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Also when you use the Clear All button remember it will remove all ownerships defined and clear the list of current logged in players. To recover the selection list you will need to have them erase their logged in PC and reselect it. Also, best to have players close maps and combat tracker before you do Clear All if you have a lot of owned NPCs ( can be up to a minute while all the clients maps flash and CT's get refreshed for each NPC - small numbers its not noticeable).
This was added because I had made a demo copy of one of my live campaigns with around a 100 NPCs in combat tracker (combat groups) with 5 players each running around 3-4 extra NPCs (owned) and another player running all the enemy NPCs (20-30) with about 60 neutral NPCs nobody owned. When I got in my demo copy to show someone I cleared the character owners - logged in as one - and wondered why I could not control any NPCs after I had granted myself "Grant NPC Access". It was only after that I noticed chat filling up my window with warnings about all the NPCs were still owned by someone else and who they were (I had copied a live in progress campaign after all where ownerships were currently in use). So I went ahead and did a Clear All so I could redo it. Well let me tell you - when you trigger around a 100 NPCs to tell everyone their tokens (ownership) and CT entries need to refresh - it can take like a minute. With the clients maps all flashing as the ones they own are updated. And the host has no idea this is all going on because it does those changes and sends the packets to update out to the client fairly fast. So BEWARE. FGU does not let a host know the client communications queues are still processing stuff out and in clients. That's for anything not just my stuff. Usually if you have only around 10 owned things this is not really noticeable. But if you have a BIG complex battle like I do - then your going to notice it.