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  1. #131
    Can't drag a craft to the equipment list after the update.
    Is there a new way to keep track of vehicles own by the PC?

  2. #132
    Quote Originally Posted by Boldtaar View Post
    Can't drag a craft to the equipment list after the update.
    Is there a new way to keep track of vehicles own by the PC?
    Nope, as Craft weren't meant to be on the Inventory, but if they were and it worked, let me know and I'll add them back in!

    Cheers,
    MBM

  3. #133

    Join Date
    Jan 2014
    Location
    California
    Posts
    861
    Maybe when you are thinking about the spacecraft/starship system you can consider the vehicle system at the same time as they will likely end up being built on the same base code.

  4. #134
    Yes before the update u could drag craft to PC equipment.
    But maybe craft and ships should have their own tab.

  5. #135
    Quote Originally Posted by Boldtaar View Post
    Yes before the update u could drag craft to PC equipment.
    But maybe craft and ships should have their own tab.
    This needs a proper sit down, a cup of tea/coffee/beer/water and looking into

    Traveller Spacecraft have 'Systems' of which that could be Cargo space, or a Launch/Modular Cutter etc, and inside the Cargo Space could be an air/lift. I know people are eager for the Spacecraft to be fully working, it'll happen, I just want to do it right.

    For example, already I've noticed that the Power section of a space craft can be quite custom, some Spacecraft have 2 jump drives, some have turret weapons, some have sensors etc. So I've already decided to change that section in a future updated.

    Cheers,
    MBM

  6. #136

    Join Date
    Jan 2014
    Location
    California
    Posts
    861
    I copied this from the 1E thread to here.

    Quote Originally Posted by kabend View Post
    Hello
    I noticed the following bug, when clicking in any Item description window, on the upper left "TAS" logo :
    eg. "Runtime Error: desktop: Unable to create window with invalid class (referencearmour : [email protected] Core Rulebook)"
    Does not happen when clicking on the image at the end of the description (image appears correctly)
    Hi.

    Is this report for MGT1 or MGT2? MGT1 doesn't have the TAS logo.

    Incidentally, for MBM, I jumped into MGT1 and was trying to replicate and wasn't able to but it did throw script errors when I accessed augments through the library > equipment > augment section.

    Edit: I was able to recreate the error in MGT2.

    1. Open Item
    2. Select Item (Armour or Weapons, the others work fine)
    3. Click the top left TAS icon in the newly opened window.
    4. Error generates

  7. #137
    Quote Originally Posted by esmdev View Post
    I copied this from the 1E thread to here.



    Hi.

    Is this report for MGT1 or MGT2? MGT1 doesn't have the TAS logo.

    Incidentally, for MBM, I jumped into MGT1 and was trying to replicate and wasn't able to but it did throw script errors when I accessed augments through the library > equipment > augment section.

    Edit: I was able to recreate the error in MGT2.

    1. Open Item
    2. Select Item (Armour or Weapons, the others work fine)
    3. Click the top left TAS icon in the newly opened window.
    4. Error generates
    All fixed in both versions.

  8. #138

    Join Date
    Jan 2014
    Location
    California
    Posts
    861
    Hi.

    Bigrat reported that custom weapons cannot be added to NPCs.

    https://www.fantasygrounds.com/forum...o-NPCs-anymore

    I can confirm this, I made a drag and copy version of a standard laser rifle and it would not allow the drag & drop into the NPC sheet. I made a custom weapon from scratch, same problem.

  9. #139
    Quote Originally Posted by esmdev View Post
    Hi.

    Bigrat reported that custom weapons cannot be added to NPCs.

    https://www.fantasygrounds.com/forum...o-NPCs-anymore

    I can confirm this, I made a drag and copy version of a standard laser rifle and it would not allow the drag & drop into the NPC sheet. I made a custom weapon from scratch, same problem.
    Will be fixed this week, in v1.1.1.

    Cheers
    MBM

  10. #140

    Join Date
    Jan 2014
    Location
    California
    Posts
    861
    Hi.

    So I generally use my own systems database so I never noticed this but the law level doesn't seem to be matching the MGT2 system. I was curious where the law levels that you're using are found. I've been using the chart on page 224 of MGT2 core.

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