Thread: More automation
-
November 28th, 2019, 23:34 #11
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
-
December 4th, 2019, 08:25 #12
Language, was always cool considering some people can read certain languages and some cannot. This was always good in D&D
-
December 4th, 2019, 09:57 #13Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
December 4th, 2019, 09:58 #14Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
December 4th, 2019, 12:12 #15
Automation for that matter as I stated before, my go-to would be ranges/distances in a battlemap influencing the damage done (or the to hit roll respectively).
If possible so, ofc.
-
December 4th, 2019, 23:30 #16
As long as it is over writable. Sometimes I have large combat maps, but do not want to the grid to be super small to make the 1.5m. So I say 1.5 might = 15m in the game. 1.5m is always good for those indoor bar fights but not great for outdoor battles.
Alternative is to add in the options section a grid size in metres, much like you did for 1.5m switch making it a variable, this way you can do the range/distance in battlemaps and still have long distant fights.
-
December 5th, 2019, 04:53 #17
If you want the Vilani language font for Traveller, look up Bilanidin (should be a true type font). Was created for some of the early magazines by Glenn Hope.
I was considering fiddling with it myself at some point. If I ever got around to it.
-
December 7th, 2019, 17:02 #18
I've looked into Languages, adding them itself it quite easy (I did that for WOIN).
The issue is a Character knowing if they understand that language or not. Normally a character has a list of languages known, in Traveller it's a skill.
So what I'll have to do is override the CoreRPG code that gets 'Known Languages' with one that searches a characters skills for 'Language'
All possible, and fun, so I'll work on that now.
Huzzah
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
December 7th, 2019, 18:14 #19
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
Maybe just add an area onto the character sheet where we can write in languages that we know, each on its own line. So if we take the language skill Aslan and we want to use the chat languages we just add Aslan manually to the languages area as well. It isn't automated but it makes the chat languages work. I don't have a problem doing it manually.
-
December 7th, 2019, 19:47 #20
Don't worry as languages only get added when you start a new campaign I've got a bit of work around that, but one then that allows me to add more languages later on, as there are multiple languages for Vargr etc
At the moment in MGT2E you have:
"Anglic"
"Oynprith"
"Vilani"
"Zdetl"
But as more and more books are released, I'm sure languages like 'Trokh' (Aslan) will appear.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks