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NotRussellCrowe
October 14th, 2020, 23:22
For Hope's Last Day, whenever I try to click on an item in a story entry such as a piece of equipment I get an error that either the player section or game mother section isn't loaded.

I have attached a screenshot showing the module as loaded and the error message.

Valyar
October 14th, 2020, 23:58
Hi NotRussellCrowe,

I will fix this tomorrow and submit the changes. The issue is due to rename of the modules for cosmetic reasons and it seems I didn't update all references.

Valyar
October 15th, 2020, 00:39
On the other hand, I can't sleep so I fixed the links in the module. I also found out few more links that needed fixing and patched them up.

NotRussellCrowe
October 15th, 2020, 00:55
On the other hand, I can't sleep so I fixed the links in the module. I also found out few more links that needed fixing and patched them up.

Thank you very much! Sorry to be the cause of your sleeplessness.

grimmlock
October 15th, 2020, 17:43
In FGU only, drag and drop of Talents to the Character Sheet does not work.

This works fine in FGC.

grimmlock
October 16th, 2020, 06:53
The Refurbished Android shot Carlito with a gun twice, doing 1 damage each time. However, Carlito reduced the damage by 2 due to his armor, so Carlito received -1 damage. As you can see in the combat tracker, this raised Carlito's HP by 1 for each of those -1 damages applied.

This is happening in both FGC and FGU.

https://i.imgur.com/8BE0kxE.png

Valyar
October 16th, 2020, 08:49
For Hope's Last Day, whenever I try to click on an item in a story entry such as a piece of equipment I get an error that either the player section or game mother section isn't loaded.

I have attached a screenshot showing the module as loaded and the error message.

Hotfix for this was pushed last night and all links should be OK now from both Reference Manual and Story page perspective.


In FGU only, drag and drop of Talents to the Character Sheet does not work.

This works fine in FGC.

Weird behavior in FGU... we are using the same windowslist controls. I will try to sort this out this weekend. This is issue #137 in our Jira.


The Refurbished Android shot Carlito with a gun twice, doing 1 damage each time. However, Carlito reduced the damage by 2 due to his armor, so Carlito received -1 damage. As you can see in the combat tracker, this raised Carlito's HP by 1 for each of those -1 damages applied.

This is happening in both FGC and FGU.
I replicated this and we will definitely stop the healing power of the armor :). It is small fix. Issue #138

hawkwind
October 16th, 2020, 15:05
no story entries in the Novgokod adventure and no pregens the last days of Hadley's Hope and some tokens might have been nice

Valyar
October 16th, 2020, 15:13
no story entries in the Novgokod adventure and no pregens the last days of Hadley's Hope and some tokens might have been nice

Hi hawkwind,

The pregens for the "Last days of Hadley's hope" are there, you need to click the import button on the Character window. Refer the attached screenshot.
The tokens for PCs are generated based on the portrait, while the tokens for the NPCs are using the letters by design.

Novgorod is very short site and I didn't put the story entries due to its length. I can add content the story library if using the reference manual is not convenient. Let me know if this makes sense.

zombielord
October 16th, 2020, 16:39
Error Report 20201016::0927CST

windowcontrol: Database type mismatch on path (speed) in control (speed) in class (reference_groupeditlist_groupitem)
Script execution error [string "ref/scripts/ref_groupitem.lua"]:86:attempt to index local "cField' (a nil value)

To reproduce hit the following buttons: Vehicles -> List

DevlinSind
October 16th, 2020, 21:42
In the Colonial Marshall career, one of his starting items is a a hand radio. I cant find an item or the rules on what this item does. I would just make it if i could. So if you know the specs of the item just let me know and I can add the item.

Valyar
October 16th, 2020, 22:15
In the Colonial Marshall career, one of his starting items is a a hand radio. I cant find an item or the rules on what this item does. I would just make it if i could. So if you know the specs of the item just let me know and I can add the item.
Hi DevilSind,

This item, along others such as digital video camera, radio-controlled car or flares don't have dedicated item entries in the rulebook (I mean the core printed book) or any of the tables, therefore they don't have representation in the Equipment library. Those "flavor items" we typically record and rule on the fly.

Saeval
October 19th, 2020, 00:05
The Refurbished Android shot Carlito with a gun twice, doing 1 damage each time. However, Carlito reduced the damage by 2 due to his armor, so Carlito received -1 damage. As you can see in the combat tracker, this raised Carlito's HP by 1 for each of those -1 damages applied.

This is happening in both FGC and FGU.

https://i.imgur.com/8BE0kxE.png

Am I the only one who doesn't have automation shown in the picture here? I don't know how to apply the damage or subtract from damage with armor rolls. I've been tracking it all manually.

grimmlock
October 19th, 2020, 01:54
Am I the only one who doesn't have automation shown in the picture here? I don't know how to apply the damage or subtract from damage with armor rolls. I've been tracking it all manually.

Target the character you want to attack in the CT, then make the attack. If the attack succeeds, click on the Rifle in the CT and you'll get options for Stunts if there were multiple successes, Block, Dodge, and that's where you Apply the damage to that character. When you apply, armor rolls are made automatically.

This only works if you're the GM.

If you're a player, you can use Stunts and Block and Dodge from the Combat tab of the character sheet.

Mourngrimm
October 21st, 2020, 16:24
When I click on the Searching For Gear button in the Hadley's Hope module the table window opens with an error. Then when you click the die an unable to find result row or column message appears in chat.
40384

Valyar
October 21st, 2020, 17:00
When I click on the Searching For Gear button in the Hadley's Hope module the table window opens with an error. Then when you click the die an unable to find result row or column message appears in chat.
40384
I will fix the issue with the link in the next update. In the meantime, the table that this link does not lead to is in the Tables library and is fully functional. :)

Pangea
October 22nd, 2020, 01:55
Hello Valyar, and thanks so much for bringing us this great tool!
I had the same Searching Gear issue, so that is great it will be fixed so fast, thank you.
I have one question: I have the impression the d66 does not work, on tables such as Critical Injuries (and I tested some of the Job Generators too).
It seems that it adds the two dice rather than putting them side by side.
If I am doing something wrong here, I apologize.
(and it is easy to just read the table without adding the dice, anyhow).
A happy newcomer...

grimmlock
October 22nd, 2020, 03:30
Hello Valyar, and thanks so much for bringing us this great tool!
I had the same Searching Gear issue, so that is great it will be fixed so fast, thank you.
I have one question: I have the impression the d66 does not work, on tables such as Critical Injuries (and I tested some of the Job Generators too).
It seems that it adds the two dice rather than putting them side by side.
If I am doing something wrong here, I apologize.
(and it is easy to just read the table without adding the dice, anyhow).
A happy newcomer...

Unfortunately, this currently requires a manual change to the db.xml file in order for any d66 tables you make to work. Check out the documentation in the Fantasy Grounds app data docs folder for the Alien rule set. You'll find this:


The ruleset implements D66 dice for usage with tables. The dice is not represented via custom dice in the
right-click dice context menu, so enabling a custom table with D66 requires modification of the database .xml
file of the campaign/module. The dice type is “d66”.

Valyar
October 22nd, 2020, 07:59
As grimmlock said, currently for D66 based tables the XML should be updated. When dust settles, we will explore a way to bring the D66 in the interface as well, as this is quite common die type in FL games.

Valyar
October 22nd, 2020, 12:15
I have WiP feature to expose the d66 via the custom dice menu with new icon. This will allow drag & drop of one d66 to table without modifying the XML files.
Some testing will be needed alongside the d66 issue in Unity for tables, and probably will be part of the next update of the ruleset (v1.2). Screenshot attached.

IndustrialMark
October 26th, 2020, 23:51
Whenever I make a panic roll we get the same number showing in the chat

40527

Valyar
October 26th, 2020, 23:55
Whenever I make a panic roll we get the same number showing in the chat

40527
What is the stress level during the roll? The results you got are right as we combine the current stress level plus d6 roll against the panic table. Just the report next to the die is showing 1, which is your current stress level.

IndustrialMark
October 27th, 2020, 00:31
What is the stress level during the roll? The results you got are right as we combine the current stress level plus d6 roll against the panic table. Just the report next to the die is showing 1, which is your current stress level.

Oh, it was quite dumb of me, I was expecting the number in the dice shown in chat to be the actual dice roll and that is why I thought it was a bug. Thank you for clearing that out.

CombustibleDan
October 28th, 2020, 07:41
I just bought the rule set and I'm just curious, is there a dice tower? If I turn on the dice tower nothing appears. Or are all rolls just hidden from players anyway, as I usually see the crossed out eye near any rolls I make.

Saeval
October 28th, 2020, 07:44
I just bought the rule set and I'm just curious, is there a dice tower? If I turn on the dice tower nothing appears. Or are all rolls just hidden from players anyway, as I usually see the crossed out eye near any rolls I make.
The dice tower is visible when you have the GM rolls set to be shown and the dice tower is turned on

Valyar
October 28th, 2020, 07:50
Saeval is correct, the Dice Tower is visible only if GM Rolls are shown and Dice Tower is on. This is default behavior in CoreRPG which is inherited as functionality in all commercial rulesets.

CombustibleDan
October 28th, 2020, 07:59
Awesome! Thanks! I figured I was doing something wrong. I don’t really care if my players see my rolls most of the time, but I really wanted to see what the dice tower looks like. LOL.

Valyar
October 28th, 2020, 08:56
A small, cute dicehugger. :)

Mortificateur
October 29th, 2020, 16:24
Script Error: [string "campaign/scripts/table_main.lua"]:143: createWindow: Unable to create window

In last days of Hadley's Hope, when I click to search for gears this error show up.

Valyar
October 29th, 2020, 16:27
Script Error: [string "campaign/scripts/table_main.lua"]:143: createWindow: Unable to create window

In last days of Hadley's Hope, when I click to search for gears this error show up.

Hi Mortificateur, this is fixed. It will be pushed in the next update. Until then the table from the library is available and working, the issue is in the link.

Mortificateur
October 29th, 2020, 16:45
Thank you! That was quick!

4wire
October 30th, 2020, 03:45
The "Searching for Gear" link to the table seems to be broken in the 01.00 LOCATIONS story

Valyar
October 30th, 2020, 08:48
The "Searching for Gear" link to the table seems to be broken in the 01.00 LOCATIONS story

This is already fixed and will be pushed as part of the next release. The table in the Tables library can be used until then.

4wire
October 30th, 2020, 17:34
Can we get higher resolution of the maps? I guess I'm used to 5e dungeon crawling with occluders and tokens moving around and wreaking havoc on maps.

Valyar
November 1st, 2020, 08:04
Can we get higher resolution of the maps? I guess I'm used to 5e dungeon crawling with occluders and tokens moving around and wreaking havoc on maps.
SW have requirements for image sizes (and maps are images from that perspective) which imposes limits on the dimensions that an image can have. This is valid for all products and especially those that are supported both on FGC and Unity (i.e. all :) ). All maps and images were extracted from the original source files in 2560x1653 or 1281x1653 with few exceptions, but we were asked to reduce the dimensions and size. Most of the maps are actually outside of the required boundary because they would be too small to be of use and I am not going to cut a map on multiple images, as there is no support for map tiles in FGC.

The rationale is the average screen size used by the market today... so for now what you see is the size supported.

4wire
November 1st, 2020, 14:38
SW have requirements for image sizes (and maps are images from that perspective) which imposes limits on the dimensions that an image can have. This is valid for all products and especially those that are supported both on FGC and Unity (i.e. all :) ). All maps and images were extracted from the original source files in 2560x1653 or 1281x1653 with few exceptions, but we were asked to reduce the dimensions and size. Most of the maps are actually outside of the required boundary because they would be too small to be of use and I am not going to cut a map on multiple images, as there is no support for map tiles in FGC.

The rationale is the average screen size used by the market today... so for now what you see is the size supported.

You can use the 5e «*Dead in Thay*» module as an example of how to cut maps in sections. You keep the current map but you add map sections that can be linked in from the stories. It’s a bit more work for the GM to move tokens but not by much. What about LOS/occluders?

Valyar
November 1st, 2020, 20:30
You can use the 5e «*Dead in Thay*» module as an example of how to cut maps in sections. You keep the current map but you add map sections that can be linked in from the stories. It’s a bit more work for the GM to move tokens but not by much. What about LOS/occluders?

I don't have this module and I don't play 5e, but I have seen how it is done in the Meanders sets in the store. It is possibility to explore but won't happen at the moment as the maps are already in good resolution that does not blur the text, crisp enough and are according to the requirement.

The LOS/Occluders is something I will explore when FGU is officially out in GA.

4wire
November 1st, 2020, 20:46
I don't have this module and I don't play 5e, but I have seen how it is done in the Meanders sets in the store. It is possibility to explore but won't happen at the moment as the maps are already in good resolution that does not blur the text, crisp enough and are according to the requirement.

The LOS/Occluders is something I will explore when FGU is officially out in GA.

That's a bit disappointing for a SmiteWorks official product. Especially since GA is right around the corner and many other products have full LOS support.

Saeval
November 1st, 2020, 20:49
I think LoS is less necessary when you don’t do grid combat for the ruleset. With the zone style of ranges the only thing I use grids for is to determine if someone is in the same room engaged or just nearby. Line of sight isn’t as necessary when you can just hide the enemy units that are sneaking or too far away to matter right now

Valyar
November 1st, 2020, 21:09
What I will do is to place this LOS story on the board with enhancements and will explore the options in the following days. There are not many maps in the modules and depending how cumbersome and timeconsuming placing LOS is, it might be prioritized.

skerlegon
November 6th, 2020, 19:54
Hi, poking through some of the stress effects, I don't seem to be able to get the 'tremble' panic effect to affect any of the agility rolls as stated. I've tried a few others and they seemed to work properly (severed ear -2 observation).

Valyar
November 6th, 2020, 23:28
Hi, poking through some of the stress effects, I don't seem to be able to get the 'tremble' panic effect to affect any of the agility rolls as stated. I've tried a few others and they seemed to work properly (severed ear -2 observation).

Hi skerlegon, the panic effect from the effect library is not automatically applied to character when you hit the TREMBLE on the panic table. You will have to manually apply the effect on the character if you are using combat tracker or use modifier box or buttons on the desktop before a roll of Agility.

NotRussellCrowe
November 8th, 2020, 16:38
Had my frist game with the rule set last night and it performed amazingly. I found one very minor typo. When you roll a DODGE, you get a message that either the BLOCK was a success or failure depending on your roll. I have attached screenshots of this.

Valyar
November 8th, 2020, 17:37
Had my frist game with the rule set last night and it performed amazingly. I found one very minor typo. When you roll a DODGE, you get a message that either the BLOCK was a success or failure depending on your roll. I have attached screenshots of this.
Will see what I can do for the next update, as for 1.2 the train has left the station :)

NotRussellCrowe
November 8th, 2020, 17:40
Oh no rush, these don't impact gameplay at all.

Oh yeah, this was in FG Unity by the way.

Thank you!

godsick
November 12th, 2020, 18:13
Little one, in Chariot of the Gods Lyron Cham's pre-gen is missing the True Grit Talent from the character sheet.

cgrant
November 13th, 2020, 17:42
In Chariot of the Gods, clicking any of the items pops up a module load window. As far as I can see all the modules are loaded.

41070

(In FGU as GM)

Valyar
November 13th, 2020, 20:25
In Chariot of the Gods, clicking any of the items pops up a module load window. As far as I can see all the modules are loaded.

41070

I am not able to replicate this, the module is loaded properly upon clicking the link (and confirm you want to load the module) and subsequent links open the relevant item page. Would you please check if you have latest update of the ruleset?

godsick
November 13th, 2020, 20:47
I am not able to replicate this, the module is loaded properly upon clicking the link (and confirm you want to load the module) and subsequent links open the relevant item page. Would you please check if you have latest update of the ruleset?

I get the same error when as GM when trying to select any equipment icon from the story tab. Everything up to date and loaded.

Valyar
November 14th, 2020, 00:42
I am puzzled by this issue. This wasn't happening before and the link is pointing to the correct module's name. I will get another clean reference system and see if I can replicate this.

Valyar
November 14th, 2020, 11:38
EDIT: It seems there is issue with the version in the LIVE channel, I will contact SW on that.

ProfDogg
November 14th, 2020, 17:14
Looks like the tables are screwed up with script errors after the last update... Conan ruleset has the same issue so I assume it's CoreRPG? I'm using FGC / CoreRPG v3.3.12A.

Valyar
November 14th, 2020, 17:30
Looks like the tables are screwed up with script errors after the last update... Conan ruleset has the same issue so I assume it's CoreRPG? I'm using FGC / CoreRPG v3.3.12A.

Yes, this is due to the CoreRPG update. We have our own table manager for the D66, so it will be updated in the next release. It is not breaking update, all tables work OK, it is just the script error that appepars.

cgrant
November 17th, 2020, 20:29
Today's update has the links working. Thanks

TheButterdragon
November 18th, 2020, 10:32
I'm having Script Execution Errors whenever I pull up tables. The console pops up and says the following:
[ERROR] Script execution error: [string "campaign/scripts/table_main.lua"]:129: 'for' limit must be a number

Valyar
November 18th, 2020, 11:35
I'm having Script Execution Errors whenever I pull up tables. The console pops up and says the following:
[ERROR] Script execution error: [string "campaign/scripts/table_main.lua"]:129: 'for' limit must be a number

This is reported and fixed for the next release.

ProfDogg
November 19th, 2020, 23:43
Pre-generated PC Morgan Hirsch continuously has 1 Stress Level when opening the ruleset. Is that intentional for a reason? (I'm still learning the rules but I don't see anything that innately causes that). Or bug? If the latter, you're welcome ;)

Valyar
November 21st, 2020, 10:24
Pre-generated PC Morgan Hirsch continuously has 1 Stress Level when opening the ruleset. Is that intentional for a reason? (I'm still learning the rules but I don't see anything that innately causes that). Or bug? If the latter, you're welcome ;)
Thank for noticing this :) It seems I forgot to remove this stress when I was preparing the character for export. It is now fixed and in the next update the pre-gen won't come already stressed for business.

Magreeto
January 7th, 2021, 19:21
Not a bug but a feature request I guess.
I ran a campaign on roll20 earlier this past year and being able to award the PC's their experience at the end of each session was always a pain. It would be great to add this functionality to the arpg module. It would be pretty simple as xp is doled out by answering questions related to the pc's actions during the session.

Valyar
January 7th, 2021, 22:20
Not a bug but a feature request I guess.
I ran a campaign on roll20 earlier this past year and being able to award the PC's their experience at the end of each session was always a pain. It would be great to add this functionality to the arpg module. It would be pretty simple as xp is doled out by answering questions related to the pc's actions during the session.

Let me add this to the list and see if we can do that. :)

Magreeto
January 7th, 2021, 22:37
Cool! Great job on the modules btw. Feels nice and tight!

Valyar
January 8th, 2021, 00:03
Thank you! :)

ptchicuorka
February 18th, 2021, 02:22
Hey just got the Alien rule set and was doing a mock character, the Careers don't drop. is that a known issue or is it something that isn't suppose to drop in?

Valyar
February 18th, 2021, 07:02
Hey just got the Alien rule set and was doing a mock character, the Careers don't drop. is that a known issue or is it something that isn't suppose to drop in?
It is text field for now. We have this on the radar to make it drag & drop for easy access to the career panel.

ptchicuorka
February 18th, 2021, 10:58
ok thank you

gbhenderson
February 21st, 2021, 19:23
Hey Valyar, just found something in the Player Section (Space Combat > Component Damage)

The tables for Minor and Major Component Damage are labelled opposite of the actual text tables in the Ref Manual.

The rollable table Ships - Minor Component Damage actually uses the die and results from the text version of the Major Component Damage, and vice versa.

ptchicuorka
March 5th, 2021, 00:31
Wanted to ask why can't the GM is not able to edit NPCs. the read only is locked, was going to run my own campaign and was going to makes some edited encounters for them or add skills to some. is this an over sight that the GM cant change them yet. cause honestly would like to to have more variant encounters for my players then the same old, same old. so i wasn't sure if this was a bug that no one had noticed yet or not. but wanted to make you aware of it. plus wanted to know if you plan to have it unlockable so GMs and do what they want to edit them.

Saeval
March 5th, 2021, 00:47
I think it’s a copyright issue. I see the same thing in my Pathfinder game. But if you drag the link of the NPC back onto the list it should make a copy of that NPC and you can open that one up and do whatever you want to it I believe.

ptchicuorka
March 5th, 2021, 01:04
well im able to edit stuff on pathfinder 2 and starfinder with both monster and npcs if i need to, so i dont know if its that or not, even my friend can do that with Call of Cthulhu. so not sure

Saeval
March 5th, 2021, 01:08
My 2e bestiary entries are locked but I can make a copy of them and edit them as I want. Some bestiary entries might be editable depending on the source though. But either way you can make a copy of a locked NPC and edit the copy.

Valyar
March 5th, 2021, 07:52
Hey Valyar, just found something in the Player Section (Space Combat > Component Damage)

The tables for Minor and Major Component Damage are labelled opposite of the actual text tables in the Ref Manual.

The rollable table Ships - Minor Component Damage actually uses the die and results from the text version of the Major Component Damage, and vice versa.
I will look into that! Thanks for reporting.


Wanted to ask why can't the GM is not able to edit NPCs. the read only is locked, was going to run my own campaign and was going to makes some edited encounters for them or add skills to some. is this an over sight that the GM cant change them yet. cause honestly would like to to have more variant encounters for my players then the same old, same old. so i wasn't sure if this was a bug that no one had noticed yet or not. but wanted to make you aware of it. plus wanted to know if you plan to have it unlockable so GMs and do what they want to edit them.
The core product is "locked" and creating your own version of the NPCs is by cloning them. This is by design and guidance from SW if my memory serves me well. When we update module in order to get the updates you have to "revert changes", i.e you will lose all modifications unless you have cloned the NPCs or the object. The adventures are not read-only as per the same guidance.

Moon Wizard
March 5th, 2021, 21:55
Yes, this is official guidance. Adventure book records should all be editable by default; while rulebook/settings book records should all be read-only. You can always clone a record as Valyar mentions, regardless of what book it is from.

Regards,
JPG

zombielord
March 8th, 2021, 04:33
Chariot of the Gods and Destroyer of Worlds doesn't have it's own Grouping in the story section like Novogrod & Last Days of Hadley's Hope.

Valyar
March 8th, 2021, 06:59
Chariot of the Gods and Destroyer of Worlds doesn't have it's own Grouping in the story section like Novogrod & Last Days of Hadley's Hope.
Chariot of the Gods and Destroyer of Worlds are actually split across several groups in the Story library due to their length. Novgorod & Hadley are smaller from content point of view and therefore fit into single group.

zombielord
March 8th, 2021, 12:38
It still wouldn't be difficult to clean this all up into groups. It's not a bug but it would clean up the UI.

Valyar
March 8th, 2021, 15:04
Those are groups :)
But now when I see you loading two modules at the same time, a nice adjustments will be to put the product abbreviation in front to sort properly the products one below other.
Is this what you mean?

zombielord
March 9th, 2021, 04:51
Those are groups :)
But now when I see you loading two modules at the same time, a nice adjustments will be to put the product abbreviation in front to sort properly the products one below other.
Is this what you mean?

Abbreviations or something to keep them separate would work and would address the jumble of things.

Valyar
March 9th, 2021, 12:35
I added prefix to the groups, so they are sorted properly when you browse the list. Screenshot attached, let me know if this is what you were after.

Valyar
March 9th, 2021, 22:38
Hey Valyar, just found something in the Player Section (Space Combat > Component Damage)

The tables for Minor and Major Component Damage are labelled opposite of the actual text tables in the Ref Manual.

The rollable table Ships - Minor Component Damage actually uses the die and results from the text version of the Major Component Damage, and vice versa.

This is fixed now, it is pushed and will arrive next week I think.

zombielord
March 10th, 2021, 00:56
This is fixed now, it is pushed and will arrive next week I think.

That'd work just fine, thanks.

grimmlock
March 11th, 2021, 19:18
I always forget that, when it comes to Health, the boxes should be FILLED and then as you take damage, the boxes are EMPTIED. Probably because they are empty by default. Would it make more sense, on character creation, to have the health boxes filled as opposed to empty?

If I'm the only one that sees this as an issue, no big deal, I just need to remember to fill those boxes up!

gbhenderson
March 16th, 2021, 20:02
This is fixed now, it is pushed and will arrive next week I think.

Thanks Valyar!

Egheal
June 26th, 2021, 22:44
reporting a bug : in vehicles, if I click the service skiff in alien - expansion of space, the console say :
[6/26/2021 8:30:04 PM] [ERROR] windowcontrol: Database type mismatch on path (armaments) in control (armaments) in class (vehicle_main)
[6/26/2021 8:30:04 PM] [ERROR] Script execution error: [string "vehicle_main"]:14: attempt to index global 'armaments' (a nil value)

gbhenderson
June 30th, 2021, 19:09
My players receive the following errors whenever they click on the Crew tab on the PC Ship Sheet. It doesn't happen when they use the Ship tab on the Character Sheet. No extensions loaded. No modules loaded.

[6/30/2021 11:55:07 AM] [ERROR] Script execution error: [string "campaign/scripts/charship_gunner.lua"]:15: attempt to index local 'charNode' (a nil value)
[6/30/2021 11:55:07 AM] [ERROR] Script execution error: [string "campaign/scripts/charship_crewmember.lua"]:41: attempt to index local 'playerNode' (a nil value)
[6/30/2021 11:55:07 AM] [ERROR] Script execution error: [string "campaign/scripts/charship_crewmember.lua"]:41: attempt to index local 'playerNode' (a nil value)
[6/30/2021 11:55:07 AM] [WARNING] window: Anchored static height ignored for control (portrait) in windowclass (charship_gunner)
[6/30/2021 11:55:57 AM] [WARNING] template: Could not find template () in class (charship_main)
[6/30/2021 11:55:57 AM] [WARNING] template: Could not find template () in class (charship_main)
[6/30/2021 11:55:57 AM] [WARNING] template: Could not find template () in class (charship_main)
[6/30/2021 11:55:57 AM] [WARNING] template: Could not find template () in class (charship_main)
[6/30/2021 11:55:57 AM] [WARNING] template: Could not find template () in class (charship_main)
[6/30/2021 11:55:57 AM] [WARNING] template: Could not find template () in class (charship_main)
[6/30/2021 11:55:57 AM] [WARNING] template: Could not find template () in class (charship_main)
[6/30/2021 11:56:00 AM] [ERROR] Script execution error: [string "campaign/scripts/charship_crew.lua"]:5: attempt to index local 'roleNode' (a nil value)
[6/30/2021 11:57:22 AM] Campaign saved.

Valyar
June 30th, 2021, 19:39
Will look at that tonight.

gbhenderson
June 30th, 2021, 20:34
Thanks Valyar. It works fine using the flow system described in the ruleset wiki (players using ship tab on character sheet), so it's not gamebreaking. It's just annoying for them if they want to look at the crew tab on the PC Ship sheet.

Valyar
June 30th, 2021, 22:04
I checked the LIVE version of the ruleset and when I assign PC to crew position there is no error whatsoever, except the warning which is not an issue.
Can you tell me what are the steps you do in order to reproduce the issue?

Would you please try also to delete the ruleset and modules from the vault (IPFGALIENRPGFLFALE002.dat) and download it again.

gbhenderson
June 30th, 2021, 22:32
As GM, I get no errors at all. I assign the characters to the crew slots on the Crew tab. The error occurs on the player side when they open up the crew tab on the PC Ship sheet.

Valyar
July 1st, 2021, 04:29
As GM, I get no errors at all. I assign the characters to the crew slots on the Crew tab. The error occurs on the player side when they open up the crew tab on the PC Ship sheet.
OK, found the root cause - the ship sheet isn't shared :) In our scripts, the ship's name appear in the SHIP ASSIGNMENT field and if you haven't shared the ship with the players, we can't assign name and connect ship-related skill rolls with the modifiers from ship's profile. Once you share the ship, they will have read-only view of it and the tab on PC's sheet works without problem.

At the moment, our concept is that GM manages the ship's sheet and they are shared explicitly when needed. I will update the ruleset manual to make this clear. Apologies for the inconvenience!

gbhenderson
July 1st, 2021, 05:33
OK, found the root cause - the ship sheet isn't shared :)

I think that's the problem. When they first built the ship, I just shared a blank PC Ship sheet with them and let them add their modules, upgrades, etc. That all happened long before all the 2.0 ship combat additions. I'll try rebuilding their ship as GM and see if that fixes it.


At the moment, our concept is that GM manages the ship's sheet and they are shared explicitly when needed.

I'd mentioned to them that the ruleset says that the GM runs the ship sheet in combat when needed, and they use the Ship tabs on the PC sheet. I just assumed it was to avoid this happening.
I'm pretty sure the PC sheet tab was working just fine when we were trying out the new stuff the other night. It was only the Crew tab on the Ship sheet gave them the errors.

Thanks for looking into it Valyar. I'll build a new ship tomorrow and let you know how it went.



On a hunch, I just tried going in and unsharing and then resharing the ship. That seemed to fix all the issues.

Omalus
July 9th, 2021, 03:32
Not sure if this is a bug or user (me) error;

I've given the characters water in their gear which increases their water consumer value once equiped; however, when they unequip the water or if I remove the items from their gear, they keep their consume rating. If they equip their suit (giving them oxygen) then it goes up each time! (the one character has 20 oxygen).

gbhenderson
July 9th, 2021, 16:03
This is fastest/easiest workaround for the air stacking bug that I've found. After the character unequips the suit, roll the air button in the consumables section until it's emptied. The dice spam is annoying, but it works.

Valyar
July 9th, 2021, 16:43
When gear is equipped and has consumable value, we add it to the existing one. Trying to fully automate and control the values and track is not feasible and will cause more issues than benefits. You can freely adjust the numbers using direct number entry or ctrl+mouse scroll when box is selected.

gbhenderson
July 9th, 2021, 16:59
Thanks for the ctrl+mouse scroll tip, Valyar!

Egheal
July 16th, 2021, 20:47
In "Combat Actions" it says 'Intiative" instead of Initiative.

Omalus
July 17th, 2021, 18:52
When gear is equipped and has consumable value, we add it to the existing one. Trying to fully automate and control the values and track is not feasible and will cause more issues than benefits. You can freely adjust the numbers using direct number entry or ctrl+mouse scroll when box is selected.

Is there some way to code it like in D&D where a person removes their armour, the benefits are removed, such as Armour Class?

Valyar
July 18th, 2021, 14:21
Is there some way to code it like in D&D where a person removes their armour, the benefits are removed, such as Armour Class?

Yes, but the equipment here is having different capabilities and the concept is that it grants certain Consumables when you equip it, but after that it is up for the play to manage it - they might replace canister and etc. This is not computer game and there is no aim to automate everything. We currently assign AR when you equip armor and add all equipped items to the overall consumables, tracking the source, but not removing the already put value after you unequip.

Cailore
August 21st, 2021, 01:40
During space combat when I try to fire weapons from the Crew tab of an NPC controlled ship (as Game Mother) I get an empty selection box popup followed by:
Script execution error: [string "scripts/manager_actor2.lua"]:220: attempt to index local 'weaponNode' (a nil value)

gbhenderson
August 21st, 2021, 21:58
Same problem here.

Valyar
August 22nd, 2021, 11:40
Is this from spaceship from the library or custom created one? Can you provide me screenshot of the ship in edit mode?

gbhenderson
August 22nd, 2021, 22:40
Is this from spaceship from the library or custom created one? Can you provide me screenshot of the ship in edit mode?

I was testing it with the Mantis from the CMOM library.

Here's a screenshot the Mantis in edit mode: 48818

JimSocks
August 22nd, 2021, 22:44
I have two issues:
1. As the GM, I cannot adjust a PCs consumables numbers, even using the ctrl-mousewheel trick.

2. In the colonial marines handbook, there are a million typos with words that have "f"s in them. Every table and story entry with the word "field" for example, says "fifield" instead. "dust off" becomes "dust offf" everywhere. "first" is "fifirst". There are many more examples of this as well.

Is this the correct place to bring this up? I am thinking this forum is just for the ruleset, but I was unable to find a bug forum for this product.

Valyar
August 23rd, 2021, 07:52
I was testing it with the Mantis from the CMOM library.

Here's a screenshot the Mantis in edit mode: 48818

Thanks, we will look into that.


I have two issues:
1. As the GM, I cannot adjust a PCs consumables numbers, even using the ctrl-mousewheel trick.

2. In the colonial marines handbook, there are a million typos with words that have "f"s in them. Every table and story entry with the word "field" for example, says "fifield" instead. "dust off" becomes "dust offf" everywhere. "first" is "fifirst". There are many more examples of this as well.

Is this the correct place to bring this up? I am thinking this forum is just for the ruleset, but I was unable to find a bug forum for this product.
Yes, here is the correct place, no need to have per product bug thread.
1. The consumables are read-only in the Main tab and editable in the Gear, where ctrl+mouse wheel trick works.
2. This is problem related to fonts and encoding when there is word using fi, fl, ff letter combination in the PDF. There were much more, but it seems I failed to nail down those in my pixel hunting. Will fix today what I find. :)

spoofer
August 26th, 2021, 16:16
I assume that missing content counts.

The Last Day's of Hadley's Hope module is missing the section for pre-generated characters. I noticed that they are in the Reference Manual but that is not useful.

The modules for the other scenarios such as Chariots of the Gods have a section for pre-generated characters.

POSTSCRIPT:

I found them just by chance. I had given up and moved on to Chariot of the Gods. Then I happened to have the Hope module still open and when I was adding characters for Chariots of the Gods. The inconsistency between the different modules made me confused. Can that be fixed?

Valyar
August 26th, 2021, 19:07
I assume that missing content counts.

The Last Day's of Hadley's Hope module is missing the section for pre-generated characters. I noticed that they are in the Reference Manual but that is not useful.

The modules for the other scenarios such as Chariots of the Gods have a section for pre-generated characters.

POSTSCRIPT:

I found them just by chance. I had given up and moved on to Chariot of the Gods. Then I happened to have the Hope module still open and when I was adding characters for Chariots of the Gods. The inconsistency between the different modules made me confused. Can that be fixed?

All pre-gens appear properly in the import dialog when you have the module loaded. I presume what you refer to is missing the "Pregenerated Characters" library entry? Refer to the screenshot.

spoofer
August 26th, 2021, 19:43
Yeah, that is it. Like I said, having that entry in the other mod files but not in Hope's Last Day really confused me.

48870

Valyar
August 26th, 2021, 20:46
No worries. I fixed that and it will appear in 2 weeks in LIVE. :)

gbhenderson
August 26th, 2021, 21:48
Hey Valyar, found a problem with the Armat U1 Grenade Launcher.

When the players roll for damage, it's calculating the damage with a 9 base damage die, and not a 9 blast power.

With it set as base damage, the first 6 rolled is automating 9 points of damage instead of the 1 point of damage it should be from blast.

Just spitballing here, and I have no clue how difficult they would be. Maybe you could add a blast damage section to the equipment so that it applies damage using blast damage. Or possibly a blast damage button on the CT with the other combat resolution buttons?

Cailore
August 30th, 2021, 22:30
48943

Using the VP-153D Kremlin out of the book, having been placed in the combat tracker.

Valyar
September 23rd, 2021, 10:36
Hey Valyar, found a problem with the Armat U1 Grenade Launcher.

When the players roll for damage, it's calculating the damage with a 9 base damage die, and not a 9 blast power.

With it set as base damage, the first 6 rolled is automating 9 points of damage instead of the 1 point of damage it should be from blast.

Just spitballing here, and I have no clue how difficult they would be. Maybe you could add a blast damage section to the equipment so that it applies damage using blast damage. Or possibly a blast damage button on the CT with the other combat resolution buttons?

There is no automation related to blast power. This will be an enhancement I say and we will look into that.


48943

Using the VP-153D Kremlin out of the book, having been placed in the combat tracker.

OK, we identified the issue and hopefully we will bring a fix next week.

spoofer
September 29th, 2021, 00:50
Hi all,

I am wondering if Destroyer of Worlds is missing Story Cards. Specifically...
I am supposed to give my players story cards with background info on the four AWOLs. I cannot find cards.
I am supposed to give a card called OUTBREAK ON YAOPHORA STATION. Again, I cannot find the card.
Story entry 01.02 describes these story cards, and tells me to give them out when an event triggers them. Again, I cannot find the cards.

Thanks.

spoofer
September 29th, 2021, 14:07
I found some of these (the event triggered story cards) in the agendas menu.

Valyar
September 29th, 2021, 14:33
I think there is no missing content - all story cards and agendas are there. There are some duplicates in the box, I have single instance for them.

spoofer
September 29th, 2021, 15:47
I think there is no missing content - all story cards and agendas are there. There are some duplicates in the box, I have single instance for them.

I am sure I am just missing them. Like I said, I maanged to find some of them. Here are the ones that I cannot find.

Quoting from the scenario...

Command believes the AWOLs plan
to make contact with the moon’s insurgents
and defect to the UPP. We’re looking for
Wójcik, Carvalho, Wright and Reese. [Hand
out the AWOL marines’ NPC cards to the
players.] Here’s their ugly mugs and all the
info we have on them.


Where are the story cards with background info on the four AWOLs?

Quoting from Mason's Character Sheet...

Ask the Game Mother to give you the handout marked "Outbreak on Yaophora Station." Don't look at the other side.

Where is the hand out called Outbreak on Yaophora Station?

gbhenderson
October 4th, 2021, 00:20
Check in Images. The Outbreak on Yaophora Station is called "Handout - To Mason".

For the AWOLS all I ever found was the portraits in Images. I think the back of the physical cards have stats, agendas, and spoiler info. I gave my players the portraits only, and it didn't affect their enjoyment of the module.

spoofer
October 4th, 2021, 15:32
Oh so it is.

As for the AWOL info cards, it looks like Free League made a mistake and did not actually create something suitable to share. So mystery solved. Thanks for locating the Manson handout.

@Valyar please reconsider the naming scheme of that handout. At least add "Outbreak on Yaophora Station" to the name so that it comes up when searched for.

icecrmman
October 5th, 2021, 18:22
Ya we didn't know any better

Valyar
October 8th, 2021, 07:35
Oh so it is.

As for the AWOL info cards, it looks like Free League made a mistake and did not actually create something suitable to share. So mystery solved. Thanks for locating the Manson handout.

@Valyar please reconsider the naming scheme of that handout. At least add "Outbreak on Yaophora Station" to the name so that it comes up when searched for.

I will track and update the name of the handout in the module. You are right, could be more descriptive name :)

spoofer
October 10th, 2021, 05:08
Thank you!!

I am loving the automation of the rule set.

BigBadBazz
November 29th, 2021, 11:29
Just bought this

Is there a reason I cant drag a career (Colonial Marine) from the careers box onto my career field in my character?

spoofer
November 29th, 2021, 13:54
BigBad, I run a weekly ALIEN game. We are still doing cinematics, but I am very familiar with the game. I have never tried to dropping a "career" onto a player character sheet. However, from a rules perspective, it does not make sense to even do so. You drop "talents" and equipment. Your career determines which talents are available to choose from.

BigBadBazz
November 29th, 2021, 17:51
Thanks for this

I want to run a game for some new players who are unfamiliar with the system.

Most games have a class which can be dropped, I was not sure if it was a bug. It would be helpful for those players who do not know what talents are available for their class when it has been selected.

Its just easier for new players

spoofer
November 29th, 2021, 19:33
I highly recommend running the Chariot of the Gods cinematic first. It is a prefect length and complexity for an introduction to the game. It took us about 15 hours. Haley's Last Hope is even shorter and only lasts about six hours.

BigBadBazz
November 29th, 2021, 20:48
thanks
will do
stay safe