View Full Version : MGT2 v1.2.4
MadBeardMan
May 29th, 2021, 21:59
Hi Folks,
So v1.2.3 is finally done and with SW. So you should see it soon, so I've started to plan v1.2.4.
This version was based on a quick poll to find out what should be the focus of this version and Power Management & Criticals took the win. This isn't complete but I am going to release this version to address the two bugs.
Adding PC ships to the Party Sheet Fixed the issue that stopped ships 'showing'. Note you WILL get an error when the ships are shown in the PS (they were being transferred just not shown). Remove the ship and add them back in.
NPCs added to CT Fixed the issue that Humanoid NPCs would be transferred without any 'Health', ie Dex/End/Str of 0.
Class field Ships will now allow a Class field to be entered, ie the Far Trader can be A2 or Empress-Marava. I will modify Core Rulebook and High Guard to include these, plus overtime modifies any adventure.
PC Ships As the Party Sheet should start to work I've removed the Cargo Tab and have more a few things around to make the PC Ships Sheet smaller.
Ship Systems To make the ship sheets smaller I've moved the 'Details' from the main tab into their own 'Systems' tab, this applies to PC Ships and NPC Ships.
Ship Power Management On the PC ship you have Total Power and Current Power. When the Ship is first loaded it will try and detect these, they can be overridden.
Ship Mortgage Information On the PC ship you now have Mortgage Remaining and Payments Remaining. These are free for the Referee to enter in such information.
Ship Criticals A basic criticals system is now in the Referee's SCT and the Players SCT.
Ship Criticals Options There are 2 options for the Ship Criticals - Automatically roll for Spacecraft Criticals and Apply Sustained Damage based Criticals - both of them using the 'Yes' default.
Ship Crew Morale Added 'Crew Morale' under the Crew text box. There's also a DM that will roll a Crew Morale check.
Cheers,
MBM
johnecc
May 31st, 2021, 00:50
Hey MBM, saw you post on twitter showing how ship crit’s appear in the combat tracker, nice.
Quick question, when the crit is rolled, does it automatically update the ship, example, 1D hull damage, or reduce power 10%, or do the players/gm have to adjust manually?
MadBeardMan
May 31st, 2021, 12:09
Quick question, when the crit is rolled, does it automatically update the ship, example, 1D hull damage, or reduce power 10%, or do the players/gm have to adjust manually?
Morning, a good question.
Some things, ie '1D Hull Damage' is nice and easy to automate, but lose 10% of fuel isn't so easy, especially if fuel isn't be tracked.
So I suppose it comes down to, what automation to do players want, and should beyond reporting a critical (and it being listed against the ship) it be an option to 'automate' those?
Cheers,
MBM
bigrat
June 3rd, 2021, 01:19
I would like to see some of the easier criticals to be added (ie. Hull, armour, and power plant). The rest is okay for the players or GM to handle. However, and i know this might be tricky but the weapons critical would be super nice to have aswell. Since that is a part of the sheet. (Maybe have the weapon powered off if it takes a critical to disable it?). Thanks!
MadBeardMan
June 3rd, 2021, 01:39
I would like to see some of the easier criticals to be added (ie. Hull, armour, and power plant). The rest is okay for the players or GM to handle. However, and i know this might be tricky but the weapons critical would be super nice to have aswell. Since that is a part of the sheet. (Maybe have the weapon powered off if it takes a critical to disable it?). Thanks!
Hey Bigrat,
Thanks for the input. I have decided to add a new option called 'Automate Ship Criticals' so that Referee's get the choice.
We could at a later date possibly fine tune the options, so you can have 'Hull' but not 'Weapon'.
However you gave me a good idea, add a status to each mount and if the status is disabled then stop the player from using that weapon, that shouldn't be too hard and I like it as Weapon Crits are the things that really cripple a ship in a fight.
Cheers,
MBM
bigrat
June 3rd, 2021, 18:56
This might be the wrong place to post this, but aasssssss long as i have you here :bandit: is ship combat going to be done through the combat tracker? where the players can see the status of enemy ship(s) and chose the targets they want to fire weapons with?
GregRex
June 4th, 2021, 13:54
@bigrat That's already functional is the SCT (Spacecraft Combat Tracker).
Do you have examples of it not working? If so I'd post screenshots in the Bug Report thread.
https://www.fantasygrounds.com/forums/showthread.php?51017-Official-MGT2e-Bug-Report-Thread
MadBeardMan
June 4th, 2021, 14:11
Hi,
Yes SCT has been available for a good while now, released just before High Guard. There's a big update coming next Tuesday.
You drag PC Ships into the Party Sheet Ships Tab, drag the players into the 'Crew' section and on their Character Sheets they get access to that ships actions (currently only weapon actions) but that's expanding over time to include more.
Cheers,
MBM
bigrat
June 4th, 2021, 14:26
ah sorry, i am about to start my a new traveller campaign on FGU in these coming weeks. The last time I played traveller in fantasy grounds is right after supply catalog was implemented into the module. It was great fun, but I wanted high guard to be released before I continued to the campaign. this is good news :D
esmdev
June 4th, 2021, 17:44
ah sorry, i am about to start my a new traveller campaign on FGU in these coming weeks. The last time I played traveller in fantasy grounds is right after supply catalog was implemented into the module. It was great fun, but I wanted high guard to be released before I continued to the campaign. this is good news :D
The ruleset has had numerous improvements since the release of CSC. Definitely worth some exploring before you run your game. :)
MadBeardMan
June 13th, 2021, 21:39
Hello All,
I've finished the v1.2.4 today.
It's got some error bugs finished, plus now has the Basic Critical for the Spacecraft CT.
There are two options needed:
Automatically roll for Spacecraft Criticals
Apply Sustained Damage based Criticals
Automatically roll for Spacecraft Criticals
The first is needed to roll the Spacecraft Critical when there's +6 effect when rolling the Attack roll. When the Refeere's checks the 'Apply' button it will then roll the Critical Spacecraft Table. The it will add the Critical to the Refree's SCT and the Players SCT showing which Critical is there. If the characters when try to repair the criticals - then the Referee's get remove the Criticals, however if the Severity for the Criticals (ie 2-6) then the Refeere's can reduce the Severity.
At this moment it doesn't automate what the criticals is showing, ie 'Power Plant, Severity 1 - Thrust reduced by -1. Power reduced by 10%'. I'm going to look at this later, so at the moment it just tells the Refree/Players which criticals has been done.
Next, Apply Sustained Damage based Criticals
If this is option is 'Yes' (Default) then if the Spacecraft damage is 10% (or more) of their starting hull (ie 8 or more for an 80 Hull), then it rolls a Critical roll.
During this week I'm going to send it around Tuesday (so it will be in the TEST channel).
Phew,
Cheers,
MBM
Faramir
July 7th, 2021, 01:08
First, my thanks for all the hard work you put in! A wonderful product!
Second, regarding fuel, perhaps permit the option to either track the actual fuel, or run an accumulator to record what XX% has been consumed since last refueling?
MadBeardMan
July 7th, 2021, 01:13
First, my thanks for all the hard work you put in! A wonderful product!
Second, regarding fuel, perhaps permit the option to either track the actual fuel, or run an accumulator to record what XX% has been consumed since last refueling?
Oh nice idea, yes I'll add something like that in v1.2.5 for you, was thinking of having a 'fuel left' and then on the PS summary show it like the HP's show in DnD.
Cheers,
MBM
savoylen
July 19th, 2021, 20:51
Yes... loving the progress! I just discovered how to add the players to the ship and then their role. We have damage options only at at this point, but loving the direction and look!!
First, my thanks for all the hard work you put in! A wonderful product!
Second, regarding fuel, perhaps permit the option to either track the actual fuel, or run an accumulator to record what XX% has been consumed since last refueling?
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.