Fantasy Grounds Merchandise
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  1. #371
    Is there anywhere that we can see if any of these requested features are going to be added?

  2. #372
    This post was set up by the previous developer who now no longer working on the ruleset. The ruleset is still receiving updates to keep it in line with any new CoreRPG features and bug fixes. As for expanding it to include new features like some that are mentioned in this thread, it would depend on if we have availability of resources to add them. If another developer takes up the project then you might see them introduced quicker.
    Dominic Morta
    Ruleset Developer
    Smiteworks

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    Have a suggestion?-Feature Request

  3. #373

    Join Date
    May 2020
    Location
    Directly above the centre of the earth
    Posts
    6
    Quote Originally Posted by Stargrove View Post
    - Ability to add weapons to vehicles

    - Vehicles in the combat tracker
    - I think the main combat tracker is the right place
    - players can use weapons
    - track damage
    - track armor

    I think I asked about the 'Vehicles in combat tracker' thing before,
    and this might help, (sorry if you know already):
    You can use vehicle mounted weapons (... pretty much); for example: by deciding who's using the jeep-mounted machine gun,
    and just dragging that weapon from the Central Supply Cat. to their character sheet.

    anything else ...
    like HP and different armour for the facings of the vehicle ... AFAIK you'll have to do that by hand.
    It's honestly not much of a pain to do it, but it does kinda make having the Vehicle Handbook in FG somewhat ... counterintuitive

    Armour vs. Vehicle facing: I can see how it'd be slightly difficult programming-wise, you'd have to measure the angle of the defender vehicle
    and the attacking shot, and apply that amount of armour vs. whichever side the shot was hitting most, or something ... The entry for Robot in the NPC list is almost perfect for a vehicle apart from no multiple armour stats ...

    I'd have a go at fixing it if they asked me ... how difficult can it be ;-) ?
    Last edited by NickSmith; May 30th, 2025 at 09:00.

  4. #374

    Join Date
    May 2019
    Location
    Dorking, United Kingdom
    Posts
    47
    Quote Originally Posted by superteddy57 View Post
    This post was set up by the previous developer who now no longer working on the ruleset. The ruleset is still receiving updates to keep it in line with any new CoreRPG features and bug fixes. As for expanding it to include new features like some that are mentioned in this thread, it would depend on if we have availability of resources to add them. If another developer takes up the project then you might see them introduced quicker.
    Thank you for the update superteddy57. Who should we reach to request resources/new developer for this? I guess Mongoose?

    It is a shame, the current ruleset was going in the right direction but it has been left in a half baked state that makes certain things almost harder to track in FG than in paper. I am starting to check what other options are there outside of FG, but it will be quite annoying to move away as I have already spend quite a bit on the books for FG

  5. #375

    Join Date
    May 2019
    Location
    Dorking, United Kingdom
    Posts
    47
    In my list of wishes I have the following. Some of them I think are musts in order to make the experience enjoyable (like the custom critical for ships or allowing the players to manage their own ship cargo in the party sheet:

    Space Combat Tracker
    • - Allow to add custom critical hits
    • - Skills for NPC ships, allow rolling attack at least as currently only shows damage
    • - Skill rolls to modify by ship mods/sensor level/etc


    Normal Combat tracker
    - Reaction counter. PC/NPC button to add a reaction to the mix that will
    • - Reset at the end of their next turn.
    • - This will apply to rolls in the meantime
    • - Can be modified by items/effects (combat drugs)
    • - Reaction type awareness so, for example, if you parry next melee attack targeting the character is penalized by character melee skill


    - Damage attribution
    • - Right now you apply all damage and it uses your configuration to spread
    • - Show instead 3 different damage records, one for each characteristic, and you can modify/accept them so you can for example get 5 in END and then 1 in STR and 2 in DEX


    Party Sheet
    - Allow players to modify the cargo in the ship
    Character sheet
    - Bigger fields, things like careers are not very easy to maintain
    Last edited by ragnarol; May 30th, 2025 at 11:41.

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