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November 28th, 2020, 08:24 #1
[Unity] Gang Up is not working in SWADE
Last night we had excellent session where the cowpokes attacked some fiendish coyotes in their lair. I noticed that Gang Up is not applied automatically when all conditions are met: same faction, targeting and next to the target of the attack. I recall that once or twice the modifier was applied, but it seemed random.
I checked some old threads and it seems there is issue with Unity, but it was reported months ago. Does this persist or I am forgetting something?The past is a rudder to guide us, not an anchor to hold us back.
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November 29th, 2020, 20:22 #2
- Join Date
- Mar 2020
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Were the fiendish coyotes adjacent to each other and a cowpoke? Gang-Up bonus is reduced by adjacent allies. That's one that threw my group when we first encountered it.
Edit: I should mention that we tested this pretty thoroughly a few sessions ago and it seemed to be working amazingly well -- but there have been a few updates since then so maybe it got broken again. We only had one gang-up situation in our game last night and it appeared to be working properly.
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November 29th, 2020, 21:13 #3
Yes, I was minding the adjacent requirements and the fact that allies that are also adjacent will reduce the effect of the gang-up. I am planning few more of those, will be watching closely. If I have time will do some mock-up battles before.
The past is a rudder to guide us, not an anchor to hold us back.
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November 29th, 2020, 23:10 #4
make sure the grid is 'visible' you can turn down the grid lines to invisible but it must be 'visible' to work.
Ultimate license owner.
I use FG online as well as at the tabletop. I usually stream my games; Savage Worlds - Sat at 6, Sunday at 2 and 6pm and 5e on Monday at 6:30 pm Pacific time. Look for 7thSim on Twitch!
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November 30th, 2020, 01:05 #5
If you are using squares the gang up works if you are using hexagons the gang up don't work
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November 30th, 2020, 06:48 #6
All conditions that you mentioned are met - grid is there, it is visible and etc. This morning I made one mock-up battle on clean campaign to see how things are going, and as you can see from the output in the chat, gang up is not added even though I have it enabled in the options. I am sure it was added in previous encounters to some extent.
What am I missing?The past is a rudder to guide us, not an anchor to hold us back.
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December 2nd, 2020, 00:03 #7
The minotaur and Orcs are both marked as Enemies, i.e. the same faction. You need to set the Minotaur to Friendly (green), Neutral (yellow), or Faction (clear) to have a Gang-Up bonus work for the Orcs which are Enemy (red).
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December 2nd, 2020, 06:49 #8
Yes, the test was botched. Now I did the same with the two parties being on different sides. Same outcome, I don't see gang-up.
The past is a rudder to guide us, not an anchor to hold us back.
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December 3rd, 2020, 15:50 #9
YMMV. Can't reproduce error. ¯\_(ツ)_/¯ gangup2.PNG
So long as grid is on and tokens placed correctly it should work. Any attempt at using a hex grid will cause a fail. Will test with group on Savage Saturday if time permits. Although to honest everyone I play with can spot a gang up bonus so fast that I don't even know if it is needs to be switched on. It is a very simple rule to eyeball.Ultimate License holder.
Over 10 years on Fantasy Grounds !
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December 3rd, 2020, 16:17 #10
Tomorrow we have game, will see what the result will be. I smell Error 40, but this is to be seen
The past is a rudder to guide us, not an anchor to hold us back.
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