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  1. #371
    Is there anywhere that we can see if any of these requested features are going to be added?

  2. #372
    This post was set up by the previous developer who now no longer working on the ruleset. The ruleset is still receiving updates to keep it in line with any new CoreRPG features and bug fixes. As for expanding it to include new features like some that are mentioned in this thread, it would depend on if we have availability of resources to add them. If another developer takes up the project then you might see them introduced quicker.
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  3. #373
    NickSmith's Avatar
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    Quote Originally Posted by Stargrove View Post
    - Ability to add weapons to vehicles

    - Vehicles in the combat tracker
    - I think the main combat tracker is the right place
    - players can use weapons
    - track damage
    - track armor

    I think I asked about the 'Vehicles in combat tracker' thing before,
    and this might help, (sorry if you know already):
    You can use vehicle mounted weapons (... pretty much); for example: by deciding who's using the jeep-mounted machine gun,
    and just dragging that weapon from the Central Supply Cat. to their character sheet.

    anything else ...
    like HP and different armour for the facings of the vehicle ... AFAIK you'll have to do that by hand.
    It's honestly not much of a pain to do it, but it does kinda make having the Vehicle Handbook in FG somewhat ... counterintuitive

    Armour vs. Vehicle facing: I can see how it'd be slightly difficult programming-wise, you'd have to measure the angle of the defender vehicle
    and the attacking shot, and apply that amount of armour vs. whichever side the shot was hitting most, or something ... The entry for Robot in the NPC list is almost perfect for a vehicle apart from no multiple armour stats ...

    I'd have a go at fixing it if they asked me ... how difficult can it be ;-) ?
    Last edited by NickSmith; May 30th, 2025 at 09:00.

  4. #374

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    Quote Originally Posted by superteddy57 View Post
    This post was set up by the previous developer who now no longer working on the ruleset. The ruleset is still receiving updates to keep it in line with any new CoreRPG features and bug fixes. As for expanding it to include new features like some that are mentioned in this thread, it would depend on if we have availability of resources to add them. If another developer takes up the project then you might see them introduced quicker.
    Thank you for the update superteddy57. Who should we reach to request resources/new developer for this? I guess Mongoose?

    It is a shame, the current ruleset was going in the right direction but it has been left in a half baked state that makes certain things almost harder to track in FG than in paper. I am starting to check what other options are there outside of FG, but it will be quite annoying to move away as I have already spend quite a bit on the books for FG

  5. #375

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    In my list of wishes I have the following. Some of them I think are musts in order to make the experience enjoyable (like the custom critical for ships or allowing the players to manage their own ship cargo in the party sheet:

    Space Combat Tracker
    • - Allow to add custom critical hits
    • - Skills for NPC ships, allow rolling attack at least as currently only shows damage
    • - Skill rolls to modify by ship mods/sensor level/etc


    Normal Combat tracker
    - Reaction counter. PC/NPC button to add a reaction to the mix that will
    • - Reset at the end of their next turn.
    • - This will apply to rolls in the meantime
    • - Can be modified by items/effects (combat drugs)
    • - Reaction type awareness so, for example, if you parry next melee attack targeting the character is penalized by character melee skill


    - Damage attribution
    • - Right now you apply all damage and it uses your configuration to spread
    • - Show instead 3 different damage records, one for each characteristic, and you can modify/accept them so you can for example get 5 in END and then 1 in STR and 2 in DEX


    Party Sheet
    - Allow players to modify the cargo in the ship
    Character sheet
    - Bigger fields, things like careers are not very easy to maintain
    Last edited by ragnarol; May 30th, 2025 at 11:41.

  6. #376
    I have implemented several improvements to the core ruleset and will continue to support the traveller-extended extension for extra functionality not part of the core Traveller rules system such as addtional automation etc.

    The next release will contain the options for automatic trade good generation per location with options for 'All' Locations, 'World' Locations only or 'Off' for no trade good generation. I will be adding the ability to drag/drop spacecraft criticals to an entry on the spacecraft combat tracker next.

    If there are any requests for features please note the following:
    If it is part of the Mongoose Traveller Rules and possible to automate, I'll have a look at adding it to the core ruleset. If it is a request for more automation, extra functionality or not part of the core ruleset I will have to see if the request can be added into the extension as long as it is of a general nature. I need to ensure the functionality is usable by everyone subscribing.

    Keeping that in mind, please have a look at the below and let me know what further enhancements you would like to see in future.

    Here is a list of the changes to the core ruleset:
    1. Spaceport Auto-Population
    Automatically populates spaceport data based on UWP starport quality code (A-X)
    Includes type, facilities, fuel, and berthing costs
    Preserves manual edits (only fills empty fields)
    Random berthing cost generation based on starport quality
    2. Trade Goods Cargo Management
    Auto-populates world trade tabs with all "Common" trade goods from loaded modules
    Dice notation parsing for cargo tonnage (e.g., "2D x 10")
    Drag-and-drop from reference trade goods to world cargo lists
    Link buttons to open original trade good records
    Maintains links when dragging from world cargo to spacecraft cargo

    3. Trade Goods Auto-Generation Option
    New campaign option to control when trade goods auto-populate
    Three settings: Off, World (default), or All location types
    Respects manual entries (only populates empty cargo lists)

    4. Enhanced Spacecraft Cargo Links
    Cargo items dropped from trade goods maintain reference links
    Link buttons appear next to cargo items with references
    Click to open original trade good record
    Auto-sets default location to "Cargo Hold"
    Link data persists across sessions

    5. Spacecraft Critical Damage System ( In Progress )
    New "SC Criticals" reference library with 11 systems × 6 severity levels
    Drag-and-drop criticals from library to spacecraft combat tracker entries
    Auto-increments severity or creates new critical at severity 1
    Manual severity editing (1-6 range) with automatic effect text updates
    Severity cap at 6 with warning messages
    Chat integration confirming critical application
    Works alongside existing automated critical rolling system

    This is what the extension adds:

    1 .Spacecraft Combat Enhancements:
    Missile & Torpedo System: Automatic salvo size calculation, tech level bonuses, time-to-impact tracking, and pending attack resolution
    Spinal Mount Weapons: Minimum tonnage penalties and chat notifications for undersized targets
    Bay Weapons: Enhanced attack resolution
    M-Drive Initiative: Fixed thrust modifier calculations
    Armour Detection: Intelligent parsing

    2. Vehicle Combat Enhancements:
    Armor Facing: Front/Sides/Rear armor tracking with directional damage application
    Target Side Selection: Choose which facing to hit for realistic tactical combat
    Vehicle Criticals: 11-location system (Fuel, Power Plant, Weapon, Armour, Hull, Cargo, Occupants, Drive System, Systems) with 6 severity levels each
    Persistent Tracking: Critical results saved to vehicle records and survive across sessions

    3. Weapon Traits & Damage:
    Radiation Weapons: Dual damage system - normal weapon damage PLUS automatic radiation exposure (2D × 20 rads) with immediate characteristic damage (1D-8D based on exposure level), all bypassing armor. Note - radiation is applied to the target only, there is no area / line effect.
    Destructive Damage: Automatic 10× multiplier for DD dice notation (e.g., 3DD+3 correctly rolls and scales)
    Burst Fire: Auto trait detection with automatic damage bonuses
    Trait Recognition: Tachyon, Missile, Torpedo, Spinal Mount, Destructive, Meson, Radiation, Bay weapons

    4. Character Weapon Enhancements:
    Automatic Range Band Display: Weapons show calculated Short/Long/Extreme ranges on item sheets
    Shoulder Stock Support: 1.25× multiplier to Short and Long range bands
    Automatic Range Modifiers: Token distance automatically measured and appropriate DM applied (+1 short, -2 long, -4 extreme) if the map has a grid enabled.
    Scope Trait: Removes 100m range limit (Combat Armour/Battle Dress count as scopes)
    Laser Sight: +1 DM at ranges under 50m
    Holographic Sight: Functions as scope + provides +1 DM at ranges over 50m
    Auto-Miss Rules: Beyond extreme range or >100m without scope automatically fail
    Clear Display: All range modifiers and attachment bonuses shown in attack chat output

    5. Radiation Damage & Treatment:
    Dual Damage System: Radiation weapons deal normal HP damage PLUS automatic radiation exposure (2D × 20 rads)
    Treatment Options: Anti-Rad medication (up to -100 rads) and Emergency Applicators (1D6 × 10 rads reduction)
    Automatic UI: Treatment buttons appear when items are equipped, consume on use
    Core Distinction: Extension treats radiation as weapon trait (adds to damage) vs. MGT2 core damage type (replaces damage)

  7. #377
    NickSmith's Avatar
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    Wow!

    Fantastic job. :-)

  8. #378
    We need a character generator, a robot gen and a ship generator func in FG and a system map generator

  9. #379
    I personally would not see the use of the first three but I can see how someone could program an extension to do them.

    For a system generator (lacking the World Builders Handbook in FG) this is your best bet:
    Utilitarian Star System Generator | Mongoose Publishing
    We do not stop playing because we grow old.
    We grow old because we stop playing.

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  10. #380
    thankss for thatn link but i was think a graphical view like the ones showing orbits and AU distance

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