PDA

View Full Version : Official MGT2e Bug Report Thread



dmccoy1693
September 18th, 2019, 22:53
I was about to report another bug to the Mongoose Traveller 2e Thread when I saw someone else had reported a bug in a different thread. So I figured I'd start the official bug report thread.

Adding a weapon to a PC
I got the following error message Script Error (string "campaign/scripts/manager_char.lua").692: bad argument #1 to 'len' (String expected, got nil)

NPCs (animal)
I am not able to add a weapon (either by typing it in or dragging from the Items).

garrion_sw
September 18th, 2019, 23:59
Nice work on the rule set. I just purchased it and am starting to look it over.

I have one small request/suggestion. Perhaps you can do something so that the current END, STR, DEX under Character Status modifies the Attribute and Skill rolls. I'm not sure how it would be easiest to tackle this (and surprised if it has not come up already). The easiest thing I can think of is just to have all the rollers reference the "Current" value for those three stats rather than the value on the Main tab. To go with it you may want a parenthetical value on the Main tab to show that it is modified.

It's used much less rarely than END, STR, and DEX; but the other stats can also suffer damage as well. Perhaps they should all have a MAX and CURRENT value?

I'll let you know if I come across anything else.

MadBeardMan
September 19th, 2019, 08:55
I was about to report another bug to the Mongoose Traveller 2e Thread when I saw someone else had reported a bug in a different thread. So I figured I'd start the official bug report thread.

Adding a weapon to a PC
I got the following error message Script Error (string "campaign/scripts/manager_char.lua").692: bad argument #1 to 'len' (String expected, got nil)

NPCs (animal)
I am not able to add a weapon (either by typing it in or dragging from the Items).

Thanks for the one one, answered it on the other thread.

The second one, edit the NPC, click the + button and then drag the weapon over the new line or type the details in.

Cheers,
MBM

MadBeardMan
September 19th, 2019, 08:56
Nice work on the rule set. I just purchased it and am starting to look it over.

I have one small request/suggestion. Perhaps you can do something so that the current END, STR, DEX under Character Status modifies the Attribute and Skill rolls. I'm not sure how it would be easiest to tackle this (and surprised if it has not come up already). The easiest thing I can think of is just to have all the rollers reference the "Current" value for those three stats rather than the value on the Main tab. To go with it you may want a parenthetical value on the Main tab to show that it is modified.

It's used much less rarely than END, STR, and DEX; but the other stats can also suffer damage as well. Perhaps they should all have a MAX and CURRENT value?

I'll let you know if I come across anything else.

A good idea, I'll have a think but I'll place this on the list to do.

Cheers,
MBM

chumbly
September 20th, 2019, 02:37
Script Error: [string "ps/scripts/ps_main.lua"]:19: attempt to index global 'hiderollresults' (a nil value)
Intermittent error, sometimes I get sometimes I don't really know what is different
Received on console sometimes after setting option
Dice Tower ON
Chat: Show GM Rolls (both turn on and off show GM Rolls)

Chumbly

MadBeardMan
September 20th, 2019, 08:58
Script Error: [string "ps/scripts/ps_main.lua"]:19: attempt to index global 'hiderollresults' (a nil value)
Intermittent error, sometimes I get sometimes I don't really know what is different
Received on console sometimes after setting option
Dice Tower ON
Chat: Show GM Rolls (both turn on and off show GM Rolls)

Chumbly

Morning Chumbers,

Odd and interesting. I'll add that to my weekend 'look at' and see how to re-create it so a fix can be tested and stuff.

Thanks for taking the time to report this!

Cheers,
MBM

garrion_sw
September 21st, 2019, 17:07
Do you have a posted to-do list? I hate to start mentioning stuff you already have in the queue. I'm sure most of these are in the works toward your finished product.

TO-DO
1. Races have linked Traits (right now just text) that drop into the Racial Traits section, either manually or auto-fill when you drop your race selection onto your sheet.
2. Racial Traits modify Skills or drop weapons as appropriate when applied.
3. Careers will drop into the Career History section.
4. Homeworlds will drop into the Homeworld line. (I'm sure this is functional but see Bugs #2.)
5. Dropping a Skill into the Skills section should create specialties. Minimally, listed specialties in the Skill text should be links that can be dragged to the Skills section if applicable.

BUGS
1. Created Homeworlds are non-editable. They need the lock/unlock option so that you can add data to a created item.
2. Dropping a Homeworld "shell" into the Homeworlds line gives script error "Script Error: [string "campaign/scripts/manager_char.lua"]:90: attempt to call global 'addHomeworldDB' (a nil value)". This may be due to lack of data (Bugs #1).
3. Created and duplicated Careers are non-editable. They need the lock/unlock option so that you can add data to a created item.
4. Created Careers have the "Qualification" and "Assignments:" headers overlapping the same space.
5. The Traits section on new Races has no editable text box.
6. Duplicating a Psi Ability does not give the lock/unlock option (however, creating a new entry does.)
7. New Psi Talents do not have data entry locations for the "Reach" or "PSI Cost" headers. Additionally, locking and unlocking the entry subsequently removes the headers altogether. (You can get them back by closing and reopening the Ability.) I'm not sure what goes in the PSI Talent box when editing a new Ability. Dragging the Psionic Talents from the book reference does nothing and typing the Talent type into it does nothing. Without being able to edit a duplicated entry I can't see the formatting of that entry.

I believe that is all for now. I don't want you to think I'm being negative. I really do love this rule set and am very glad you have created it. I just want to do my part in making it better because I love the game and want to see it flourish.

MadBeardMan
September 21st, 2019, 17:14
Do you have a posted to-do list? I hate to start mentioning stuff you already have in the queue. I'm sure most of these are in the works toward your finished product.

TO-DO
1. Races have linked Traits (right now just text) that drop into the Racial Traits section, either manually or auto-fill when you drop your race selection onto your sheet.
2. Racial Traits modify Skills or drop weapons as appropriate when applied.
3. Careers will drop into the Career History section.
4. Homeworlds will drop into the Homeworld line. (I'm sure this is functional but see Bugs #2.)
5. Dropping a Skill into the Skills section should create specialties. Minimally, listed specialties in the Skill text should be links that can be dragged to the Skills section if applicable.

BUGS
1. Created Homeworlds are non-editable. They need the lock/unlock option so that you can add data to a created item.
2. Dropping a Homeworld "shell" into the Homeworlds line gives script error "Script Error: [string "campaign/scripts/manager_char.lua"]:90: attempt to call global 'addHomeworldDB' (a nil value)". This may be due to lack of data (Bugs #1).
3. Created and duplicated Careers are non-editable. They need the lock/unlock option so that you can add data to a created item.
4. Created Careers have the "Qualification" and "Assignments:" headers overlapping the same space.
5. The Traits section on new Races has no editable text box.
6. Duplicating a Psi Ability does not give the lock/unlock option (however, creating a new entry does.)
7. New Psi Talents do not have data entry locations for the "Reach" or "PSI Cost" headers. Additionally, locking and unlocking the entry subsequently removes the headers altogether. (You can get them back by closing and reopening the Ability.) I'm not sure what goes in the PSI Talent box when editing a new Ability. Dragging the Psionic Talents from the book reference does nothing and typing the Talent type into it does nothing. Without being able to edit a duplicated entry I can't see the formatting of that entry.

I believe that is all for now. I don't want you to think I'm being negative. I really do love this rule set and am very glad you have created it. I just want to do my part in making it better because I love the game and want to see it flourish.

Hi Chap,

I do have a To-do list, it's not public yet as it'll be like 1E, I'll post my plans for that update, though I'm going to create an FAQ with a possible todo section.

About the bugs, thanks for mentioning these. I'm doing bug fixes tomorrow so I'll look into them.

Homeworlds are not in MGT2E, though I left a lot of the code in just in case. I'll fix that issue for you.

Anyway thanks for taking the time to list these, that's ace of you.

Cheers,
MBM

garrion_sw
September 21st, 2019, 17:34
Homeworlds are not in MGT2E, though I left a lot of the code in just in case. I'll fix that issue for you.


They are in the Companion, though that may be a nice supplement down the road. It also adds some alternate Characteristics but I wouldn't expect for you to account for those since they are not in a FG product yet. Making manual entries would be appreciated though. Thanks again for your hard work.

MadBeardMan
September 21st, 2019, 17:38
They are in the Companion, though that may be a nice supplement down the road. It also adds some alternate Characteristics but I wouldn't expect for you to account for those since they are not in a FG product yet. Making manual entries would be appreciated though. Thanks again for your hard work.

The Core books are going to be done in that order, I think Companion is Book 5. However, I've added some features from it already, for example, Characteristics above 15. I need to give it a good read (I need to pick up the printed edition) and see what other 'easy' things are there, so what I'll do is read up on the Homeworlds part and make it work like that.

Cheers
MBM

esmdev
September 21st, 2019, 17:41
I'd love to see the Traveller Companion added in the future but am more interested in High Guard and starship construction.

MadBeardMan
September 21st, 2019, 17:47
I'd love to see the Traveller Companion added in the future but am more interested in High Guard and starship construction.

'Central Supply Catalogue' is next up, it's already underway.

'High Guard' will follow, already a lot of thought and internal conversations with FG on how best to do it, I believe one of the new Devs is going to add a basic Vehicle feature into CoreRPG which we can sub-class or something similar. Starship Construction will be the first part, then Starship Combat will follow. This then leads in the Vehicle book and everything should be in place for that.

Cheers,
MBM

LordNanoc
September 21st, 2019, 18:05
I have to chip in for MBM here. He has done a great job here and we tested this hard (a long list of fixed things proves this), still, you can't get them all. If we woulda kept testing, you wouldn't yet have the thing in your hands. So I apologize upfront for all I missed. That is on me.
And thank you for finding all I missed, guys. This community is really awesome.
��

MadBeardMan
September 21st, 2019, 18:09
I have to chip in for MBM here. He has done a great job here and we tested this hard (a long list of fixed things proves this), still, you can't get them all. If we woulda kept testing, you wouldn't yet have the thing in your hands. So I apologize upfront for all I missed. That is on me.
And thank you for finding all I missed, guys. This community is really awesome.
��

It's not on your head chap. Bugs occur, they're pesky little things that hide, and for every one found and fixed makes things easier to support. You did an ace job, the amount of data going into the ruleset is huge and you checked all of it!

esmdev
September 22nd, 2019, 06:25
I have to chip in for MBM here. He has done a great job here and we tested this hard (a long list of fixed things proves this), still, you can't get them all. If we woulda kept testing, you wouldn't yet have the thing in your hands. So I apologize upfront for all I missed. That is on me.
And thank you for finding all I missed, guys. This community is really awesome.
��

In my intro to programming class back in the 80s my professor told me that in general internal testing will get around 90% of the bugs. Most of the remaining bugs are likely to be found when the users come along and try things in ways you didn't expect them to do. Many of the things that are being found are more personal use things or small things that might easily go unnoticed. The whole ruleset is a gigantic leap forward. Everyone involved deserves kudos. :)

LordNanoc
September 22nd, 2019, 10:37
Thanks guys. Now my posting looks oddly like fishing for compliments ��

chumbly
September 22nd, 2019, 12:13
In my intro to programming class back in the 80s my professor told me that in general internal testing will get around 90% of the bugs. Most of the remaining bugs are likely to be found when the users come along and try things in ways you didn't expect them to do. Many of the things that are being found are more personal use things or small things that might easily go unnoticed. The whole ruleset is a gigantic leap forward. Everyone involved deserves kudos. :)

My experience of decades of being a software engineer is like most University Professors, he is wildly optimistic. My experience is that internal
testing(even vigorous internal testing ) will at best maybe get 60%. There is a real blindspot that internal developers have, both to be focused on what they expected to be how it was used, and not understanding how non-developers would actually use the product. Ego Based pride of development causes many internal developers to miss bugs.. because sub-consciously they are too proud of particular features of a product. It is one of the arguments for large beta's.

Sometimes, in trying to be "complete" internal testers, the developers build such massive and complex test plans, that they never complete them or it completely misses the big picture items. I once worked for a large Mass. Defense Company(hint it builds things that shoot into the air and causes other things in the air to fall down), that had an English subsidiary that delivered a "test plan" for a menu design IDE program, that was 6 feet tall above, the desk, when it got printed out.
Not one part of it got tested, the project was canceled after years of development before a single page of that test plan was tested.

In another case, I worked for a database development company(no longer in business), that had 20 testers working for 2 years measuring every pop-up box placement pixel location on a screen, examing the font and color fields of every menu etc. But shortly after product release, the company collapsed, because this "well tested" database software had a 50% chance of having the wrong answer when SQL queries were executed. So they tested all the minute items, like for example pixel placment of popups, but missed the "Big Picture" item of does the damn thing actually work.

Chumbly

MadBeardMan
September 23rd, 2019, 16:58
All,

Working on Bugs again tonight, when I finish it in the week I'll put full details here, trying to sort out the 'script' bugs (ie shows an error on the console) first and then onto the other bits.

Cheers,
MBM

garrion_sw
October 8th, 2019, 04:06
Sorry MBM, one more bug. This one may be tricky. When popping an image out to full screen mode it falls behind several screen components that it should not, most troubling is that one of these is the top border which then makes it inaccessible to reduce or increase into full screen. The other components that should be behind it in the middle docked mode are the Traveller logo in the bottom right and the decals. Screen cap attached.

29318

Thanks

PS. I tested this with several other rulesets to see if it was a v3.3.9 issue vs ruleset issue and everything was fine in the other rulesets.

esmdev
October 8th, 2019, 05:39
Have you tried it without the enhanced images extension? The first thing I have learned to do when something is amiss is to disable all the extensions I'm using and then if it works correctly add the extensions one by one until it blows up...

garrion_sw
October 9th, 2019, 00:38
Good call esmdev, but yes it is fundamental to the ruleset and not related to any extensions. I have already covered those bases.

29323

MadBeardMan
October 9th, 2019, 09:19
Sorry MBM, one more bug. This one may be tricky. When popping an image out to full screen mode it falls behind several screen components that it should not, most troubling is that one of these is the top border which then makes it inaccessible to reduce or increase into full screen. The other components that should be behind it in the middle docked mode are the Traveller logo in the bottom right and the decals. Screen cap attached.

29318

Thanks

PS. I tested this with several other rulesets to see if it was a v3.3.9 issue vs ruleset issue and everything was fine in the other rulesets.

Hi Chap,

I noticed this last week, but didn't think much of it as was working on something else. There's nothing special in the ruleset for that, what I'll do is turn off the theme and see if that is the reason (and then see how to address it).

Cheers,
MBM

MadBeardMan
October 10th, 2019, 21:21
Folks,

It was a Theme issue, been fixed, will get it up to Smiteworks over the weekend.

Cheers
MBM

esmdev
October 20th, 2019, 03:40
We made some characters this evening and were goofing around with the system, seems to be functioning really well.

One thing we noted is that the languages do not seem to be working quite right. The Ref entered a bunch of languages and we took one Language (Aslan) for instance. The Ref can talk in any of the languages, but the language does not show as available to the player, even if we use the exact same case as the Ref did.

MadBeardMan
October 20th, 2019, 12:07
We made some characters this evening and were goofing around with the system, seems to be functioning really well.

One thing we noted is that the languages do not seem to be working quite right. The Ref entered a bunch of languages and we took one Language (Aslan) for instance. The Ref can talk in any of the languages, but the language does not show as available to the player, even if we use the exact same case as the Ref did.

Ok I'll check it out, I think Languages only take effect from the start of a campaign, can't remember, let me look into it.

Cheers,
MBM

esmdev
October 20th, 2019, 23:40
Hi.

So we did an MGT2 session with the Ref using the Marooned on Marduk. No extensions or themes, just MGT2 and the module.

The first thing we noticed is when a PC is added to the combat tracker the default STR, DEX and END scores are 0. The same characters added to the party sheet show the correct values. Also NPCs added from the module also show the correct values in the combat tracker. Also the Ref was unable to change the numbers manually so everything started 0 and combat wasn't really resolvable as PCs were insta-killed on any hit.

I also think that it should be possible for Refs to alter scores in the event of an accidental unintended or extra click on the damage rolls so as to be able to remove erroneous damage.

The second thing is the Ref reported an error while moving the initial items (personal survival kit) to the party sheet.

29499

Everything seemed to work despite the error, maybe some item didn't get transferred over, not really sure.

I'm not sure but is the presence of Jack of all Trades supposed to automatically reduce the Untrained Skill roll? We're just clicking the appropriate DM modifier button at the moment but wasn't sure if that's the intended method.

Also, the core psionic talents are not all in the list of psionic talents. The powers which are auto-attached to the psionic talents are listed but I think shouldn't be listed and simply added to the action tab when the associated talent is selected. So based on my read of the manual the only selectable talents should be Awareness, Clairvoyance, Telekinesis, Telepathy and Teleportation. The powers which are associated should be added to the action tab when one of these is selected, but those are the only abilities that should be selected. I might have mis-read but that seems to be the intent.

Finally, we were thinking that since the Personal Survival Kits were like a pack sort of situation that it might be useful for you to consider adding that functionality to the ruleset like in 5E. Not sure how easy/hard that would be but would be useful for that sort of situation.

Due to the combat situation we spent most of the session roleplaying but that's fine. Hopefully that can be addressed or you can give us some solution we didn't notice. :)

esmdev

MadBeardMan
October 21st, 2019, 00:25
Hi.

So we did an MGT2 session with the Ref using the Marooned on Marduk. No extensions or themes, just MGT2 and the module.

The first thing we noticed is when a PC is added to the combat tracker the default STR, DEX and END scores are 0. The same characters added to the party sheet show the correct values. Also NPCs added from the module also show the correct values in the combat tracker. Also the Ref was unable to change the numbers manually so everything started 0 and combat wasn't really resolvable as PCs were insta-killed on any hit.

I also think that it should be possible for Refs to alter scores in the event of an accidental unintended or extra click on the damage rolls so as to be able to remove erroneous damage.

The second thing is the Ref reported an error while moving the initial items (personal survival kit) to the party sheet.

29499

Everything seemed to work despite the error, maybe some item didn't get transferred over, not really sure.

I'm not sure but is the presence of Jack of all Trades supposed to automatically reduce the Untrained Skill roll? We're just clicking the appropriate DM modifier button at the moment but wasn't sure if that's the intended method.

Also, the core psionic talents are not all in the list of psionic talents. The powers which are auto-attached to the psionic talents are listed but I think shouldn't be listed and simply added to the action tab when the associated talent is selected. So based on my read of the manual the only selectable talents should be Awareness, Clairvoyance, Telekinesis, Telepathy and Teleportation. The powers which are associated should be added to the action tab when one of these is selected, but those are the only abilities that should be selected. I might have mis-read but that seems to be the intent.

Finally, we were thinking that since the Personal Survival Kits were like a pack sort of situation that it might be useful for you to consider adding that functionality to the ruleset like in 5E. Not sure how easy/hard that would be but would be useful for that sort of situation.

Due to the combat situation we spent most of the session roleplaying but that's fine. Hopefully that can be addressed or you can give us some solution we didn't notice. :)

esmdev

Hi Esmdev,

Thanks for letting me know about these things chap.

Each PC needs to check their 'Current Values' are correct after the character has been built, this is because it doesn't update them unless you click the 'reset to max', because if the End (or other attributes are 0) that could have been done due to some damage, and if you changed your End to (say) 7 from 6, you wouldn't want the End to change from 0 to 7 if it was down to 0. I hope you understand.

So about the 'error' - I found it, it's because in the CashOnHand has 'Cr'? ie Cr2500, if you remove the Cr is will not error, though I found another error if PC's didn't have any money on hand (I don't use the PS sheet, so probably didn't test it - sorry!)

The Jack of Trades should reduce the Untrained Skill Roll for PC's, I've never looked at it for NPC's. *** I just tested it, it's not working for some reason, I'll fix it *** >--- FIXED, will be on the next update

Next thing, 'The Core Psionics Talents are not all in the list of psionic talent' - what do you mean? All the psionics abilities should be there, which ones are missing?

Last thing about the pack thing, I play DnD but don't run it, so tell me how it should work and I could probably make it the same. I personally don't use the PS sheet, so if I can make it better then do let me know. When I ran this adventure when each Player got the Survival Kits, I dragged each one onto each PC's inventory sheet and it split it all up nicely.

Anyway, I'll fix the error this week.

Cheers,
MBM

esmdev
October 21st, 2019, 02:25
Hi. Great news on the Current values! You saved our next session. :)

On the core psionic talents, they should only be Awareness, Clairvoyance, Telekinesis, Telepathy and Teleportation. These are the only things that a player can select and the only part of the psionic system that has skill ranks that can be rolled.

Once a character has a talent there are a number of connected powers that all become available. As it stands, half of the talents do not seem to be available but many of the powers which cannot be taken individually are listed.

Hope this clears it up, the psionic system is kind of odd the way it works.

On the packs system we'll try your way and see before we get too crazy into this because it might work better your way anyways.

MadBeardMan
October 21st, 2019, 10:21
Hi. Great news on the Current values! You saved our next session. :)

On the core psionic talents, they should only be Awareness, Clairvoyance, Telekinesis, Telepathy and Teleportation. These are the only things that a player can select and the only part of the psionic system that has skill ranks that can be rolled.

Once a character has a talent there are a number of connected powers that all become available. As it stands, half of the talents do not seem to be available but many of the powers which cannot be taken individually are listed.

Hope this clears it up, the psionic system is kind of odd the way it works.

On the packs system we'll try your way and see before we get too crazy into this because it might work better your way anyways.

Hey Esmdev and thanks again for the super quick response. Looking at you're from California I would think you're probably in bed, but I'll answer anyway so this can be here upon your return.

Here's a screen-shot of the available Talents, you can see all of them are there, along with all the abilities associated with a talent.

29511

So I'm pretty confused as to why your Ref has half of them missing.

Cheers,
MBM

esmdev
October 21st, 2019, 13:58
Ok. I figured it out. I guess we were using the library psi-abilities list from the top section of the library, not realizing that there was a psionic talents are access through the core rules module directly. Took me a bit to find it, but I'll pass it on so and there will be much rejoicing. So another problem is not really a problem, which is a great thing. :)

You'd be surprised how happy the group was to learn that the combat tracker issue was something we were doing (or not doing) and it wasn't a bug that would need to be fixed.

MadBeardMan
October 21st, 2019, 15:48
Ok. I figured it out. I guess we were using the library psi-abilities list from the top section of the library, not realizing that there was a psionic talents are access through the core rules module directly. Took me a bit to find it, but I'll pass it on so and there will be much rejoicing. So another problem is not really a problem, which is a great thing. :)

You'd be surprised how happy the group was to learn that the combat tracker issue was something we were doing (or not doing) and it wasn't a bug that would need to be fixed.

Hi Chap,

Yea there's no Talent List, it's quite a bit of work to add in a new class just to show 5 things, it's why in the PSI abilities you can filter by talent, and if you drag an ability into the PSI Tab on the toon sheet, it will auto add the correct Talent and then all the Abilities will appear on the list.

As for the combat tracker, thanks for letting me know your group was happy, the new update allows Robots to be created (for the Central Supply Catalogue), plus I've added images to all the equipment (learned how to do that as well from the CSC stuff).

Cheers,
MBM

esmdev
October 21st, 2019, 16:25
Hi Chap,

Yea there's no Talent List, it's quite a bit of work to add in a new class just to show 5 things, it's why in the PSI abilities you can filter by talent, and if you drag an ability into the PSI Tab on the toon sheet, it will auto add the correct Talent and then all the Abilities will appear on the list.

As for the combat tracker, thanks for letting me know your group was happy, the new update allows Robots to be created (for the Central Supply Catalogue), plus I've added images to all the equipment (learned how to do that as well from the CSC stuff).

Cheers,
MBM

Now that I know where to find the talents everything is good. Both of those (the value reset on startup and location of talents) might be a good addition to your FAQ thread. Oh and also the don't put Cr and , in the cash column. Not sure but is it possible to just make that an integer only value, I admit I'm not sure how character sheet data entry works on the back end.

Anyways, the ruleset is a thousand times improved from the 1E release and that is heap loads of awesomesauce. :)

MadBeardMan
October 21st, 2019, 17:17
Now that I know where to find the talents everything is good. Both of those (the value reset on startup and location of talents) might be a good addition to your FAQ thread. Oh and also the don't put Cr and , in the cash column. Not sure but is it possible to just make that an integer only value, I admit I'm not sure how character sheet data entry works on the back end.

Anyways, the ruleset is a thousand times improved from the 1E release and that is heap loads of awesomesauce. :)

I've fixed the Cash On Hand, it allows both the Cr and non-Cr to be used. I've popped advice on the Current Values in the FAQ, in a future update all characteristics will be in the Actions Tab, and I'm planning how to fit in the new ones from the Companion book as well (for when that arrives).

Thanks for your kind words, in the new year my only focus will be on Traveller and RuneQuest, the occasional DnD book, or CoC book might be done, but on the whole it's MGT2 for me.... until 2300AD drops then working on that!

Cheers,
MBM

esmdev
October 27th, 2019, 03:12
So in this morning's game we had a minor problem. The Ref added a weapon to an NPC that we couldn't get to fire clicking the normal hit box in the combat tracker. We moved on and fudged around it until I could test after the game. I should mention the Ref is using Marooned on Marduk. Anyways in testing I determined that he somehow added the weapon while the NPC record was locked and it was added but unusable. If we unlocked the record, deleted and readded the weapon it then worked perfectly.

esmdev
October 27th, 2019, 03:14
Oh also Runequest!!! :) Not to derail the thread but what version are you planning?

MadBeardMan
October 27th, 2019, 13:33
So in this morning's game we had a minor problem. The Ref added a weapon to an NPC that we couldn't get to fire clicking the normal hit box in the combat tracker. We moved on and fudged around it until I could test after the game. I should mention the Ref is using Marooned on Marduk. Anyways in testing I determined that he somehow added the weapon while the NPC record was locked and it was added but unusable. If we unlocked the record, deleted and readded the weapon it then worked perfectly.

Morning,

Thanks letting me know about this, but I have some good news (I hope!).

Check here:

https://www.fantasygrounds.com/forums/showthread.php?51325-MGT2-v1-0-2

It's already fixed, should be released on Tuesday as it was on TEST last week.

Cheers,
MBM

MadBeardMan
October 27th, 2019, 13:35
Oh also Runequest!!! :) Not to derail the thread but what version are you planning?

Not VtM is finished, I can get back on RQ (the latest version) 'RuneQuest - Roleplaying in Glorantha' (a few CoC books to finish as well know).

Cheers,
MBM

esmdev
October 27th, 2019, 16:52
Glad to hear about the fix and Runequest.

While I was entering some worlds, I noticed that the SubSector pulldown at the bottom doesn't update until you close and re-open the campaign. It's not really a big deal but figured I'd note it.

Also being able to drop in the UWP is fantastic! :)

One suggestion (if you have some free time) would be to auto-fill the trade codes from the UWP at the same time. It would would reduce data entry time by a little bit, especially if entering multiple SubSectors.

MadBeardMan
October 30th, 2019, 13:45
Glad to hear about the fix and Runequest.

While I was entering some worlds, I noticed that the SubSector pulldown at the bottom doesn't update until you close and re-open the campaign. It's not really a big deal but figured I'd note it.

Also being able to drop in the UWP is fantastic! :)

One suggestion (if you have some free time) would be to auto-fill the trade codes from the UWP at the same time. It would would reduce data entry time by a little bit, especially if entering multiple SubSectors.

Hi Esmdev,

So the issue with SubSector, how were you expecting it to update? Can you talk me through the expected behaviour please.

The UWP is a bit of a pain, but I just had a grand idea so I'm going to try something in a bit. We all know the first 4 can be hex (so I can check for that) the next 7 are the world data, then it's star port, and depending on what version of the UWP you expect to use, it's then trade codes, travel codes, other, system etc.

Cheers
MBM

esmdev
October 30th, 2019, 14:06
Hi.

So what is was thinking is when we input the UWP, and then you parse it to put the info into the individual boxes (like Fairport, size, population, etc), then you could go one step further and auto fill the trade code box towards the bottom as well. Since the UWP data is now broken into its individual components the numbers needed to calculate trade codes are already available.

MadBeardMan
October 30th, 2019, 14:30
Hi.

So what is was thinking is when we input the UWP, and then you parse it to put the info into the individual boxes (like Fairport, size, population, etc), then you could go one step further and auto fill the trade code box towards the bottom as well. Since the UWP data is now broken into its individual components the numbers needed to calculate trade codes are already available.

Yea, I already did that for MGT1 but in MGT2 they've dropped the hex code and if people copy the UWP from TravellerMaps then it causes a bit of a mess, there might appear to be consistency but there isn't.

So what I'm doing now is breaking it into individual sections, ie if the first four are Hex, that's the hex code, the next 8 (9 including the hypen), then the rest is one chunk and I'll split that into each series of letters, ie I should get Z, Ni, Ag, G and I could say the 'Z' is a base (I'll compare it), the 'Ni and Ag' are Trade codes and the 'G' is a Travel code, it should work.

I'll know in about 30 minutes,
Cheers
MBM

esmdev
October 30th, 2019, 18:33
I wrote a web app way way back in the day when I was learning vb-script and classic asp...

This was the section I used to write all of the world information into an access database. It took the Hex value, converted it to decimal and then did all of the trade code calculations and some other things in preparation to write the system info to the database. It is written for T4 so some stuff is irrelevant but hopefully the idea behind it might be helpful.

MadBeardMan
October 30th, 2019, 18:42
I wrote a web app way way back in the day when I was learning vb-script and classic asp...

This was the section I used to write all of the world information into an access database. It took the Hex value, converted it to decimal and then did all of the trade code calculations and some other things in preparation to write the system info to the database. It is written for T4 so some stuff is irrelevant but hopefully the idea behind it might be helpful.

Hi Esmdev,

Rather than doing what I was meant to be doing (!) I've re-written the World UWP parser and I'm much happier with it.

It supports Hex Code (or not), World Data, Bases, Trade Codes and then Travel Code.

I've given it a good test, but I'll send it to test tomorrow for others to break.

Cheers,
MBM

esmdev
October 30th, 2019, 18:58
Sounds awesome. :) look forward to seeing how it works.

esmdev
November 4th, 2019, 04:11
Hi. While making some characters this evening we noticed the navy enlisted ranks were using the merchant table instead of the navy table. It includes the ranks and skills.

LordNanoc
November 4th, 2019, 09:20
Hi. While making some characters this evening we noticed the navy enlisted ranks were using the merchant table instead of the navy table. It includes the ranks and skills.

Fascinating. I found that before and MBM had that one corrected already. I hope we're not on an old version here 🧐

esmdev
November 4th, 2019, 16:17
Fascinating. I found that before and MBM had that one corrected already. I hope we're not on an old version here ��

The version in chat indicates v1.0.2. Sometimes old stuff creeps in to new stuff when your back is turned. Should be easy to repair. If you remember anything else you saw around that point in time maybe you could spot check some of them to be sure it is only that one table.

So far things seem pretty well edited and tested, so it's all good. :)

LordNanoc
November 4th, 2019, 19:45
Na, you would have stumbled over them. There were mixups like that in the navy skills as well, so if you didn't notice anything there I am sure, it's just something minor that has refaced.
I sent MBM the old testprotocols again. I am sure this is fixed soon. He is after all a wizard of code ��

MadBeardMan
November 9th, 2019, 15:25
Na, you would have stumbled over them. There were mixups like that in the navy skills as well, so if you didn't notice anything there I am sure, it's just something minor that has refaced.
I sent MBM the old testprotocols again. I am sure this is fixed soon. He is after all a wizard of code ��

And those mixups - never re-appear as such, what they do is hide and wait. It's like when you post a message, or send an email. When you check before you send you see everything is correctly spelt and grammar perfect. Soon as it's gone, and then you get a reply and see your original message you wonder how so many wrongly spelt words and missing connecting words there were!

This'll be done this weekend.

Huzzah
MBM

LordNanoc
November 9th, 2019, 16:43
@MBM ... the part with the spelling made me laugh :D

MadBeardMan
November 9th, 2019, 21:31
Hi. While making some characters this evening we noticed the navy enlisted ranks were using the merchant table instead of the navy table. It includes the ranks and skills.

And fixed, will be sent this weekend as it's the Ref Manual and not the ruleset.

Cheers,
MBM

esmdev
November 10th, 2019, 20:48
Hi. In the reference manual the Noble career incorrectly lists a commission roll. Nothing else to report after this morning's game.

LordNanoc
November 11th, 2019, 18:47
It's still mysterious. We had all the careers sorted out. They were correct. Strangely, errors are showing up, that have been corrected for sure. But not all of them.
Doesn't seem logical.

esmdev
November 11th, 2019, 19:36
It's still mysterious. We had all the careers sorted out. They were correct. Strangely, errors are showing up, that have been corrected for sure. But not all of them.
Doesn't seem logical.

Usually when one thing creeps in other things likely creep in with it. We've not really noticed many problems and none of them were game breaking, mostly just text and not system, so that's pretty good.

We're sometimes so lose with our games that we're probably not noticing errors even if we see them so it's all good. :)

MadBeardMan
November 12th, 2019, 10:19
Usually when one thing creeps in other things likely creep in with it. We've not really noticed many problems and none of them were game breaking, mostly just text and not system, so that's pretty good.

We're sometimes so lose with our games that we're probably not noticing errors even if we see them so it's all good. :)

These text issues are odd, the ref manual is actually a text file that's then read and exported as an XML file for FG. The text file is under source control and it's saying these issue have always been there, so it could be that wall of text thing, you see so much text you spot 50% and not the other 50%.

Cheers,
MBM

esmdev
November 13th, 2019, 04:02
Hi. This evening while testing some random stuff I noticed that an unskilled roll with Jack-of-all-Trades 4 or higher will apply a positive to the unskilled test. If the skill is above 3 nothing should be added.

esmdev
November 13th, 2019, 15:11
Hi. Navy career mustering benefit option 1 (reference): Personal Vehicle of Ship Share. The of should be or. The table is correct, just reference manual.

MadBeardMan
November 13th, 2019, 15:25
Hi. Navy career mustering benefit option 1 (reference): Personal Vehicle of Ship Share. The of should be or. The table is correct, just reference manual.


Hi. This evening while testing some random stuff I noticed that an unskilled roll with Jack-of-all-Trades 4 or higher will apply a positive to the unskilled test. If the skill is above 3 nothing should be added.

I'll fix these in 1.0.3

Cheers!
MBM

esmdev
November 13th, 2019, 15:51
Hi.

I was also noticing that it doesn't recalculate the characteristic modifiers in skills if the value changes on the main tab or the action tab. For instance, on the action tab if I manually change an 9 dex to an 8 dex the skills don't recalculate. Or if I increase dex from a 8 to a 9 on the main tab it also doesn't recalculate. I can scroll through the characteristic options dex back around to dex and it will recalculate but this can get kind of tedious if it has to be redone every time the characteristic value changes enough to change a modifier.

So I guess I'm wondering if this is a bug (I thought it was recalculating sometime back but might have been mistaken) or if it is working as intended and I need to remind my players to recalculate when things change around.

MadBeardMan
November 13th, 2019, 15:54
Hi.

I was also noticing that it doesn't recalculate the characteristic modifiers in skills if the value changes on the main tab or the action tab. For instance, on the action tab if I manually change an 9 dex to an 8 dex the skills don't recalculate. Or if I increase dex from a 8 to a 9 on the main tab it also doesn't recalculate. I can scroll through the characteristic options dex back around to dex and it will recalculate but this can get kind of tedious if it has to be redone every time the characteristic value changes enough to change a modifier.

So I guess I'm wondering if this is a bug (I thought it was recalculating sometime back but might have been mistaken) or if it is working as intended and I need to remind my players to recalculate when things change around.

How often are their Characteristics changed? My players rarely have there's changed.

It's quite hard to make it update the skill list but it can be done, as I'll add it onto the MGT2 Todo list.

https://www.fantasygrounds.com/forums/showthread.php?51096-MGT2-Todo-List

Cheers,
MBM

esmdev
November 13th, 2019, 16:50
How often are their Characteristics changed? My players rarely have there's changed.

It's quite hard to make it update the skill list but it can be done, as I'll add it onto the MGT2 Todo list.

https://www.fantasygrounds.com/forums/showthread.php?51096-MGT2-Todo-List

Cheers,
MBM

Hi, the most often changes are temporary to STR, DEX and END because of damage sustained or recovered which have the potential to happen regularly.

MadBeardMan
November 13th, 2019, 16:54
Hi, the most often changes are temporary to STR, DEX and END because of damage sustained or recovered which have the potential to happen regularly.

Ok I understand, in the near future I'm updating the 'Wound Tracker' (as I call it) to have all the stats available for damage/changing etc. It's a request from another player.

Soon as I've done that, I'll link the skills stats then to the 'Wound Tracker' mod levels, that'll solve your issue/need? I'll try and do that in 1.0.3, I want to code freeze next week so it's out at the end of this month.

Cheers,
MBM

esmdev
November 13th, 2019, 17:08
Sounds great.

MadBeardMan
November 13th, 2019, 17:10
Sounds great.

Thanks chap, and thanks for your posts. If you didn't post they'd only get sorted when I run into them, my game is going to start up again soon, Pirates of Drinax...

esmdev
November 13th, 2019, 18:30
One of the games we're running is Pirates too. :)

BTW, while I was goofing off with the Psion rules again I noticed that the psi mod updates when the psi mod changes on the main tab. Maybe the same code would work for the skills?

MadBeardMan
November 15th, 2019, 19:29
One of the games we're running is Pirates too. :)

BTW, while I was goofing off with the Psion rules again I noticed that the psi mod updates when the psi mod changes on the main tab. Maybe the same code would work for the skills?

Yep I got the Psion bit working using some magic and potions, so yes, I'll be re-using that code, making it generic so can just pass in the value to check and the object to link, or some-such.

MGT2 v1.0.3. should be completed 22nd/23rd so should hit before the end of the month, then it's onto 1.1.0 for Central Supply Catalogue.

Cheers,
MBM

PhilAdams
November 18th, 2019, 07:29
First off, thank you so much for working on this project. Traveller will always have a special place in my heart, and I really like what's been done with 2e. :)

I'm not sure if this is a bug or not, but here goes.

For Initiative (on the Actions tab), no number shows up in the field for the die roll. It seems to default to the DEX mod, but it should be doing a function to take the higher of DEX/INT (and it would seem like it would be better to show whichever value in that field).

"INITIATIVE
At the start of any combat, every Traveller makes either
a DEX or INT check (it pays to be quick of hand or quick
of the mind)."


I think you're already working on this one, but on the Actions tab, if weapons are added to the PC before skills are finalized, the skill modifier doesn't update.

Once again, thanks so much for this great product!

esmdev
November 18th, 2019, 17:51
I guess to follow-up on the initiative questions, is there a way to factor the effect of a tactics check into the initiative results?

MadBeardMan
November 21st, 2019, 18:48
First off, thank you so much for working on this project. Traveller will always have a special place in my heart, and I really like what's been done with 2e. :)

I'm not sure if this is a bug or not, but here goes.

For Initiative (on the Actions tab), no number shows up in the field for the die roll. It seems to default to the DEX mod, but it should be doing a function to take the higher of DEX/INT (and it would seem like it would be better to show whichever value in that field).

"INITIATIVE
At the start of any combat, every Traveller makes either
a DEX or INT check (it pays to be quick of hand or quick
of the mind)."


I think you're already working on this one, but on the Actions tab, if weapons are added to the PC before skills are finalized, the skill modifier doesn't update.

Once again, thanks so much for this great product!

Hello,

Nice question, maybe allow the Character to select which Stat they want to use for the CT Init roll, by having a drop down on the Action Tab next to the Init box, INT or DEX?

Cheers,
MBM


I guess to follow-up on the initiative questions, is there a way to factor the effect of a tactics check into the initiative results?

Not at the moment, which is why there's a Init Mod field within the CT to allow you to have an effect. It's possible when an init roll is made, I can scan all the PC's in the CT and auto apply the highest tactics level, thinking aloud though, shouldn't be too hard....

Cheers,
MBM

esmdev
November 21st, 2019, 21:56
Hello,

Not at the moment, which is why there's a Init Mod field within the CT to allow you to have an effect. It's possible when an init roll is made, I can scan all the PC's in the CT and auto apply the highest tactics level, thinking aloud though, shouldn't be too hard....

Cheers,
MBM

The tactics roll applies the effect as a modifier to initiative. So it is probably best if we just use the mod column which I am somehow just noticing now that you brought it up... :)

LordNanoc
November 22nd, 2019, 15:53
Another thing or two rumbling in my head ...

1st:
atm every "to hit" roll is average difficulty. And this might actually be, what Mongoose intended, as they write in their 2E rulebook:
"[...] The Traveller declares he is going to attack and selects
a target. The target may then choose a Reaction. The
Traveller then makes an appropriate skill check and, as
normal for any Average skill check, if he scores 8+, the
attack is successful and damage is dealt to the target [...]"

But if this is true, how do you work in difficult situations, i.e. with a lot of movement or range or something else, that makes it difficult to hit the target?

2nd:
During combat, in the chat window of the player, you can read the armour of your opponent. Now I know from a D&D campaign I'm in (also using FG), that this is not displayed there and their reasoning is, that it might enable "meta play". You don't always know the armour (or in D&D armour class) of your opponent. Do you think, this should be left out, or otherwise be selectable in the options (if that is possible -> looking over @MBM)?

esmdev
November 22nd, 2019, 16:53
1st: I generally assign modifiers for the players based on whatever it says in the various books. Like for instance, Aim provides a +1 to hit based on the number of minor actions applied up to 6. Usually they just aim and shoot so I just say apply a +1. Or whatever the appropriate modifiers are for whatever is going on.

2nd: I agree, I think it should be option selective for players to see the armour rating of an opponent. I do want to see it as a GM but I'd like to be able to set it off for players, but I also know that some people would rather leave it on so definitely an option.

MadBeardMan
November 23rd, 2019, 14:50
1st: I generally assign modifiers for the players based on whatever it says in the various books. Like for instance, Aim provides a +1 to hit based on the number of minor actions applied up to 6. Usually they just aim and shoot so I just say apply a +1. Or whatever the appropriate modifiers are for whatever is going on.

2nd: I agree, I think it should be option selective for players to see the armour rating of an opponent. I do want to see it as a GM but I'd like to be able to set it off for players, but I also know that some people would rather leave it on so definitely an option.

I'll add it as a game option. I did the chat window to show the sums mostly to prove the end result, now if we're all happy it's accurate I can hide it. There's a nice armour update coming to v1.1 for the CSC book, because all the new weapon traits and armour traits I thought I'd update it all and make it simpler.

Cheers

sjard
November 27th, 2019, 02:24
Fairly minor thing, but the deck plan for the Far Trader is the deck plan for the Free Trader (I know they're quite similar, but in this case they're the same map, and there is a difference). One way to tell the difference is that the Free Trader deck plan has a legend 1-4, and the Far Trader has a legend 1-5. There's also a small corner cut out towards the back end of the map for the Far Trader deck plan.


I'd probably have to take it up with mongoose themselves as to why they list a Type A variant as a Type A2 instead of using an actual Type A2. (This is in the print/pdf versions as well so not an FG version issue).

esmdev
November 27th, 2019, 03:01
Fairly minor thing, but the deck plan for the Far Trader is the deck plan for the Free Trader (I know they're quite similar, but in this case they're the same map, and there is a difference). One way to tell the difference is that the Free Trader deck plan has a legend 1-4, and the Far Trader has a legend 1-5. There's also a small corner cut out towards the back end of the map for the Far Trader deck plan.


I'd probably have to take it up with mongoose themselves as to why they list a Type A variant as a Type A2 instead of using an actual Type A2. (This is in the print/pdf versions as well so not an FG version issue).

The A2 also has the passenger commons in the back and the A in the front (these are both copies of the A). It's possible that MBM just duplicated the same image. It's really easy to do when you're looking at ships that look almost identical.

To be honest, I'm not sure why they didn't use the Marava in the main book so that the Free and Far would be different enough at a glance.

MadBeardMan
November 27th, 2019, 10:38
The A2 also has the passenger commons in the back and the A in the front (these are both copies of the A). It's possible that MBM just duplicated the same image. It's really easy to do when you're looking at ships that look almost identical.

To be honest, I'm not sure why they didn't use the Marava in the main book so that the Free and Far would be different enough at a glance.

When the images 'come' to me, they're named 'XXXX-XXXXX.jpg' so it's down to me to rename them something more suitable. This is my mistake, and oddly, I thought I double checked all of the maps. I do have the older 2d maps almost ready to add as well, I'll make sure I get this issue sorted in 1.0.3 which is almost finished.

Cheers,
MBM

LordNanoc
December 3rd, 2019, 14:49
... oddly, I thought I double checked all of the maps...



Yep, you did. And I did, too. Some things keep popping up, that are a tad strange.

esmdev
December 3rd, 2019, 18:51
Yep, you did. And I did, too. Some things keep popping up, that are a tad strange.

It gives us something to find, and since they are mostly just appearance and wording and not function, that's okay. :)

esmdev
December 8th, 2019, 23:52
I'm not sure if this is a bug or by design. In the mustering benefits table does not allow players to apply modifiers to the table rolls. You can click the bottom left and that will work but they have to remember to keep adding it. Being able to use the table would be preferable because the modifier is retained however many rolls you make.

meachie
December 9th, 2019, 09:39
30761 Entering a modifier into this box allows you to add modifiers on table rolls

esmdev
December 9th, 2019, 13:54
30761 Entering a modifier into this box allows you to add modifiers on table rolls

I was specifically talking about the player side not the referee side. Players cannot enter anything in the window. If I enter a modifier it doesn't change their rolling so the modifier would have to be done on the player side.

MadBeardMan
December 9th, 2019, 16:08
I was specifically talking about the player side not the referee side. Players cannot enter anything in the window. If I enter a modifier it doesn't change their rolling so the modifier would have to be done on the player side.

Only the mod box works out of the 'box', the desktop +1 etc don't work as the code isn't called when rolling tables (desktopModifiers)

esmdev
December 9th, 2019, 16:17
Only the mod box works out of the 'box', the desktop +1 etc don't work as the code isn't called when rolling tables (desktopModifiers)

The mod box on the mustering benefit table of the player client does not allow an entry of any kind. It works fine on the host but not on the client.

If you log on to the host as a player client, click the mustering benefit for any career, and then attempt to enter a modifier it will not let you.

MadBeardMan
December 9th, 2019, 16:20
The mod box on the mustering benefit table of the player client does not allow an entry of any kind. It works fine on the host but not on the client.

If you log on to the host as a player client, click the mustering benefit for any career, and then attempt to enter a modifier it will not let you.

I'm talking about the Modifier Box (bottom left), that works on client/host. The modifier buttons aren't called by either.

Cheers

esmdev
December 9th, 2019, 16:22
I'm talking about the Modifier Box (bottom left), that works on client/host. The modifier buttons aren't called by either.

Cheers

Ah, I see. Gotcha. :) BTW, the table modifiers do work on the host side so I was confused.

MadBeardMan
December 9th, 2019, 16:24
Ah, I see. Gotcha. :) BTW, the table modifiers do work on the host side so I was confused.

It's ok, I might see if Moon Wizard can share some light on making desktop +1 affect tables, but I don't think they do in DnD so probably can't.

esmdev
December 9th, 2019, 16:25
It's ok, I might see if Moon Wizard can share some light on making desktop +1 affect tables, but I don't think they do in DnD so probably can't.

No problem, I can just tell them use the box and if you forget to use the box that's on you. ;)

esmdev
December 10th, 2019, 19:46
Hi. Just got the update this morning and have been playing with it. Looks nice.

I immediately jumped into NPCs. I really like the new functionality.

One thing that I noticed in the new NPC section, if you write in a skill like admin 0, pilot 1 then you can click on it and it will roll it. If you drag the skill over from the skills window it will not let you click on it to roll it.

esmdev
December 10th, 2019, 19:51
Another thing I noticed is the equipment/weapon sections will accept drag and drop from the items menu, but not custom weapons from the items menu.

MadBeardMan
December 15th, 2019, 13:32
Another thing I noticed is the equipment/weapon sections will accept drag and drop from the items menu, but not custom weapons from the items menu.

I'll double check on those skill rolling/clicking - they should be parsing 'the skill/level' on entry.

I'll also double check to see why custom weapons aren't able to be dragged.

Cheers,
MBM

alfarobl
December 21st, 2019, 01:22
I am adding some Pregens to the campaign and I found these issues with Ruleset 2E 1.0.3:

* While Vacc Suit shows correctly in Armour (Main Tab) when I added Subdermal Armour TL10 it is only shown inside Equipment.
* Also I tried adding a Knife Weapon and it did not work. I cannot edit any details. Is it possible to create your own weapons?
* Jack of All Trades did not automatically modify Unskilled Skill. I had to set Level -1 manually to modify Unskilled.
* PSI could be hidden unless you checked a box or something similar? It would remove Stat PSI from showing and Psionics Tab to make charsheet easier?
* Charsheet cannot be expanded horizontally.
* Could Occupation be added? There is Career history but not current Occupation that could be Ex-Scout for example.

Will post if I find something else. Thanks!

MadBeardMan
December 21st, 2019, 01:30
I am adding some Pregens to the campaign and I found these issues with Ruleset 2E 1.0.3:

* While Vacc Suit shows correctly in Armour (Main Tab) when I added Subdermal Armour TL10 it is only shown inside Equipment.
* Also I tried adding a Knife Weapon and it did not work. I cannot edit any details. Is it possible to create your own weapons?
* Jack of All Trades did not automatically modify Unskilled Skill. I had to set Level -1 manually to modify Unskilled.
* PSI could be hidden unless you checked a box or something similar? It would remove Stat PSI from showing and Psionics Tab to make charsheet easier?
* Charsheet cannot be expanded horizontally.
* Could Occupation be added? There is Career history but not current Occupation that could be Ex-Scout for example.

Will post if I find something else. Thanks!

Greetings!

Subdermal armour isn't listed as armour so won't show, it's technically equipment, however for the Central Supply Catalogue I'm updating armour so I'll look into this.
You can add weapons, just create a new item, set the type as 'Weapons' and it will add all the fields
JoaT does not modify the unskilled in the skill window, it modifies the roll.
PSI, yes this can be done I'll look into it
Charsheet, there are no plans to allow it to be expanded at the moment, a new character sheet will be added in the future that will (when I get around to the Companion book)
Occupation, where would you want to see this added, inside the tab below Career History? If so, yes, can do that.

So thanks for all of these, some good ideas!

Cheers,
MBM

alfarobl
December 21st, 2019, 01:53
You can add weapons, just create a new item, set the type as 'Weapons' and it will add all the fields
JoaT does not modify the unskilled in the skill window, it modifies the roll.
Charsheet, there are no plans to allow it to be expanded at the moment, a new character sheet will be added in the future that will (when I get around to the Companion book)
Occupation, where would you want to see this added, inside the tab below Career History? If so, yes, can do that.

So thanks for all of these, some good ideas!

Cheers,
MBM

Thank you for your quick reply. I add some more details to some issues:
* I can add weapons manually but then they are not shown in Action later... only inside Equipment. I was able to add some Weapon inside Action Tab using some trick but later I was unable to edit it.
* You are rigth about JoaT when I roll it does apply a mod to the roll correctly. But now I have another issue as I set -1 to Level now I cannot edit it back to -3. It cannot be removed and if I drop it over it keeps adding up Levels and no way to drop a blank one? Inside Skill list there is no Unskilled with -3.
* When I mean expand charsheet I meant to use arrows with mouse on border to increase size horizontally. I can do it vertically, just not horizontal to read text like with a long background text it would be usefull.
* Occupation, where you find it easier to add... Career History or Main Additional Info would make sense. I am adding the Pregens from the Starter Box and they included that field. It makes sense to show current occupation for some PCs.

Thank you again for your help!

alfarobl
December 21st, 2019, 02:33
* I was able to fix Unskilled with a trick... I changed name of bad Unskilled and added a new one with right name then set Level to -3 and it got fixed (also I was able to delete now the wrong unskilled).
* Vacc Suit is there any option to disable Encumbrance penalty to apply? I usually don't penalize for wearing clothes and armour, only if they carry it inside a backpack for example. I have a Pregen that is encumbered because of the Vacc Suit, if I disable the weight icon check then it disappears from Armour on Main. Is there an option to disable encumbered penalty?
* Also found that if I uncheck weight on Armour (Vacc Suit) it disappears from Main as it seems not being wear, but if I do the same with Blade it does not disappear from Actions Tab. It should work like that?
* CR Money with long 0s.. maybe it would help if you input 50000 to show 50,000 format instead of so many 0s for money? Visually it would help on Cash on Hand.

Sorry to bother you but I keep adding stuff that I find so I won't forget. Hope that some of them help you. Best regards!

esmdev
December 21st, 2019, 03:06
Unskilled works by default. When you have Jack of All Trades and roll on unskilled the roll will reflect the correct outcome in the chat window without needing to do anything with either skill.

alfarobl
December 21st, 2019, 16:26
Got following error when dropping Plastic (Explosives?) inside Equipment:
"Script Error: [string "campaign/scripts/manager_char.lua"]:698: bad argument #1 to 'len' (string expected, got nil)"

MadBeardMan
December 22nd, 2019, 12:21
Got following error when dropping Plastic (Explosives?) inside Equipment:
"Script Error: [string "campaign/scripts/manager_char.lua"]:698: bad argument #1 to 'len' (string expected, got nil)"

Interesting! Thanks for this, there's an update coming for Central Supply where I've possibly already fixed this! Let me check.

Cheers,
MBM

garrion_sw
January 1st, 2020, 17:32
**This is for UNITY**

There are also several font issues where the text on sheets is not contained within perimeters and overlaps into the text entry boxes or overlaps with other text. In some other cases the text is cut off. I'm noticing this mostly on the PC sheet for now.

Thanks and have a great New Year.

Moon Wizard
January 1st, 2020, 20:58
Adjusting the TTF used or the font size down in the ruleset should fix this.

Originally, I made the ruleset fonts in my rulesets with height 14 for FGU; but I had to correct about a month ago to height 12 which was the actual size used to create the old bitmap font files. MBM might still be using the original TTF sizes for the FGF replacements; or they might have always been too big.

MBM, let me know if you have any questions.

Cheers,
JPG

garrion_sw
January 4th, 2020, 17:36
Sorry, Moon Wizard. I saw all your responses to my string of posts. I was on a roll going through and testing all the rulesets. I'll redirect to the FGU subforum from here on out. It just seemed cluttered and rather than start a new thread I thought posting here would be better since this was a specific ruleset issue for the dev to look at and not a generic Unity issue.

Thanks

shadowspleen
February 1st, 2020, 04:53
Just started a MgT2 campaign, and, as a fan of traveller from very, very far back, I'm extremely happy with what's been done integrating this in Fantasy Grounds. I'm introducing some people to Traveller for the first time (custom universe), and they seem to be really enjoying it.

The obligatory "You're awesome, keep up the good work, please!!" aside, I did notice an issue with checking fatigue. In MgT2, fatigue is supposed to apply a bane to all checks, per page 77 in the core book (I'm using a PDF version.) Currently, FG applies a -2 to rolls, which is something I think was done in the first Mongoose edition. Hasn't been a problem in our game, and it's something I can work around or just keep the original effect, but thought I'd point out.

Again, awesome work, and my thanks for giving me such a great tool to bring my friends into such a great game.

Serg Barbeau
February 19th, 2020, 18:15
Kind day.
Good work! I am very grateful for the appearance of a Traveller 2E in Fantasy Grounds.
My addition:
Armor applies equally to all forms of damage unless it specifically states otherwise (like Reflec and Ablat do) - answer of Moongoose.
Central Supply Catalogue introduces the following types of protection: laser, plasma, fire, energy, psionic. This means that the armor has additional protection against these types. Therefore it is necessary to prescribe all these types of protection in armor.
It is necessary to introduce general protection, as in the Corebook, which will apply to all types of damage (except radiation).
Has to be: Flak Jacket: Protection 5
But now it is necessary for game: Flak Jacket: Kinetic 5, Laser 5, Plasma 5, Energy 5, Fire 5, Psionic 5
Flak Jacket: only Kinetic 5 - wrong!

Sorry for my translated English.

esmdev
February 19th, 2020, 21:34
Kind day.
Good work! I am very grateful for the appearance of a Traveller 2E in Fantasy Grounds.
My addition:
Armor applies equally to all forms of damage unless it specifically states otherwise (like Reflec and Ablat do) - answer of Moongoose.
Central Supply Catalogue introduces the following types of protection: laser, plasma, fire, energy, psionic. This means that the armor has additional protection against these types. Therefore it is necessary to prescribe all these types of protection in armor.
It is necessary to introduce general protection, as in the Corebook, which will apply to all types of damage (except radiation).
Has to be: Flak Jacket: Protection 5
But now it is necessary for game: Flak Jacket: Kinetic 5, Laser 5, Plasma 5, Energy 5, Fire 5, Psionic 5
Flak Jacket: only Kinetic 5 - wrong!

Sorry for my translated English.

Hi.

Welcome to the Traveller forums.

All those types are already in the ruleset just not implemented very well. The next release is expected to address both main protection for armor and a better setup for typed damage (hopefully).

Unfortunately the developer is having family medical problems and there isn't currently a date on the next update.