2020 Mongoose Publishing
[2/23/2021 5:37:43 PM] RULESET: Core RPG ruleset (v2021-02-01) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[2/23/2021 5:37:43 PM] EXTENSION: Extension (Dev: Conversion*Checker) loaded.
[2/23/2021 5:37:43 PM] EXTENSION: Extension (Decal: MGT2 - High Guard) loaded.
[2/23/2021 5:37:43 PM] EXTENSION: Extension (Dev: Properties Inspector) loaded.
[2/23/2021 5:37:43 PM] MEASURE: LOAD - PART 2 - 4.2188815
esmdev
February 24th, 2021, 04:43
There are currently no themes that are designed to work with MGT2. If you are using the one from this forum it was written for MGT1 on FGC and doesn't work with FGU.
Xargun
February 27th, 2021, 18:28
Found a small bug last night during our session. When you link a Mission into another document (or to the chat screen) it still says Quest in front of it instead of Mission.
Xargun
MadBeardMan
February 27th, 2021, 18:37
Found a small bug last night during our session. When you link a Mission into another document (or to the chat screen) it still says Quest in front of it instead of Mission.
Xargun
Hi Chap,
Not a bug as sidebar is it's own thing, but I'll track that down and update that as well.
Cheers
MBM
EmptyOwl
March 4th, 2021, 17:10
Hello,
When I add a number in the Modifier box or through an added Modifier I made up on the Modifiers Sidebar, it does not add to combat rolls I make from the Combat Tracker.
Thanks!
MadBeardMan
March 4th, 2021, 17:26
Hello,
When I add a number in the Modifier box or through an added Modifier I made up on the Modifiers Sidebar, it does not add to combat rolls I make from the Combat Tracker.
Thanks!
Hi,
Can I get more details, I've just tested FGU - is this NPCs?
Thanks,
MBM
EmptyOwl
March 4th, 2021, 18:32
It does appear to be NPCs as when I make a roll from a PCs sheet with a modifier it does apply.
44549
MrWigggles
March 4th, 2021, 22:58
So during my last session, I had an enemy using a grenade and through the combat tracker. I rolled the attack. Then I rolled damage. It only appled damage to the first person they were targeting and rolled Attacks for everything else.
[TURN] Anas Fountain (Raine Enemy)
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 7]
[MISS]
Anas Fountain (Raine Enemy): [DAMAGE] Stun Grenade [TYPE: stun (3d6=11)] [3d6 = 11]
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 9]
[HIT] [Average Success +1 dmg]
Attack [9] -> [at Eesmie Carlemander]
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 11]
[HIT] [Average Success +3 dmg]
Attack [11] -> [at Guy Rockwell]
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 8]
[HIT] [Marginal Success]
Attack [8] -> [at Nate Thorn]
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 11]
-------------
This one, the NPC was targetting one Enemy.
And when I rolled for Damage it instead rolled Attack.
[TURN] Nate Thorn
Nate Thorn: [ATTACK (R)] Magrail Pistol (2D+3) [2d6+3 = 10]
[HIT] [Average Success +2 dmg]
Attack [10] -> [at Secruity Guard 3]
Nate Thorn: [ATTACK (R)] Magrail Pistol (2D+3) [2d6+3 = 7]
[MISS]
Attack [7] -> [at Secruity Guard 3]
Nate Thorn: [ATTACK (R)] Magrail Pistol (2D+3) [2d6+3 = 10]
[HIT] [Average Success +2 dmg]
Attack [10] -> [at Secruity Guard 3]
MadBeardMan
March 5th, 2021, 10:01
It does appear to be NPCs as when I make a roll from a PCs sheet with a modifier it does apply.
44549
Thanks for the reply, re-created and added to be fixed.
Thanks,
MBM
MadBeardMan
March 5th, 2021, 10:17
So during my last session, I had an enemy using a grenade and through the combat tracker. I rolled the attack. Then I rolled damage. It only appled damage to the first person they were targeting and rolled Attacks for everything else.
[TURN] Anas Fountain (Raine Enemy)
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 7]
[MISS]
Anas Fountain (Raine Enemy): [DAMAGE] Stun Grenade [TYPE: stun (3d6=11)] [3d6 = 11]
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 9]
[HIT] [Average Success +1 dmg]
Attack [9] -> [at Eesmie Carlemander]
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 11]
[HIT] [Average Success +3 dmg]
Attack [11] -> [at Guy Rockwell]
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 8]
[HIT] [Marginal Success]
Attack [8] -> [at Nate Thorn]
Anas Fountain (Raine Enemy): [ATTACK (R)] Stun Grenade (2D+2) [2d6+2 = 11]
-------------
This one, the NPC was targetting one Enemy.
And when I rolled for Damage it instead rolled Attack.
[TURN] Nate Thorn
Nate Thorn: [ATTACK (R)] Magrail Pistol (2D+3) [2d6+3 = 10]
[HIT] [Average Success +2 dmg]
Attack [10] -> [at Secruity Guard 3]
Nate Thorn: [ATTACK (R)] Magrail Pistol (2D+3) [2d6+3 = 7]
[MISS]
Attack [7] -> [at Secruity Guard 3]
Nate Thorn: [ATTACK (R)] Magrail Pistol (2D+3) [2d6+3 = 10]
[HIT] [Average Success +2 dmg]
Attack [10] -> [at Secruity Guard 3]
Morning,
I need more info, at the moment, you should roll attack and then damage against each target as there's no automation (yet) for grenade/blast weapons.
Please explain more as to how you selected all of these that had the attacks rolled on them.
Thanks,
MBM
MrWigggles
March 5th, 2021, 12:00
So for the Grenade one, through the combat tracker, I had the enemy roll the grenade attack. Then through the Combat Tracker, I had the enemy (Anas) Target everyone in the grenade blast radius. I then had her rolled damage. It rolled damage just once, and then rolled an attack against everyone else.
GregRex
March 5th, 2021, 13:35
Mr. Wiggles can you provide a screenshot? I was not able to replicate it on my end.
44564
MrWigggles
March 6th, 2021, 04:03
Mr. Wiggles can you provide a screenshot? I was not able to replicate it on my end.
44564
Well this is annoying. I spent some time trying to replicate it, and no dice so far.
rcruk
March 27th, 2021, 15:08
Hi,
Minor bug, but one I've had since I started using FGU about a year ago. When I switch from the main tab of party sheet to inventory for the first time in the session, a big errors log pops up. I close it down and doesn't seem to matter, but would be good if it didn't happen. Thanks.
Kind regards,
R.
GregRex
March 27th, 2021, 18:04
Hi rcruk, that's actually a console log that contains the bug error that you are triggering. Would you mind compiling it and posting it here for review?
Thanks,
Greg
rcruk
March 28th, 2021, 11:30
Hi rcruk, that's actually a console log that contains the bug error that you are triggering. Would you mind compiling it and posting it here for review?
Thanks,
Greg
Hi Greg,
How do you mean compiling. When I look inside the log folder there are multiple files, is there some way to bring them together? When the Log window pop up the only [ERROR] listed says: Script execution error: [string "ps/scripts/manager_ps_loot2.lua"]:37: attempt to compare number with nil
GregRex
March 28th, 2021, 17:20
I'm in a 5e campaign right now but I'm visualizing my attachment popping up based on your description. In the top left is a button to compile logs. Just click and save the next time you trigger it.
45244
rcruk
March 28th, 2021, 21:55
I'm in a 5e campaign right now but I'm visualizing my attachment popping up based on your description. In the top left is a button to compile logs. Just click and save the next time you trigger it.
45244
Log's attached.
GregRex
March 29th, 2021, 15:52
Hi rcruk, we have narrowed down the error to the Party Sheet's currency description. Can you send a screenshot of the PS's Inventory tab?
Also, if you are comfortable a copy of the campaign to correct the error.
45258
Based on the attachment above we suspect there is more than one currency type in your Campaign when there is only one; "Credits". It cannot be changed via the application, only by correcting the campaign file.
Let me know if you have any questions.
Feel free to ping me directly on Discord: G-Rex #1398
-Greg
GregRex
March 29th, 2021, 16:02
rcruk MBM cracked it. Check your player's PC sheets. Their Cash on Hand cannot have any prefixes. Just numerics.
Examples below:
BAD
45259
GOOD
45260
Once updated refresh your party's inventory from the Party Sheet.
MadBeardMan
March 29th, 2021, 16:17
rcruk MBM cracked it. Check your player's PC sheets. Their Cash on Hand cannot have any prefixes. Just numerics.
Examples below:
BAD
45259
GOOD
45260
Once updated refresh your party's inventory from the Party Sheet.
Thanks Greg,
I can look at doing what 5E does and it ignores any currency and just displays.
I'll do that as part of v1.2.3 finishing up next week.
Cheers,
MBM
rcruk
March 29th, 2021, 16:55
Hi rcruk, we have narrowed down the error to the Party Sheet's currency description. Can you send a screenshot of the PS's Inventory tab?
-Greg
Interestingly my party currency section is blank, even with money in the PC sheets, which was entered by the players themselves, should I be handing credits through the PS or something?
I couldn’t get your bad/good example links to work?
Ah never mind, seems to have cracked it, one of the players had put ‘cr’ after their cash in hand. Thanks for figuring it out!
dQnielk
March 30th, 2021, 07:30
Spaceship Combat question.
Created encounter.
Purple Line: Dragging from Spacecraft Battles window to Story, creates Spacecraft Battle: <title>. Clicking on link, produces the proper encounter.
Green Line: Dragging from the Encounter window itself to Story, creates Encounter: <title>. Clicking on link creates empty encounter. Dragging ships onto the empty encounter does not add them, so this way produces no way to run an encounter, even on the fly.
I get that I can just do the Purple Line method, but is the other way supposed to work?
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