Hi MrWigggles,
I've checked this and 'Life Events' (Core Rulebook) is rolling 2d6.
Can you give more information please, which Life Events from what book etc.
Thanks,
MBM
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Hi,
Sorry if this has been already reported, I cant found it.
When I perform a double click on a skill of the Skill section of an NPC I get the error message
[ERROR] Script execution error: [string "campaign/scripts/manager_char.lua"]:1145: attempt to index local 'nodeRacialTraits' (a nil value)
Am i doing something wrong? I have tried to create a new NPC from scratch but I don't know how to fill this.
Regards
Hello,
I can't see this one currently reported, but I might have missed it cause 'reasons'.....
I am getting the following log error when creating new craft - when locking or unlocking the card:
Handler error:[string "spacecraft"]:17: attempt to call field 'update' (a nil value)
[ERROR] Script execution error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)
Attachment 41958
I don't think I have missed anything out but the screenshots should give people an idea of how much of an idiot I have managed to be today :)
Thanks
hey iam geting same iam not able to use skills from my NPC :-( lol :-)
Hi MBM, loving your work.
I've got a player with psionics and we've adopted the Healing talent from Compendium 1 (MGT1) book. I thought 'hooray, I can add that using Create Item'. I did, and at first it seemed to work. I created a Triage ability and assigned it to a Psionic Healing talent. When I added the ability to the character sheet (by dragging it to the skills tab) the Psionic Healing talent appeared on the Skills tab the Triage ability got added to the Actions tab of the character sheet. Excellent. However there were problems.
Using Create Item in PSI Abilities shows "New Career" in the title of the new window and not new PSI ability. That can be overwritten, and the text, check, reach and PSI cost all seem to work.
After adding the new ability to the character sheet when I try to it to read about it (clicking the little JTAS hex) I get an empty window pop up (title correctly shows Triage, but the other sections are all empty) and as the empty window opens the following errors slide out from the left:
"[ERROR] windowcontrol: Database type mismatch on path (text) in control (text) in class (ref_psionic_stats)"
"[ERROR] Script execution error: [string "ref_psionic_stats"]:10: attempt to index global 'text' (a nil value)
I've also been poking and prodding the ship combat tracker with the High Guard book loaded. When I add a couple of ships to the Ship Combat Tracker, target one and shoot at it, no damage is added to the Damage cell, and/or no hull points are removed from the targetted/hit ship. Am I missing something? It also doesn't seem to take armour into account when showing the results of the hit (e.g. a patrol corvette hitting an asteroid ship has a 11 attack, which will give +3 damage. When damage is rolled, the +3 damage from the effect is shown, but no "-4 for armour" is applied to the points apparently done.
Lastly, one I've mentioned before I think (apologies if not) that when I create my own ship and go to change locked/unlocked if I want to edit it, I get:
"[WARNING] Frame tabs contain out-of-range values in TopLeft."
"[WARNING] Frame tabs contain out-of-range values in Left."
"[WARNING] Frame tabs contain out-of-range values in BottomLeft."
"[WARNING] Could not load script file (MGT2) (spacecraft_main) (/ref/scripts/spacecraft_main.lua)"
"Handler error: [string "spacecraft"]:17: attempt to call field 'update' (a nil value)"
"[ERROR] Script execution error:[string "spacecraft"]17: attempt to call field 'update' (a nil value)"
When that error appears (and it appears for both unlocking and locking the ship) the editability of the ship does not change untll you close and open the ship again. For example, if I unlock the ship to edit it, the ship is not editable even though the lock icon shows it as unlocked. If I close it and open it again, it can now be edited. Similarly, if the ship is unlocked and I lock it, i get the errors and the ship appears to be editable but if I close the ship and open it again it's locked.
This is all happening in Unity and with version 1.2.0a of the ruleset.
Thanks for taking the time to close out little hassles like this. I really appreciate having an active author for these rules.
:)
Morning Kulthea,
I've cleared the 'dev' work needed for the next update so I'm going through bugs and things, so the PSI issues are being looked into.
The ship issues have been sorted (I hope) so the one you mention sbould already be fixed so I'll make sure tonight.
Thanks,
MBM
Fantastic as always MBM
V1.2.0a
When you make a new NPC the ability to add actions does not show up until you lock the NPC sheet and then unlock it again. Nothing big, just a little nuisance.
Xargun
Hello,
Traveller Session 0 completed and the players are loving it so far... Like really love it (all hardcore D&D nerds). I am impressed with the work and look and I have purchased all the available core products and a couple of adventures.
1/ Is there a how-to-use the Traveller interface video out there somewhere, my google-fu comes up with the only one, which is more of a 'tour around' the interface - over here is where the Player Characters are, and over here you will find images, etc? I am specifically confused about the Boon/Bane buttons in the bottom left-hand corner of the main interface. I can't seem to get them to do anything, so I must be using them incorrectly. For instance, I wish to BOON a 2d6 roll, I depress the Boon button first, it changes state (depressed?) and then I toss my 2d6 - nothing, a normal 2d6 roll.
Current, workaround is to create dice macros for all of the rolls so as to speed up game play - single click and the roll is made.
2/ Task Diff. (difficulty) buttons are just for players to see what the GM set difficulty is (display the DC) for a roll or does it do something else?
Quibbles
1/ When a character dons cloth armour from the Central Supply Catalog and then equips it, the display below inventory causes a brown background bar to appear in the place of the armour name (I can make out black lettering on this dark brown bar which I think is the item description Cloth (TL10)) is there an update to fix this bug coming?
2/ When you click on the illustration of the Cloth armour (any tech level) the displayed art appears to be missing the upper part of the forehead.
Thank you for your attention.
youtube seth skorkowsy's traveller breakdown
he steps through each major section over about 8 videos. also has review of modules
we're just starting BT-SHT 365 ;-)
Thank you, I think that you misunderstood my request. I don't need to know HOW to PLAY Traveller, rather the functionality of the FGU Traveller interface. Seth does a wonderful job of getting the basics of Traveller out to those who have never played before. Thank you for viewing and answering nonetheless.Quote:
youtube seth skorkowsy's traveller breakdown
he steps through each major section over about 8 videos. also has review of modules
we're just starting BT-SHT 365 ;-)
My question does remain: Is there a video that explains how to use the functionality of the FGU Tabletop interface for Traveller? What am I missing when I try to get a BOON or BAIN to work for me. Or even a concise how-to-use the interface wiki?
OR
If you know how to make the BOON and BAIN buttons work, please DM me.
Thank-you again.
Hi ThatsSoNoc,
1. Not that I know of and I really don't have the time to do then as things are changing too often making them out of date. I've tested in FGU and it seems the Desktop Dice don't work with BOON/BANE (works in FGC). But in FGU, if you click BOON and then roll a skill, the extra dice does get rolled.
2. Task Difficulty buttons on players screens are there to allow them to modify the TD (this was asked by the players for me to allow that)
Quibbles
1. Can you share a screen shot please, as I've tested in FGU and there's no brown box
2. Good find, never noticed that, I'll get that addressed.
Cheers,
MBM
1/ Okay, seems fair. Was hoping that the 'community' had already done so. I don't want to take away your precious time. Do you mind an impertinent question? How many persons are dedicated to the Fantasy Ground Traveller conversion team?
2/ Ah, okay it's a visual aid for players. Thank-you I was worried that I wasn't understanding how they interacted with the interface. They don't :)
Quibbles
1/ Of course now that you have asked, and I have shut down FGU and reopened it to take the requested screenshot the said brown bar has disappeared :/ I will message again and this time take a screenshot if it rears its ugly head - though I suspect not.
2/ You are welcome.
Hi again,
1. We have myself, I do most conversions and all the coding. We have LordNanoc he does some adventure conversions and most of the testing and recently we've got another to help with the bigger conversions. But also a few here on the community that are great, Esmdev, BackwardOracle to name a few. We all work full-time jobs and so time is limited.
2. Players and GM can set the TN, it's just easier when I say 'That's an Astrogation roll, Difficulty Easy' and they set the TN whilst I continue to read.
Quibbles
1. Please do, it's something unheard of!
2. I've updated CSC and sent it over, it'll be part of the Tuesday update.
Cheers,
MBM
1/ Ah, that is unexpected. I had assumed that it might be a MUCH bigger team. I am very impressed with your production given the restraints upon you. I own the original series (T1) deluxe box set and extra little black books (totalling 18) plus Striker and Azhanti High Lightning expansions. If there's a desire to see some of this converted to FG mods let me know.Quote:
1. We have myself, I do most conversions and all the coding. We have LordNanoc he does some adventure conversions and most of the testing and recently we've got another to help with the bigger conversions. But also a few here on the community that are great, Esmdev, BackwardOracle to name a few. We all work full-time jobs and so time is limited.
2. Players and GM can set the TN, it's just easier when I say 'That's an Astrogation roll, Difficulty Easy' and they set the TN whilst I continue to read.
2/ Thank you for the explanation, I appreciate the dedication.
I noticed something while using the SCT. Weapons that have radiation as a trait are showing the Ion trait in the chat room results. This is allowing a radiation weapon to negate the armor. I know the Ion weapons ignore armor and only disrupt Power resource points.
And maybe I misunderstood what radiation weapons do? I thought they create normal damage with the armor soaking some (and also emitting 2d6*100 radiation where 500 rads are absorbed by standard hull composition and the rest absorbed by vacc suits and anti-rad pills)
So to sum it up
1. Is this intentional to have a radiation trait weapon act like a Ion trait weapon?
2. If a real Ion trait weapon is being used would it code damage to the hull rather than power points? (Knowing that power point management is tracked on paper and not in FGU)
Deej
Hi Deej,
Thanks for reporting this.
Radiation is not the same as Ion, and they shouldn't be reporting wrongly. I'll check that and address it.
Radiation will damage a ships hull and do damage inside to the players/crew. See Core Rulebook Page 75. So for example:
A ship fires a Fusion Barbette at the players ship. The Hull takes 5D6 damage, inside the players may also receive radiation damage. A normal ships hull reduces this by 500 points of rad, and a Radiation Shielded hull will reduce the rads by 1000.
So in a normal ship after that Fusion Barbette has hit the ship, inside the players would take 2D6 x 20, for example 7 x 20 = 140 multiplied by 5 (Spacecraft Scale weapons). That 140 now becomes 700, the Hull removes 500 leaving 200 for the players to absorb. Luckily for the players they had been wearing their Tech Lvl 12 Vacc Suits and that protected them by a further 90 rads leaving each to take 110 in damage.... which means (Page 77 Core rulebook) they each take 1D6 damage and are -1 to all rolls until the Doc hits them up with their Anti-Rad for the day.... back down to 10 rads taken. Radiation is deadly and it's very hard to fully automate.
We'll get to Power Points management once we have Damage/Shields all addressed, as that's the next interesting part of controlling a ship.
Cheers,
MBM
MBM worth noting the simplified way of calculating rads effect on ship in High Guard for npc ships. I believe it is just -1 penalty per 10% Hull hits from råd weapons or similar. Much easier to program! :)(You probably already have but just in case...)
First my heartfelt thanks to all those working on these rpg products.
Have a character creation session on for this Monday. So as the GM I thought to create a few characters to be more familiar with the process. I am implementing a Psionic filled setting.
The trouble is I am unable to add the Psionics talents or powers properly.
Rpg system: Traveller Mongoose 2e core ruleset 1.2.0.a
FG Unity: v4.0.6 (2020-12-23).
- I have not found where to grab the Psionic Talents into the character sheet.
- In library I have switched on the icons to show all.
- Also turned on the "Use PSI Characteristic" in options.
After that, I did manage to do the following.
1. I opened the "Psi power - Inspiration", grabbed it and tried to place it into the actions tab of the character sheet but it would not go in or show up in the action tab area.
2. I then grabbed the same "Psi power - Inspiration", and put into the skills tab of the character sheet. It did go in but then changed to the Psi "Talent - Awareness" and gave me the error message seen below.
3. Then went to check the actions tab and it says the character has the "Psi power - Regeneration" in the action tab.
4. I do have the log file saved if needed.
My thanks in advance for any help and I do very much appreciate all the good work that has been done to make all these products come to life for us rpgers. Cheers. :) :) :)
Hey Gmforlife.
First thanks for finding the time to post this, I'll double-check these tomorrow post work (that's in around 18 hours).
PSI Talents are in the Reference Manual of the Library, but adding a PSI Ability will add that PSI Talent - you drag it into the Skills Tab, so that is correct, and it then adds all the abilities under that Talent to the Actions Tab. It sounds like something isn't right, so leave it with me and i'll see what's up.
Cheers,
MBM
Hey again MBM,
Just wanted to see if anything different would happen following the direction to do the following: "PSI Talents are in the Reference Manual of the Library, but adding a PSI Ability will add that PSI Talent - you drag it into the Skills Tab, so that is correct, and it then adds all the abilities under that Talent to the Actions Tab."
Hopefully this might help out a bit more.
So still a no go -
1) Found the Psionic talents in the reference manual.
2) Added in the Awareness talent into the skills area.
3) It did go in as pic shows but got the error message.
4) Only the regeneration Psi skill popped up in the Actions area.
Decided to test with different Psi talent. I grabbed the Telekinsis talent, did it the same way as above. And got error message with only Microkinesis showing in the Actions area.
Cheers for going to check this issue out. Hope this helps. Cheers. :) :) :)
When I copy a ship in the PCSpacecraft I can no longer edit it - the editing buttons disappear. Is this supposed to happen?
Xargun
It's ok I found it, it's because the original record is 'locked'. What I've done is made sure if it's a pc ship then it overrides the locked status. That'll be in the v1.2.1 update, working on that for the next week or so.
You can edit your XML if you need to now, find the locked node 'root -> charspacecraftsheet -> id of the ship -> locked' and change the value to '0' or '-1'.
Cheers
MBM
I was messing around with melee weapons and I noticed melee weapons are not taking into account modified strength for damage. I have a character with a combat arm (15 STR) and the +3 shows up on strength checks but not on melee damage.
Xargun
I made an NPC and shared it with the players and they can see everything and click on everything to roll as that NPC except attacks on the listed weapons. They get an error - Error attached.
Xargun
Accelerator Rifle in CCS book has a range 25m, but in CoreRules and CCS module - 250m
Where is the error?