Morning,
Which versions of the ruleset? 1.0.7a is in live, 1.0.8 is in Test.
It looks 1.0.7. In 1.0.8 I fixed some bugs for the Weapons. I'll test this today, so:
Create a New Weapon (which type), then drag it onto the Character Inv tab?
Cheers,
MBM
Printable View
1.0.7a. It was with a custom weapon I created outside the ruleset with the following attributes:
Quote:
<traylorm5a1> <name type="string">Traylor M5A1</name>
<cost type="string">Lv1740</cost>
<damage type="string">4d6+1 AP</damage>
<heft type="number">0</heft>
<isidentified type="number">1</isidentified>
<locked type="number">1</locked>
<magazine type="number">40</magazine>
<mass type="number">3.5</mass>
<notes type="formattedtext">
<p>The M5A1 is a progressive development of the old M2 assault rifle. The M5A1 is a binary-propellant design, incorporating a three round 30 millimetre grenade launcher, along with hardened sights equipped with a red-dot, low-light and telescopic options, complete with an active/passive rangefinder. The rangefinder is used to feed fusing information to the grenades, enabling them to explode at set distances for enhanced effectiveness against dug-in troops.</p><p>While Army troops use the M-4A1 gauss rifle, Marines and SPECFOR troops prefer the M5A1.</p><p>Type: 9mm binary propellant assault rifle</p><p>Country: USA</p><p>Length: 75cm</p><p>Mass (Unloaded): 3kg</p><p>Action: Single shot or bursts</p><p>Ammunition: 9x40mm APHE</p><p>Muzzle Velocity: 1,200mps</p><p>Magazine: 40 rounds (separate propellant bottles for 120 shots)</p><p>Magazine Mass: 0.4kg</p><p>Propellant Bottle Mass: 0.1kg</p>
</notes>
<protection type="number">-1</protection>
<range type="string">Rifle</range>
<recoil type="number">1</recoil>
<recordtype type="number">9</recordtype>
<subtype type="string">Slug Throwers</subtype>
<tl type="number">12</tl>
<type type="string">Weapon</type>
<auto type="string">4</auto>
</traylorm5a1>
It also seems that dragging the custom weapon worked...it shows in the inventory, but it doesn't show up on the Actions tab. Do I have to recreate it there?
Figured it out..it appears there was a new <skill type="string"> tag that was added between when I started the 2300 AD book and the current ruleset. It all seems to work now. One question, however..how would you calculate Armor Piercing?
GB
EDIT: Figured out the issue.
I'm currently working on Damage Types and Armour resistances etc
Any armour that a character is wearing should appear against them in the CT.
I will be making changes to this in the future but at the moment it should all work. I've noticed a bit of a bug in the armour section on Dr Thunder, so I'll fix that now (it's allowing a custom weapon to appear)
Dealing with the Super AP, AP, and Semi-Ap would be very helpful, even if that's something that we manually have to add to weapons (eg. weapon does 3d6 AP damage, means armor penetration is 3). This calculated would be very, very good IMHO.
GB
Great! Let me know if there is anything I can do to help test! Going to run a 2300 AD session in the very near future.
I'm OK with the acronyms, especially since it'll save space on the character sheet.
I renamed this thread and stickied it. Please continue to use this thread to report any bugs or suspected bugs for Mongoose Traveller 1st Edition.
A thing that just jumped on me: on the Testserver actual version 1.0.9 I couldn't remove the PSI actions, even after removing the PSI ability. Rightclick only lets me close the window.
I am getting a script error on opening Mgt 1E.
Script Error [string ""] : attempt to set a value for an invalid handler 'onLockChanged'
I even started a brand new campaign and still come up, just wondering is anyone else getting this. I have no extra ext attached, have checked that.
Hi. I started up a new campaign with MGT1 and didn't encounter this error. I loaded the 1E module and some tokens dropped back to the launcher and still didn't generate the error. I'm using Mongoose Traveller 1E v1.0.10 and CoreRPG ruleset 3.3.9. Nothing else loaded. I tried adding some extensions and still couldn't generate the error.
Maybe it is a corrupted pak?
**This is for UNITY**
I'm getting the following error report.
[1/1/2020 10:20:13 AM] [WARNING] font: Missing TTF tag for (subwindowsmalltitle) in ruleset (Mongoose Traveller 1E) (graphics/graphics_fonts.xml)
[1/1/2020 10:20:13 AM] [WARNING] font: Missing TTF tag for (subwindowsmalltitle_disabled) in ruleset (Mongoose Traveller 1E) (graphics/graphics_fonts.xml)
[1/1/2020 10:20:13 AM] [WARNING] font: Missing TTF tag for (list-empty-ps) in ruleset (Mongoose Traveller 1E) (graphics/graphics_fonts.xml)
[1/1/2020 10:20:17 AM] [WARNING] string: Must have a name attribute. (Mongoose Traveller 1E) (strings/strings_travellercore.xml)
[1/1/2020 10:20:17 AM] [<color="red">ERROR</color>] Unable to locate ruleset file (Mongoose Traveller 1E) (campaign/record_ability.xml)
The ruleset loads but there are also several font issues where the text on sheets is not contained within perimeters and overlaps into the text entry boxes or overlaps with other text.
Thanks and have a great New Year.
As in the other thread, please post any FGU specific issues in the FGU forum.
I've updated the MGT1 ruleset to address the initial warnings/errors and pushed to the FGU patch system.
Regards,
JPG
Sorry, Moon Wizard. I saw all your responses to my string of posts. I was on a roll going through and testing all the rulesets. I'll redirect to the FGU subforum from here on out. It just seemed cluttered and rather than start a new thread I thought posting here would be better since this was a specific ruleset issue for the dev to look at and not a generic Unity issue.
Thanks
In Reference Material->Character Creation->Citizen, the specialist career tables seem to be missing and there is a typo on Ranks and Benefits. Rank 6 benefit is listed as "2:+1 Social" and should just be "+1 Social"
Hello
I noticed the following bug, when clicking in any Item description window, on the upper left "TAS" logo :
eg. "Runtime Error: desktop: Unable to create window with invalid class (referencearmour : reference.equipmentdata.ablat_tl09_@MGT2 Core Rulebook)"
Does not happen when clicking on the image at the end of the description (image appears correctly)
Hi.
Is this report for MGT1 or MGT2? MGT1 doesn't have the TAS logo.
Incidentally, for MBM, I jumped into MGT1 and was trying to replicate and wasn't able to but it did throw script errors when I accessed augments through the library > equipment > augment section.
Edit: I was able to recreate the error in MGT2.
1. Open Item
2. Select Item (Armour or Weapons, the others work fine)
3. Click the top left TAS icon in the newly opened window.
4. Error generates
I'll duplicate this post into the MGT2 bug report thread.
Almost enough to put a line under 1E and do an update, just want to make sure it's got all the world and npc updates.
Cheers
That would be cool. I know there are a few 1E people around that would like that.