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RomanK
November 23rd, 2021, 18:49
he,
suggestions from one of my players (who has never played at the table):
- When rolling with a self-created modifier, there is only the dm and no text/title displayed
- Self-creatable Effects with a DM and lifetime (rounds)

ThatsSoNoc
November 25th, 2021, 09:59
Good Morning @MadBeardMan,

A situation occurred in the last game session that I hope can be addressed in a future update.

Regarding LOS and special equipment and ambient lighting conditions, this issue probably requires an extension, but I have not been able to find one that works, either with the core Mg2e Rules or with FGU(?)

Players enter a dark environment - pitch black. They attempt to see inside the environment but can not. They activate a 'Cold Light Lantern', which I have coded using the 'Token Lights' feature through the Options tab.

ISSUE 1
Firstly, the Cold Light Lantern has two settings;


Produces a wide cone of light up to 18 metres away with a radius of 6 metres at the end of the beam. Also capable of producing a tight beam of light up to 36 metres with a 1-metre radius or be used to illuminate a 10-metre radius.

With the current Token Lights feature, all one can code is a light that radiates in all directions out to its maximum drop-off distance (similar to a hurricane/storm lantern). Creating a light beam that sweeps an area related to a token's facing seems to be impossible (as far as I know and can tell). Is it possible to code something that approximates the LOS and width of the beam mentioned in the Cold Light Lantern description?

ISSUE 2
One of the players has IR Goggles and dons them. Currently, there is no way to differentiate their visual experience from standard sight. Therefore, I would like to offer the player an experience of the map/LOS, reflecting this new vision enhancement. Similar to what is available in the D&D side of FGU with creatures able to see in the dark (Darkvision or Truesight), which gives them a false colour spectrum view of the map, and LOS (a colour that I could choose: Phosperesent Green, or Red hue, or maybe an inverse coloration seen in some contemporary sights - although I think that last request falls into the 'technologically impossible' at present).

ISSUE 2A
One of the players is playing an Aslan warrior. One of the species features of the Aslan Race is Heightened Senses


Heightened Senses: Aslan have better night vision, hearing and sense of smell than humans [EDIT: I would also add Taste too, but that is not canon]. All Aslan receive DM+1 to any Recon and Survival checks they have to make.

This is a similar situation as ISSUE 2 in many ways. Is there a way to give the Aslan characters an enhanced night vision - so long as there is a faint ambient light for them to see - again, I am thinking of something similar to the D&D Darkvision sight? Something that can be hardcoded for all creatures with the Heightened Senses trait so when they enter a dark environment, the player can switch to the Heightened Senses view of the map. Possibly the Heightened Senses view of the map would be similar to D&D Darkvision, a greyscale view of the map?

johnecc
November 25th, 2021, 12:01
Hi, I can’t answer all your questions, but I do know that Smiteworks are looking at implementing cone shapes for lights. The example often used is bullseye lamps. But what stage it is at, and what priority it has been given, I have no idea.

With issues 2 & 2a, can’t you just give them darkvision? Okay, its not a fancy colour, but roleplaying is all about imagination.

Just my personal thoughts.

Cheers

ThatsSoNoc
November 25th, 2021, 14:23
With issues 2 & 2a, can’t you just give them darkvision? Okay, its not a fancy colour, but roleplaying is all about imagination.
'
No, you can not. 5E-Vision which is the extension that adds Darkvision, Truesight etc. to 5th ed. D&D core rules doesn't work with the Traveller Mongoose 2nd ed rules set - the extension is not selectable in the load screen even if it is in your extension collection. The extension will need to be adapted (I am unsure if this violates any copyright restrictions) or a new extension built from scratch specifically for Traveller - probably as an 'Effect' that you place upon a player character in the combat tracker.

Colourization: It is already possible to custom colourize lights within FGU - a character can wander around carrying any colour light source you desire by using the colour picker tool. Thus, it shouldn't be a stretch to do the same for various types of enhanced (colourized) vision. While I agree, using your imagination is ALWAYS a possibility, why not display something that is technically feasible for FGU to render. Using your same logic, we should just imagine water visual SFX moving the surface of areas designated as water, or weather visual SFX, etc. Rather than use the built-in features available in FGU.

Thank you for reaching out with your suggestions.

Grommit57
November 25th, 2021, 18:38
It should be possible to include darkvision without a lot of work. Looks more like MBM just didn't include it when he turned the lights on.

As far as the shape off the light is concerned, SW made the decision a long time ago to limit lighting choices due to performance. That may change down the road.

Why are you running an extension for darkvision in 5e? Unless it adds features that the built-in darkvision doesn't have.

ThatsSoNoc
November 27th, 2021, 23:54
Would it be possible to search through the Central Supply Catalogue by filtering the results of a search by using a maximum TL setting?

This would speed up populating retail spaces with tech-level approprate stock. Or populating illicit establishments with tech-level stock that is not planet TL appropriate.

Just a thought.

cdjensen99
November 28th, 2021, 10:47
Has there been any progress on an extension for Character generator?

johnecc
November 28th, 2021, 11:50
There is already a mod under the Community Extensions, https://www.fantasygrounds.com/forums/showthread.php?59740-Character-Creation-Module

cdjensen99
November 29th, 2021, 03:04
No that isn't the one I am talking about, I have down loaded that one and put it into the game. It is not an extension that helps generate character it is a Module that walks through character generation.

When I last asked MBM if there was going to be a Character Generator added, he stated that an extension was being worked on.

donpaulo
November 30th, 2021, 05:49
We had a request last session for the colored highlights on the combat tracker to be easier to read

maybe brighter colors, or something that stands out "better"

SPECIFICALLY
END STR DX have a peculiar kind of "shading" that is tough to make out

MrWigggles
December 2nd, 2021, 02:05
Has there been any progress on an extension for Character generator?

What do you want it to do? This isn't trying to beat down on this idea. Its something that beens stated as a desire, but there hasn't been a lot of articulation as to what they want.
Like what do you want it to do that the included flow chart? (which is a bit weak) or a fan made flow chart isn't already doing?

donpaulo
December 2nd, 2021, 02:33
Well I can take a stab at it

This Referee would ideally like a set of pre generated NPCs that can be dragged and dropped into the combat tracker in the same manner as a D&D DM would do.
Marine Tech Level 7
Marine TL 9
Thug TL 5
Pilot TL9
etc etc

Having said that Traveller is not DnD5e and to compare the features of the two isn't really all that fair in my opinion. The demand and number of users between the different systems is really night and day and I for one am very thankful to have Traveller on FG2

I don't mind creating interesting NPCs myself and have done some already that are easy to grab for some spontaneous combat

I would throw money at a mod that was "fully populated" with drag and drop NPCs for the characters to possibly interact with on a map.

I suppose I could try and create one myself but am knee deep in creating my campaign so already have enough on my plate. Perhaps I could do so later this year when I have some staycation time

johnecc
December 2nd, 2021, 03:14
Have you had a look at the 2 npc modules already made? You can find links to them under the Community Expansions thread
https://www.fantasygrounds.com/forums/showthread.php?56533-Community-Expansions

donpaulo
December 2nd, 2021, 03:25
Have you had a look at the 2 npc modules already made? You can find links to them under the Community Expansions thread
https://www.fantasygrounds.com/forums/showthread.php?56533-Community-Expansions

No I hadn't thanks so much
rep for you

MrWigggles
December 2nd, 2021, 05:01
Well I can take a stab at it

This Referee would ideally like a set of pre generated NPCs that can be dragged and dropped into the combat tracker in the same manner as a D&D DM would do.
Marine Tech Level 7
Marine TL 9
Thug TL 5
Pilot TL9
etc etc

Having said that Traveller is not DnD5e and to compare the features of the two isn't really all that fair in my opinion. The demand and number of users between the different systems is really night and day and I for one am very thankful to have Traveller on FG2

I don't mind creating interesting NPCs myself and have done some already that are easy to grab for some spontaneous combat

I would throw money at a mod that was "fully populated" with drag and drop NPCs for the characters to possibly interact with on a map.

I suppose I could try and create one myself but am knee deep in creating my campaign so already have enough on my plate. Perhaps I could do so later this year when I have some staycation time

Huh. I didn't think folks wanted it for making NPCs. I thought they wanted it for making PC for the game. For myself at least, NPC are pretty easy to throw together in Traveller. And due to how Fantasy Grounds work, its trival to copy an NPC several time over. (The downside to this, is that they all have the same stats and skills.) What I found much harder for NPC was figuring out where to put NPC tokents.

donpaulo
December 2nd, 2021, 05:19
Huh. I didn't think folks wanted it for making NPCs. I thought they wanted it for making PC for the game. For myself at least, NPC are pretty easy to throw together in Traveller. And due to how Fantasy Grounds work, its trival to copy an NPC several time over. (The downside to this, is that they all have the same stats and skills.) What I found much harder for NPC was figuring out where to put NPC tokents.

To each his or her own I suppose

I enjoy the character creation process, so much grist to grasp and filter through ones hands...

cdjensen99
December 2nd, 2021, 22:53
I do not need a flowchart to make the characters in Traveller, I have been making character since the LBB's back in the 80's. What I am looking for is a full blown character generator. Lets take the Character wizard for D&D as an example. This is not to walk me through character generation it it to speed up character generation.

Tab 1: Race. It would have all of the possible races listed and as the click on one it would display all of the information on that race.
Tab 2: Characteristics. This is the tricky one as some races have different ways of generating a stat. some will have DEX 1d+3, Those that has anything that was not a 2d would be rolled in that stat and locked, the 2d can be moved around as desires, then racial stats such as STR +2 would be applied. So in the example of the DEX mentioned earlier it would roll 1d put it in the DEX box and then below the box would be the +3, Aslan would have a 2d that was assigned with the other 2d and then below the STR box the +2 would be applied.

The term tab could be all terms on one tab, a Career on one tab, or a tab per term
Tab 3: Term 1, Choose between Career, University, and Academy. If career a list of careers would be there and you choose, then the Qual box would be there already populated with what you needed to roll. hit the button and it rolls that. Then survival, ETC. If univerity or Academy then entry would populat with what was needed and so one.
Tab 4: Term 2, Choose between Career, University, and Academy, if you didn't get into the academy the 1 term (applying negatives). Step through this term as above.
Tab 5: Term 3, Choose between Career, University, and Academy, if you didn't get into the academy the 1 or 2 terms (applying negatives). Step through this term as above.
Tab 6: Term 4, Choose Career. Step through this term as above. Roll for age
Tab 7: I think you get the picture.
Next Tab: Career Muster out. If mustering out you would come here and it would have the Career listed, the benefit rolls accrued and as Cash or benefits for each roll. Recording each roll. You would come here after mustering out of each career.
Save Character would create a character sheet and done.

That is the dream, in reality anything that would automat the process more would be appreciated.

damned
December 3rd, 2021, 09:28
I do not need a flowchart to make the characters in Traveller, I have been making character since the LBB's back in the 80's. What I am looking for is a full blown character generator. Lets take the Character wizard for D&D as an example. This is not to walk me through character generation it it to speed up character generation.

The Character Wizard had a Full Time dev work on it full time for something like 6 months.

cdjensen99
December 3rd, 2021, 11:26
Understood, I was asked what I would like to see in a Character Generator so I spelled it out. I realize what is entailed in this that is why I put in the last comment. Some automation would be appreciated. To flip through the book opening charts and then flip through to a different section to make another roll is very time consuming when trying to take players through the Character Creation process.

damned
December 3rd, 2021, 12:44
All good - I was just browsing the thread.

cdjensen99
December 3rd, 2021, 15:17
All good - I was just browsing the thread.

Cool, brows all you want, I am happy to explain my point of view.

Elvedui
December 12th, 2021, 15:10
So i just came back to the ruleset...and i don't see the ability to add mods to armor or weapons per the rulebooks. Can that be added or does it exist and it isn't obvious to me?

MrWigggles
December 13th, 2021, 12:10
So i just came back to the ruleset...and i don't see the ability to add mods to armor or weapons per the rulebooks. Can that be added or does it exist and it isn't obvious to me?

Its a desired feature, but doesn't have a good solution yet.
In the mean time, this has been my solution:
https://imgur.com/a/l1YX7z2

MadBeardMan
December 14th, 2021, 15:05
So i just came back to the ruleset...and i don't see the ability to add mods to armor or weapons per the rulebooks. Can that be added or does it exist and it isn't obvious to me?

It's not there yet, it's on paper, just needs to be in code, I hope to get it done for the time the updated Central Supply Catalogue arrives next year.

Cheers,
MBM

acadmcdonald
December 18th, 2021, 22:43
I imagine you will be working hard to keep up with the new updates to Mongoose Traveller 2e and latest build of Fantasy Grounds. The latest update to FGU Side Menu Bar results in little Sword and Orc icons, which kind of distracts from the Sci-fi setting of Traveller. Dave tells us the new build allows for these icons to be swapped out in the Rulesets...Is there any chance of just turning the horrid little icons off up until such a time as a unique set of Traveller Icons are made?

MadBeardMan
December 19th, 2021, 11:55
I imagine you will be working hard to keep up with the new updates to Mongoose Traveller 2e and latest build of Fantasy Grounds. The latest update to FGU Side Menu Bar results in little Sword and Orc icons, which kind of distracts from the Sci-fi setting of Traveller. Dave tells us the new build allows for these icons to be swapped out in the Rulesets...Is there any chance of just turning the horrid little icons off up until such a time as a unique set of Traveller Icons are made?

Hi,

Great minds eh? I've already got an updated set of icons as I myself was a felt an Orcs head etc didn't feel very traveller. So plans are in place to replace them all in the near future. FGU does have a few icons suitable and I've used some.

So sit tight and they'll happen. As we enter the holiday period things slow down a bit but I'll try my best to get these all in place soon into the new year. I hope you agree that the new sidebar is excellent work from the FGU devs.

Cheers,
MBM

Grommit57
December 19th, 2021, 17:15
I for one like the new expandable sidebar. Looking forward to new icons, Drinax Companion and 2300 when it's done.
Enjoy the holidays with you family and worry about all that later.
Thanks for everything you do.

acadmcdonald
December 20th, 2021, 05:45
Agreed...the new sidebar is going to be an excellent feature. Looking forward to that sleek little Free Trader icon!

esmdev
December 20th, 2021, 17:29
Agreed...the new sidebar is going to be an excellent feature. Looking forward to that sleek little Free Trader icon!

I think with the right icons it could look cool and futuristic compared to the older just a column of oversized icons. :)

esmdev
January 21st, 2022, 02:38
I have been semi away so hopefully these haven't been bought up.

On the stat overrides, is it possible to add optional companion stats in the event they are turned on?

Adding PSI to the NPC sheet could be helpful. It seems like NPCs are more likely to have PSI than PCs given the proximity to Zhodani space many games take place (plus Fifth Frontier War is somewhere on the distant horizon).

Seems the way NPCs are setup it might be hard to add the optional companions to NPCs but figured I'd throw it in.

We already talked about broad groups, but figured I'd just put that here for completeness.

Plus a player module for the player part of the companion might be useful so we.don't have to share all the NPCs and such with the players.

Those are the things that I thought could be useful related to the companion book while setting up and running a game this week.

As always no stress, will be happy with whatever, just wanted to put my wishlist to electronic paper. ;)

MadBeardMan
January 21st, 2022, 12:39
I have been semi away so hopefully these haven't been bought up.

On the stat overrides, is it possible to add optional companion stats in the event they are turned on?

Adding PSI to the NPC sheet could be helpful. It seems like NPCs are more likely to have PSI than PCs given the proximity to Zhodani space many games take place (plus Fifth Frontier War is somewhere on the distant horizon).

Seems the way NPCs are setup it might be hard to add the optional companions to NPCs but figured I'd throw it in.

We already talked about broad groups, but figured I'd just put that here for completeness.

Plus a player module for the player part of the companion might be useful so we.don't have to share all the NPCs and such with the players.

Those are the things that I thought could be useful related to the companion book while setting up and running a game this week.

As always no stress, will be happy with whatever, just wanted to put my wishlist to electronic paper. ;)

Hi Emsdev,

Nice to hear from you, glad you're on the road to recovery.

Stat Overrides - on the plan already, I'll push that up the list to the next update. I've done some work to tidy up the desktop with the buttons already, so this can be looked at. Oddly it's a bit of juicy coding to get these working.
NPC's need an overhaul, this is going to be doon, at which point they'll be more like a PC than a 5E NPC, as I'll be splitting equipment and weapon actions out into tabs etc.
A Player Module - good idea, can do that. I saw the Companion as player acceptable, as it's very minimal what's Referee only. Once the companion is 'stable' I'll do this (otherwise I have to edit two projects for one change).

First update for Traveller Companion in the ruleset is to add in some of the automation. That'll be available in Feb.

Cheers,
MBM

esmdev
January 21st, 2022, 15:43
Hi Emsdev,

NPC's need an overhaul, this is going to be doon, at which point they'll be more like a PC than a 5E NPC, as I'll be splitting equipment and weapon actions out into tabs etc.


One thing that is really cool about the D&D 2E ruleset is that you can make a PC and click a button and save it as an NPC because the records are similar. You can also go the other way too from NPC -> PC. Not sure how hard that would be, but that would be a spectacular feature to have in Traveller. :)

MadBeardMan
January 21st, 2022, 18:04
One thing that is really cool about the D&D 2E ruleset is that you can make a PC and click a button and save it as an NPC because the records are similar. You can also go the other way too from NPC -> PC. Not sure how hard that would be, but that would be a spectacular feature to have in Traveller. :)

Those fine sir, are already on the list.

esmdev
January 22nd, 2022, 02:52
Those fine sir, are already on the list.

So much awesomesauce!

Senior Dogmeat
January 24th, 2022, 11:54
Hi Deej,

Oddly I was thinking the same earlier in the week as one of my players is like Jayne from Firefly, has many weapons.

So this is what I'll do, remove any when a weapon is not carried or not equipped.

If carried, the attack/damage rolls will not function, same with the + for extra ammo loaded, as you can't change a clip on a weapon you're not holding....

As an aside, could also force only 1 weapon to be equpped?

Thoughts on that?

Cheers,
MBM

Dual wielding is possible. One weapon per appendage??

Trousil
January 24th, 2022, 20:46
Not a feature, more like a request.

Systems - For my players to see the system cards, I have to share the open up all of the sourcebook. I like to drag and drop the shared pin of the systems on the sector map and put in a "Ships Log" in the Notes Tab so the players have access to what is on what the ship's computer has about that system.

Currently, I am having to make a duplicate copy of each system and put those on the map. Things get very confusing having duplicates of each system. I can work around it, but it would be nice if I did not have to.

TrentLane
January 24th, 2022, 22:24
You shouldn't have to duplicate the System. My players have access to a huge sector map and I drag/drop all the system on there and share those as they get to that system. So whenever they wanna go back and check up on the system they can easily do that through the systems map.
51151

Trousil
January 26th, 2022, 16:24
You shouldn't have to duplicate the System. My players have access to a huge sector map and I drag/drop all the system on there and share those as they get to that system. So whenever they wanna go back and check up on the system they can easily do that through the systems map.
51151

Thank you for responding Trent. However, In order for the players to see the systems, I have to fully share the POD Book 2 with my players (which I do not want to do) otherwise the players get a module uploaded error with that book.

Hence, unless there is another work around, I still have to make duplicates of each system so that they can be shared without giving the players the full on POD 2 book.

TrentLane
January 26th, 2022, 16:30
Thank you for responding Trent. However, In order for the players to see the systems, I have to fully share the POD Book 2 with my players (which I do not want to do) otherwise the players get a module uploaded error with that book.

Hence, unless there is another work around, I still have to make duplicates of each system so that they can be shared without giving the players the full on POD 2 book.

In that case, your way is the only one afaik. But why not share Book 2 if I might ask? It's the book that is meant to be for the players as far as I understand it. Especially since there are some important rules and background info in there the players might need.

Dalton Calford
January 28th, 2022, 20:07
Hi MBM,

I have been away for a bit using Foundry, but I have found a useful thing there, that you may want to add here.
An equipment BOM
ie You have a item (weapon, equipment, armour, cyber implant)
Each of these items has a base statline as shown in the basic equipment.
BUT they point to a BOM (Bill of Material for those who are not experienced in accounting or shipping)
A BOM is the base item with a list of modifiers. Some can be standard, others can be player designed.
On the character sheet, only the final stats are listed but has a link to a form that lists all the mods

Example BOM would be things like
Combat Arm TL 11
Invistech TL 12
Natural Looking TL 14
Stunner TL 12
So all of this would show up as a single item in the inventory on the character sheet with a link back to the BOM with all the stat changes/weapon/action changes in place.
The rules support this, but I have yet to find a simple way of doing this in Fantasy Grounds

meachie
January 30th, 2022, 10:24
It would be nice if there was a ships locker section of the PC Spacecraft record so that the parcel items section of the Party Sheet can be used for giving parcels to players without having to worry about what is on the ship vs what they find down on the planet for example

Grommit57
January 30th, 2022, 18:19
I think it would be really nice to have some sort of ships locker that everyone can access. I've been told that's extremely difficult to do programming wise (not a programmer so I don't know). I just assign ownership on the party sheet as "Ship's Locker". The sheet does get a bit long at times but reminds you not to sell stuff. The problem with putting it on the character sheet is the owner of the character is the only only one that has access to it. Same with a dummy PC. Referee to have to clear ownership every time somebody different wants access it. So until somebody else comes up with a better way I'll just keep using the party sheet.

tommenquar
January 31st, 2022, 13:16
Not sure if these are in the woirks or what not, but fleet roster sheets and Mercinary sheets would be awesome ;)

tommenquar
February 7th, 2022, 05:54
Im not sure if it is already in or not so ill post it here, but can we get the option to add the Charisma stat to thje char sheet? I am running a campaign in the Vargr Extents and require CHA and SOC.

esmdev
February 7th, 2022, 06:01
Im not sure if it is already in or not so ill post it here, but can we get the option to add the Charisma stat to thje char sheet? I am running a campaign in the Vargr Extents and require CHA and SOC.

Hi. If you select option on the top right of the UI you can activate the various optional characteristics. Once active they will be available on the character sheet for normal use. :)

tommenquar
February 7th, 2022, 06:03
Hi. If you select option on the top right you can activate the various optional characteristics. Once active they will be available on the character sheet for normal use. :)

i do not have the charisma option, with that said i do own aliens of charted space 1 and 2 and book one doesnt populate options for me. Can you confirm charisma (Not Charm) is on that list?

esmdev
February 7th, 2022, 06:23
i do not have the charisma option, with that said i do own aliens of charted space 1 and 2 and book one doesnt populate options for me. Can you confirm charisma (Not Charm) is on that list?

Duh, read Cha and thought it was charm. Obviously not a lot of Vargyr running around my game. I can see a problem coming up with two characteristics with the same headers... Mongoose should pay better attention to their previously released products.

To be honest, I think charisma would work fine in place of charm.

tommenquar
February 7th, 2022, 07:42
yea but with me luck ill end up having to use both -_-

my playersd are like that...

Boldtaar
February 15th, 2022, 12:55
Suggest new icons images for the CT, PS, CAL, COL, MD, FX, OPT, SCT and TC button.
All dose acronyms are not intuitive to new players and even GM sometimes ;)
And a new sci.fi icon for the dice tower. Maybe something like a black hole or wormhole.

MadBeardMan
February 15th, 2022, 13:07
Suggest new icons images for the CT, PS, CAL, COL, MD, FX, OPT, SCT and TC button.
All dose acronyms are not intuitive to new players and even GM sometimes ;)
And a new sci.fi dice tower icon. Mabe portraying a black hole or wormhole.

Hi Boldtaar,

First, I've seen your thoughts on the Players Sheet and I'll be completing updates on that this week.

However these ideas. The next update for CoreRPG replaces all the sidebar buttons with icons. I just happen to be visiting Mongoose this week and I'll ask them to design some icons to fit the entire sidebar.
As for a new Dice Tower. That's something I'll also ask about, as I want them to build a new theme for the 2022 update.

Cheers,
MBM

Boldtaar
February 24th, 2022, 13:25
Was thinking on improvement on handling Dodging and Parrying in FG.
Now I have to look up and add a negative DM to the attacker roll when a player choose to use Dodging or Parrying and remember to add a DM-1 for every Reaction to the players next action.

Some ideas on it might be improved:
Added Dodging and Parrying as a Modifier effect that can be drag/drop in combat tracker and put some automation into the combat tracker.
Maybe add Misc actions for Dodging or Parrying to the character cheat Action tab for player quick access. Or have a Reaction toggle button to cycle through recreation options.

Boldtaar
February 24th, 2022, 15:41
Was looking for some information about creating Effects for Traveller (Modifier and Abilities) similar to the information for DnD
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641187/Reference+-+Effects
But there isn't any information available for Traveller in the wiki

Was trying to set up Effects for Altitude sickness with a DM-2/-4-/6 depending on severity.
Also think I like Prone and Cover as a Effects to drop on Characters/NPC instead of applying a modifier on the dice roll

esmdev
February 25th, 2022, 04:56
Is that for High and Dry? Maybe an effect should be added to the official ruleset to handle that for the module and other similar circumstances, as it is technically an official rule.

MadBeardMan
February 26th, 2022, 19:15
Hi Both,

I'm looking into Conditions/Effects as I type this, as I've added effect checks for Wound Effects (Traveller Companion). So I'll go through the 2022 rulebook and see what else I can add in for you.

Cheers,
MBM

Starwolf
February 27th, 2022, 08:44
I would like to see a shop function where the GM can populate different shops dependent on location with various equipment. Maybe even an exchange shop if different currencies are used.

YAKO SOMEDAKY
February 27th, 2022, 13:14
I would like the possibility of having a "shop" in Core RPG, a shop that allows the purchase and sale of items and more that prevents players from buying items without money and that the purchase and sale of the "seller" add or take money from him, allowing accumulating wealth and preventing from buying something the player wants to sell if they don't have money.

Oladahn
March 5th, 2022, 18:25
Hi, it was suggested that I add my 'issue' on this thread, hopefully it's the right place.

I've bought JTAS 1 and 2 and was wondering if the scenarios in them could be setup as playable modules. I know I could do it myself but I'm already trying to balance work, family life, playing and writing several scenarios myself so I just don't have the time. And part of the reason for buying them was to have a few ready to play scenarios, The Ship in the Lake, Last Flight of the Themis etc, but of course I can't.

Other accessories on FG have this option so not sure why this isn't a 'thing' for the JTAS series?

MadBeardMan
March 5th, 2022, 18:32
Hi, it was suggested that I add my 'issue' on this thread, hopefully it's the right place.

I've bought JTAS 1 and 2 and was wondering if the scenarios in them could be setup as playable modules. I know I could do it myself but I'm already trying to balance work, family life, playing and writing several scenarios myself so I just don't have the time. And part of the reason for buying them was to have a few ready to play scenarios, The Ship in the Lake, Last Flight of the Themis etc, but of course I can't.

Other accessories on FG have this option so not sure why this isn't a 'thing' for the JTAS series?

Hi Oladahn,

There is no reason other then I see them as articles more than full blown adventures. I could convert them and I will add that to the list.

Thanks,
MBM

Oladahn
March 5th, 2022, 19:20
Hi Oladahn,

There is no reason other then I see them as articles more than full blown adventures. I could convert them and I will add that to the list.

Thanks,
MBM

Thanks for that, the work you do is much appreciated.

Is there any way an ordinary Joe like me could help with this sort of stuff?

Even something mundane and tedious as copy and pasting then reformatting text and images for instance?

TrentLane
March 6th, 2022, 22:41
I'd love a "GM Section" in the Notes tab of Systems. Would make it a lot easier to have links to missions and other GM-only stuff in the system info, and still be able to share the system with players.

meachie
March 8th, 2022, 07:21
Honestly it’d be great if there was a GM notes section for just about everything

thoringard
March 13th, 2022, 20:15
Hello. I would like to have effects or modifiers created to apply bonuses to armor protection from full cover. Maybe have several types to cover common examples, e.g. Vegetation +2, Tree Trunk +6, Cargo Pallets +8, Civilian Vehicle +10, etc.

Boldtaar
March 18th, 2022, 18:00
I see some rulesets have the option to set up defeated markers for NPC.
Where NPC icon is replaced by a blood splatter or smoking wreak when killed.
Wold be really cool if we could have that.

Starwolf
March 20th, 2022, 18:00
I know, thats how they are made in the printet books, but the deck plans leaves a lot to be desired when used in FGU. hopeless to use LOS functionability and the resolution could have been better. So my request would be old style deckplans top down and not this skewed perspective thing we got now.

Boldtaar
March 20th, 2022, 20:26
Just wait for the 2022 core rulebook update that in the works or download the Community Expansions from the forum i put a link in there to a extension with Mongoose old 2D Deck Plan

esmdev
March 21st, 2022, 04:28
I know, thats how they are made in the printet books, but the deck plans leaves a lot to be desired when used in FGU. hopeless to use LOS functionability and the resolution could have been better. So my request would be old style deckplans top down and not this skewed perspective thing we got now.

There are a few ships that have been converted, LoS added, and made freely available on the forge. Links are listed here (https://www.fantasygrounds.com/forums/showthread.php?62180-Traveller-on-the-FG-Store-amp-Steam&p=544175&viewfull=1#post544175).

rcruk
June 4th, 2022, 23:09
Please make it so that we can have a good sized portrait on the character sheet :)

Boldtaar
June 25th, 2022, 16:55
On the character sheet personnel tab make more room for Background and less space for Notes
(Visible rows for reading)

Mallorylover23
July 5th, 2022, 19:23
My players have been really enjoying being able use the locations column in the PC sheet's equipment tab to keep track of where their equipment. The problem is that there is no way to expand the size of that column, so if the location is any more than a word long then they are out of luck knowing precisely what that location is. it would be very useful to be able to expand and reduce the size of the Name column as well as the Location column, rather than the Name column only expanding and contracting with resizing of the PC Sheet window. Im attaching a marked up jpeg I hope will help show what I'm referring to.

I understand if this just isn't something that is possible because of way FGU is set up, but if it is something that could be changed, it would really help.

Also, being able to select and edit (cut, copy and delete) within the PC sheet, especially the Equipment tab would be a very useful addition. Having to hold down backspace to edit a location or name really slows down item management and frustrates many of my players.

53437

MadBeardMan
July 5th, 2022, 21:00
My players have been really enjoying being able use the locations column in the PC sheet's equipment tab to keep track of where their equipment. The problem is that there is no way to expand the size of that column, so if the location is any more than a word long then they are out of luck knowing precisely what that location is. it would be very useful to be able to expand and reduce the size of the Name column as well as the Location column, rather than the Name column only expanding and contracting with resizing of the PC Sheet window. Im attaching a marked up jpeg I hope will help show what I'm referring to.

I understand if this just isn't something that is possible because of way FGU is set up, but if it is something that could be changed, it would really help.

Also, being able to select and edit (cut, copy and delete) within the PC sheet, especially the Equipment tab would be a very useful addition. Having to hold down backspace to edit a location or name really slows down item management and frustrates many of my players.

53437

Hi,

Actually this is something I'd like, the main issue is that the Equipment List is based on CoreRPG, but I've been working heavily on the RQ ruleset and so I'll try some ideas out and see what I can do.

So thanks for this, I'll find something. I think what I'll look at doing is if you expand the window, both name and location field 'share' the expansion. Thinking 'aloud' I think I can do this. What I'm learning with RQ is that I can make some cool updates to this ruleset soon in other areas.

Cheers,
MBM

MadBeardMan
July 5th, 2022, 21:01
On the character sheet personnel tab make more room for Background and less space for Notes
(Visible rows for reading)

It's going to happen, the entire tab will be updated soon, as careers are getting an update, a proper update.

Cheers
MBM

MadBeardMan
July 5th, 2022, 21:02
Please make it so that we can have a good sized portrait on the character sheet :)

How big are you thinking? In the RQ ruleset I've got up to 80 x 80 pixels. Also been thinking of maybe moving the portrait into the background/notes area, and just having the token on the top.

Cheers,
MBM

Mallorylover23
July 5th, 2022, 21:11
Hi,

Actually this is something I'd like, the main issue is that the Equipment List is based on CoreRPG, but I've been working heavily on the RQ ruleset and so I'll try some ideas out and see what I can do.

So thanks for this, I'll find something. I think what I'll look at doing is if you expand the window, both name and location field 'share' the expansion. Thinking 'aloud' I think I can do this. What I'm learning with RQ is that I can make some cool updates to this ruleset soon in other areas.

Cheers,
MBM

That's great news! Hope to see it sometime soon but again, I understand it's more of a QOL request rather than fixing a major bug.

rcruk
July 5th, 2022, 22:59
How big are you thinking? In the RQ ruleset I've got up to 80 x 80 pixels. Also been thinking of maybe moving the portrait into the background/notes area, and just having the token on the top.

Cheers,
MBM

Are you planning to move all the finance to the equipment tab? If the existing finance box could be moved above the additional info and then repurposed as the portrait frame that might work well?

rcruk
July 6th, 2022, 21:27
Please please please, add 'Charisma (Vargr) Characteristic' to the Characteristics (GM) Options. We use this in our game, as I'm sure others do, and it would be handy to be able to record it separate from SOC. It's not fair that Hivers and Aslan get theirs!

tommenquar
July 17th, 2022, 19:06
Please please please, add 'Charisma (Vargr) Characteristic' to the Characteristics (GM) Options. We use this in our game, as I'm sure others do, and it would be handy to be able to record it separate from SOC. It's not fair that Hivers and Aslan get theirs!

^- this =)

Boldtaar
July 19th, 2022, 23:31
Please please please, add 'Charisma (Vargr) Characteristic' to the Characteristics (GM) Options. We use this in our game, as I'm sure others do, and it would be handy to be able to record it separate from SOC. It's not fair that Hivers and Aslan get theirs!


If you add Charisma (CHA) characteristic wont it collide with Charm (CHA) characteristic from the Traveller companion options when selecting skill characteristic DM in FG?

Use the Social Standing (SOC) box for Charisma (CHA), Vargr from the Extents do not have a SOC characteristic.
I also use Charm (CHA) characteristic (Traveller companion options) in one of my campaign for a Varger and some low SOC travellers when the deal with people that doesn't care about there SOC or Varger CHA.
But I guess you could run in to a situation when a Extents Varger gain some Social Standing with the Empire or a human takes charge of a pack of Varger.

Mabe have Charisma (CHA) and change Charm to (CHM,) but guess have MadBeardMan would need to check with mongoosepublishing because they didn't think about CHA being used for two characteristics.

Boldtaar
July 20th, 2022, 01:41
Finacess and Currency

Suggest remove "Cash on Hand" from Finacess and use use Currency on Inventor tab as as Cash on Hand.
Keep Pension, MSP and Debt but also add Salary, SOL (Standard of Living) and Bank Savings.

Under Currency have Cr, KCr and MCr
Makes it easier to edit cash. I done this to my game in the option menu, but think it could be standard

Boldtaar
July 28th, 2022, 14:15
A few old and new ship sheet and deckplan suggestions:

* Allow images to be drop into notes tab when creating a new ship. Now it's only the prebuilt ship can have attached deckplans in the notes tab.

* Auto copy the notes tab to include description and deckplans when using a another ship as template to create a new ship.

* Add crew salaries on ship sheet and show on party sheet. Maybe even have a payout button the GM can use.

* The way max Fire control DM is automatically applied to all weapons is wrong and confusing in the combat tracker.
It should be a pool that can be divided among all weapons or applied to one weapon. Mabe can have a little dice bool on the action tab that can drag and dropped on the different weapons systems.

* Make it possible to add NPC crew to a NPC ship and save it as a Battle. Then have the crew skills and stats applied to the ships weapons systems.

* On the ship status tab show/save info about critical hits and hull point damage taken. The info is now only available as long as you have the ship in the combat tracker.
If the info is saved on the ship sheet it easier to access when doing repairs after combat and also makes it possible for GM to prep space battles with ships in less than perfect condition to start with.

* Add a individual copy of the Critical Hit Location table to the ship sheet (Status or a new tab) that can be edit and rolled against.
Then GM can create table that better reflect the individual ship. For example some ship are missing some systems or GM wants one particular system to have a larger chance to be hit on a ship.

* Suggestion when making the new 2022 edition deckplans.
Have transparent background and separate decks into different images, then it becomes easy for a GM to use the images as asset when creating maps.
For example you can drop a hangar as a background and have a ground combat between characters inside the ship and enemies outside in the hangar.
* Add LOS on all deckplans and have the deckplan room description numbers in a separate paint layer or as token that can be toggled on/off.

* Have a link or tab to a small space battle map from the ship combat tracker for quick assess.
Like the "Fleet Movement Chart" or a custom one like my Starship Combat Range Tabel https://www.fantasygrounds.com/forums/attachment.php?attachmentid=53649&d=1658364258

deer_buster
August 2nd, 2022, 15:18
I do not need a flowchart to make the characters in Traveller, I have been making character since the LBB's back in the 80's. What I am looking for is a full blown character generator. Lets take the Character wizard for D&D as an example. This is not to walk me through character generation it it to speed up character generation.

Tab 1: Race. It would have all of the possible races listed and as the click on one it would display all of the information on that race.
Tab 2: Characteristics. This is the tricky one as some races have different ways of generating a stat. some will have DEX 1d+3, Those that has anything that was not a 2d would be rolled in that stat and locked, the 2d can be moved around as desires, then racial stats such as STR +2 would be applied. So in the example of the DEX mentioned earlier it would roll 1d put it in the DEX box and then below the box would be the +3, Aslan would have a 2d that was assigned with the other 2d and then below the STR box the +2 would be applied.

The term tab could be all terms on one tab, a Career on one tab, or a tab per term
Tab 3: Term 1, Choose between Career, University, and Academy. If career a list of careers would be there and you choose, then the Qual box would be there already populated with what you needed to roll. hit the button and it rolls that. Then survival, ETC. If univerity or Academy then entry would populat with what was needed and so one.
Tab 4: Term 2, Choose between Career, University, and Academy, if you didn't get into the academy the 1 term (applying negatives). Step through this term as above.
Tab 5: Term 3, Choose between Career, University, and Academy, if you didn't get into the academy the 1 or 2 terms (applying negatives). Step through this term as above.
Tab 6: Term 4, Choose Career. Step through this term as above. Roll for age
Tab 7: I think you get the picture.
Next Tab: Career Muster out. If mustering out you would come here and it would have the Career listed, the benefit rolls accrued and as Cash or benefits for each roll. Recording each roll. You would come here after mustering out of each career.
Save Character would create a character sheet and done.

That is the dream, in reality anything that would automat the process more would be appreciated.

Amen. I realize that something like this is time consuming to create, but given the code is in the vault, I doubt a community extension is going to manifest.

cdjensen99
August 3rd, 2022, 12:44
I don't expect an extension either. The list above was in response to someone asking me what i wanted in a character generator.

Boldtaar
August 3rd, 2022, 16:03
What future plans are there for adding some functionality and automation for generating
Passengers, Freight, Mail and Trade goods and other stuff when visiting a spaceport?

Here a few suggestion based on how it looks now:

Systems Sheet, Spaceport tab: add button to auto add info from the Starport Facilities chart on page 257 (core book 2022).
Trade Goods table: change it to generate a drag/drop Trade Goods item when rolling and not only text in chat.
Systems Sheet, Trade tab: add the ability to drag/drop Trade Goods items. Now it wont accept Trade Goods items.
Systems Sheet, Trade tab: add a button for GM to auto roll and add available Trade Goods from a supplier.
A supplier will have all Common Goods available, the Trade Goods that match the world’s Trade codes and a quantity of randomly determined goods equal to the Population code of the world.
Systems Sheet, Trade tab: similarly add a button for the players to generate Freight and Mail using characters Skills and World/Starport DM. Handel Freight and Mail like a Trade Goods item, just add destination and origin field to the Trade Goods items.
Add a new Passenger tab on Systems Sheet and add button for Players to roll for Passenger using characters Skills and World/Starport DM.


:o

Garradures
October 31st, 2022, 14:56
I have a suggestion: It is possible to hide more information from GM attack rolls? Currently with the chat: Show GM rolls set on "OFF", the chat in the player's client shows who is attacking, to who the attack goes, If the attack hits or misses, and in case it hits, shows the type of success and the MOD to the damage throw.
The point here is to add the possibility to show less info. For example: who attacks and to who goes the attack
In other rulesets (DnD5e) there is an option "Show results to clients) Can be possible to implement it on Traveller ruleset?
thanks

deer_buster
October 31st, 2022, 19:20
I have a suggestion: It is possible to hide more information from GM attack rolls? Currently with the chat: Show GM rolls set on "OFF", the chat in the player's client shows who is attacking, to who the attack goes, If the attack hits or misses, and in case it hits, shows the type of success and the MOD to the damage throw.
The point here is to add the possibility to show less info. For example: who attacks and to who goes the attack
In other rulesets (DnD5e) there is an option "Show results to clients) Can be possible to implement it on Traveller ruleset?
thanks
That should be relatively easy to do with an extension...

Garradures
November 2nd, 2022, 10:03
That should be relatively easy to do with an extension...

IDK I have no idea about coding :)

Pharoid
November 2nd, 2022, 21:36
Questions for MBM: What are your thoughts on the newer coreprg combat tracker vehicle integration? Does it help or hamper integrating vehicles in MGT2 since the framework for starships is already in place? would it require re-work to utilize it? is it even useable for SCI-FI rulesets? Maybe your already using it as far as I know. :-) Thoughts?

Thanks!

Elvedui
December 7th, 2022, 17:33
Is development of the MGT2 products on hold or is MBM on vacation? There haven't been any new products in a while? Just wondering.

Moon Wizard
December 8th, 2022, 16:29
As most DLC developers, this is a side project for MBM; and as he has mentioned in other posts, his life has been very busy over the last year. In addition to submitting a Vampire source book DLC in the last month or so, he is also mentioned he is working on a little bit of Traveller and another DLC project. I'm sure we'll hear more from him as his time permits.

Regards,
JPG

Elvedui
December 10th, 2022, 14:03
Thanks for the update. I don't read every post so it is hard to find the relevant comments from MBM. Totally get this isn't his full time job. He was just pushing out so many products that we were spoiled.

Boldtaar
December 16th, 2022, 19:30
Add function to share the a NPC portrait image with players directly from the NPC character sheet,

Fix drag and drop Race onto the NPC character sheet

esmdev
December 17th, 2022, 03:54
Add function to share the a NPC portrait image with players directly from the NPC character sheet

If I recall correctly you can drag an image (your portrait image or a larger image of the NPC) to the second tab of the NPC sheet for storage and when you want to share the image just drag that to the chat window or open the image and right click share it.

On race, that is a deeper rule set issue.

plap3014
January 2nd, 2023, 23:13
Hi, it will be possible to have Import NPC also?

Boldtaar
January 3rd, 2023, 15:52
Hi, it will be possible to have Import NPC also?

type "/export" in chat window and it will open up the export window.
You can create a module with the NPC or what ever you want to export.
Then you load the module you into the game where you want the NPC.

In the Community Expansions thread the should be some NPC that you can import.

I'm wanting for the day where can create spaceship with a NPC crew to drop into the combat tracker or export as one package

Boldtaar
January 3rd, 2023, 16:02
If I recall correctly you can drag an image (your portrait image or a larger image of the NPC) to the second tab of the NPC sheet for storage and when you want to share the image just drag that to the chat window or open the image and right click share it.

On race, that is a deeper rule set issue.

It's only possible to drag/drop pictures to the note tab when you already have created a image assets for a image.
It's not possible to drag/drop portraits/tokens directly to the notes tab from the assets library.

But what I really want is to be able to right click on the NPC picture (or have a button) to share the already existing portrait/token on the NPC front tab

Laerun
January 5th, 2023, 05:30
What would be the intent of sharing the the token or portrait assets from the NPC statblock? These images are often small and would not appear nicely if they are stretched and zoomed in.

Boldtaar
January 6th, 2023, 14:53
What would be the intent of sharing the the token or portrait assets from the NPC statblock? These images are often small and would not appear nicely if they are stretched and zoomed in.

Having all in one place makes it less fiddly, more quick and easily to share a portrait of a NPC with players.
Having to go into my image library trying to find a picture for a specific NPC creating image of it and sharing it, instead of having it all linked from the NPC sheet just gives me as a GM a lot more prep work to do and headache when playing.
Don't know what the limit is for the NPC portrait/token but good enof. If its to low for people raise the limit or do like the player character sheet have a separate portrait and token space.

Elvedui
January 8th, 2023, 15:06
How about the ability for items and ships to easily add mods without needing to manually adjust the items. There are alot of mods for armor, weapons, vehicles and ships, but you need to manually adjust them to reflect the mods impact. Obviously it can be done manually, but i would prefer not to have players or myself make mistakes.

Pharoid
March 27th, 2023, 20:24
I'd love to have the ability to define gear sets which you can auto equip/unequip/move etc.. So I can define a gear sets for ground combat, space combat,in-jump,on-ship,diplomat and could just click it to equip. Also nice for different law levels when visiting planets. Just a thought. As a player, I spend a lot of time deciding what to wear/bring under different circumstances and often forget an important useful item. :-)

GregRex
March 28th, 2023, 16:33
Pharoid, I think you can kind of do that already. Create inventory directly on the PC record's equipment called 'ground combat', 'space combat' ,'in-jump' ,'on-ship', 'diplomat' etc. Then assign the 'Location' to the inventory described above. If you equip or unequip the entire group that should replicate to each assigned end item in a single click.

One drawback is you may need multiple inventory items of the same thing if you use it in multiple groups so it may look like you have duplicates when in fact you don't.

As a Ref I'd assume everything not equipped would be in the ship's locker or some such.

Pharoid
March 28th, 2023, 17:07
Yep! that does the trick. :-) Thanks! All this time I've been fiddling with my inventory and I shoulda just taken one of your classes. :-)

Elvedui
April 9th, 2023, 01:37
I wish there were a tab for subsectors so that it is easy to access the subsector maps in FGU. i realize there is a website, but it would be useful to have this feature in FGU.

agoldsmi55
July 1st, 2023, 11:05
On the Actions tab, it would be great to be able to see how much damage had been applied to each stat, rather than having to flip between top of Main and Action tabs to check. I may be missing something, but other than that hard to appreciate how dinged up a character is - and how much healing they might need. Apologies in advance if missing something obvious. One way of doing this might be a field beneath each 'damageable' stat on Actions sheet, showing how much damage suffered.

The Canterbury Tail
July 4th, 2023, 21:10
I can't remember, but is there a Ships Locker feature in the works? Where as a GM I can just put equipment in the ships locker and the players check it out onto their character sheets when they take it?

tommenquar
July 22nd, 2023, 04:50
I can't remember, but is there a Ships Locker feature in the works? Where as a GM I can just put equipment in the ships locker and the players check it out onto their character sheets when they take it?

Would be neat to have this in the PC Ships document (or perhaps in the party sheet)

VarianTemplar
August 31st, 2023, 06:45
Is there a technical possibility to generate Starship Encounters via Table generation? If so, any chance it could be added to the "roadmap"?

Much Danke.

johnecc
August 31st, 2023, 07:17
I don’t have the ruleset, but there is a Space Encounters table in the Core rulebook. Check the reference manual under Space Operations - Encounters, if it exists, there should be a link to the table.

FredrikVladimir
August 31st, 2023, 15:30
I wish there were a tab for subsectors so that it is easy to access the subsector maps in FGU. i realize there is a website, but it would be useful to have this feature in FGU.

This would make sense to add once they add the World generation rule book. (Holding my breath.)

adzling
August 31st, 2023, 15:42
Is there a technical possibility to generate Starship Encounters via Table generation? If so, any chance it could be added to the "roadmap"?

Much Danke.

The Starship encounter tables from the core book are in.

It's also very easy to create your own custom encounter tables, I did this for our campaign.

Elvedui
October 7th, 2023, 23:11
How about being able to drag mods to weapons and equipment that modify the items. Or a tab on an item where you can put the mod so it doesn't just show up on the inventory list with the item itself.

Conspiracy
October 27th, 2023, 10:54
Ability to use opposed checks in Task Chains.

agoldsmi55
November 4th, 2023, 21:24
I’m not sure this is traveller specific but here goes …

It would be great to be able to edit the money on the character sheets. The only way players can update the number of credits they have is to re type it, which is a pain in the neck.
Same thing goes for the currency on the Party sheet.

I recognise the currency obviously can only contain numbers, but is there any reason why one can’t edit it.

Just in case I’m not expressing myself clearly, ..

Example ‘to be’
1) credits initially 235000
2) spend 5000, so credit should now be 230000 , using the power of maths
3) to do this, click in box and move cursor to left, delete the 5 and replace with a zero

This may seem trivial compared to just re typing every time , but current need to re type is a pain
(I hope this is an easy change - if non-trivial change, then probably not worth your time compared to bug fixing etc)

Moon Wizard
November 6th, 2023, 03:45
This is a FG application level behavior of the number control, and not controlled by any specific ruleset. There are no plans to rework at this time.

All the standard currency fields on the inventory tab are additive number fields; so you can drag numbers onto the field to adjust the number up/down. If you type "/die -5000" and press Enter in chat entry field; you can drag resulting number to the currency field to decrement by 5000.

Regards,
JPG

Trenloe
November 6th, 2023, 09:28
As Moon Wizard mentions, the currency fields on the Equipment tab are additive - you can use the /die command, or type a value into the modifier box and drag that to the MCr or Cr field to add/subtract from the field.

agoldsmi55
November 6th, 2023, 19:45
Thanks both for your replies. The tips above will make things easier, thank you, and will give them a go later tonight when me and my friends next visit the Trojan Reach.

Starwolf
November 9th, 2023, 09:19
I said it before and it probably needs repeating. We should have a shop extension that the GM could provide shop depending on players location. When a player is shopping the total amount are subtracted from the player cash.

anstett
November 10th, 2023, 12:40
I have not tried it out in my Traveller campaign yet but Mad Nomad does have this extension for that:
https://forge.fantasygrounds.com/shop/items/1222/view

peterfdh
December 26th, 2023, 16:12
Not sure whether this is a bug or feature that is only partially implemented - I suspect the latter so am posting this here:

Is there any way one can search items by sub-type? Clearly searches by Type work and the sub-types are used for weapons and armour through their respective buttons. It would make things like searching through Survival Gear a lot easier.

ragnarol
April 8th, 2024, 22:05
Is there a way of manually adding Critical Effects to a ship? Useful for already damaged ships being added to the Combat Tracker or for targeted attacks.

Only way I have found so far is to drop damage in teh ship until I get lucky and get the hit in the location I want and then restore the damage and remove any other criticals

GravityBlade
February 6th, 2025, 20:23
Can the proper methodology for stun weapons damage be implemented?

For reference from the Weapon Traits section in the CRB:
Stun: These weapons are designed to deal non-lethal damage, incapacitating a living target rather than killing it. Damage is only deducted from END, taking into account any Protection. If the target’s END is reduced to 0, the target will be incapacitated and unable to perform any actions for a number of rounds by which the damage exceeded their END. Damage received from Stun weapons is completely healed by one hour of rest.

Recently I noticed that the weapons with the Stun trait (which also had "stun" noted after the damage) were reducing all stats as if the weapon was doing full damage instead of only END damage. They also are not applying any kind of "incapacitated" or "stunned" condition on the target once their END is exceeded.

While the second part (applying a "condition") might not be possible, it'd be nice if stun weapons performed per the CRB.

Thanks.

Stargrove
March 7th, 2025, 19:47
- Ability to add weapons to vehicles

- Vehicles in the combat tracker

- I think the main combat tracker is the right place

- players can use weapons
- track damage
- track armor

Elvedui
April 22nd, 2025, 16:20
Is there anywhere that we can see if any of these requested features are going to be added?

superteddy57
April 22nd, 2025, 16:42
This post was set up by the previous developer who now no longer working on the ruleset. The ruleset is still receiving updates to keep it in line with any new CoreRPG features and bug fixes. As for expanding it to include new features like some that are mentioned in this thread, it would depend on if we have availability of resources to add them. If another developer takes up the project then you might see them introduced quicker.

NickSmith
May 29th, 2025, 23:59
- Ability to add weapons to vehicles

- Vehicles in the combat tracker

- I think the main combat tracker is the right place

- players can use weapons
- track damage
- track armor


I think I asked about the 'Vehicles in combat tracker' thing before,
and this might help, (sorry if you know already):
You can use vehicle mounted weapons (... pretty much); for example: by deciding who's using the jeep-mounted machine gun,
and just dragging that weapon from the Central Supply Cat. to their character sheet.

anything else ...
like HP and different armour for the facings of the vehicle ... AFAIK you'll have to do that by hand.
It's honestly not much of a pain to do it, but it does kinda make having the Vehicle Handbook in FG somewhat ... counterintuitive

Armour vs. Vehicle facing: I can see how it'd be slightly difficult programming-wise, you'd have to measure the angle of the defender vehicle
and the attacking shot, and apply that amount of armour vs. whichever side the shot was hitting most, or something ... The entry for Robot in the NPC list is almost perfect for a vehicle apart from no multiple armour stats ...

I'd have a go at fixing it if they asked me ... how difficult can it be ;-) ?

ragnarol
May 30th, 2025, 10:46
This post was set up by the previous developer who now no longer working on the ruleset. The ruleset is still receiving updates to keep it in line with any new CoreRPG features and bug fixes. As for expanding it to include new features like some that are mentioned in this thread, it would depend on if we have availability of resources to add them. If another developer takes up the project then you might see them introduced quicker.

Thank you for the update superteddy57. Who should we reach to request resources/new developer for this? I guess Mongoose?

It is a shame, the current ruleset was going in the right direction but it has been left in a half baked state that makes certain things almost harder to track in FG than in paper. I am starting to check what other options are there outside of FG, but it will be quite annoying to move away as I have already spend quite a bit on the books for FG :(

ragnarol
May 30th, 2025, 10:48
In my list of wishes I have the following. Some of them I think are musts in order to make the experience enjoyable (like the custom critical for ships or allowing the players to manage their own ship cargo in the party sheet:

Space Combat Tracker

- Allow to add custom critical hits
- Skills for NPC ships, allow rolling attack at least as currently only shows damage
- Skill rolls to modify by ship mods/sensor level/etc


Normal Combat tracker
- Reaction counter. PC/NPC button to add a reaction to the mix that will

- Reset at the end of their next turn.
- This will apply to rolls in the meantime
- Can be modified by items/effects (combat drugs)
- Reaction type awareness so, for example, if you parry next melee attack targeting the character is penalized by character melee skill


- Damage attribution

- Right now you apply all damage and it uses your configuration to spread
- Show instead 3 different damage records, one for each characteristic, and you can modify/accept them so you can for example get 5 in END and then 1 in STR and 2 in DEX


Party Sheet
- Allow players to modify the cargo in the ship
Character sheet
- Bigger fields, things like careers are not very easy to maintain

Toko Loshe
February 14th, 2026, 06:39
I have implemented several improvements to the core ruleset and will continue to support the traveller-extended extension for extra functionality not part of the core Traveller rules system such as addtional automation etc.

The next release will contain the options for automatic trade good generation per location with options for 'All' Locations, 'World' Locations only or 'Off' for no trade good generation. I will be adding the ability to drag/drop spacecraft criticals to an entry on the spacecraft combat tracker next.

If there are any requests for features please note the following:
If it is part of the Mongoose Traveller Rules and possible to automate, I'll have a look at adding it to the core ruleset. If it is a request for more automation, extra functionality or not part of the core ruleset I will have to see if the request can be added into the extension as long as it is of a general nature. I need to ensure the functionality is usable by everyone subscribing.

Keeping that in mind, please have a look at the below and let me know what further enhancements you would like to see in future.

Here is a list of the changes to the core ruleset:
1. Spaceport Auto-Population

Automatically populates spaceport data based on UWP starport quality code (A-X)
Includes type, facilities, fuel, and berthing costs
Preserves manual edits (only fills empty fields)
Random berthing cost generation based on starport quality

2. Trade Goods Cargo Management

Auto-populates world trade tabs with all "Common" trade goods from loaded modules
Dice notation parsing for cargo tonnage (e.g., "2D x 10")
Drag-and-drop from reference trade goods to world cargo lists
Link buttons to open original trade good records
Maintains links when dragging from world cargo to spacecraft cargo

3. Trade Goods Auto-Generation Option

New campaign option to control when trade goods auto-populate
Three settings: Off, World (default), or All location types
Respects manual entries (only populates empty cargo lists)

4. Enhanced Spacecraft Cargo Links

Cargo items dropped from trade goods maintain reference links
Link buttons appear next to cargo items with references
Click to open original trade good record
Auto-sets default location to "Cargo Hold"
Link data persists across sessions

5. Spacecraft Critical Damage System ( In Progress )

New "SC Criticals" reference library with 11 systems × 6 severity levels
Drag-and-drop criticals from library to spacecraft combat tracker entries
Auto-increments severity or creates new critical at severity 1
Manual severity editing (1-6 range) with automatic effect text updates
Severity cap at 6 with warning messages
Chat integration confirming critical application
Works alongside existing automated critical rolling system

This is what the extension adds:

1 .Spacecraft Combat Enhancements:

Missile & Torpedo System: Automatic salvo size calculation, tech level bonuses, time-to-impact tracking, and pending attack resolution
Spinal Mount Weapons: Minimum tonnage penalties and chat notifications for undersized targets
Bay Weapons: Enhanced attack resolution
M-Drive Initiative: Fixed thrust modifier calculations
Armour Detection: Intelligent parsing

2. Vehicle Combat Enhancements:

Armor Facing: Front/Sides/Rear armor tracking with directional damage application
Target Side Selection: Choose which facing to hit for realistic tactical combat
Vehicle Criticals: 11-location system (Fuel, Power Plant, Weapon, Armour, Hull, Cargo, Occupants, Drive System, Systems) with 6 severity levels each
Persistent Tracking: Critical results saved to vehicle records and survive across sessions


3. Weapon Traits & Damage:

Radiation Weapons: Dual damage system - normal weapon damage PLUS automatic radiation exposure (2D × 20 rads) with immediate characteristic damage (1D-8D based on exposure level), all bypassing armor. Note - radiation is applied to the target only, there is no area / line effect.
Destructive Damage: Automatic 10× multiplier for DD dice notation (e.g., 3DD+3 correctly rolls and scales)
Burst Fire: Auto trait detection with automatic damage bonuses
Trait Recognition: Tachyon, Missile, Torpedo, Spinal Mount, Destructive, Meson, Radiation, Bay weapons

4. Character Weapon Enhancements:

Automatic Range Band Display: Weapons show calculated Short/Long/Extreme ranges on item sheets
Shoulder Stock Support: 1.25× multiplier to Short and Long range bands
Automatic Range Modifiers: Token distance automatically measured and appropriate DM applied (+1 short, -2 long, -4 extreme) if the map has a grid enabled.
Scope Trait: Removes 100m range limit (Combat Armour/Battle Dress count as scopes)
Laser Sight: +1 DM at ranges under 50m
Holographic Sight: Functions as scope + provides +1 DM at ranges over 50m
Auto-Miss Rules: Beyond extreme range or >100m without scope automatically fail
Clear Display: All range modifiers and attachment bonuses shown in attack chat output


5. Radiation Damage & Treatment:

Dual Damage System: Radiation weapons deal normal HP damage PLUS automatic radiation exposure (2D × 20 rads)
Treatment Options: Anti-Rad medication (up to -100 rads) and Emergency Applicators (1D6 × 10 rads reduction)
Automatic UI: Treatment buttons appear when items are equipped, consume on use
Core Distinction: Extension treats radiation as weapon trait (adds to damage) vs. MGT2 core damage type (replaces damage)

NickSmith
February 14th, 2026, 09:39
Wow!

Fantastic job. :-)

Naplam
February 15th, 2026, 17:32
We need a character generator, a robot gen and a ship generator func in FG and a system map generator

anstett
February 15th, 2026, 23:32
I personally would not see the use of the first three but I can see how someone could program an extension to do them.

For a system generator (lacking the World Builders Handbook in FG) this is your best bet:
Utilitarian Star System Generator | Mongoose Publishing (https://forum.mongoosepublishing.com/threads/utilitarian-star-system-generator.124969/)

Naplam
February 15th, 2026, 23:45
thankss for thatn link but i was think a graphical view like the ones showing orbits and AU distance

anstett
February 16th, 2026, 00:08
Here is someone who is working on that for all of Charted Space:
Drop Box for all my Planet Information and System Maps : r/traveller (https://www.reddit.com/r/traveller/comments/1l4ips7/drop_box_for_all_my_planet_information_and_system/)

And how I have used those in my game:
Dragonslayer Space | Main / ArunisiirTheBorderlandTrojanReach2621-extended (https://dragonslayer-traveller.com/index.php?n=Main.ArunisiirTheBorderlandTrojanReach 2621-extended)

And then I have created the Arunisiir system with full locations in FG. Some of that work will be duplicated by The Borderland book when that is converted.


I think that creating the full system with the WBH formulas is a possibility, but having FG then use those to create a graphic display is too far beyond what an extension can do.

Naplam
February 16th, 2026, 00:22
awesome thanks!!

Toko Loshe
February 16th, 2026, 05:21
We need a character generator, a robot gen and a ship generator func in FG and a system map generator

I can have a look at updating the character generator, but any other generator such as robot, vehicle or ship builder will be an immense amount of work. Not impossible to do, but very large in scope. These generators will have to be enabled only for users who purchased the relevant module and as such is not part of the core ruleset functionality and I won't focus on them for now.

Stargrove
February 16th, 2026, 16:40
I can have a look at updating the character generator, but any other generator such as robot, vehicle or ship builder will be an immense amount of work. Not impossible to do, but very large in scope. These generators will have to be enabled only for users who purchased the relevant module and as such is not part of the core ruleset functionality and I won't focus on them for now.

There was a character creation module created by MxWolfie192 a while ago who posted it in these forums: https://www.fantasygrounds.com/forums/showthread.php?59740-Character-Creation-Module&highlight=creator

It is mostly complete but still has lots of typos and such. Plus, you end up with lots of open windows once you are done and so your FGU desktop gets quite messy.

Toko Loshe
February 18th, 2026, 08:27
The ability to add custom spacecraft criticals and drag and drop criticals on a combat tracker entry is live. Please note that the severity level text must still be applied by the referee.

anstett
February 18th, 2026, 19:28
Confirming that the Trade tab is acting as expected with the new update.

World - yes to trade goods
Planet - no to trade goods

Thanks

moonracer20000
March 12th, 2026, 21:27
Adding a race to a character sheet should add an appropriate melee "weapon" to the character's Equipment and Actions tab. Default to "unarmed attack" (which is already in the core book). Aslan should also get their dewclaw and Vargr their bite attack (both not in FGU currently, but listed in their respective race cards under traits). So I guess the best way would be to add "unarmed attack" to all character sheets and special attacks would be tied to traits that add them. I'm sure there are other races that should have custom melee weapons, but someone would have to go through all of the races/traits.

moonracer20000
May 5th, 2026, 20:35
Can we get higher skill tracking on character sheets/UPP? At least up to K (20) for some aliens.

Toko Loshe
May 6th, 2026, 05:37
Can we get higher skill tracking on character sheets/UPP? At least up to K (20) for some aliens.

What does the K mean? I don't see why it would make sense to roll any skill of 20 as it would always succeed, so I don't think that is what you are asking for.

Are you referring to the number of skills that can be listed on the npc sheet or character sheet? Please also remember that in Traveller can only have a number of skill levels equal to three times the sum of INT and EDU.

cdjensen99
May 7th, 2026, 12:38
Extended Hexadecimal notation, Hex normally is 0-f, extended takes that past Z (with I and O not being used they look to much like Numbers) In believe.

https://wiki.travellerrpg.com/Hexadecimal_Notation

moonracer20000
May 7th, 2026, 13:55
That is correct. Extended hexadecimal beyond F (which is level 15). I recently read an adventure that had aliens with a characteristic of 20, so it does exist in MgT 2E, just not very common. I also believe augments can take a player characteristic above 15.

anstett
May 7th, 2026, 16:23
Characteristic not Skill

(also see Moonracer above :) )

cdjensen99
May 7th, 2026, 23:19
However since you skip I and O, K is only 19 and L would be 20

Toko Loshe
May 8th, 2026, 05:56
Mechanically, the system can take any value and the bonuses calculate dynamically. The UPP is not correct for values above 15, but its cosmetic only. The UPP display only affects NPC records and you would like to see the correct hex value for values over 15 correct?