Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
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Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
I have a few questions and comments related to character creation -admittedly, I may just be misunderstanding some design decisions.
1. How do you add unarmed strike to the combat tasks? I can do it by creating an item and adding it - but the knockdown and vicious effects do not appear in the combat tasks selections even though they are included in the item entry.
2. Am I correct that the Values are added in the notes section? Assuming that's correct, and just a suggestion: I think values are important enough to warrant their own section.
3. It would be nice if the Attributes and Disciplines layout followed the graphical layout of the the Modiphius character sheets and Adventures (see the James Kirk character sheet for an example) where Control is above Daring , rather than above Insight - and so on.
Nits aside - Loving the ruleset so far! Thank you.
1) Unarmed strike would need to be setup as an weapon in your equipment frame for it to be made available. The weapon qualities won't appear on the entry under Attack action, but the system will apply their effects when appropriate when using unarmed strike. Charge and Grenade get special treatment as the effect is slotted and removed very quickly and will have quick options below the entry.
2) The notes are a new concept for organizing certain data on a sheet. I appreciate your feedback for this new concept and will take it into consideration.
3) The organization of the attributes and disciplines are alphabetical and setup using the built in filters for the controls. How they appear is how the code currently makes them appear. I will make a note of that for possible expansion in the future.
Makes sense and thanks for the quick response!
Some of the text on the Akira Class at the end of Capabilities in the Detail section has some text at the end that needs to have the spacing fixed on it from how it was imported.
Added to fix that will be available with next weekly update.
As the GM, I have selected a task with Difficulty 2 and a Treacherous Complication range. I have selected the D2 and C5 boxes. However, the complication range does not appear to have changed - rolls of 16 and over do not show as raising a complication in the chat window when rolled by the player. However, if I roll as the GM, the complication will be triggered. In addition, the boxes do not appear to be reverting to the default after the roll for either the GM or the player as indicated in the Wiki.
(I was assuming the difficulty and complication would need to be set by the instance that does the roll [similar to how flat-footed etc. works in other systems] - though I haven't tested it with a second player instance yet.)
Was able to verify. Looks like I forget to set the complication public. Will be in with the next update. As for them not reverting to default, there was some feedback during Fallout and Dune that setting them for each roll was tedious for multiple rolls. The same can be said for this approach as well, but this will remain the same through multiple rolls instead of needing change every roll.
In the Reference Manual of the Core book in CH05 REPORTING FOR DUTTY under Lifepath Creation in Step Seven: Finishing Touches under RANK AND ROLL the text describing each role has some text that needs to be italisized in each role. If you look at a PDF or print copy of the Core book you can see the italisized text. The description with no rules of each is in normal text and the text with game rules needs go in italics for each. The way the text was imported in and that the text changes from normal to italics in each role is why the import made it all normal I suspect.
The new Ship Roles that can be dragged and dropped to a character sheet haves some text that needs to go into italics. See the attached screenshot of Commanding Officer as how it looks in the PDF Core book and see the screenshot of how the Commanding Officer looks in the new Ship Roles that got added and see the screenshot of how it looks in the Reference Manual. (Mentioned the reference manual italics text before in another bug post but didn’t attach a screenshot so I attached one of it too.) The last sentence needs to be italics. This needs to be done for all the roles in both the new drag and drop able Ship Roles and the Reference Manual.
Attachment 54768
Attachment 54769
Attachment 54770
In the Reference Manual in the CH11 ALIENS AND ADVERSERIES the NPCs have the word disciplines is typed DiSCIPLINES for all the NPCs in the chapter. The first i is not capitalized for some reason. See the attached screenshots of various NPCs in this chapter.
Attachment 54801
Attachment 54802
Attachment 54803
When adding threat or momentum, the chat gets a "GM:" blank chat send and doesn't say "GM: GM Added threat/momentum", but has a "GM uses T/M" for using it. Edit: Well now it does have a "GM added threat" chat message, so I don't know what happened.
Also, adding and using Threat/Momentum is somewhat counterintuitive. It would be useful if those fields were able to have manual entry, or have up/down arrows, since double clicking to add and dragging to use is kind of weird.
Edit: The 'threat purchases' icon doesn't have a name pop-up like the other buttons in the menu do.
pushed updates as the rulesets have now been opened again.
- The circled "?" in the top right corner of the party sheet doesn't seem to do anything on hover or click, on any of the tabs.
- In the party sheet, it says I can right click and choose "add" to build a ship. Using the "Create Item" right-click-menu option (not "add") does add a ship, but various attempts to edit it in the party sheet appear unsuccessful. I can edit it from the Ships list which it now shows up in, but that seems counterintuitive given the instructions on the party sheet to build it from the party sheet itself.
- The character creator seems to stop after the environment step for me.
- There are no 'back' or 'undo' type options in the (limited) character creator. I am able to go back to the species step, but I can't change the species chosen. It may be the intent to not allows changes just by switching tabs, but I think a back/undo button should be included.
1. I will have a look at this as it should open to the wiki
2. Yes, 'Create Item' would be the create option in the radial. It should open the sheet to begin configuring, but to open the sheet, you can double click on the token. As this should be empty since you are just creating the ship, it should look like an empty circle near the name of the ship. The ship list is more for NPC ships, but the ability to drag and drop to the partysheet helps when the party hijacks a ship.
3. It sounds to me that you haven't finalized the value by clicking on the green check mark to finalize it. This should enable the next step of the process.
4. Correct there is no back/undo option. Moving back tabs is to assist in seeing your choices.
2. I did end up figuring that out by watching the sneak peek video. It's not apparent at all in the UI that you need to double click the ship's token in the party sheet to edit the ship. Also, I take back what I said about being able to edit from the 'ships' list; that is only, as you said, for NPCs, which greatly limits the available editing powers. I think that should be expanded, since a GM might want to create an NPC ship with a frame and mission profile, but adding a ship via the npc list can't do that.
3. The 'species' tab doesn't have a green check mark, so I didn't realize that was a required action before moving on. The green check mark also looked to me like it was saying 'yep, all good here.' It never crossed my mind to click it (or hover over it to see the tooltip).
Side note: Clicking the green check mark on an empty field makes said field disappear, with no option in the creator to fill it in until the finishing touches.
4. I think there should be more ability to undo/edit within a tab. I get not being able to modify tabs that are complete, but having only one click to not mess up seems like it might be annoying.
5. The finishing touches screen allows a player to exceed the totals they should be allowed.
6. A GM is able to allow a character talents from species they wouldn't ordinarily be allowed to take. Currently, the only option to do this is to drag and drop a talent onto a completed character. I would suggest a checkmark/toggle to allow a character in the creator to take any talents, with GM permission.
7. Talents don't seem to do stuff automatically. This is mostly fine, but there are some specific instances (I found) where it could be a problem:
Ablative Armor should add 2 to a ship's resistance, but resistance doesn't appear to be manually editable without going into the XML, and it's not clear to me how to import a ship from an xml file (by itself; I assume exporting a module with the ship included and editing the ship would work).'Joined' and 'Former Initiate' are mutually exclusive, but can both be chosen by the same character.'Bold' and 'Cautious' must be tied to a specific discipline, but that has to be done once the character is completed. One way around that would be to make a Bold/Cautious for every discipline, but that might clutter things.
Thank you for the feedback. It's something to consider for expansion. As for the talents, I have not automated their usage. Adjusting the sheet in question with the modifiers (CTRL + Mouse Wheel) or adding effects (located in the effects under tools in the sidebar) would be the best approach currently.
Control doesn't seem to be added to a custom species properly. I've created a species, but for some reason it only auto-selects 2 of the 3 attributes I chose for it in the character creator, when the control is selected in the 'detail' section. And if more than 3 are entered, it auto-selects the top 3 in the list except for control (e.g. daring, insight, control, & presence are listed, it will choose the 3 non-control attributes to add in the character creator).
Ok, thanks. I will test it out and see if it's presenting an issue.
Using /export, the xml file that species generated has blanks for the attributes ids that should be control. Below is code from a species that, in the 'Detail' tab, has Control, Control, Daring, Control, Insight, Presence. In the character creator, only the three non-control items are selected. I have not tested modifying the xml's id tags to be formatted the same as the others and seeing if the species works properly afterwards; but even if that works, the original error of selecting Control and it not working remains.
Code:<attributes>
<id-00001 />
<id-00002 />
<id-00003>
<name type="string">daring</name>
</id-00003>
<id-00004 />
<id-00005>
<name type="string">insight</name>
</id-00005>
<id-00006>
<name type="string">presence</name>
</id-00006>
</attributes>
Thanks, I was able to find the issue. I will be pushing a big update for Star Trek with the weekly update to address the issues I have found.
The above quote is from the general questions thread. When a ship is created, its power shows as 0. After using ctrl+scroll, it shows its proper value (and +/-X for how far you scroll). It should show the base value (=engines) on ship creation prior to modifying it.
Edit: The UI on the party sheet also shows only a full bar or nothing for Power (nothing on creation per above or when reduced to 0) and for shields (calculated correctly at creation); the crew support bar doesn't seem to change at all.
I'm going to need some time to see why this particular field is not updating like the rest. I have found a work around for now is to add the modifier and remove it to populate the power.
The new species control attribute issue appears to be fixed; I also like the addition of a toggle in the "choice" field.
Edit: The exported xml still shows the self-closed blank id tags instead of a control string. This probably isn't an issue for the average person using a module since it works in the game, but may cause issues if someone opens a file and gets confused.
That is intended and how the ruleset functions with that string cycler.
Makes sense, I figured it was doing something like that given that it pulled attributes in a specific order to the character creator, no matter what order they were entered in the Detail tab.
This might not be a bug, but having a species with multiple words in the name appears to make its talents not show up in the character creator. For instance, I was messing around with a "Liberated Borg" species, and only when I changed it and the talent requirements to "Liberated-Borg" did the talents show up. There aren't many in the books, but species like "Rigellian Chelon" or "Soong-Type Android" might encounter issues if that's working as intended. Talents can always be edited/dragged and dropped, but for people who want to go through the creator it will be an issue.
If I make a character. Go to notes and make a support character. If I select Notes on the support character I get an error, every single time I press that button.
Also, if I drag the link of a support character from one charactersheet to another, I also get an error.
I really prefer the support characters over the NPC sheets. The latter seems so lacking, I don't understand why the support sheet was just used instead. Well, I intend to make a single character, that holds all my npc's using support characters, and being able to move them around would be very useful.
Thanks.
Well now I have egg on my face. I was coding in a tunnel with this as I only check single word species names. I will have a fix for this available once I get the green light to push again. New updates are coming to CoreRPG related to dice. So you are correct, was a short sight on my part. Thanks for reporting.
Can you show me what errors you are getting with the notes? Can you elaborate a bit on what you mean by 'preferring the support characters over the NPC sheets'? I'm not quite following everything after the note report.
Error when pressing the notes button on support characters is error 1. Swapping them between characters is error 2.
What I mean by better. The standard npc stat box is such a D&D remnant and not really applicable to games where "slay monsters" isn't the thing. In my opinion, Star Trek is about people and solving issues. Not necessarily using phasers left and right. And so I think a sheet like the support characters is a better way to keep track of people and making them interesting in your world.
A stat block is just so limiting. It's ... worse..
I don't know how to explain it. I just would like something more and better than a statblock for the inhabitants of my world.
I hope that made sense. I have the worst cold imaginable and not feeling so good, so if I am unclear, I do apologize.
I would be ok with scheduling some time to sit down with you and discuss it as I'm not really following or just missing your suggestion. This is in regards to the stat block suggestion.
I am also getting error 14 when clicking Notes on a supporting character. I haven't seen the one that includes 41. I am also now finding errors when opening or creating NPCs:Code:[ERROR] window: Control (disciplinehelp) anchoring to an undefined control (icon) in windowclass (list_entry_npcdisciplines)
I think the complaint may be that the NPC list is too simplistic for a GM who adds "NPCs" that are as fully fleshed-out as PCs, because the difference between a generic "stat block" and a supporting character is quite significant. But I think it's a matter of semantics, or perhaps making things more clear in the UI. I don't know that anything needs to change in regards to NPCs, it should perhaps just be more clear that a GM can take control of a player-type character. Most "villain" NPCs are presented in the book as stat blocks, so I'm not sure the NPC window needs expanding. The thing is, though, more NPCs in STA, both by design with the supporting character system and in general, tend to be fleshed-out characters due the story-driven nature of the game.
I do think that supporting characters should be something in the party sheet, rather than connected to from a specific player character: rules as written, any player can control any support character in different game sessions. And it would be a useful tool for a GM who wants to add a bunch of supporting characters as the crew of a starship who have more to them than just a 'stat block's' worth of numbers.
Sent a message on DiscordQuote:
I would be ok with scheduling some time to sit down with you and discuss it as I'm not really following or just missing your suggestion. This is in regards to the stat block suggestion.
Please help, what am I doing wrong? I am playing with the system right now, trying to work up a new ship. I have the ship created, and neither the existing weapons that came from the "frame", nor the ones I added show any damage dice, and I can't find a way to change this. I loaded new weapons, I tried the existing. They all show 0 on the Tactical officer's sheet. I can roll the attack dice from the character, but not the damage. Attachment 55088
Caratacus
Please disregard. Whatever I did, I am now not having the same issue. Perhaps my order of loading things was wrong.
MOD: Moved to bug report thread.
Pushed a hotfix for your report.
So I'm putting in a couple of ships from the Alpha Quadrant book and I can no longer enter anything in the Description field. Everything on the front page works fine, just the desc page.
Also on NPC's the Disciplines turn to zero when you lock the npc but change back if you unlock it. But if you close the npc and reopen all the disciplines are zero locked or unlocked.