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May 17th, 2025, 19:01 #71
4C has not been incorporated into the ruleset.
Some similar functionality is included in the SWADE SFC extension.
More work around this is planned. I don't have an estimate on when it will be done.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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May 18th, 2025, 14:24 #72
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Actually testing this some more, there is definitely something wonky going on.
I may have to bring this to Discord so I can do screenshots more easily.
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May 18th, 2025, 14:55 #73
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I think I've boiled it down to something it doesn't like about Ship Ops. Not sure what because I can create a new entry tied to it and it works fine.
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May 18th, 2025, 15:07 #74
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Thanks as usual to @Mike Serfass.
Quick fix appears to be removing the ":" from the the Combat Attack names like "Ship Ops: Activate Shield Effects" or "Ship Ops: Radiate Heat"
For some reason it no longer allows (or its a bug) colons in the names.
It does give me a good reason to go back and retrofit all of these using sub-attacks. I hadn't done it since it's a lot of vehicles to have to go through and fix...but if its now broken without it, I have no choice.
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May 18th, 2025, 21:14 #75
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I submitted a fix for next update (both SWD and SWADE versions):
1) Reconfigured the Voyager combat setup using sub-attacks; should make Ship Ops related effects work again (should be a bit cleaner and complete)
2) Tweaked the wound and fatigue effects to work around the fact that the | syntax wasn't working for some reason for Shooting
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May 19th, 2025, 10:41 #76
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That's great, thanks Arsilon and Mike...
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May 19th, 2025, 10:43 #77
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Out of interest... are you using both the 7W and SFC extensions, or just the 7W?
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May 19th, 2025, 20:06 #78
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After trying out the pesky colon fix on the current version, I'll answer my own question...
7W Extension Only
The long form "Shooting - x, Ship Ops -x, Electronics -x" of Ship, Wounds 1/2/3 works.
The pipe form "Shooting | Ship Ops| Electronics -x" of Ship, Wounds 1/2/3 doesn't work.
7W and SFC Extensions
The long form "Shooting - x, Ship Ops -x, Electronics -x" of Ship, Wounds 1/2/3 works.
The pipe form "Shooting | Ship Ops | Electronics -x" of Ship, Wounds 1/2/3 also works.
I guess the SFC extension is over-ruling the 7W extension?
Also...
I don't think you should be adding the +4 Heat Radiation bonus to the Ship Ops - Activate Shield Effect.
Also, also...
Opening the "Trait Info" for Ship Ops - Radiate Heat causes an error. It still works though.
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May 20th, 2025, 14:23 #79
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I make no assumptions that anyone owns anything other than core ruleset and the setting guide. The only other thing I do is embed into the Seven Worlds extension any code that is also required that a user might not know how to install, eg Trait Dice; along with adding a Heat tracking field to the combat tracker if I think it's necessary for 7W to play as it should.
All testing I do on my end is done in that configuration.
That being said:
We've discovered some differences between how things work between core (and also SFC) as it pertains to effects coding. According to Ikeal, spaces are meant to be parsed when using the pipe (|) syntax.
So the 'expected' syntax when 'coding' is no spaces whatsoever.
[Shooting|ShipOps|Electronics -x] is what the compiler 'expects' to see. Some combinations will still work but this is why the result have seemed to be different depending on what combination you happen to by trying to use...the parser will interpret things differently depending. (note I even removed the space in Ship(space)Ops
This is ultimately why I switched to the long form version. I prefer human readable form as not everyone knows how to 'think' like a compiler all the time (myself included). Doing it long form bypasses the parser and lets me leave it in logical human readable form.
As for your +4 Heat Radiation...can you try restoring your GM module? revert to master or start clean? I checked the code and it was a bug I had previously fixed a while ago that I had inadvertently left that in there in the Voyager sheet definition. You should definitely not be seeing this now. (Effects are stored in the PG module, vehicle definitions are stored in the GM module)
What *should* be in there now:
1) Everything re-organized using logical sections for Attacks (lasers + launchers), Countermeasures (Evasion + MCD variants, PDLB oops typo!), Ship Management (Heat and Shield Effect), Payload (Nuclear, NNEMP, Kinetic, Cloud)
2) Modified rolls as follows:
Radiate Heat: +4 heat radiation (per Voyager's Heat Radiation attribute); "null" Heat Pool field that you can adjust here (if you want to do it here)
Activate Shield Effect: no modifiers
Evasion Basic: +1 Handling, -6 Evasion Penalty
MCD Single: +1 Handling, -6 Evasion Penalty, +4 MCD bonus
MCD Multi: +1 Handling, -6 Evasion Penalty, +2 MCD bonus
PDLB: adjust ROF and attack dice to 5
As to your error message which one are you getting? Does it do it for other traits or just the Radiate Heat one?
The reason I ask is that there is some other error that seems to be thrown any time you open any trait adjust window (s'close - DEPRECATED - 2024-08 - Use new window menu implementation) -- that one seems to be left over from when they were testing the new menu vs. radial menus (I suspect -- but I have a question in on this)
BUT, there used to be an error previously that it didn't like how I had defined the 'null' previously. This was fixed in a previous iteration so you should no longer be getting THAT error. But the fact you're still seeing the +4 Heat in Activate Shield indicates you may not be running the latest as both were fixed in the same iteration. (The old error was because it wanted a #0 and I was just defining it with no value but that SHOULD work now)
If you're using an older version and have a local copy of anything you may still have legacy code in your particular 'copy'Last edited by Arsilon; May 20th, 2025 at 20:11.
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May 20th, 2025, 19:42 #80
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Thanks Arsilon.
With the new update today and revert changes it all looks good, correct bonuses and no errors.
I like the new Voyager layout with with the sub-weapons.
Chris.
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