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  1. #401
    Quote Originally Posted by StarMaster View Post
    Am I doing something wrong? Or is it a bug?
    Working fine on my end, just tested it with the same hunting rifle.
    The only thing I can think of is if the crit is 0 or blank within the action tab when you hit the magnifying glass. Then it would roll normal damage, regardless of crit.
    critDMGconfig.PNG

  2. #402
    Quote Originally Posted by notwithoutcid View Post
    Working fine on my end, just tested it with the same hunting rifle.
    The only thing I can think of is if the crit is 0 or blank within the action tab when you hit the magnifying glass. Then it would roll normal damage, regardless of crit.
    critDMGconfig.PNG
    Another reason may be b/c it didn't exceed the enemy's AC = an auto hit but not a crit.
    Last edited by jrock1; May 2nd, 2021 at 04:17.

  3. #403
    Quote Originally Posted by notwithoutcid View Post
    Working fine on my end, just tested it with the same hunting rifle.
    The only thing I can think of is if the crit is 0 or blank within the action tab when you hit the magnifying glass. Then it would roll normal damage, regardless of crit.
    critDMGconfig.PNG
    Nope, everything is just as you have it

    image_2021-05-03_152714.png

  4. #404
    Quote Originally Posted by notwithoutcid View Post
    Working fine on my end, just tested it with the same hunting rifle.
    The only thing I can think of is if the crit is 0 or blank within the action tab when you hit the magnifying glass. Then it would roll normal damage, regardless of crit.
    critDMGconfig.PNG
    Quote Originally Posted by jrock1 View Post
    Another reason may be b/c it didn't exceed the enemy's AC = an auto hit but not a crit.
    Nope either, we are playing at lvl 2 against creatures CR 1/3, so a 20 on the die more than surpasses any AC...

  5. #405
    Hi all! Me again...

    We are at character creation still, and the damage fields for melee weapons on the tab action of the char sheet appear empty. If you double click it, it rolls damage correctly, and the magnifying glass shows the correct formula (I THINK, very important point, just started using FG so maybe there's something wrong and I don't know it). And also there's the code on the log that shows when I access the Actions tab.

    Let me attach a thousand pics, documenting almost everything...

    No content on DMG Slot 01.PNG (This is the error I get on the log)
    No content on DMG Slot 02.PNG (No DMG on the melee weapons of the drone char sheet)
    No content on DMG Slot 03.PNG (This is is when you double click the field)
    No content on DMG Slot 04.PNG (No DMG on the melee weapons of one of the PCs' char sheet)
    No content on DMG Slot 05.PNG (But the magnifying glass shows everything is correct, again, I think)

    Any ideas?

  6. #406
    Alright, handful of issues, mostly relating to DS06

    Items 1-9 all related to DS06:
    1. Image Error: The map grid on Map: Command Station is set way wrong. The scale is wrong, the alignment is wrong, its really a mess. Was able to fix this easily in my local copy by using the glass cases in bottom center room as calibration points equivalent to the map.
    2. Missing/Error: The base frames in "Ships of the line" are coded as NPC starships, not as starship frames.
    3. Item Typing Error: the weapons in "Ships of the Corpse Fleet" are coded as "Starship Weapon (Eoxian)" which makes them unable to be added. They're all also listed as type: X Weapon, instead of just Light/Heavy/Capital, and therefore are not recognized properly by the PC ship weapon mount system (heavy and capital will illegally install in a light mount)
    4. Bug/Personal issue: The Negative-Energy Cannon, when installed on a PC ship, would not show any details to my players, even if manually shared from the item list or through the button on the PC ship page. Did not validate if this was also true for other added starship weapons.
    5. Item Typing Error: The expansion bays are coded as "Expansion Bay (Eoxian)" which makes them throw in the systems field instead of the expansion bays field
    6. Automation Update?: Spinal weapons don't seem to be configured properly in the PC ship section. They'll allow to add, but show equipped as a light mount, and have a - in the attack type.
    7. Story update: Documents still reference "this will be updated when the starship automation is added"
    8. QoL improvement: The Blackwind Sepulture and the Empire of Bones are both respectively suggested and required to be used temporarily as PC ships, and adding them as prebuilt from that point of view would be a huge time saver.
    9. QoL Improvement: Kurobozu, while described as having "F or C" resistance, and included in their special ability list, does not get added as an effect on the combat tracker. This is not mentioned in the encounter as needing to be manually configured or with a default assumption.

    10. DS01: I could've sworn at one point I remember the Hippocampus and the Sunrise Maiden being built-out as PC ships, but neither seems to be at this time. Recommend same as #8 above.

    11. AA1: Missing: The Slime Patch System for starships is missing from this.

    12. General: Bug/Item Typing?: Ship Items subtype field is a mess. With just Dead Suns, AA, Armory, COM, and CRB loaded, I've got two to three different versions of most types written, some in all caps, some in normal capitals, as well as #3 and #5s issues. Strange part is the all-caps version and the normal version both return the same data, so its just a visual bug
    13: Question: Are there any plans for the automation of line/explode weapons for NPCs or PCs? Even just handling the rolling properly for explode to attack vs AC5 and trigger ref saves on targets would be great.

    14: DS05: Image/Token error: NPC Abneth uses generic creature art despite having unique art, both on his token as well as his Other reference page.

    15: General: Resistances are going weird again. Had multiple instances where damage which processed through with type "E, Magic" was processed as a dual-type weapon with only half being subject to resistances, and "Fire, spell" processing also as two different damage types.
    Last edited by Ravien999; May 4th, 2021 at 06:30.

  7. #407
    Quote Originally Posted by Ravien999 View Post
    15: General: Resistances are going weird again. Had multiple instances where damage which processed through with type "E, Magic" was processed as a dual-type weapon with only half being subject to resistances, and "Fire, spell" processing also as two different damage types.
    This keeps coming up...
    My Forge Page
    Discord: @evolivolution
    Ultimate License (FGU)
    Timezone: Z+1

  8. #408
    Quote Originally Posted by StarMaster View Post
    Hi all! Me again...

    We are at character creation still, and the damage fields for melee weapons on the tab action of the char sheet appear empty. If you double click it, it rolls damage correctly, and the magnifying glass shows the correct formula (I THINK, very important point, just started using FG so maybe there's something wrong and I don't know it). And also there's the code on the log that shows when I access the Actions tab.

    Let me attach a thousand pics, documenting almost everything...

    No content on DMG Slot 01.PNG (This is the error I get on the log)
    No content on DMG Slot 02.PNG (No DMG on the melee weapons of the drone char sheet)
    No content on DMG Slot 03.PNG (This is is when you double click the field)
    No content on DMG Slot 04.PNG (No DMG on the melee weapons of one of the PCs' char sheet)
    No content on DMG Slot 05.PNG (But the magnifying glass shows everything is correct, again, I think)

    Any ideas?
    Updates are not being pushed LIVE till Lighting and Vision are implemented. If you wish to have the up to date ruleset currently, you would need to use the TEST version.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  9. #409
    Quote Originally Posted by superteddy57 View Post
    Updates are not being pushed LIVE till Lighting and Vision are implemented. If you wish to have the up to date ruleset currently, you would need to use the TEST version.
    Sorry, I keep forgetting to mention it, we ARE currently playing in the TEST channel!

  10. #410
    Quote Originally Posted by StarMaster View Post
    Sorry, I keep forgetting to mention it, we ARE currently playing in the TEST channel!
    Then there is a separate thread for the TEST version. Please use that to post bugs. This is for the LIVE version of the code.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

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