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edit... wrong thread!
Hi :)
When I go to the Combat Tracker and klick on "Menu" , the handshake symbol (and no icon in the next radial) doesnīt show the tooltip, so I donīt know which button is for which initiative.
This is only due to the game breaking nature of the bugs. If the errors reported are not game breaking, then they will get the weekly treatment like the rest of the systems.
Nevermind
Hi I've been playing for a short time on starfinder. the starship combat controls and handling seem very rough and have found a few problems with them. not sure if these have been pointed out ir if its still being worked on but I'll list what we have found so far.
The Initiative system seem to no work. we roll piloting during helm phase but they don't go into the initiative boxes, I have to manually in put them.
When you roll damage why do you have to drop it on the ships token when you have the ship targeted. is this something at is being worked on or can be changed like it is in normal combat?
also with that why does the damage going to the player ship cant be applied by them. it seem every thing during the combat drops on the GM with enough stuff to sort out. my played agree with this so they can see the damage they are getting and where.
The Shield rating has a hard time being correct. it seem the shield rating number might be glitched. when we do attack damage the first time the shied goes down but some times it goes to into negative numbers. from the roles that's not suppose to happen is I have to manually adjust it every time.
a small item is some of the ships you cant tell where the forward facing is on them because they line up with the line on the hex. would it be possible to give the tokens an arrow point to show where the front area of the ship it.
These right how seem to be the only real problems we as a group have encountered, like i said not sure if the starship combat feature is still being worked on or if these problems have been addressed already, but figure we would let you know
There is a Initiative action in a pilots actions, which does update the Initiative of the PC ship(s). For NPC ships it works as well with a double click on the Initiative box of the ship in the combat tracker. Attachment 40863
If you have your players roll damage out of their character sheet (with a double click on the weapons damage you will get the damage on the targeted ship. Attachment 40864
With the rest I agree, although I don't think players necessarily need to apply damage theirselfs. But all in all starship combat needs a lot of work. I still hope my explanations can help you and your group.
I found it was not possible for players to 'ctrl' click to set the target on the map to set the target, but the dm can do this with the target drop down on the star ship combat tracker.
We have a session tonight, which I hope will see my players doing star ship combat, so I'll keep any eye out for any feedback..
Are the bonuses from the Captain, 1st mate, AI etc. still working automatically for subsequent rolls? Wouldn't want to miss any bonuses as well as any penalties applied to enemy ships.
Btw, I remeber being able to target enemy ships as a PC in previous releases.
The bonuses from crew actions are not implemented. The rolls are there, but needs to be expanded. The use of the modifiers (set them up within FG) or modifier box will need to be used in these cases. The ship bonuses from the computer and such should be automated if set up correctly on the PC ship. The ruleset is slowly getting adjusted and streamlined to move to these needed things and certainly on the list of getting some treatment.
Description: "Star Battles: Space Stations and Planets Space Map Pack" produces error message and fails to load image.
Discussion: When a user loads the "Star Battles: Space Stations and Planets Space Map Pack", and attempts to load any map, they receive the following message:
Database Notice: Campaign saved.
Database Error: image: Invalid file (images/Asteroid Mining - Hex Grid.jpg)
I have deleted the file from my vault folder (JBEFGANYSBSSPSMP.dat") and forced a reload without any luck. I have also created a new debug campaign and also receive the error message. Of note, I received a similar issue with Abattoir 8 in September 15th of this year https://www.fantasygrounds.com/forum...ght=abattoir+8 (Post #41). a fix was required in order to correctly load the data.
Steps to reproduce.
1) Create a new Starfinder campaign.
2) Close the module helper when starting the campaign
3) From Data, click on Module and load "Star Battles: Space Stations and Planets Space Map Pack"
4) Once loaded, in the Images are attempt to load any images from the map pack. The above message appears..
Only materials loaded were Core RPT ruleset v3.3.1.2 for FGC, SFRPG Ruleset v 2.1.9 and the above mentioned map pack..
Dawn of Flame - AP5 - Encounter 2.E.03. Field office
Grunph Mele and Range attacks are incorrect. Grumph uses a Dualing sword, buzzblade and a Laser Pistol, aphelion, but on his stat block he has Rhyolite Magma blade and a Corona Serpent Laser.
You might want to check the rest of the stat block as this looks like a occupation soldiers stats..
The to hit for the occupation soldiers appear to be the same as Grumph's. So the to hit numbers are most-likely incorrect (Unless he is a pushover)
Thanks for reporting this. I will get it fixed.
In the Character Operations Manual, the Biohacker is supposed to be able to select which stat will be their primary stat (either Intelligence or Wisdom), much like Soldiers must choose between Strength or Dexterity. Can this be updated, since the class is locked to user updates (the system currently has it hard coded as an INT based character instead of a choice)?
Also regarding the Biohacker, they are supposed to be proficient in all injection weapons. I know it's already there as a class feature, but when players attempt to use injection weapons outside the weapon classes the Biohacker gets by default, they get a non-proficiency penalty. Can this be resolved by updating the coding or creating an effect on my side?
Key Ability Score - Int|Wis
Your Intelligence helps you learn about the sciences, while your Wisdom helps you interpret facts and apply them to real-world situations. You should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can help you better aid your allies and hinder your foes with your ranged biohacks.
I've also noticed that PC speeds / movement do not transfer to the combat tracker, and the character size / space, even though listed on the character sheets, does not transfer to the combat tracker, so larger than medium sized characters (again, this seems to be mainly limited to PCs vs. NPCs) have to be manually overridden on the combat tracker.
Thanks!
Question ?
Should proficiency star be on my default ?
Just added a heavy laser to my a new character with no skills setup, and it classes as proficient ?
Should it not be checking the feats for proficient ?
Or do characters have to manage this by hand for now ?
thanks, pete
Yes, it was coded, like 5e, to make everything proficient by default, so it doesn't matter what proficiency you have setup on your character, all weapons will drop as proficient by default. Like 5e, if you are not supposed to be proficient, you merely need to deselect the star.
Maybe in an ideal ruleset code it would handle automatic proficiency, weapon specialization (I think we are going to have the double-star indicate specialization, kind of like 5e expertise), etc., but the first task to simplify, fix, and harden the code must be completed.
I got the Skittermander Crash module, and was looking at it. All the images in this module are extremely large.
Indeed the Images are out of control for sure.
Opposite problem of Abattoir 8. When I worked on LOS for the module, grid settings were around 13.
Unless I'm doing something wrong, the pregenerated characters in Skitter Crash seem to be level 2 where the module states they should be level 3.
Correct.
skitter shot is 2nd
skitter crash is 3rd
skitter home is 4th
Correct, that is my understanding as well. However the pregens included in the FG module of Skitter Crash seem to be 2nd level.
The Solarian zenith revelation Wormholes has the wrong description text in the reference (it has the description from the Time Dilation, instead) and it appears to be carrying over when a character takes the class feature.
I reposted the three remaining items from my original post below - one is specific to the way the Biohacker is hard coded as being INT based, and the other two issues are things not transferring to the combat tracker (or not transferring correctly).
Thanks!Quote:
In the Character Operations Manual, the Biohacker is supposed to be able to select which stat will be their primary stat (either Intelligence or Wisdom), much like Soldiers must choose between Strength or Dexterity. Can this be updated, since the class is locked to user updates (the system currently has it hard coded as an INT based character instead of a choice)?
Key Ability Score - Int|Wis
Your Intelligence helps you learn about the sciences, while your Wisdom helps you interpret facts and apply them to real-world situations. You should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can help you better aid your allies and hinder your foes with your ranged biohacks.
I've also noticed that PC speeds / movement do not transfer to the combat tracker, and the character size / space, even though listed on the character sheets, does not transfer to the combat tracker, so larger than medium sized characters (again, this seems to be mainly limited to PCs vs. NPCs) have to be manually overridden on the combat tracker.
I ran into a problem where I lost my "Starships" and "S.Ship Items" menu buttons on the right menu.
Attachment 41348
they don't Show up in the Library window as check boxes to add them back to the menu.
Attachment 41349
It turns out that if you click on one of the "GM" "Play" "Create PC" or "All" buttons at the top of the library menu you will loose the "Starships" and "S.Ship Items" menu buttons.
I did find a work around and that was to go into C:\Users\<your username>\AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns\<your campaign name> and edit the CampaignRegistry.lua file with notepad. The file looks something like this:
{
["OptREVL"] = "on",
["setup"] = true,
["OptTFAC"] = "on",
["OptTPTY"] = "on",
["sidebar"] = "story,battle,image,item,npc,quest,starship,starsh ipitem,table,treasureparcel,note,charsheet,charsta rshipsheet,class,feat,race,spell,theme,skill",
["OptTBOX"] = "on",
["OptRING"] = "on",
["OptTASG"] = 80,
}
In the ["sidebar"] section if you add in starship,starshipitem, part back in you will get those icons back.
Hopefully the developers can just add these into the Library window as options to check so you can add them back in like you should be able to. But, if anyone has this problem here is a work around.