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May 1st, 2021, 04:38 #11
No problem! I found the issue, and will make it part of the next update to TEST.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
How to provide an Unity Connection issue?-Connection Issues and What to Provide
Unity Updater issue?-Updater Issues
Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained
Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
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May 1st, 2021, 04:41 #12Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
How to provide an Unity Connection issue?-Connection Issues and What to Provide
Unity Updater issue?-Updater Issues
Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained
Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
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May 1st, 2021, 12:34 #13
When making a charakter with the human race (or rather the 'Skilled' trait), I get a bunch of these error messages:
[ERROR] Handler error: [string "scripts/manager_char.lua"]:1335: attempt to perform arithmetic on global 'nSkilledPoints' (a nil value)
[ERROR] Script execution error: [string "scripts/manager_char.lua"]:1335: attempt to perform arithmetic on global 'nSkilledPoints' (a nil value)
Blank campaign on the TEST version, steps to reproduce:
Create new Campaign
Load CRB
Create new character
Insert Ability Scores
Add Race (Human)
'Skilled' trait get's added automatically (error message)
Add Theme (error message)
Add Class (error message)
I assume this is due to the 'Skilled' trait. I'm not getting any of these errors when not using human as race.
I have also tried this with the Aasimar, Sarcesian and Urog races (since they also have the 'Skilled' trait) and they get the same errors. So I'm almost certain there's something going on with checking for this racial trait and then calculating Skill Points.
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May 1st, 2021, 12:43 #14
When making a starship I noticed that the CUR BP sometimes doesn't update, when I drop an item on the ship. It does update when closing and re-opening the shipsheet, but it's very annoying when trying to build a ship to constantly having to re-open the sheet to see your BP total.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Add a frame
Start adding additional items
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May 1st, 2021, 12:53 #15
Trying to delete a Power Core from the Main page of the PC ship sheet, causes FG to try and add a new Power Core of the same type instead of removing it. A warning message shows up when the ship is alread at capped Power Cores:
WARNING: can not add '[Power Core Name]' to '[Ship Name]' - At max power cores. Add a Power Core housing or remove one that is installed.
Removing the Power Core in the BP summary works as expected, haven't found this issue with any of the other ship items.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Add a frame
Add a power core.
Try to delete the power core in the Main page of the PC ship sheet.
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May 1st, 2021, 13:07 #16
Crew Quarters are considdered expansion bays in the updated modules, even though they are supposed to go in 'Other Systems'. Essentially scamming the ship out of an expansion bay.
Also a bunch of other things, like 'Security' for example could be recategorized to 'Other Systems'. In the references they are listed under a different entry, but for FG purposes clicking in the Other Systems section of the PC ship opens up the ship items list, not including these items, even though they go into that section when droppen onto the ship sheet.
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May 1st, 2021, 13:19 #17
PC ship modifiers, don't actually apply to any of the rolls made by the crew of the ship.
Also, while creating modifiers manually is possible, editing them isn't. You can change the skill they apply to, but changing the MOD or CHECKS box isn't possible, always resulting in a net 0.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Create a new PC (Make sure there are auto-generated modifiers, like thrusters for example)
Add the ship to the party sheet
Add the PC to the party sheet
Add the PC to the ship
Make a crew action with a skill the modifier should apply to
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May 1st, 2021, 13:28 #18
Adding a port weapon mount isn't possible. All the others work but the port one doesn't want to function.
Upgrading a weapon doesn't work. It just doesn't do anything when I tried with a weapon slot that isn't a turret. When I tried it with a turret slot it brings up an error:
[ERROR] Script execution error: [string "scripts/manager_charstarship.lua"]:1107: bad argument #2 to 'format' (string expected, go nil)
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Try to add (port weapon mount) or upgrade a weapon slot (any)
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May 1st, 2021, 13:34 #19
A few convinience things I noticed while testing the Starship inventory:
'LOCATION' and 'BULK' are still shown in the inventory, even though they have no function.
There is no easy way to get an item from the Starship inventory into the party inventory to sell it. You have to move it into another inventory first and then into the party inventory.
When distributing items from the party inventory it autofills names of PCs but doesn't take PC ships into account.
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May 1st, 2021, 16:54 #20
Found issue and will be part of next update.
Found issue and will be part of next update.
Found issue and will be part of next update.
I will have the Crew Quarters as Other System subtype moving forward. As for the others you mentioned, all the windows share the same list and are filtered to show only those that are needed within that window. The Other Systems frame is only meant to show components that have no other place on the sheet.
I've added a check when rolling a Crew Action to add the ship bonus if it finds one. Any Skill which the computer produces when dropped won't roll and will need to use the modifier box to add in that bonus and checked to keep track if you wish. I have also opened them up to be editable, but would caution changing the pilot or anyskill as it's calculated. I'll work on securing those in another update as this is going to have quite a few changes.
Found issue and will be part of next update.
As this is a new feature, we will start slow and build upon the feature over time. I have removed the labels on the cargo list. You can assign items from the inventory tab to the ship, but at the moment you will have to drag the item to the inventory tab through a player or opening the link and then dragging the link from that item window to the inventory tab.Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
How to provide an Unity Connection issue?-Connection Issues and What to Provide
Unity Updater issue?-Updater Issues
Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained
Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
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