TALES of the VALIANT
  1. #1521

    Join Date
    Aug 2015
    Location
    Western New York
    Posts
    210
    Assuming that you've done the following:

    1) created a sign on account with Fantasy Grounds (which this post is proof that you did), you should have attempted to subscribe to the Forge subscription for GURPS by going to the first page of the GURPS forums here at Fantasy Grounds, and subscribed to it. Every time you logged in with your Fantasy Grounds Unity, you should have had the option to check for updates as seen in the lower left part of your screen. Click on that. It should say that it is checking for Forge Subscriptions, then state that you are downloading forge subscriptions.

    2) when you start a new campaign with your copy of Fantasy Grounds Unity, you have to click on the CREATE CAMPAIGN button. The window that opens up when you do that, will require that you give your campaign a name, and immediately below the field for the new campaign name, will be a list of Game systems (rulesets). In that list - you will eventually find GURPS (4th edition) listed. Click on that after you created a new campaign named say "GURPS TEST".

    3) if you selected a server type as "Cloud" - that means that anyone who looks for a game, can see YOUR newly created game with your user account name. I'm going to guess that it will show your campaign as GURPS TEST and Alpheus as GM name. Were I to do this, you would see my GURPS CHROME CITY campaign listed under HalC as GM. Problem is, I password my games so that only those who are invited may join.

    If you need actual real time help, let me know. Look for me on Facebook as "Hal" (and because I don't want automated web crawlers pulling my full face book name off the internet on a forum) with a last name that looks like Cramer. Switch the order of appearance for the r and a in the last name and that is the correct spelling of my facebook account.

    Alternatively, you can always post here and I'll check - I'll open up a GURPS Alpheus campaign with a password the same as your name. This way, we can chat real time using Fantasy Grounds, so that I can work with you as a sort of crude tech support to get you up and running.


  2. #1522

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    907
    Here are some videos relating to the ruleset, some more current than others.

    https://www.youtube.com/playlist?lis...Gsrnh8sHP07OBy
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  3. #1523

    Join Date
    May 2013
    Location
    East Coast USA.
    Posts
    978
    Quote Originally Posted by Alpheus View Post
    Is there a tutorial for importing and where to place the core rules files? The system is showing up in FGU, but I cannot bring up any of the rules. Is there a way to move D&D monsters over? I am trying to figure out how to change the points in the notes as well. Is there something I can view, or do I just need to read through the whole thread to find what I am looking for?
    Greetings! Have you played Gurps before?

  4. #1524
    I have. Mostly in person, but I am playing in a group currently using the roll20 system. I like fantasy grounds better because I feel it is more versatile.

  5. #1525

    Join Date
    Aug 2015
    Location
    Western New York
    Posts
    210
    Quote Originally Posted by Alpheus View Post
    I have. Mostly in person, but I am playing in a group currently using the roll20 system. I like fantasy grounds better because I feel it is more versatile.
    Let me know how you made out.

  6. #1526
    I was able to get the files working in FGU, but I was wondering if I had to add the skills, advantages, disadvantages, etc myself, or has that been done by someone yet?

  7. #1527

    Join Date
    Aug 2015
    Location
    Western New York
    Posts
    210
    Quote Originally Posted by Alpheus View Post
    I was able to get the files working in FGU, but I was wondering if I had to add the skills, advantages, disadvantages, etc myself, or has that been done by someone yet?
    If you have access to GURPS CHARACTER ASSISTANT, you can export your character for use with Fantasy Grounds Unity. The same holds true for the Spreadsheet version (free) for building characters. What either of those two applications do is export the character in an XML format that Fantasy Grounds Unity utilizes. If you don't have any of those two items - then yes, you manually have to add skills and the like. One thing that is being done is a feature that had been added relatively later in the process (ie somewhat recently) is the option found under the drop down menu of "Character". There, you will see the items Abilities and Traits. Abilities is for skills, while traits is used for advantages and disadvantages.

    One thing that you may wish to do is create a single campaign called "GURPS BASIC" and use that campaign ONLY for data entry. If you copy and paste elements from the GURPS PDF's onto your "Abilities" tab, it will store your "skills" for when you want to add them to new characters.

    Now the reason I suggested that you create a campaign called GURPS BASIC is that you will never run a campaign using it. Instead, once you add skills and advantages to their respective drop down areas - you can export the entire work and save it as a module. Then, when you start a new campaign, all you have to do is load the GURPS BASIC module to your new campaign - and all the skills you've worked diligently to input into the Abilities area or the Traits area, become available in the new campaign. Saves you from having to do a lot of work over and over again.

    The primary reason for this is that SJGames is not supporting this (as of yet), and they don't want anything automated. Once SJGames decides to support this, the restriction against automating will presumably be discarded - but then people will have to pay for the module rather than having it free as it is now. This is why I've purchased a book on LUA programming so that I might learn how to make subroutines and such to help automate it for myself (and only myself). One thing I will want to do is find a programming solution for setting up the calendar so that you can have Jan 1st start on a Monday, a Tuesday, etc as the GM desires, not as the game itself sets up by default. This way, for example, you can start with a calendar date for Jan 1st 1920 - starts on a Thursday.

    That's all for later though, as I have to teach myself lua first. Then I'll have to figure out what FGU does internally, and take it from there. Now that I'm unemployed, and relatively stress free, I'll hopefully find the time to study and expand my skills.

  8. #1528
    Alright, thanks. I have already input most of the fire college spells into the campaign I am preparing. I like the way it works in FG, but it would be nice for it to autofil in certain places, or do the math when it comes to casting and things like that, but I do not think that is possible because of how you can spend points to increase the power of spells. What I have done is put the spell in either melee of ranged, based on what it is, and then added damage for the different amounts of damage you can add. So Flame jet, I have 3 possible damage rolls, 1d, 2d, and 3d.

Page 153 of 153 First ... 53103143151152153

Thread Information

Users Browsing this Thread

There are currently 9 users browsing this thread. (0 members and 9 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fantasy Grounds Merchandise

Log in

Log in