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Thread: MGT2 v1.1.0

  1. #1

    MGT2 v1.1.0

    Hi Folks,

    v1.1.0 has just been sent to FG with the nod for it to go live on Tuesday.

    The focus on this branch is to update the ruleset to support CSC as much as possible, plus get the Spacecraft data in good order for the v1.2.X branch line which will support High Guard.

    [New] Spacecraft - All the spacecraft from the Core Rulebook have been added (and updated to High Guard values)
    [New] Spacecraft - Ability to add custom spacecraft - see below
    [Updated] Weapons - Weapons no longer need to state the Damage type, see below
    [Updated] Armour - No longer will Kinetic need to be named as the Resistance Type, see below
    [New] Spacecraft - All the spacecraft from the Core Rulebook have been added (and updated to High Guard values)
    [New] Spacecraft - Ability to add custom spacecraft - see below
    [Updated] Weapons - Weapons no longer need to state the Damage type, see below
    [Updated] Armour - No longer will Kinetic need to be named as the Resistance Type, see below
    [Updated] Worlds - The World Sheet has been tidied up, allowing it to be made wider plus the 'Codes' smaller to allow the description more space.
    [Fixed] NPC, Worlds - The tabs are aligned correctly on the right-hand side
    [Fixed] Equipment - Work has been done to align the various Equipment windows so that the data matches across all three.
    [Fixed] Scholars - Tables for the Scientist and Physician (Core rulebook and players reference) have been linked correctly
    [Updated] Equipment - The categories for Book 2, Central Supply Catalogue have all been added, as this book will soon be released
    [Fixed] Battle Dress - Was showing the wrong price in the Equipment -> Armour pages
    [Fixed] Actions - On weapons with rates of fire, the RoF box would not take into account the Delete button being shown
    [Fixed] NPC - When dragging a skill with a specialisation over to the Skills section, an error would occur. This error has been fixed, dragging the skill to increase the skill level will only work for non-specialised skills.
    [Updated] Theme - The chat window has been updated to allow for easier reading of the text and contrast clashing.
    [Updated] Theme - A few buttons here and there have been tided up (Visibility on the CT for example).
    [Updated] Skills - All skill specialisms are listed and can be dragged and dropped.
    [Updated] Skills - All specialisms dropped will default to Level 1, if the default skill doesn't exist it will be added at level 0.
    [Fixed] Unskilled skill - Is now readonly, and the -3 is shown.

    Spacecraft
    Alongside the Core Rulebook spacecraft you may create your own.
    When a spacecraft is added the default details of 'Hull, Armour, J-Drive, M-Drive, Bridge, Sensors, Weapons, Systems, Staterooms, Software, Common Areas and Cargo' are added for you. You need to apply the details, tons and cost for example:

    Hull "400 tons, Streamlined", -, 24

    If you require additional details, such as multiple sensor arrays, you can click the edit button and then the add button. A new line is added to the bottom. Enter in the details and using the button on the right before the delete button (showing an arrow up and down), you can click and drag that into the right position. That button allows you to change the order of the details.

    Any detail lines added can also be removed by clicking the delete button.

    Weapons
    Weapons no longer need to state the Damage Type if they do Kinetic damage. For example, a Slug Pistol can now have Damage shown as '2D6'. If the Damage Type is left out, Kinetic is assumed and added as the Damage Type.

    Armour
    Armour can now be listed as it is in the Books. There's no need to imply the 'Kinetic' damage resistance type unless it's listed.

    For example,

    Cloth TL 10, Armour Resistance is '8'. All damage types (except Radiation*) will be reduced by 8 points.
    Ablat TL 9, Armour Resistance is '1, 6 lasers'. All damage types (except Radiation* or Lasers) will be reduced by 1 point. Lasers will be reduced by 6 points.

    * Radiation is a special damage type. Armour will state if it protects against Radiation, if it doesn't list Radiation, then there is no protection against it. Worlds - The World Sheet has been tidied up, allowing it to be made wider plus the 'Codes' smaller to allow the description more space.

    Cheers,
    MBM
    Last edited by MadBeardMan; April 11th, 2020 at 18:53.
    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!

  2. #2
    I'm not sure if this is already the plan but if not a pull down for damage types on weapons might be useful.

    On protection it might be good to give it a name for clarity like 'total' or 'full' so it would get listed like 3 Full, 3 Laser, 5 Fire or something of that nature. I think it would make the new system more readable and easier to debug problems.

  3. #3
    Ardem's Avatar
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    Nice with the languages.

  4. #4
    Hi. Having spent a bit of time playing with the world data, I came up with a couple ideas that could be useful.

    Since the docking fee is supposed to be mostly constant once rolled, add a line to enter the docking fee for the system. This would help refs to keep the berthing costs consistent from visit to visit and also give the players an idea of what to expect.

    Maybe include an entry that says what type of fuel is available at which type of ports. I find that not all players really know which ports provide what services. It might be nice to provide.

    Also maybe keep the UWP string visible above the starport entry for reference.

    I was also thinking an entry for presence of gas giants could be useful.

    Just my thinkings, nothing super critical just ideas.

  5. #5
    If we're rolling ideas without consideration if they're reslizable, I would say, a trading system would be nice. Tradecharts for each planet that automatically reroll when you open the dialogue

    Gosh, somebody stop me ... hahaha

  6. #6
    Quote Originally Posted by esmdev View Post
    Hi. Having spent a bit of time playing with the world data, I came up with a couple ideas that could be useful.

    Since the docking fee is supposed to be mostly constant once rolled, add a line to enter the docking fee for the system. This would help refs to keep the berthing costs consistent from visit to visit and also give the players an idea of what to expect.

    Maybe include an entry that says what type of fuel is available at which type of ports. I find that not all players really know which ports provide what services. It might be nice to provide.

    Also maybe keep the UWP string visible above the starport entry for reference.

    I was also thinking an entry for presence of gas giants could be useful.

    Just my thinkings, nothing super critical just ideas.
    Docking fee, good idea - will add that in for sure, i've been dumping it in notes.
    Port Details - I'll add a text box that you can enter what you want, fuel, note of Port Master etc
    I'll add a system option for 'Show UWP at all times'
    Lastly, Gas Giants, I've been adding this into the system field.

    Nice ideas, carry one.
    Cheers,
    MBM

    Quote Originally Posted by LordNanoc View Post
    If we're rolling ideas without consideration if they're reslizable, I would say, a trading system would be nice. Tradecharts for each planet that automatically reroll when you open the dialogue

    Gosh, somebody stop me ... hahaha
    Erm yes please stop.

    Thanks
    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!

  7. #7
    Ardem's Avatar
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    no More More hahahah

    I think extra section that breaks down the UWP in a detail form, in a tab form so you do not need to look it up. This should be easy its just a field that show up detailed data based on a variable, or auto input for the GM to add more notes around each of the UWP is you want to adjust from the default. I know you have a basic area but I thinking more like a notes section for each field, even if it for GM only

  8. #8
    Quote Originally Posted by LordNanoc View Post
    If we're rolling ideas without consideration if they're reslizable, I would say, a trading system would be nice. Tradecharts for each planet that automatically reroll when you open the dialogue

    Gosh, somebody stop me ... hahaha
    I think that the trade system would be a good expansion. In its most basic form the trade system is pretty straightforward to code a system that would tell you what is available at various worlds. All the needed information except one component (is ship armed for mail, maybe navy, scout rank depending on players) is stored in FG already. The hard part would be making the extension since the ruleset is locked.

    Automated world to world trading on the other hand would be much more involved.

  9. #9
    Do we have a new target for the update? Looking forward to the new armor mods.

  10. #10
    Quote Originally Posted by esmdev View Post
    Do we have a new target for the update? Looking forward to the new armor mods.
    Working on it still, taking a bit of time! Hoping now all done by the end of the month due to the delays over xmas.

    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!

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