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demonsamurai
August 25th, 2020, 17:44
Any ideas when High Guard might be released? I'm bursting with anticipation here !

adzling
August 25th, 2020, 19:09
ditto, i think he said it's "in review"

MadBeardMan
August 26th, 2020, 13:22
ditto, i think he said it's "in review"

It's in review, oddly last night I fixed some formatting/spelling errors, tonight addressing the spacecraft data issues, then it's back to being tested. Once that's cleared it's then for Smiteworks to review and release.

I won't guess on the date as Marches 2, has been with SW for a good while.

But 1.1.4 will be in the test server very soon and once that's landed, the Spacecraft extensions can be worked on for Spacecraft CT!

Cheers,
MBM

demonsamurai
August 26th, 2020, 21:49
Nice one MBM, thanks for the reply.

MadBeardMan
August 28th, 2020, 16:58
Folks,

Just to let you know. Lord Nanoc finished his review of the updates I sent through. He needs v1.1.4 before he can sign off parts of the space craft data.

Soon as that's available in test he can finish it, then it goes to SmiteWorks and we then wait, but as it's with them the Spacecraft CT will be the focus (along with Pirates).

Cheers,
MBM

demonsamurai
August 28th, 2020, 22:50
Top guy, thanks so much for keeping us all up to date !

rcruk
October 3rd, 2020, 09:39
Hi MBM,

Any news from Smiteworks as to a release date?

R.

MadBeardMan
October 3rd, 2020, 14:25
Hi MBM,

Any news from Smiteworks as to a release date?

R.

Hi Chap,

Nope. Not sure when, as still waiting for items sent previous to HG to be released. I'll ask when I send the next update. I'm on v1.1.5 this weekend.

Cheers,
MBM

rcruk
October 27th, 2020, 00:17
Hi Chap,

Nope. Not sure when, as still waiting for items sent previous to HG to be released. I'll ask when I send the next update. I'm on v1.1.5 this weekend.

Cheers,
MBM

Did you get any clue MBM? I'm guessing I speak for a few eager souls when I say - really looking forward to adding Highguard to the game :)

Xargun
October 27th, 2020, 14:29
Did you get any clue MBM? I'm guessing I speak for a few eager souls when I say - really looking forward to adding Highguard to the game :)

Not so eager for High Guard as I am for Ship Combat to be fully integrated :)

Xargun

Sylvesr
October 27th, 2020, 16:20
Not so eager for High Guard as I am for Ship Combat to be fully integrated :)

Xargun

I am not launching my campaign UNTIL ship combat is fully integrated. I bought Traveller assuming it was a complete system and am very disappointed that after my purchase I discovered it was still in development. For me and my gamers the Ship Combat component is vitally important. It makes little sense to me to launch High Guard until the space combat system is up and running. Kind of the cart before the horse situation.

Xargun
October 27th, 2020, 16:25
I am not launching my campaign UNTIL ship combat is fully integrated. I bought Traveller assuming it was a complete system and am very disappointed that after my purchase I discovered it was still in development. For me and my gamers the Ship Combat component is vitally important. It makes little sense to me to launch High Guard until the space combat system is up and running. Kind of the cart before the horse situation.

Same here - but my group seems fine.. We did some space combat and they lost all their taste for it once they had to pay for repairs on their ship. As for the completedness of the product I am fine with it. I left roll20 to come here and so far in the couple months we've been here I have seen more development on the product than I saw in years on roll20. I, for one, am willing to wait for the new features to be added.

Xargun

Sylvesr
October 27th, 2020, 16:48
I love the development and the responsiveness!! MBM is a lunatic with is drive and virve for the game and he is why I didn't cut and run and remain patiently in the wings.

Sadly for me I am not a huge tech guy when it comes to community expansions and add in this or that mod...I find there is much assumption of technical knowledge about the system that I frankly lack. But I am working through that and trust it will all become clear in due course.

MadBeardMan
October 27th, 2020, 17:29
Soon as High Guard is ready for release I will let you know. It's with Smiteworks for the moment.

I'm starting to add Spacecombat to the ruleset coming with the last CSC branch v1.1.6 which I will complete this week and you'll see it next week.

Then we switch to v1.2.X branch and I'll do frequent updates adding more and more. I want to run Pirates (which is almost complete) but it needs Space Combat. So that's my No1 focus now.

Huzzah
MBM

rcruk
October 28th, 2020, 00:46
Not so eager for High Guard as I am for Ship Combat to be fully integrated :)

Xargun

I thought the two were intertwined. The full release of ship combat is part of the core ruleset then?

MadBeardMan
October 28th, 2020, 15:16
I thought the two were intertwined. The full release of ship combat is part of the core ruleset then?

Yep the Ship Combat will be part of the Core Ruleset as such being built on the v1.2.X release schedule, though fits in with High Guard and so I'll make sure HG is supported, if need be through a module check.

All I needed was the data from High Guard to allow me to see the extent of all the work required, that data is mostly done. Needs weapons which is all very loose, so I'm still thinking on the following:

Patrol Corvette has '2 x Triple Turret Pulse Lasers'

Now Pulse Lasers give DM+2 to hit. so do you just put the Fire Control/Gunnery skill up by +2, or my preferred way, add a trait called 'Pulse Laser' and that automatically adds +2. The same with the Triple Turret, the Pulse does 2D damage and a Triple adds +4 Damage (+1 per Damage Dice per additional turret), again I'm tempted to add a trait of 'Triple Turret'. I know this mirrors the description, but traits allow me to add automation much easier.

Cheers,
MBM

adzling
October 28th, 2020, 15:46
careful mbm you can have a triple turret with a sandcaster, missile launcher and laser all in at once (so you cannot assume a laser in a triple turret means 3 lasers).

MadBeardMan
October 29th, 2020, 14:27
careful mbm you can have a triple turret with a sandcaster, missile launcher and laser all in at once (so you cannot assume a laser in a triple turret means 3 lasers).

Yes, which is why the traits works better, Each one would just be a standard of each, without any triple trait, so no damage bonus etc.

Sold then, traits is the way to go with it all.

Dalton Calford
October 29th, 2020, 15:43
Hey MBM,
How are you dealing with distances?
I have been playing for a (very, very, Methuselah time frames) time.
I still have my copy of Mayday from CT in its original box.
From what I can see, you are dealing with MGT2's theatre of the mind style combat and the issues involving what can be, a tactical miniature war game.
MGT2 is wonderful in that they went back into CT's LBB 2 combat ranges, where you can have an entire vectored combat over a world surface (the template for earth was about 10cm across once you had the gravity ranges in place, while gas giants would consume the entire map.)
Mayday made every hex 30,000km which became the standard from then on, which took 90% of the fun of the game, away.
I use a modified version of Mayday - movement is per mayday, all rolls/combat/damage is per MGT2 while the underlying hexes are 1,000km
Adjacent = Same hex but you need to roll to keep adjacent
Close =Same hex
Short = up to 2 hexes
Medium = 3-10 Hexes
Long = 11-25 Hexes (about 1 hex range in the old style games)
Distant = 26+ Hexes.

So world Templates would lock to hexes and include not only the world image but would have the gravity vector hexes as well.
You have your "Current" location and a marker for your location next turn.

In other words, simple vector combat, on an interesting board, while supporting MGT2 mechanics.
All of the game mechanics where worked out over 30 years ago. If you are interested I can provide graphics and explanations.

So, a translation from the theatre of the mind to a mix of board/rpg game for combat.
You are limited by "producing what mongoose has published" but I have talked with Mathew many times and he is open to new ideas, send him an email and get his thoughts.

Just a thought.

adzling
October 29th, 2020, 17:20
Hi dalton, I'd like to see your work to combine Mayday and MGT2e's theater of the mind system.
this is exactly what we are aiming for in our game.
thanks

MadBeardMan
October 29th, 2020, 18:55
Hey MBM,
How are you dealing with distances?
I have been playing for a (very, very, Methuselah time frames) time.
I still have my copy of Mayday from CT in its original box.
From what I can see, you are dealing with MGT2's theatre of the mind style combat and the issues involving what can be, a tactical miniature war game.
MGT2 is wonderful in that they went back into CT's LBB 2 combat ranges, where you can have an entire vectored combat over a world surface (the template for earth was about 10cm across once you had the gravity ranges in place, while gas giants would consume the entire map.)
Mayday made every hex 30,000km which became the standard from then on, which took 90% of the fun of the game, away.
I use a modified version of Mayday - movement is per mayday, all rolls/combat/damage is per MGT2 while the underlying hexes are 1,000km
Adjacent = Same hex but you need to roll to keep adjacent
Close =Same hex
Short = up to 2 hexes
Medium = 3-10 Hexes
Long = 11-25 Hexes (about 1 hex range in the old style games)
Distant = 26+ Hexes.

So world Templates would lock to hexes and include not only the world image but would have the gravity vector hexes as well.
You have your "Current" location and a marker for your location next turn.

In other words, simple vector combat, on an interesting board, while supporting MGT2 mechanics.
All of the game mechanics where worked out over 30 years ago. If you are interested I can provide graphics and explanations.

So, a translation from the theatre of the mind to a mix of board/rpg game for combat.
You are limited by "producing what mongoose has published" but I have talked with Mathew many times and he is open to new ideas, send him an email and get his thoughts.

Just a thought.

Hi Dalton,

There's no method to deal with distances at this time, if there was I'd have added something for grenades/blast weapons.

My only current though with Spacecraft as they move between distance bands is to allow effects, but that requires the Referee to remove/apply new when they do move.

If someone can think of a better system then I'm all ears!

Cheers,
MBM

Dalton Calford
October 29th, 2020, 22:08
Hi Dalton,

There's no method to deal with distances at this time, if there was I'd have added something for grenades/blast weapons.

My only current though with Spacecraft as they move between distance bands is to allow effects, but that requires the Referee to remove/apply new when they do move.

If someone can think of a better system then I'm all ears!

Cheers,
MBM

Can you have a default space background (no grids/hexes) snap to a hex grid applied from FGU?
I can do a writeup for how Mayday from various versions of traveller worked - it is very simple.

I can provide some graphic templates (size 1 to size 10 worlds, space ships etc)
We can even do some online discussion/testing of the mechanics/process.
Let me know.

Dalton Calford
October 29th, 2020, 22:25
Hi dalton, I'd like to see your work to combine Mayday and MGT2e's theater of the mind system.
this is exactly what we are aiming for in our game.
thanks

Hi adzling,
I may get around to doing a formal writeup, but, most of my stuff has been games between people who all have experience with all the previous systems, so very little is formally written.

Right now, I am in the middle of a very big task.
I created a series of graphic templates for Sectors/Quadrants/SubSectors/J6maps/Worlds and I shared them with some people on the Traveller FB groups.
I have also downloaded all the data for Melieu 1105 from the Travellermap and I have gotten the source code from Explanator which creates all sorts of background details (about 4 pages worth) for a world from a T5 UPP.
I have created a spreadsheet that I have imported all the data from Travellermap, it is currently being used to fix/correct/fix various missing/incorrect data and I have it generating all the docs with even more details including stuff from DGP's world builders handbook and T4's wbh. I have also included extra details from lots of different sources (which I am still working on).
The spreadsheet, using the data and the templates, is generating SVG maps using the templates that I created.
I am also using Fractal World Explorer and CC3/cosmographer to auto generate world maps using command line instructions, created from the spreadsheet.
So, with the fantasy grounds AUTHOR extension, I am creating/learning how to create, modules for FGU/MGT2 so that I will have a full IMTU (in my traveller universe) ISS (interstellar scout service) melieu 1105 grand survey for my MGT2 FGU games.
As long as I get that done, I am thinking of sharing them with the group.
Needless to say, these would not be official and would have information far beyond anything the MGT2 stuff has.

So, even with all the automation, testing, screwups, bash files, batch files and finally revisions which forces me to start from the beginning again, it takes about three weeks to generate one set of output if I skip the world maps (that takes forever).

Hopefully I will have more spare time in a few weeks to finish stuff up and polish it enough for my use.

Best regards
Dalton

MadBeardMan
October 29th, 2020, 22:31
Hi Dalton,

As it's been mentioned before, there's no way to find the distance between 1 token and another using script. I asked just a couple of weeks back and was told it's not reliable.

So at this moment, there's no way to know distance between 1 ship and another.

Cheers,
MBM

Dalton Calford
October 29th, 2020, 22:37
Hi Dalton,

As it's been mentioned before, there's no way to find the distance between 1 token and another using script. I asked just a couple of weeks back and was told it's not reliable.

So at this moment, there's no way to know distance between 1 ship and another.

Cheers,
MBM

I was thinking of a visible grid that everything just snapped to, so that the GM/players can manually count the distances.
Perhaps with buttons down by the difficulties, to pick a distance that applies a modifier to hit.
?
Just thinking.
Also, you could mechanically treat multiple of the same weapon in the same turrent as just a different weapon ie
Single Turret Beam Laser 1d6
Dual Turret Beam Laser 1d6+1 etc

LordNanoc
November 3rd, 2020, 15:40
You can add a grid to any graphic, so....

Sylvesr
November 4th, 2020, 02:10
You can add a grid to any graphic, so....

But that seems so complex... ;)

Ramid
November 4th, 2020, 11:44
You can add a grid to any graphic, so....

Even hex ones :D thats what i have used some space background with hexes each hex being 1 range band.

LordNanoc
November 4th, 2020, 12:57
Even hex ones :D thats what i have used some space background with hexes each hex being 1 range band.

That's how we do it. :)
It's a provisorium, but good enough for the moment

MadBeardMan
December 1st, 2020, 22:18
Hi Folks,

I've just been informed that the HIgh Guard release is next week, that's the 8th December 2020.

Now I've got a few things I want to finish before its released, so I'll do my best as the cut-off for updates is this Friday.

v1.1.6 should have been released today, so there's a very basic Ship CT, so I'll focus my efforts onto a PC ship. Wish me luck.

So please buy if if you want the ships/book info etc and support the work here, but please don't expect everything will be catered for, High Guard on the surface is a ships catalogue but there's a Ship Builde and lots of data.

Cheers,
MBM

adzling
December 1st, 2020, 22:25
I am planning on buying high guard as soon as it's available on FGU.
thanks for all your hard work MBM, our table is loving it!

demonsamurai
December 2nd, 2020, 09:22
Nice one, definitely looking forwards to the CT but the ship catalogue and builder will be great. Happy to support your work.

MadBeardMan
December 2nd, 2020, 11:30
Nice one, definitely looking forwards to the CT but the ship catalogue and builder will be great. Happy to support your work.

Hi Chap,

The Builder will come, but it's not on my radar at the moment, because there's a lot of rules/ruleset work as Mongoose want all their Core books done and it's a balancing job! But it gives me an excuse to see what Hollis did with DnD Character Gen and see how easy it would be to base a Ship Builder on it. Though like everything, I'll be taking guidance from the players on how they want things to be done, and what they want to be done.

Thanks for your support here and on Twitter.

Cheers,
MBM

adzling
December 2nd, 2020, 15:34
Have you seen this mg2e shipbuilder?
source code is at the link along with executable...

https://github.com/Imperium-Tech/imperium-shipyard/releases

Xargun
December 2nd, 2020, 15:40
Have you seen this mg2e shipbuilder?
source code is at the link along with executable...

https://github.com/Imperium-Tech/imperium-shipyard/releases

The text on the website says its for 1st edition, not 2nd. Or am I reading it wrong?

Xargun

adzling
December 2nd, 2020, 16:08
ooh you may be right...

Xargun
December 2nd, 2020, 16:09
ooh you may be right...

Was hoping I was wrong.. would love an easy to use ship builder for 2e.

Xargun

adzling
December 2nd, 2020, 16:19
i've been using this google sheet for mg2e ship design that some chap built, copy to your google account and edit away!

https://docs.google.com/spreadsheets/d/1bZbqf9xyzBYgq9vn1nK-O-0e13M-ofndN6-vFgASScY/edit#gid=1669319027

MadBeardMan
December 2nd, 2020, 16:31
Have you seen this mg2e shipbuilder?
source code is at the link along with executable...

https://github.com/Imperium-Tech/imperium-shipyard/releases

Yes I've seen it. I could build a new one in NodeJS etc but I would like one in FG. Another idea is to take an export from a tool and then import into FG.

Cheers,
MBM

Sylvesr
December 12th, 2020, 03:33
So please buy if if you want the ships/book info etc and support the work here, Cheers,
MBM

Done Mate. Keep up the good work!
Now to sort how to do the combat...