You should check out how SFRPG's newest update handles ships and cargo. You might like it.
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The reason I suggest splitting off life support from ship maintenance (if you thought that unnecessary) is because live support costs are variable month to month depending on passenger and crew compliment. You pay 1k per stateroom but also 1k per body actually on the ship. So it's way more volatile than so mx cost.
Two Quick Suggestions / Requests:
1.) A methodology to handle healing from Surgery, Medical Care, and Natural Healing. Or more generally, a way to apply a generic amount of healing to a character that respects their Heal Characteristic Order setting.
2.) A methodology for handling cover as armor, especially for NPCs.
Hi MBM,
Been away from FGU for awhile.
A few things are needed.
(1) a form that the referee drops a world onto, and it generates the random encounters and distances.
(2) a form where you drop two worlds and a distance on it. You apply the effect of the players rolls and it tells you the available passengers, cargo and speculative cargo including mail.
Both of the above is cumbersome in both FTF and virtual gaming, but, is very helpful for play.
Hi MadBeadMan,
I was doing some setup for a Traveller game I'm planning to run and realized that when I was defining the systems I couldn't drag and drop the trade goods into the system trade goods tab. I was hoping thats an easy thing? At the same time having a place on the pc ship to record what the cargo is and how much would also be kind of nice. My players are pretty interested in speculative trading during their jumps.
Thanks in advance!
Hi, I don’t know about the trade goods part, but as for ships cargo, that is listed as one of the things currently being worked on for v1.2.5
Hello, Traveller Fans,
I wonder if anyone familiar with building extensions would be willing to tackle a tiny issue we've been experiencing in our current Traveller campaign. That is the B'wap racial feature 'A Structured Mind' - where B'wap characters receive an automatic BOON whenever they make an Admin or Science Skill check.
Over on the 5e side of FGU, folks have access to all kinds of extensions to automate functions such as; ADV when flanking or 'Sneak Attack' (to name two of many examples).
Code that goes something like:
A Structured Mind: IF Admin or Science Skill Check, THEN BOON dice.
I am not lazy; I don't know how to code this. So your attention to this small issue would be very welcome.
Thank-you.
Hello, I would like to see an actual race tab added to the sheet, This could be set to keep track of all the extra stuff rolled/added from the Aliens of Charted space. As an example all the rolls needed to do an Aslan character, Gender, Clan, Ancestral Deeds, Past deeds (currently mislabeled as Ancestral Territory in FGU reference material), Family Inheritance, Rite of Passage.
Also if you could add race entries for all the races listed in the Aliens of Charted Space Vol 1, currently listing only K'Kree and Zodani (Zodani is incomplete), or at least add one for the Vargr as they are different then in the core book.
While editing Systems, it has occurred to me that the notes tab/section would be shared with all the other relevant information on a planet/system if I share a record with the players. This is not desirable if the notes tab/section contains hidden/discoverable information. Thus, if there could be either an additional tab viewable by the Game Master only or a subsection of the notes tab that could be hidden from players whenever the system information is shared that would go a long way towards keeping meta information secret until discovered.
Thank-you.
Hello,
I have been editing systems information over the past few days, filling in areas that were missing from various purchased Fantasy Grounds Traveller products using information gleaned from the Traveller Wiki and similar sources.
In this process, I have noticed that there are many Trade Classification Codes that are missing from the available codes recognized by the interface to choose from when editing worlds.
For instance, I can add Ni (Non-Industrial) and the Traveller interface handles that without issue, including a useful reminder pop-up when you roll over the codes. However, there are many secondary and special codes that the interface does not recognize - too many to mention here.
I have compiled a list of all the 'official' Traveller Trade Classification Codes in a PDF. I wonder if these can be added to the Traveller interface to allow myself and others access to the very helpful reminder pop-up reference code feature?
Thank you.
I would love a language box on the character sheets so you can use the language feature ingame.
I dont think you need all the spell effects and hopefully its in 3m intervals. maybe have IR, NV, Thermal and xray as well as standard light distances.
This has come up before, and most of the trade codes you list are from T5 and not MGT2. Since the MGT2 ruleset is licensed by Mongoose and not Far Future Enterprises the ruleset needs to follow what is in the Mongoose rules. It would be nice to have all of the extended trade codes, but those trade codes aren't used by any of the trade or world systems in MGT2 so they aren't needed for a strictly MGT2 ruleset.
That said, I have seen a screenshot in MadBeardMan's twitter that he was playing with T5 and Fantasy Grounds, so who knows what the future holds for that but it won't get incorporated into the MGT2 ruleset, and that is a Mongoose issue not FG or MBM.
Apologizes if this has already been asked/requested, I searched this thread and didn't see it.
Currently there's support to enable various optional characteristics in the Options menu (Charm, Luck, Morale, Sanity, etc.), but I was wondering if it would be at all possible to allow the adding of custom characteristics instead of restricting it to Options? In a manner similar to how you can add blank skills to the skills tab and name them, would it be possible to add blank characteristics to the character sheet so they can be named? That way people can introduce their own homebrew characteristics and also any 1st or 3rd party resources than introduce a new characteristic would be easy to implement by the user and not require a ruleset update.
Also I noticed that none of the optional characteristics show up under Characteristic Status on the Actions tab? I saw, earlier in this thread, the reason that additional characteristics don't show up on the desktop overrides and that's fine (you can just click through all the characteristics in the skills page anyway so you don't strictly need the overrides, I wouldn't mind being able to hide them all) but is there a technical limitation as to why optional characteristics don't show on the Actions tab? Or are they supposed to and I'm just missing something?
Hi,
To quickly answer (as I'm busy making dinner), when the Companion book arrives, the 'characteristics' will be fully finished. I released the main stats early as I knew Companion was an age away and people could start to use them.
I would also say, they're all optional, and most of them aren't modified by combat so don't actually need to be in the Actions Tab, but once Companion drops you'll be able to configure them a lot better.
Now you mention home-brew, that's a lot of work to allow them due to how the ruleset works, so that's not going to be possible at the moment, sorry about that.
Cheers
MBM
Thanks for the quick reply and taking time at all to answer, and just thank you in general for your excellent work on the ruleset.
No need to answer this quickly (or at all) since it's not at all urgent, and this technically isn't a request, but would it be at all possible for one to create an extension that simply changes the name of a given characteristic? (I know almost nothing about the interworkings of rulesets or extensions).
Thanks again!
Well fella, to let you know that in the next version (finishing that off over this weekend) the character sheet will have:
4 columns in the main character sheet tab:
Characteristic, Mod (player editable), Equipment (calculated) and DM
On the action tab, the Woundtrrack is changing to show:
Current Value and DM
This way I can fit all the characteristics inside the box I hope.
Cheers,
MBM
The ability to add Ships to the NPC roster thing or a seperate roster for NPC ships. And the ability to make ad hoc NPC ships that are seperate tab to PC ships.
Along the bottom of the screen Where you have teh characteristics buttons, is it possible to add a Psi, Cha, and Ter. This would help in rolling for NPC skills.
Thanks for the reply, and your work.
Is there any plans in the works for a character creator.
That is wonderful news.
It'll be an extension first, like the Task Chains feature. It allows me to tweak without a whole ruleset update.
Is there a tutorial out there on how to do stuff. For example I do not know how to add cargo to a ship, when I add a ship to the party sheet it doesn't fill in the stats of the ship (Hull Max = 0, Tons = 0, Armor is Blank with a zero rating). I do not know how to bring up task chains (Do I need to download the extension). Trade goods available system.
Never Mind I see that most of what I am asking is set to hit when 1.2.5 is available.
Valid question, but no. As the system changes so often any tutorials will be out of date. I will do them one day myself when I think we're pretty stable (possibly post Vehicle Handbook). I hope community members will take this up.
There should be an update today which will add in those missing details for you.
Task Chains, was an extension. It's removed now as it's being added to the ruleset (next release).
Cheers,
MBM
Thanks, I tried to edit my post before you answered (You are fast) as I see that 1.2.5 is not available as an update yet.
I'm on Lunch :)
v1.2.5 will arrive today, just need the US to wake up, so normally see it around 7pm GMT.
Cheers
One quick (and hopefully easy!) addition: In the status tab of the PC Spacecraft record, could we get separate tracking field for Refined vs Unrefined fuel?
Is there any chance that items and vehicles could be drag and dropped into cargo?
Additionally, it would be very useful if cargo items are included in the Party Inventory list.
Hi rtrm,
Yes, Items and Vehicles could be added in, Vehicles more easily as they are listed in tons.
The issue with equipment, say Handguns is that they don't really weigh much, so won't have any real effect on the overall Cargo space.
So I will be allowing you to drag gear into it, and then gear out of the Cargo Holds and onto a character sheet (thus removing it from Cargo space), but it won't take any Cargo space. How's that sound?
I could look at adding Cargo Items to the Party Inventory List, maybe this could be an option, not sure if everyone would require this.
Cheers,
MBM
I'm not sure how, but I would like a way to track the number of reactions a Player and/or NPC have taken since their last turn. This can get especially cumbersome when there are a number of NPCs in addition to a full table of players and combat starts getting intense.
Reactions, (ex. Dodging, Parrying, Diving for Cover) impose a -1 DM to your next set of actions for each one you've taken since your last action. That can get difficult to keep track of ad hoc. Having a counter or something in the CT for each Player/NPC would be nice.