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  1. #211
    Hi there! I noticed on Friday when we played the following: Using 1.1.2,

    If the GM makes a roll and Show GM Rolls is set to Off, the PCs are still seeing the actual result when they shouldn't.

    ETA: Urgh. Just observed that you fixed this with 1.1.3. Sorry about that!
    Attached Images Attached Images
    Last edited by Rigil Kent; June 29th, 2020 at 20:54. Reason: Adding additional info
    None of us are virgins; life has screwed us all.

  2. #212
    Using FGU with MGT2e 1.1.2 Live on Mac.
    Noticed the Spacecraft Combat Tracker. Tried adding a spacecraft from the Core rulebook. It throws this error.
    Screen Shot 2020-06-29 at 4.22.56 PM.png
    Don't know if that tracker is actually ready for play...it was pushed out so had to give it a try.

    Thanks
    DJ

  3. #213
    Quote Originally Posted by deejaay1018 View Post
    Using FGU with MGT2e 1.1.2 Live on Mac.
    Noticed the Spacecraft Combat Tracker. Tried adding a spacecraft from the Core rulebook. It throws this error.
    Screen Shot 2020-06-29 at 4.22.56 PM.png
    Don't know if that tracker is actually ready for play...it was pushed out so had to give it a try.

    Thanks
    DJ
    I've left that in there because I've been naughty, soon you'll have access to an extension here to test it please.

    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!

  4. #214
    Quote Originally Posted by Rigil Kent View Post
    Hi there! I noticed on Friday when we played the following: Using 1.1.2,

    If the GM makes a roll and Show GM Rolls is set to Off, the PCs are still seeing the actual result when they shouldn't.

    ETA: Urgh. Just observed that you fixed this with 1.1.3. Sorry about that!
    Hey, don't worry, I noticed it in my game so fixed it asap.

    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!

  5. #215
    Quote Originally Posted by lawsonj2019 View Post
    Hi Chap,

    I've been using the MGT2E ruleset with the CSC supplement and everything is working great for my campaign. Awesome stuff!

    I'm using FGU and it currently has the v1.1.2 MGT2E ruleset loaded and I've been creating an NPC. All seems to work just fine. Added a weapon and rolled to test; all good. However, when I've rolled on attributes, it seems to pick up the name of one of the other NPCs (an animal I'd created and stuck on a combat tracker).

    Attachment 37002

    In the console window, instead of the normal name and roll it says something like...

    Oieit'aiy 02: [CHARACTERISTIC] npc_education_mod [-1] [vs Diff. 8]

    (Oieit'aiy is the animal NPC I created previously)

    Any ideas?
    Hey lawsonj2019,

    I've managed to recreate this, so I'll fix this, it'll be part of v1.1.4 that I'm currently working on.

    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!

  6. #216
    lawsonj2019's Avatar
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    Bourne, Lincolnshire, United Kingdom
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    Awesome, great stuff. Cheers!

  7. #217
    Speaking of revisions, they posted the revisions to the Release Updates (06/30/2020) but didn't actually update the ruleset. Live is still on 1.1.2.

  8. #218
    Quote Originally Posted by esmdev View Post
    Speaking of revisions, they posted the revisions to the Release Updates (06/30/2020) but didn't actually update the ruleset. Live is still on 1.1.2.
    Yea, Tuesday my 'updates' button didn't show up in red, quite surprised about that. I presume you're on FGC I'll check that tonight.

    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. #219
    Quote Originally Posted by MadBeardMan View Post
    Yea, Tuesday my 'updates' button didn't show up in red, quite surprised about that. I presume you're on FGC I'll check that tonight.

    Cheers,
    MBM
    Yes, FGC. Normally I'd not make a big deal but it has so much goodness.

  10. #220
    I hope all is well with you MBM. I know you are busy with your list of projects.

    I have one more request that I've thought about but I'm not sure has been brought up yet. Could you link the skill and weapon attribute references to the Character Status Current value on the actions tab rather than the base value on the main tab. When characters take damage to their attributes the effective value changes and should be reflected in the tasks they attempt to do while injured. As it is now they always reference the max default value and always function at 100% unless you manually enter a mod to account for the modified attribute value.

    While you're at it, you could have the "Current" mod reflect on the main tab as well, instead of the default max. This is not a huge deal as long as you make your attribute rolls from the actions tab, which does use the correct modifier.

    Thanks again for your hard work.

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