STAR TREK 2d20
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Thread: MGT2 v1.1.1

  1. #41
    Any idea where CSC is in the queue these days?

  2. #42
    Quote Originally Posted by esmdev View Post
    Any idea where CSC is in the queue these days?
    Nope. I'll ask.

    Regarding CSC.

    Tested the new weapon ammo actions yesterday in my game. Few changes to make so v1.1.1. will be sent over, over the weekend.

    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!

  3. #43
    Folks,

    Am done with v1.1.1, well just remembered a niggle I need to fix.

    Tried to find the forum post with a bug with NPC weapons, couldn't locate it, so if someone can please let me know and I'll get that done.

    Here's the completed list, being honest a few bits are for my own game which is getting into its stride, but plenty for all to enjoy.

    • [New] Weapon actions. Updated. Normal attacks are split over two lines. You can now drag Ammo (from Central Supply) which will generate new Attack/Damage actions.
    • [New] Worlds. Added Berthing Cost, Fuel, Facilities and extras
    • [New] Worlds - Trade. Added a new Tab for Trade items, you can add line items with Qty, Description and Cost (future updates will expand on this tab)
    • [Fixed] All Careers Events. All text for events text will be shown for various events that contained a ; in them (the parser ignored everything post it)
    • [Fixed] Tables. All Careers Events. All text for events text will be shown for various events that contained a ; in them (the parser ignored everything post it)
    • [Updated] Theme. Some fonts have been reduced to make text slightly smaller so as not to take up the entire chat window
    • [Fixed] Weapon Attacks. These now show the range correctly in the attack text
    • [Updated] Items in Containers. These items in containers (ie a backpack or medic kit) will be indented, just like 5E
    • [Fixed] Actions tab. A random 'Cost' label was left floating, it has been told to return back to the correct position
    • [New] New Setting. House Rules - 'Show Study Period on Skills Tab' (Defaults to NO)
    • [New] New Setting. Characteristics* - 'Use PSI characteristic' (Defaults to NO)
    • [Updated] PSI Talents. The Tab for PSI Talents has been removed and the Talents are on the Skills Tab now, where it feels more fitting and there are only a handful.
    • [New] Animal Size Modifiers. When rolling to hit an animal with a Size Modifier (Small -4 -> Small -1, Large +1 -> Large +6) these are now added automatically do the Dice roll. The NPC must have this Size Modifier in their traits, ie Slow Metabolism (-1), Large (+4)
    • [New] Melee Weapon STR modifiers. When rolling damage with a Melee weapon, the STR mod will be used as a bonus/negative modifier
    • [Fixed] Custom Weapons. Can now be dropped onto NPC's


    No news yet on CSC, but gives LordNanoc a chance to test the Weapon Ammo Damage bits.

    Cheers,
    MBM
    Last edited by MadBeardMan; May 16th, 2020 at 23:53.
    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!

  4. #44
    Quote Originally Posted by MadBeardMan View Post
    Tried to find the forum post with a bug with NPC weapons, couldn't locate it, so if someone can please let me know and I'll get that done.
    Thank you! List looks amazing! There were 2 NPC requests that I remember:
    https://www.fantasygrounds.com/forum...l=1#post497906

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

  5. #45
    Quote Originally Posted by alfarobl View Post
    Thank you! List looks amazing! There were 2 NPC requests that I remember:
    https://www.fantasygrounds.com/forum...l=1#post497906

    https://www.fantasygrounds.com/forum...o-NPCs-anymore
    Nice and thanks, the second (the bug) was what I was after looking into.

    Might look at sharing my Trello board so people can see how things are going with things.

    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. #46
    Out of curiosity will the STR bonus/negative for melee be PC or PC and NPC?

  7. #47
    Quote Originally Posted by esmdev View Post
    Out of curiosity will the STR bonus/negative for melee be PC or PC and NPC?
    Just for the PCs at the moment.

    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!

  8. #48
    Quote Originally Posted by esmdev View Post
    Out of curiosity will the STR bonus/negative for melee be PC or PC and NPC?
    Hi Esmdev,

    I think it's about time that NPC's got another mini-update soon, what do you think?

    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. #49
    Quote Originally Posted by MadBeardMan View Post
    Hi Esmdev,

    I think it's about time that NPC's got another mini-update soon, what do you think?

    Cheers,
    MBM
    I like the D&D 2E and Savage World NPC format which is very close to the PC format. This makes it possible to create a PC and then auto-convert it to an NPC.

    My thinking is with the eventual move towards more drag-n-drop character creation this would make humanoid NPC creation much faster, especially with racial modifiers, traits and stuff added in.

    So really my vote would be bringing the humanoid NPC sheet closer to the PC sheet so a quick convert could be added. It is one of the things I like best about Savage Worlds and D&D 2E rulesets.

    Obviously wouldn't work so well for animal and robots but those are pretty straightforward to make.

    I also think, in the long run, it might make it easier to development make changes to both simultaneously if done this way.
    Last edited by esmdev; May 17th, 2020 at 22:15.

  10. #50
    Quote Originally Posted by esmdev View Post
    I like the D&D 2E and Savage World NPC format which is very close to the PC format. This makes it possible to create a PC and then auto-convert it to an NPC.

    My thinking is with the eventual move towards more drag-n-drop character creation this would make humanoid NPC creation much faster, especially with racial modifiers, traits and stuff added in.

    So really my vote would be bringing the humanoid NPC sheet closer to the PC sheet so a quick convert could be added. It is one of the things I like best about Savage Worlds and D&D 2E rulesets.

    Obviously wouldn't work so well for animal and robots but those are pretty straightforward to make.

    I also think, in the long run, it might make it easier to make changes to both simultaneously if done this way.
    Hi Chap,

    One of the things I really loved about Traveller, it took 2 minutes to create an NPC, you could do it on the fly just with the UPP code. It's still very possible, drag and drop extra stuff like Species/Race and then should that affect the Stats yes/no?

    So I'm not saying make it closer to the PC sheet, that's a fair amount of work, though as you may have guessed a lot of it works already in a similar way except for Skills. Again that section was designed so you could drag in the skill list from a published adventure and it just worked.

    I do keep thinking of adding an actions tab like the PC's have, where actions can be fine-tuned.

    Anyway I'll push this back to you now Create a new thread and get people so suggest ways in extending the NPC's, something we can do in small chunks (like dragging on the race) -< that though also needs doing to the PC's to add Deathclaw etc.

    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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