An extension would be a great solution, if you have time. I have all the desktop space in the world, but I know a lot of people don't; so that sounds like a great way to make them optional for anyone that wants them.
Printable View
Sorry if this has been stated, I have not seen it, but I also have not looked at every post. I think it would be really cool if masks on fx layers could be drawn out like how walls are added. Currently (as far as I can tell) the only way to do a mask on an fx layer is to use a square and sometimes that can leave unwanted particles.
Thanks
koriley This more of an overall Core feature of FG but if you hold ALT while unmasking it gives you precision in your unmasking efforts.
-Greg
Well, are you some kind of wizard, GregRex? That works great, thank you so much for telling me that!
Dont know if it is already mention but I would like my players to have their own Locker storage. By this I mean a way of offloading the tons of items collected in their inventory. It’s getting unmanageable for the players to remember what they have. So, these are the functions I think would be handy.
1. A way for each player to check in or check out gear that they personally own.
2. Possibly within the locker there is code to group items into similar categories and then a Miscellaneous place for items that can’t be categorized yet.
3. A way to create a custom category for players to put their ‘special’ weapons and stuff. Like a ‘go-bag’ category for quick adventures etc.
I think this will help in-clutter their inventory and also help define what the Traveller is actually taking on a mission (defining encumberence status).
The personal locker can be coded within the character sheet, or created externally (where others might try to hack and steal stuff!).
If there is a way to do this already please let me know.
Thanks MB!
Oh by the way, I would still like the ability where if a player un-equips or carries a weapon, it will not show up in the actions window...or can’t be fired. This will reinforce encumberence and reduce the player bristling with firearms in an impossible way to manage them.
Deej
I think having a secondary tab for inventory wouldnt be that bad of an idea. There are quite a lot of flavor items PCs can buy which are great for character stuff, just clutter inventory screen. Though maybe being able to store stuff on Ships and Vehicles would be pretty cool. Drag and Drop items to and from the cargo section. Not sure how to retain which character its from. Beside Renaming the Items.
As a workaround, Deej, you can create a Mule PC, which character can drag and drop items onto it. They'll need to rename their geat if they want to retain personal ownership. And the GM will need to give stuff to you, as PC cant be freely accessed.
Theoretically player "lockers" would work with "Parcels", but unfortunately players are not able to write to them even they are shared and unlocked.
deejaay1018, not quite what you may be looking for; players can drop items from their PC Inventory tab to the Party Sheet Inventory tab. It clears ownership but sounds like it will clear up the PC Inventory sheet for you. It has two-way functionality so they can grab the item when they need it from the Party Sheet Inventory within the context of the RP situation.
*Edit* One other thing I thought of. Players can create an item in their inventory and call it "Locker". Then assign using 'location' every item that belongs in the locker to create an organized subgroup in the PC Inventory tab.
Attachment 44842
The "Map Parcel Extension" seems to allow players to put items into parcels and thus offer an easy option for PC "lockers" (among other things). I suggest you take a look at it, it's not too expensive for a one-time fee and seems to enjoy active support.
https://www.fantasygrounds.com/forum...s-Unity/page23
My extensions work in 5E and are in my signature. While some may support other things don't count on it.
Just wondering how the Trade Goods work? Is it possible that these could be dragged and dropped into the Ships Cargo tab or and/or the System Cargo tab... unless I'm doing it wrong and that is already possible?
I would like more filters. Especially on items. Would be nice to be able to sort by a range of tech level and/or law level. Loving the ruleset so far, thank you for all the work!
With the Items and the Law Level in general, the trouble is. Very vague rules. The prohibition is influenced by Law Level, the Government, and the Category of Item. But in the rules, the Items are not even assigned Categories. Maybe someone has already done it or knows where you can take at least Categories for each Item?
I would like a structured way to do an Opposed roll between players and NPCs. Some flag checked as being Opposed that will log the Effect and wait for the other player/NPC to roll to compare to.
Hi Deej,
A nice idea, not that easy to do due to the state would have to be remembered and that's not part of FGU.
I would think we could do something like the Task Chains - not a focus at the moment though, head is in the PC Ships Tab.
Will get it added to the Trello board.
Cheers,
MBM
Please extend the text parser to look at item text. allow effect syntax, to hit, saves, application of damage/healing, etc by highlighting and dragging text from within item description field to a target. SO MANY manually entered player "powers" would be eliminated from need by doing this. Many items work as and are worked exactly the same as spells, so hopefully it's just a matter of having the parser actually parse these fields with the existing logic and add the drag/selection layer.
Consumable items: if equipped or carried in inventory they should show up on the actions tab under an "items" heading. under the preparation view let players check or uncheck ones they don't care to have cluttering their view. Honestly any item that isn't already an equipped weapon that has actionable text should show up in such a view, with parsed text showing up as action buttons.
Track time. I like the idea of players seeing a visual indicator of a sun/moon for a "vague" time reference and optionally being able to hide it in situations where the DM determines the players have no way of keeping time directly. From the DM view, allow them to change the time directly as non-combat events occur, (auto add 6 seconds per round in combat) allowing the DM to see exact time, with "easy" buttons to add 1, 5, 10, 15, 30, and 60 minutes as well as more manual click and type to specify time controlls. Then let effects track that when in use to handle expiring properly as time elapses. If a map uses time-keyed environment lighting allow the current "time" to impact the lighting, and let the GM decide at what times lighting does change and how.
Hi,
I'm a bit confused, so bear with me please.
Text Parser - what text parser? Traveller doesn't have such a thing.
Consumable Items - Interesting idea, though consumables have many uses and so actions would need to be agreed and defined ahead of this work.
Track Time - I myself don't see the use of this, most adventures aren't on a planet with a time that works in the same way the space station/port does.
Thinking about these, these feel better for another system, not Traveller?
Cheers,
MBM
Hi.
For FGU in general there is a feature request wishlist that allows users to up vote ideas. It is located at https://fgapp.idea.informer.com
For 5E people just seem to start threads in the 5E forums.
MBM, maybe rename the thread to Traveller Features Wanted?
MOD: Changed title to help sort any confusion
My players were attempting to climb a mountain on a lower gravity world, but they had some issues where they were getting minuses from being encumbered.
Is there a quick way to apply a multiplier to the weight of their gear to apply the effects of the lower gravity to negate the encumbrance modifiers?
I don't think there is a mechanical feature to handle high/low gravity in the ruleset. However, if you decide that the weight of an object should be negated the player can enter an opposite modifier in the circle on the bottom left corner of the UI. If they have a -1 they can just enter a +1 to negate the modifier. They have to do it with each roll but it will get the job done.
https://www.mongoosepublishing.com/u...scruisers.html
I bought the elemental class cruisers campaign guide. Can you upgrade the ship stats to include ships morale and efficiency rating as well as the spots for different crew members so that I can play ship based Naval campaigns?
Russ
Could light effects be added to the FX form?
I've gotten accustomed to setting the new lights as effects for PCs in the D&D 5e ruleset's Combat Tracker. I like that the light effect remains on the PC's token as long as the PC remains on the CT and I'd like to do the same for Travellers. I know it can be done by manually entering the correct text syntax in a PC effect and have already been experimenting with it in MGT2e - works just fine. The problem though, is that my memory isn't what it used to be and I know I'm eventually going to forget the correct syntax.
Hi Russ,
Technically I can't support anything from upcoming products, but Crew are coming in the next update, as you need these for all spacecraft.
The others I'll look at adding for you though when I complete the more important stuff around ships, however save me a bit of time, what pages in the books are these stats?
Cheers,
MBM
These are all that are on the Effects form for 2 different FGU rulesets; D&D 5e and Call of Cthulhu 7.0
VARIOUS COMMMON LIGHT EFFECTS for D&D 5e
LIGHT: 20 torch
LIGHT: 5 candle
LIGHT: 15/45 lamp
LIGHT: 30 lantern
VARIOUS COMMMON LIGHT EFFECTS for Call of Cthulhu 7.0
LIGHT: 4 torch
LIGHT: 1 candle
LIGHT: 3/9 lamp
LIGHT: 6 lantern
SPELL LIGHTING EFFECTS for D&D 5e
LIGHT: 20 light
LIGHT: 15/15 darkness
SPELL LIGHT EFFECTS for Call of Cthulhu 7.0
LIGHT: 4 light
LIGHT: 3/3 darkness
As well these are some for D&D 5e that can be manually entered for an effect.
INNATE/SPECIES VISION EFFECTS for D&D 5e
VISION: 60 blindsight
VISION: 30 darkvision
VISION: 20 truesight
As you can see the numbers vary for the different rulesets as the distance per grid unit on maps varies. The first number is the distance and IIRC the second is the distance that dim light occurs for. The D&D 5e numbers represent feet and with MGT2e using meters those numbers need to be changed - can't remember off the top of my head what map units CoC 7 uses. The Common lights have different flickering effects that are preset by their name, which I assume is defined by the CoreRPG ruleset. Candle has the highest and is set at 100%, next is torch, while lantern and lamp have almost no flicker. I find that Lamp and Lantern best suit an Industrial world at TL 4 or higher, with candle and torch working for primitive. The Darkvision casts a consistent light 60 feet for the D&D 5e ruleset, but all illumination is in shades of grey. I find it works well for nightvision goggles you might encounter in a Traveller TL 6+ world. Both Truevision and Darkvision are not effected by darkness lights. As expected though, they're still affected by masking.
[Edit] Forgot to mention, any of those effects can be manually entered in an Effect field for a PC of NPC in the Combat Tracker (CT.) For both the rulesets I give values for, A Light can be added to a character token with both of those rulesets by making them the active character in the CT, then clicking the Effects button and clicking the desired light button on the Effects form.
Could the Player Spacecraft have the ability to add user images/text to it? That way we could attach 2d deck-plans and other ship specific supporting text to the spacecraft :)
Hello RobP,
Not a bad ask. The PC sheet is quite fluid at the moment, as it's been discussed with SuperTeddy that I'll bring as much PC Ship stuff as possible inline with SFRPG, so it's easier/quicker to code and you learn one ruleset, you learn both (and hopefully any other that uses ships!).
So I'll see what I can do.
Cheers,
MBM
Thanks MBM!
I mentioned this on the Highguard thread, but there are some additions to the ship tab that would be useful!
My suggestions: In the Notes section for Running Costs, could we split that in to two columns, one for Ship Maintenance, and the other for Life Support? A third column would be good for the monthly mortgage (and maybe how many months are left?) also just to have all that finance information in one place.
Another suggestion I guess (not specific to High Guard), can we get the "Spare Parts" material either in Items or Trade Goods, Travellers purchase this by the ton to fix critical hits. Vehicle spare parts are on page 135 of the core book, Cr 500 per ton, and starship spare parts are on page 150 and are Cr 100.000 per ton.