Thread: Warhammer Fantasy RPG 2 ed
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November 5th, 2016, 10:43 #11
I'm screwing around with the ruleset creating NPCs. Started with Mutants, which is kind of classified as The Forces of Chaos.
Under the 1st tab of NPC, you can create a Group (in this instance it would be The Forces of Chaos). I'm unable to create Mutant and have it show up in The Forces of Chaos group - instead in shows up in All and None.
I'm guessing there is a field missing in the NPC creator to associate the NPC with a specific Group.
This is no big deal - I just wanted to make sure I wasn't missing something.
Side note here ---------- Paul, you did an outstanding job. Many - Many thanks.
EDIT:
It's all good. I just have to drag the entry and drop it into the specific group.Last edited by Rook; November 5th, 2016 at 12:22.
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November 5th, 2016, 13:00 #12
I donīt know if this is a bug or not but when i choose the dice tower on the options it wont show up its just me??
ThanksReligion is an insult to human dignity.
With or without it you would have good people doing good things and evil people doing evil things.
But for good people to do evil things, that takes religion...
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November 5th, 2016, 14:54 #13
Check on the player side - GM doesn't usually see the dice tower, as they don't need to hide their own dice rolls from themselves!
However, if you have the option "Chat: Show GM rolls" set to on then the dice tower will appear for the GM when the options is set - so they can use it to hide rolls from the players.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 6th, 2016, 21:11 #14
Thank you sir
Religion is an insult to human dignity.
With or without it you would have good people doing good things and evil people doing evil things.
But for good people to do evil things, that takes religion...
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November 16th, 2016, 23:15 #15
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Updated .pak file in first post for FG 3.2.1
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November 17th, 2016, 01:02 #16
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Thanks a lot!
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November 18th, 2016, 14:34 #17
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Hey Paul, just curious - Would future FG updates require ruleset updates each time? Or is it just the odd one that may make significant changes? Trying to gauge a feel for ruleset lifespan in conjunction with future updates.
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November 18th, 2016, 22:24 #18
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Xydonus, for the most part this Warhammer 2ed rule set incorporates CoreRPG as it's base. I have tried to avoid major changes. That said, when CoreRPG updates, so will the Warhammer. I only need to step in to make changes to the ruleset when CoreRPG changes something I have replaced or deviated from.
In the case of 3.2.1 I had to change the code for the Modifiers which has some deviations from Core. Warhammer will be alot better off than Dark Heresy. Dark Heresy's graphics alone required many changes. If there is a major change, like 3.2 was, then the ruleset will need work.
I hope that helps, but is is dependent on what changes in CoreRPG.
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November 18th, 2016, 23:49 #19
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Thank you Paul! Really appreciated (looks awesome)!!
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November 20th, 2016, 04:32 #20
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Hi! I do this extension for this ruleset.
https://www.fantasygrounds.com/forum...235#post302235
I hope you enjoy it, Paul you can link it to this Thread if you want!
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