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November 2nd, 2020, 14:14 #911Saint
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- Apr 2009
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Hi Saeval,
Those are all great suggestions, I will write them down and see what I can do
EDIT: Actually I was about to work on adding duty, obligation, morality already, but i was going to put those in another different tab.
I used to have a skills tab, but removed. Now after your message, I see it will surely be a lot better to add that... and put duty, obligation, etca on the first tab
I will work on your suggestions today, so soon it will be available
Last edited by johniba; November 2nd, 2020 at 14:24.
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November 2nd, 2020, 17:15 #912Adept
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- Nov 2018
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Hey where can I get the modules for Star Wars?
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November 2nd, 2020, 17:23 #913Grand Patriarch
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- Jul 2010
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- Vendsyssel (Denmark)
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- 881
By the way. I discovered that when I copied text from my old ruleset module to the new one I am working on, it remembered all those special dice and other symbols. I was afraid had to replace them all. That is sooooo great!
Since you're moving the skills to a tab of its own, which may be a very smart idea, will you then make room for Chareer Specializations on the front page then? Remember, that in Star Wars, you have have more of those, unlike the base Career itself. Very eager to hear how career specializations will be handled!
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November 2nd, 2020, 18:30 #914
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November 2nd, 2020, 20:22 #915Adept
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- Nov 2018
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November 2nd, 2020, 22:15 #916Saint
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- Apr 2009
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November 2nd, 2020, 22:16 #917Saint
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November 2nd, 2020, 22:23 #918Saint
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NEW RELEASE!!!!
Fixes for both Genesys and Star Wars:
Please download BOTH rulesets (Genesys.pak and StarWarsFFG.pak
FIXES:
1 - GENESYS/STAR WARS: Small fixes to PC/NPC active vehicle (some fields were being linked to the incorrect database node, no big deal, but I wanted to keep things organized)
- STAR WARS:
1 - Vehicle sheet:
- Added missing fields, and also reorganized them to be displayed in the same order as in the books.
- Defense Slots: you can now Disable some defense slots, for those vehicles that do not have all four. To do so, it is very simple: just check/uncheck the small checkbox beside the respective slot...
2- Skills when populated to PC and NPC Sheets did not have proper category. Fixed now.
Unfortunatelly in order to fix this in existing PCs/NPCs, the easiest way is to delete all skills from the sheet, and restart FG.
It will recreate all skills with correct classification
Another option is to edit the skills, and add the categories in each one by hand...
You could also keep as is, as it does not affect gameplay, only visually in the character/npc skill list
sw spaceship new fields.PNG
sw skills fixed.png
Download both rulesets from the link below:
https://drive.google.com/drive/folde...R-?usp=sharingLast edited by johniba; November 2nd, 2020 at 22:30.
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November 2nd, 2020, 22:24 #919Saint
- Join Date
- Apr 2009
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- 1,132
Hey Sevrick
Today I noticed an issue in the Star Wars ruleset, that made all skills in the sheet to not have proper Categories
Did you already create npcs in your module?
If yes, send me a copy and I will find out a way to fix the file... Sorry about it
The other way would be to delete all skills from all existing npcs/pcs, close and reopen FG... it will rebuild the skills... but I hope you dont need to do this....
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November 2nd, 2020, 22:40 #920Saint
- Join Date
- Apr 2009
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- 1,132
Hey viresamiri, sorry forgot to reply earlier...
1) Career / specializations: definitelly do not start anything big right now.
If you need to input data, I would say just add some temporary info so it can be useful playing..
I will now rework the skills tab, and start adding missing Star Wars features.
I will soon start working on the talent and spec trees! They will have their own databases, and I want to make the experience nice, with actual trees
2) Initiative buttons: I will definitelly do that, and I did not forget about it. I actually have it listed in my todo list, on github
3) When I update the skills tab, I believe it will be a LOT better. Here is a quick spoiler:
I will actually go back to having a small number box to add the skill rank, and I will also list the preview dice of what you will roll (like you see in some community created character sheets
This will solve the problem of the large list, and also it will be much better in the eyes....
I will also try to see if I can again show skills separate by categories, in different columns
4) Talents... I will actually rework how we see that. I really want to improve the experience, maybe make the characters see the Talent Tree, and create / drag and drop talents there... and then the talent list in the character sheet would show them in a simple way, similar to what we have now....
I will start working on this soon
The more I work with these rulesets, the more i learn...
The vehicle feature is still missing small things (i want the vehicle to list under the actors in the combat tracker, and maybe a way to choose wheter you see the character, or the vehicle token in the map), but the things i did in the code I am actually very proud to have managed.
I am very excited to work on the talent and spec trees
Last edited by johniba; November 2nd, 2020 at 22:47.
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