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  1. #21
    Quote Originally Posted by deejaay1018 View Post
    Attachment 39627
    Here is the deckplan for the shuttle found on page 192 of core rulebook.
    Hi, thanks for sharing. We have a newly started deckplan forum that you can use.

    https://www.fantasygrounds.com/forum...hip-deck-plans

  2. #22
    Added a link to a new sector data module for the Beyond Sector.


  3. #23
    Anyone been discussing making a Fantasy Grounds module of the Starship Geomorphs deckplans and tiles?

    https://travellerrpgblog.blogspot.co...f-finally.html

    http://ericbsmith.no-ip.org/geomorphs/
    Last edited by Boldtaar; October 16th, 2020 at 16:38.

  4. #24
    Quote Originally Posted by Boldtaar View Post
    Anyone been discussing making a Fantasy Grounds module of the Starship Geomorphs deckplans and tiles?

    https://travellerrpgblog.blogspot.co...f-finally.html

    http://ericbsmith.no-ip.org/geomorphs/
    Someone would have to work with the author to secure rights before anything could move forward.

  5. #25
    Quote Originally Posted by esmdev View Post
    Someone would have to work with the author to secure rights before anything could move forward.
    The material is already distributed under the creative commons. I have already extracted all the symbols/files as individual svg files. I am now deciding upon how to upload/manipulate the material, including some regular starships such as the standard adventurer class vessels.
    The biggest issues I am facing are (1) figuring out if there is a way to easily setup walls and line of sight (2) figuring out if there is an easy way to set up windows/doors.

  6. #26
    Hey Everyone,
    I am creating a series of modules for MGT2 and I have a couple of questions for the group mind. If this is not a good place to put this question, please direct me to a better thread.
    I have been getting all the various Traveller Wiki 3rd Imperium data into a format that can be used as a module for MGT2
    So, here are my questions
    (1) In the Traveller Universe, there are over 75 documented languages in use. I can create them as skills for inclusion in the game. Should I put them into a single module or as a group of modules (major/minor/imperial/non-imperial etc) and if as a group, how would you separate them out?
    (2) I am using the author extension and Including the language history/notes etc as well as the races as a form of Library Data for the Players/Ref to access, again, should I include them all in a single module or as separate modules, same questions as above.
    (3) I have created maps for about 10 Sectors and I am generating extended information/notes/etc based upon information I gained from the TravellerMap. I am thinking one module per quadrant (four per sector) in order to keep each module small. Thoughts?
    (4) I have been creating standardized 2d Decksplans for use with the VTT. Do people want empty deckplans with icons for beds/consoles/chairs etc or do you prefer a fully detailed interior?

    All modules once finished will be shared. Right now it is still the layout/data gathering/testing phases.

  7. #27
    1. I prefer a signal language module. Also would like if we could get write using different languages in FG. I tried to add in standard fantasy languages module and renaming the languages but couldn't get it to work load in. Maybe some with more FG experience can get a to work?

    2. Would put that in the same module as the languages.

    3. I was about to say, a module for ever sector. But maybe that will me to many modules so you probably right. Problem I see is I don't know what the different quadrant are called. Won't it be hard for people to find the right module for their sector/subsector?

    4. Do deckplans with standard interiors. And the do a extra module for shipbuilders with empty deckplans and tiles with interior object for creating custom ships.

  8. #28
    Quote Originally Posted by Boldtaar View Post
    1. I prefer a signal language module. Also would like if we could get write using different languages in FG. I tried to add in standard fantasy languages module and renaming the languages but couldn't get it to work load in. Maybe some with more FG experience can get a to work?
    The languages would show up in the skills list ie Language (!Kee (K’kree)) with full notes, so when you have all the languages loaded, you have an extra 70 or so skills to scroll past when trying to find/drag/drop skills. I personally am putting them all into a single module but wanted to know if that extra thing was too much for the average player.

    As for the fonts/languages in the chat - I have tried to get this working myself but it does not seem to want to work.

    Quote Originally Posted by Boldtaar View Post
    3. I was about to say, a module for ever sector. But maybe that will me to many modules so you probably right. Problem I see is I don't know what the different quadrant are called. Won't it be hard for people to find the right module for their sector/subsector?
    Every quadrant in a sector has the same names - Alpha, Beta, Gamma & Delta. They are just blocks of 4 Subsectors, easier to see how sub-sectors and polities are related to one another but not so large that it is a pain to scroll around as a large sector image. Author creates a nice easy interface for linking things together.

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