Thread: High Guard release date?
-
October 29th, 2020, 18:55 #21
Hi Dalton,
There's no method to deal with distances at this time, if there was I'd have added something for grenades/blast weapons.
My only current though with Spacecraft as they move between distance bands is to allow effects, but that requires the Referee to remove/apply new when they do move.
If someone can think of a better system then I'm all ears!
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
October 29th, 2020, 22:08 #22
- Join Date
- Oct 2013
- Posts
- 119
Can you have a default space background (no grids/hexes) snap to a hex grid applied from FGU?
I can do a writeup for how Mayday from various versions of traveller worked - it is very simple.
I can provide some graphic templates (size 1 to size 10 worlds, space ships etc)
We can even do some online discussion/testing of the mechanics/process.
Let me know.
-
October 29th, 2020, 22:25 #23
- Join Date
- Oct 2013
- Posts
- 119
Hi adzling,
I may get around to doing a formal writeup, but, most of my stuff has been games between people who all have experience with all the previous systems, so very little is formally written.
Right now, I am in the middle of a very big task.
I created a series of graphic templates for Sectors/Quadrants/SubSectors/J6maps/Worlds and I shared them with some people on the Traveller FB groups.
I have also downloaded all the data for Melieu 1105 from the Travellermap and I have gotten the source code from Explanator which creates all sorts of background details (about 4 pages worth) for a world from a T5 UPP.
I have created a spreadsheet that I have imported all the data from Travellermap, it is currently being used to fix/correct/fix various missing/incorrect data and I have it generating all the docs with even more details including stuff from DGP's world builders handbook and T4's wbh. I have also included extra details from lots of different sources (which I am still working on).
The spreadsheet, using the data and the templates, is generating SVG maps using the templates that I created.
I am also using Fractal World Explorer and CC3/cosmographer to auto generate world maps using command line instructions, created from the spreadsheet.
So, with the fantasy grounds AUTHOR extension, I am creating/learning how to create, modules for FGU/MGT2 so that I will have a full IMTU (in my traveller universe) ISS (interstellar scout service) melieu 1105 grand survey for my MGT2 FGU games.
As long as I get that done, I am thinking of sharing them with the group.
Needless to say, these would not be official and would have information far beyond anything the MGT2 stuff has.
So, even with all the automation, testing, screwups, bash files, batch files and finally revisions which forces me to start from the beginning again, it takes about three weeks to generate one set of output if I skip the world maps (that takes forever).
Hopefully I will have more spare time in a few weeks to finish stuff up and polish it enough for my use.
Best regards
Dalton
-
October 29th, 2020, 22:31 #24
Hi Dalton,
As it's been mentioned before, there's no way to find the distance between 1 token and another using script. I asked just a couple of weeks back and was told it's not reliable.
So at this moment, there's no way to know distance between 1 ship and another.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
October 29th, 2020, 22:37 #25
- Join Date
- Oct 2013
- Posts
- 119
I was thinking of a visible grid that everything just snapped to, so that the GM/players can manually count the distances.
Perhaps with buttons down by the difficulties, to pick a distance that applies a modifier to hit.
?
Just thinking.
Also, you could mechanically treat multiple of the same weapon in the same turrent as just a different weapon ie
Single Turret Beam Laser 1d6
Dual Turret Beam Laser 1d6+1 etc
-
November 3rd, 2020, 15:40 #26
You can add a grid to any graphic, so....
-
November 4th, 2020, 02:10 #27
- Join Date
- Jul 2020
- Location
- Tarpon Springs, FL
- Posts
- 120
-
November 4th, 2020, 11:44 #28
- Join Date
- Aug 2006
- Posts
- 93
-
November 4th, 2020, 12:57 #29
-
December 1st, 2020, 22:18 #30
Hi Folks,
I've just been informed that the HIgh Guard release is next week, that's the 8th December 2020.
Now I've got a few things I want to finish before its released, so I'll do my best as the cut-off for updates is this Friday.
v1.1.6 should have been released today, so there's a very basic Ship CT, so I'll focus my efforts onto a PC ship. Wish me luck.
So please buy if if you want the ships/book info etc and support the work here, but please don't expect everything will be catered for, High Guard on the surface is a ships catalogue but there's a Ship Builde and lots of data.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks