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Thread: MGT2 v1.1.5

  1. #51
    Did a quick check on the armor layering, it seems to be working great now.

  2. #52
    Quote Originally Posted by esmdev View Post
    Did a quick check on the armor layering, it seems to be working great now.
    Hi,

    I'm at work, has 1.1.5 been released then?

    Enjoy the new stuff, not sure if anyone tested in TEST so erm fingers crossed nothing bad happened!

    v1.1.6 will go to TEST tomorrow then

    Cheers,
    MBM
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  3. #53
    Quote Originally Posted by MadBeardMan View Post
    Hi,

    I'm at work, has 1.1.5 been released then?

    Enjoy the new stuff, not sure if anyone tested in TEST so erm fingers crossed nothing bad happened!

    v1.1.6 will go to TEST tomorrow then

    Cheers,
    MBM
    I kept checking the test channel and never saw 1.1.5, but it was released today in live so I did some quick testing using different armor types, like reflec and vacc suit vs. laser to see if the default 10 and laser 10 would stack, no problems.

  4. #54
    1.1.5 released and downloaded!

    is there a changelog/ features added to 1.1.5 somewhere?
    thanks

  5. #55
    Quote Originally Posted by adzling View Post
    1.1.5 released and downloaded!

    is there a changelog/ features added to 1.1.5 somewhere?
    thanks
    Patches are all documented in the City Hall forum. The most recent are located here:

    https://www.fantasygrounds.com/forum...ober-27th-2020

  6. #56
    Fixed the issues I was having with ammo types, thanks!

  7. #57
    Quote Originally Posted by MadBeardMan View Post
    Hi,

    I'm at work, has 1.1.5 been released then?
    Yup, it's arrived


    Quote Originally Posted by MadBeardMan View Post
    Enjoy the new stuff...
    v1.1.6 will go to TEST tomorrow then

    Cheers,
    MBM
    I confess, I have been off the grid lately, but having to keep big projects at work going and another lockdown looming over us (our neighbors in Germany and some other european states are already ordering those), as well as being there for my family, I simply could not make time for testing. What little moments I had for myself, I needed to keep developing my homebrew campaign (making it fit for FGU atm to have something to play remotely with my pals, once they lock us in again).

    So sorry again, I hope this will get better soon and I will have more time converting things for FG and testing MBMs stuff...

    Stay safe everyone.
    Nanoc.

  8. #58

    Join Date
    Jul 2020
    Location
    Tarpon Springs, FL
    Posts
    120
    In order for some of the updates to be visible, you may need to open the modules window from Library->Modules, right click on the module and select "revert changes". Be warned, any edits you've made will be lost.

    The following products have been updated:

    Central Supply Catalogue (Traveller 2E (Mongoose))
    [Added] Added Robot NPCs
    I tried to do the above but when I right click only an X pops up. No option to revert changes is offered. Does anyone have any suggestions?
    In the robot element added in the above I checked and don't see any information about robot NPCs (which led me to the above thinking that my system didn't accept the recent changes) Thank you.

  9. #59
    Robots are NPC's. So look in NPC's and you will see if you've got the CSC loaded, all the robots mixed in with the Core Rulebooks NPC's and any others you've made or some other loaded modules. The easiest thing is to filter the NPC list, which you do at the top, filter that to the CSC and you'll have the robots.
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  10. #60

    Join Date
    Jul 2020
    Location
    Tarpon Springs, FL
    Posts
    120
    Quote Originally Posted by esmdev View Post
    You can do all this already.

    Create a system
    Take the maps you want an add them to your graphics library and share them.
    Drag the maps to the notes tab in your system.
    Add your information to the main notes section (FG not system) and set to public.
    Drag the notes into the notes tab for system.
    You can also add other random text into the notes for your system.
    When you are satisfied with the appearance share the system.
    Your players will now have access to your system in whatever format you choose to setup.

    As the ruleset is licensed by Mongoose, MadBeardMan generally keeps the ruleset compliant to MGT2. Anything outside that can fall outside the license and into territory owned by other companies (like T5 system data is Far Future Enterprises and not Mongoose). So the way it is setup now we referees can build our worlds with MGT2 data, but can add whatever we like in whatever format we choose using the notes tab and FG's built in linking system. I've found that it works very well for me.

    Hopefully this is useful.
    Esmdev, this above worked super. I followed it and you are spot on. Thanks.

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