Fantasy Grounds Merchandise
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  1. #731
    Hello, We was playing yesterday and the Referee set up a task chain. We didn't have someone with Engineering (J-Drive), but we did have someone with Engineering, However it didn't allow the person with Engineering to make the roll.

    It looks like the Task Chain doesn't recognize the root of a skill tree as a valid substitute for the roll. We didn't try unskilled to test to see if that would work.

    Is there a work around other then manually making the roll and going from there?
    Last edited by cdjensen99; March 21st, 2022 at 12:10.

  2. #732
    Also during the game we had a space combat and when rolling the damage it didn't work (see picture below)

    damage.png

    EDIT: Ok after doing some testing with a mock battle.
    I have the PC ship added to the Spacecraft Combat Tracker.
    I added an enemy ship to the Spacecraft Combat Tracker.
    Using the combat tacker I target the PC ship from the enemy ship. Attack using the weapons dropdown and roll damage from the same dropdown. It works as expected.
    Using the combat tracker I target the enemy ship from the PC ship. The weapons dropdown doesn't bring up the weapons, this is because you roll for attack from the PC Character Sheet. However, when rolling from the Character sheet it does the attack roll just fine but when rolling damage it does not roll the weapon damage from the PC sheet.

    Conclusion there is a disconnect from the weapon damage on the character sheet and the Spaceship Combat Tracker.
    Last edited by cdjensen99; March 21st, 2022 at 14:33.

  3. #733
    Having a problem rolling damage, it appears that if I have a damage type in the Damage text box it won't roll the dice.
    [DAMAGE]
    Laser Pistol (TL 09) [TYPE: energy (=0)]
    If I take the damage type out it rolls the dice and calls it kinetic damage.
    [DAMAGE]
    Laser Pistol (TL 09) [TYPE: kinetic (3d6=8)]

    with_damage_type.PNG

    with_no_damage_type.PNG
    Last edited by MunTheTraveller; March 24th, 2022 at 17:33.

  4. #734
    Quote Originally Posted by MunTheTraveller View Post
    Having a problem rolling damage, it appears that if I have a damage type in the Damage text box it won't roll the dice.
    [DAMAGE]
    Laser Pistol (TL 09) [TYPE: energy (=0)]
    If I take the damage type out it rolls the dice and calls it kinetic damage.
    [DAMAGE]
    Laser Pistol (TL 09) [TYPE: kinetic (3d6=8)]

    with_damage_type.PNG

    with_no_damage_type.PNG
    I think I may have found a work around to this issue. When I drop the TL 09 Laser Pistol on to an NPC sheet the damage box auto fills like this: 3D6 laser
    If I change it to this: 3D6+0 laser it begins to work.

  5. #735
    Quote Originally Posted by MunTheTraveller View Post
    I think I may have found a work around to this issue. When I drop the TL 09 Laser Pistol on to an NPC sheet the damage box auto fills like this: 3D6 laser
    If I change it to this: 3D6+0 laser it begins to work.
    Yes, it works. I also noticed that if the damage costs 3d6+3 laser, then +3 is ignored. To make +3 work, you need to enter 3d6+3+0 laser

  6. #736
    In the JTAS 1 module the Four-Wheel ATV is missing image and token

  7. #737
    Quote Originally Posted by Boldtaar View Post
    In the JTAS 1 module the Four-Wheel ATV is missing image and token
    There

    Hi Boldtaar,

    There is no image and thus no token in JTAS 1 for it.

    Thanks,
    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!

  8. #738
    Quote Originally Posted by Serg Barbeau View Post
    Yes, it works. I also noticed that if the damage costs 3d6+3 laser, then +3 is ignored. To make +3 work, you need to enter 3d6+3+0 laser
    HI Serg Barbeau,

    All fixed up, now sending. The CoreRPG dice manager changes caused a few unexpected issues. To be expected when removing some code and placing as generic code into CoreRPG.

    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!

  9. #739
    Quote Originally Posted by MadBeardMan View Post
    HI Serg Barbeau,

    All fixed up, now sending. The CoreRPG dice manager changes caused a few unexpected issues. To be expected when removing some code and placing as generic code into CoreRPG.

    Cheers,
    MBM
    Just thought I'd check again. Are the updates to DD weapons, typed weapons (Laser, stun, ect), and armor weights fixed? Didn't seem like it was updatead for our game last night

  10. #740
    Quote Originally Posted by thilenios View Post
    Just thought I'd check again. Are the updates to DD weapons, typed weapons (Laser, stun, ect), and armor weights fixed? Didn't seem like it was updatead for our game last night
    Yes the dice manager updates have fixed the NPC damage, and the DD weapons, plus now the encumbrance update (from CoreRPG) now checks the correct wearing state to apply the weight changes for worn armour.

    Expect it Tuesday. When I push updates they don't go live, they are scheduled and I got it in for next Tuesdays.
    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!

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