You are right. Something must have broken with the update. I hope Johniba fixes it soon.
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Thank you for confirming it is not working for you either.
ok, noted. Many thanks.
Hey guys
Thanks for your patience, i didnt have much time to work this week on the ruleset but i will make sure i can work in the current reported issues, and release a fix next week
Thanks for checking in johniba! Some of us were starting to worry! Have you found a way to integrate the vehicles and vehicle combat yet? Perhaps Trenloe or one of the other old school programmers here might have some ideas.
Hello! I can't tell you how excited I am to find out this work is being done. I am a huge fan of Genesys. However, I've used FG as a player but am considering buying a license to run games (especially after finding this thread!). Would this Genesys api work with the Unity version of FG, or only Classic? I'd love to know before making a license purchase.
This currently works on both. Understand there are bugs currently on both though.
Oh, I totally understand! I have a group of online players that are familiar with SW, Genesys, and FG, though, so I would be more than happy to test and report on gameplay. I know this is a work in progress, and I definitely want to support its development!
Johniba,
Whatever we can do to help. Like dfrost303 said, let us know if you need play testing - on either platform. Hardbushido, and myself with others in our community are keen to begin hosting.
T-Prime.
I'm not sure what I'm doing wrong. When I double click on a weapon, on the Combat page. This happens:
Script Error: [string "classes/common/weapondicepool.lua"]:139: attempt to index local 'weaponnode' (a nil value)
It also does this when I first load the program:
Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (charsheetmain) does not match an existing windowclass. Skipped. File (extension.xml)
Script Error: [string "Genesys_Data_Common.lua"]:175: attempt to index global 'PreferenceManager' (a nil value)
Runtime Notice: s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = refreshdestinychits'
Runtime Notice: s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = refreshdestinychits'
Ruleset Warning: chat: Could not find font (Dwarven)
EDIT: I'm an idiot. I was selecting "Genesys SW Extension." Once I removed that everything seems to be working.
Also. Do you accept donations? I love your work and would feel better if I could contribute to you somehow. :-)
EDIT 2: I guess I'm just too dumb for this. :-P When I click on a skill, it says "Unable to find skill record with the correct name."
I'll wait until this has been made idiot-proof. I apologize.
I am starting to worry. Did he abandon this project already?
I hope not. It is so close to being a better option than the hacked EoTE system on here. But we are certainly in some odd times so I could see something like this just dropping very low on the priority list.
I wouldnt call the EoTE system hacked, I have used it for a number of years and is more than enough to run any kind of Genesys/Star Wars game on it.
I think it actually is a hack of a previous WFRP 3e ruleset. "Hack" isn't necessarily carrying negative connotations here, because it does work fine. If Unity didn't break it, I'd keep using it going forward, but unfortunately it does, so there's an expiration date on that ruleset now.
On second reading, maybe @GrizzledNoob was referring to running Genesys using an extension on the Star Wars: Edge of the Empire ruleset. Maybe they mean that the hack was the extension. Any maybe I was being a bit too precious about the Star Wars: Edge of the Empire ruleset - that has provided over 40,000 sessions of Star Wars (with weird dice) gaming on Fantasy Grounds over the last few years... My apologies to @GrizzledNoob if I read them incorrectly.
I dont understand if you like Edge of the Empire so much what is keeping you from just doing it your self. I know it sounds like we are beating a dead horse, but why defend it so passionately and yet don't give it some TLC to bring it in line with the current version of FG.
Call me obsessed but check this forum every day. Some time more than that. But atleast every day. I was on the verge of learning how to program just see this thing done, when this ruleset was started.
1) I rarely run Star Wars any more. But when I do, I run it with the existing ruleset. I'm not the one wanting it converting to Core RPG. It's still very playable and works well for me.
2) I've been very clear elsewhere of why I'm not going to spend a lot of time converting a ruleset that I hardly use.
3) As I think this thread has amply shown - it is not just a case of "some TLC" to migrate the ruleset to run on CoreRPG.
I defend the ruleset because it is still very workable and very playable on the platform it was designed for. I can defend something that still works for FGC and has for many years without spending many of my hours converting it for others to use - I've already spent hundreds of hours giving to the community who have run thousands of sessions using the ruleset.
If you were hoping to goad me into spending any more time on it, then you've failed. I say those who want it converting, maybe those who visit this forum every day, should be the ones to take it forwards.
I am not trying to goad you into doing anything. I guess it makes sense. I dont play dnd anymore although I used to alot. If I had made a big project for something I used to like but dont anymore I couldn't see my self putting in that much effort on somthing I wouldn't use.
For those of you waiting, I will try my hand at modifying this ruleset. No promises though. I have done coding but that was C#.
Hopefully it doesnt come to that and we are just being impatient. Plz Johniba come back.
I certainly didn't mean it in any sort of negative way. It is a rule set made for Star Wars and sometimes it shows when I try to use it to run Genesys games. It is not terrible in the least, since it is perfectly adequate for running my game. Having to add extensions to it which do generally work gets a little cumbersome. I was helping my friend set it up so he could run his own game and it took me a while to remember which extensions I used and what they did. I had extensions that didn't seem to do anything and it is just nowhere near as smooth as a rules set designed for Genesys from the beginning. Someday I would love to give a character some new armor that will automatically apply the correct soak and defense, and the same with weapon attacks that can take into account temporary increases due to conditions or items without needing to directly manipulate the attack itself. That type of stuff. I hack stuff together all the time, so please don't take it as a term of disrespect.
Trenloe, I for one am grateful for the hard work you put into the previous ruleset. I am also thankful that johniba and sevrick have tackled this new Genesys ruleset for CoreRPG. I hope johniba hasn't abandoned the work on it, but it appears to be very close to completion so I am hoping someone can pick it up and finish it if he has. And also I hope someone will take the Genesys basis and create a Star Wars ruleset that will work with Unity. Unfortunately picking up the skills to code these rulesets isn't a task for everyone. If I had some time off from work I'd give it a second go (I spent weeks trying to figure out fonts etc before johniba started this project). Most of us who have been around since version 1 of the ruleset have seen how much effort you put into the original ruleset and the second version, as well as the extensions etc and completely understand where you are coming from.
Thanks to EVERYONE in this forum who are contributing, either through playtesting or writing code.
Praise da lord
I'm super glad to hear from you, but of course take care of yourself first and foremost! People will cope with a wait on features. Unity's still not in a great place anyways, and Trenloe's module works fine on Classic, so there's no real fire under anybody right now.
Glad to hear from you. I was a little nervous there ;).
Sorry to make you all nervous!
I will see if i can fix some of the issues this weekend, and get the ball rolling :)
So, today i am compiling all reported issues and suggestions, and creating a github repository
I will use the repository initially for that issue tracking, and later, fully use it to keep the ruleset code.
I will see if i can clear some of the issues, and also make it compatible with FG unity again, and upload a new version
Awesome man. I wish I had the skillset to help code. Starting to learn the very basics.
Awesome can't wait.
So, quick update:
I am checking Savage Worlds' vechicle implementation and it really helped me a lot!
I might be able to implement something similar (initially simple, but we can make it more advanced later)
It gave me a lot of ideas!
I am tackling some issues, so i will probably fix issues to make the module compatible with the latest unity, fix other reported issues, and then work on vehicles!
Johnniba, That's the same Starfinder ship combat ext I sent you.
Ah yes and thank you for that.
I checked the extension and then the ruleset itself, and it helped me to idealize how to make it work in genesys
I will be creating a vehicles database, just like in that ruleset, one thing for sure is to make vehicles a party thing: a player can be an owner, but someone else may be using it, or even multicrew it
I want it versatile: bike, car, giant spaceships, i love the idea so now i am trying to create the database
After that, i want to make vehicles show in the party sheet, and do something similar from starfinder where you assign who is using what
One thing i dont like though is having a separate combat track for vehicles: i will probably add vehicles in the same combat track, and i will have to test how that works (like it is in Savage Worlds)
So i would say genesys will be something like merging those two ideas, and later, i hope, easy to just override a few things to make work on star wars
I have started working on content from the Keyforge Secrets of the Crucible source book. I will be adding just the Items and NPC stats without descriptions as usual. As things progress in the ruleset I can add more later when they become more concrete.
I can't wait until the next update. Just looking forward for it to be in a playable sate so I can move my content over from the old version. :)
Quick update:
So I am currently working on the vehicle feature, and i am actually trying a simple solution:
- we will have a vehicle database, which is similar to npc and items
- each player will be able to have muiltiple vehicles, and they display in inventory (similar to savage worlds ruleset)
- vehicles are kind of a hybrid, they are items, but players can pilot them, and also they can be dropped in the combat tracker, like pcs and npcs
- Vehicles will be able to be shared... when shared, they show up in the party sheet, allowing someone that is not the owner, to use it.
I am still working on this
In order to make this work, i need to fix the combat tracker, i am still not happy with the way i did it, it contains too much of the old code, and i might try to rewrite it entirelly
I need to fix it, since it is not interacting correctly with maps, and encounters