We basically already have this.
All that information is posted to the chat when you fist load a campaign.
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Well, you need the state of the system at the time of the defect, not startup. For example, if the defects occurred after the GM opens let’s say an AP, your log should include that. Also I’m not sure all version info is included btw (AP/EXT/MOD)
More advanced features “though more overkill 99% of the time would track loading and unloading of modules (to ensure clean uninstalls) and all users system states (not just GM)
The correct solution, that doesn't include so much bloat, is simply for the bug reporter to document the steps and conditions required to duplicate the issue reliably....then the developer(s) can go back and debug properly.
You can open the console by typing /console into the chat and it there is a button that will compile the console logs into something you can post. This however doesn't provide the steps that were performed that wouldn't be picked up by the log. This is why we ask for detailed steps and information along with log files. Paints a larger picture of what is going on and help us set up the test environment for to try and reproduce the error.
My suggestions is based on this. If you are saying the log contains all this info, just tell them to send the log, and where the log is. If it isn’t enough to answer the above questions, then it should be modified to. Remember, You’re asking customers, not test engineers to write defects to improve the quality of FG. A little automation can’t hurt
Hi I've been playing for a short time on starfinder. the starship combat controls and handling seem very rough and have found a few problems with them. not sure if these have been pointed out ir if its still being worked on but I'll list what we have found so far.
The Initiative system seem to no work. we roll piloting during helm phase but they don't go into the initiative boxes, I have to manually in put them.
When you roll damage why do you have to drop it on the ships token when you have the ship targeted. is this something at is being worked on or can be changed like it is in normal combat?
also with that why does the damage going to the player ship cant be applied by them. it seem every thing during the combat drops on the GM with enough stuff to sort out. my played agree with this so they can see the damage they are getting and where.
The Shield rating has a hard time being correct. it seem the shield rating number might be glitched. when we do attack damage the first time the shied goes down but some times it goes to into negative numbers. from the roles that's not suppose to happen is I have to manually adjust it every time.
a small item is some of the ships you cant tell where the forward facing is on them because they line up with the line on the hex. would it be possible to give the tokens an arrow point to show where the front area of the ship it.
These right how seem to be the only real problems we as a group have encountered, like i said not sure if the starship combat feature is still being worked on or if these problems have been addressed already, but figure we would let you know
How are your players rolling helm/gunner actions ? ( My players dont get any assigned actions on the character sheet ship section ? )
I know the older rule set has more 'assets icons', like 'star ships' button... now this is under 'npc' and this nests the 'star ship' button... so things have been 'moved around' a bit in the new version of the rule set..
Can you post an image in my https://www.fantasygrounds.com/forum...at-for-players thread ( or this ), as I dont see any actions for assigned players. ( Maybe the old ruleset assigned the players and now it does not etc.. )
just trying to work out if I'm setting things up wrong.
I also have to set initiative by hand. on the radial from the star ship combat tracker, it only has 'reset init' which sets round back to zero and clears init values. ( I can not roll helm for players. )
when i roll damage from an npc onto the targeted player ship, the gm gets a popup in the track for assigning damage to an arc, and this did not go negative for me and applied the reduced damage to the hull points when shield was reduced to zero.
when I forced a 'critical', it auto rolled and added a glitch to a system, not sure if that glitch applies the -2 as I say my players have no actions so I could not check that side..
I agree it seems the dm has a lot to do for both the npc and players on the combat tracker, but I'm not sure how you would automate this.. ( Maybe arc can be done from token positions, but what back trick moves passing the same hex, getting to target any side etc ? )
At the moment I'd just like the players to actually play this area of the game.
-pete
I've tried to answer both your questions in different threads to best of my knowledge. I hope that helps ;)
fgu sfrpg 2.1.9, core 3.3.12
attached is sf.zip, which includes a campaign and 3 images.
i had an issue distributing party sheet items.
the campaign is pre-setup for you to open the part sheet tab, swap to inventory and press the 'down' arrow to award the items. (a.png)
after pressing the award, you will see a '[WARNING] Unable to transfer item to character. (Battery) (D'errik D'essania Du D'point )' (b.png)
after pressing the award a second time, the item is correctly awarded.. (c.png)
The issue is because 'D'errik D'essania Du D'point ' has a trailing space on the end of his character sheet name, and when you set this name in the middle of a group of other names in the 'assignment' box by typing the first letter of the name and a ',' to fill out the name to add extra players.... You can see the space between 'D'point ,Larr' in (a.png)
When the award items button is pressed it must 'split' the names out by ',' search and which probably 'trim's the space from the name in the process... and then it can not exact 'match' with the character name that still has the space on the end.
I suspect after the first award, the remaining assignment box now with 1 player name still has the 'space' on the end, and so it then matches the players name with the space and correctly applies the item.
So a case of a missing 'trim' on the player name during the 'match' name for assignment.. ie splitting the assignment string gets a trim but the match to player name does not get a trim..
Yes I can correct the name of the player, but clearly 'odd' spaces between ',' sections get a trim, either player name assignment/edit should 'trim' on value change... or the name compare on assignment should get a trim.
thanks, Pete
looking in the db.xml after first assignment, the list clearly still has the 'space' on the end of the name..
<treasureparcelitemlist>
<public />
<id-00001>
<public />
<assign type="string">D'errik D'essania Du D'point </assign>
To let you know this is under the Unity rule set not the classic, if that helps, that is the one we are using
Should grenades cause a reflex save to be thrown ? ( They dont seem to... )
also, see attached, should incendiary grenades get a 'burn' option in the weapon meta data.. ( see laser pistol example )
( Not sure if the 'burn' or 'Burn' is the issue or if it needs to be infront of the damage dice.. )
The grenade would have to be turned into a save effect for it to produce the save you were looking to perform. It is currently on my list to expand the actions tab to perform some new and neat things, but for now your best bet would be to make a power that will cause the enemy to make a save and damage on a fail.
And what about the burn damage on the grenade ?
Its combined the (1d6 F, 1d4 burn, 5ft) into a single line into (dice 1d6 + 1d4 ) F, and lost the Burn option, which should go into DMGO effect like the laser ?
while the laser pistol is only on critical, the grenade is on all damage rolls ?
Bugs found yesterday:
- Starship Port shields not working correctly
- Also, when Shields are changed by GM in the PC's Ship Tab, Role Actions are turned off (reset)
- PC Ship's Weapons Tab - Shield calculation not working correctly
- Target Skill for Science Role DC value not calculated correctly in ship encounters
- SF Party Sheet, Parcel distribution not working - sometimes items transfer correctly - but only 1 (single) items. Other items never make it to their respective PC sheets. I suspect this is a FGU problem???
Pushed a hotfix update today to see if that would resolve your shield issue. I tested it under the latest version and did not see those issues. Please elaborate for me on this item "Target Skill for Science Role DC value not calculated correctly in ship encounters". I'm not sure I understand.
Hello all!
SF isn't generally my ruleset, but in helping someone at FG college with an effects question, we came across a few issues with RESIST.
Steps to Reproduce
1. Add effect that gives more than enough resistance to any two damage types (I used "Thermal Capacitor mk1; RESIST:50 fire; RESIST:50 cold;").
2. Have a weapon that does both Fire and Cold Damage (I used a d8 damage weapon)
3. Roll against target.
Expected Outcome
The damage should be FAR less than the resistance, and the player should take no damage.
Actual Outcome
It seems like FG stops reading after the first RESIST, and deals half damage (in this case, cold).
I tested this with "piercing,slashing" as well.
Note, I may not have put in the weapon correctly (I just added weapon from the actions menu right click menu), but I did have someone else in the college test this.
Teddy, it was Ravien in the college, you should be able to see the convo we had around this time.
Thanks!
It only happens when you have more than one damage type (e.g. "F & C" as the weapon's damage type). If you have either Fire or Cold, it works correctly...it's in the damage system (I think) where the damage is split between the weapon's damage types that it doesn't check for resistance more than once...
But also, you can't currently specify more than one type of resistance (e.g. RESIST: 50 fire,cold) but separately on the same line works (e.g. RESIST: 50 fire; RESIST: 50 cold) (not saying you did)
It has to do with how the SFRPG ruleset was coded. It is just a bug that needs to be fixed...
creating a soldier when i select the primary fighting style the one from Character Operations Manual are not present I reloded the mod several times still not thereAttachment 41361
Look on the Class Window, you will see Alt Features. Open that and filter Primary Fighting Style.
Features that come in modules other than the Core Rulebook are no longer populated in the feature from the class record, it did before but caused major issues with the ruleset so we had to change how it works.
Found a bug. Vanguard class, leveled up to level 9. At level 9, vanguards get a second use of the Reactive (Ex) class ability per day. When I leveled up to 9, the chat window shows "Feature 'Reactive (Ex)' added." However, on the character sheet itself, the character log shows that the Class Ability was actually removed. Screen shot attached.
Attachment 41541
I'm having issues with Damage Resistance DR...
I'm trying to code specific DR type, but it doesn't seem to be taking it into consideration. (DR: 2 piercing) It always applied 2 DR to any type instead of just Piercing damage.
Is this supposed to work? I found an old thread where this was supposed to be corrected (the old thread said DR: 5 piercing didn't apply DR at all and that that was fixed). Could it be that while fixing it, it did not take into account the type of damage coming through?
Found an additional bug for a Technomancer concerning bonus spell slots.
The bonus spell slots work as intended if you change the INT score of a PC.
This does not work if you use the Mod column though.
ex:
A lvl 8 character with an INT of 22 has 6, 6, 3 slots (lvl1, 2, 3 spells)
The same character with an INT of 18, but MOD of 4 has 5, 5, 2 slots (lvl 1, 2, 3 spells)
Seems like the mod value isn't taken into account for extra spell slots.
My group and I had a session last night and found that the full attack mod in a weapon doesn't get applied. It shows up on the PC sheet correctly, but it does not get applied when you roll the dice.
In the screenshot you can see that I added a -2 modifier to the full attack of a player's mechanic. The sheet correctly shows the +7 for the full attack bonus, but the roll is still with the unmodified +9.
Everyone was updated with yesterday's update.
MINOR ISSUE! The hover over tool tip for the starship combat tracker needs edited. All the other hover over tooltips are short and to the point but the starship combat tracker seems like a default that was never edited.
Attachment 41617
Thanks for the report. I'll have a look into it.
Hi, could you please solve the issue with the fps regarding window dragging?
Example :
I have loaded all rule modules and no adventure.
Open the PC window and drag it around and see how smooth it goes.
Open the items window and still no problem, everything runs smooth.
Now, klick on the weapons tag and see how the windows drag like crap. Especially the weapons window.
Once you close the weapons window, everything runs smooth again :)
Yeah, pretty sure that's a base program issue on how it refreshes during the drag, not a ruleset issue.
I did a forum search on this and nothing popped up. So I thought I would mention it here. I'm using FGU.
So when making a starship and adding the security feature Anti-hacking systems multiple times, you can add this particular feature up to 4x, it is not adding the correct amount of build points. It should be 12 points or 4 entries of 3. It's just showing 3 BPs.
Attachment 41678
A side question is there any plans for us to be able to edit the build point summary tab. I would like to be able to put in upgrade costs for weapons, or additional mount and be able to track that on the sheet.
The Build Point total field can be edited by ctrl-scrolling up or down. It does seem like when you add a second item of the same type the BP does not change. If you drop the item on the sheet, open it up and change the name to "Anti-hacking (x4)" then edit the BP to 12 you can re-drop it from the list it is on and then delete the old one to get a correct total until it is addressed.
Hope that helps till it gets looked at.
PC Ships are not set up to export/import like PC ships. You will have to use the standard module creation process to have them exported.