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October 11th, 2024, 08:25 #101
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- Feb 2018
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Minor update today ...
adds support for a free theme I've put together ... for those impacted by the dark theme changes added to the Core RPG ruleset which this was based upon.
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October 27th, 2024, 00:11 #102
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- Feb 2018
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Just in case someone has the same question ... its now simple to mark a settlement as "Outside Territory". Just open the settlement and check the box near the top center. (between its Title and Estimated population). The settlement won't be included with any consumption calculations (but will generate Unrest at the start of each nation turn, as per RAW)
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November 10th, 2024, 07:06 #103
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- Feb 2018
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new DEMO (with sound)
I've been working on a long list of QoL improvements and a few new features.
My previous demos had issues with sound, so hopefully this latest one is better.
URL: https://youtu.be/SnitadH9SJ8
... more details to arrive shortly.
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November 17th, 2024, 05:49 #104
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- Feb 2018
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- 115
major update release (2024.11.16)
This release combines some bug fixes, a ton of quality of life improvements as well as a few new features.
NEW features
Settlement Layout “Maps”
Each settlement now includes a “Settlement map” popup. This allows visual placement of each building and accounts for 1 lot, 2 lot or 4 lot building sizes.
The GM can also set the appropriate borders (normal, water or bridge) and walls (none, wood or stone) as needed.
You can use any tokens you want, but its intended to use the Tokens provided with the adventure path(s)
Icons for Buildings
All the building records and popups now include a Token field. The GM can add a token for each building, directly in the GMs list of buildings. (Nation Data > Buildings)
Optionally, they can also be modified in the CIVICS phase or the Built structures list.
QoLFeatures
* New records “Popup”: this brings new records into focus, making it easier to update. (actions, buildings, events, factions, feats, towns, xp)
* Nation Actions skill requirements: If the Nation does not meet the minimum required training, the actions are now marked in RED and the success chance set to -1%.
* Buildings skill requirement: marks the chance, level and skill fields (as above).
New Buttons
1. Nation Turn Modifiers: this allows GM to track temporary (next turn only) and permanent modifiers that affect the Nation turns. This is a major QoL improvement for GMs, to better track the “happens next turn” modifiers.
2. Nation RUIN: allows quick updates to the accumulated ruin, ruin thresholds and any associated penalties.
3. Nation XP: pops up a list of XP earned as well as a list of Milestone XP awards.
4. Commodity Storage: provides quick access to the Commodity data, with “+/-” buttons
5. Resource Points: includes up/down buttons as well as a list of common terrain costs
6. Resource Dice (pool): popup to allow easier tracking of bonus resource dice.
7. Random Event (check): quickly check for random events and adjust the DC if one does not occur. Since the DC goes down by 5 if no event occurs, this tracks it over time.
8. Random Event (add): will add a random event from the GMs list, including any custom events GMs may have added.
9. Buildings: On the Civics phase, allowing quick access to a list of structures to build.
Misc. changes
* Source Book references: Each popup that references the source materials should now include a “book” icon in the top right; when you mouse over it shows the source book.
* Dark mode fixes: You can remove the “Theme: Nation Builder - Dark” as the same changes are now included.
* Vacancy penalties: corrected an issue where some leadership roles applied the wrong vacancy penalty.
p.s. I will leave the "Nation Builder - Dark" theme available (and free) in case someone gets inspired to create their own theme by modifying the files within.Last edited by sgtwhy; November 17th, 2024 at 06:09.
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December 2nd, 2024, 07:07 #105
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- Feb 2018
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- 115
Holiday sale
50% off both products, for the next 7 days.
from: 2024-12-02 11:00:00 EST
... to: 2024-12-09 11:00:00 EST
If you cant be King, be a King Maker!
https://forge.fantasygrounds.com/shop/items/1180/view
https://forge.fantasygrounds.com/shop/items/1625/view
Includes all the major QoL updates released over the last two years.
All aspects of turn management are tracked and automated in some manner.
It supports all Pathfinder 1e, 2e as well 5e DnD --- or any other ruleset based on Core RPG.
And a half dozen popular optional "rule fixes" to address common issues with the game mechanics.
The nation management rules are independent of any ruleset used for your campaign.
It lets the players participate in growing their nation as a team, at a pace akin to PCs.
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December 3rd, 2024, 22:28 #106
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- Jan 2016
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- 42
Hi there SgtWhy,
Still loving the extension, but weirdly my list of Leadership skills has just gone a bit odd - see pic.
Various actions seemingly at random have gone orange and have a success rated as -1%.
It's not the skill being used - the same skill can be used for one action and appear normal, but for another nothing!
They roll normally, correct skill, correct target etc - just appear odd. Leadership Skills.png
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December 5th, 2024, 06:00 #107
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- Feb 2018
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Ah, I think I see where is the confusion. With this last update, the logic now checks Nation Skills ... a few of them actually require training (1+ ranks) in an associated Skill.
If the skill requirements are not met, it sets the success rate to -1% and changes the background to something close to "Red".
For example; if you look at page 525 in the KM AP ... it shows "Relocate Capital" is only available if your Nation has ranks in INDUSTRY.
On another note, I have seen random bugs with the FAME/INFAMY title ... closing and re-opening the window usually corrects it.
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December 5th, 2024, 12:10 #108
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- Jan 2016
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- 42
Thank you!
I had never noticed these actions needed training!
Great to see that I am complaining about a bug that is ACTUALLY a feature - I hang my head in shame....
PS, I have also noticed the fame/infamy thing - my player's fame border has turned red; which I know means they are technically an infamous nation, but I don't think they have noticed.
I would put this fix at number 467 in your list of "things that matter" :-)
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December 7th, 2024, 06:48 #109
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- Feb 2018
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- 115
Settlement layout and city blocks
So I realize this was just recently added and likely not very intuitive.
When you examine a Settlement, you can now visually place your structures.
However, you might ask yourself ... what if they are "2 lot" or "4 lot" sized buildings?
Each "block" (4x1 lots) can be adjusted by double clicking on the left hand boxes.
(the settlement map is made up of a grid of 3x3 blocks, each containing 4 lots)
To get 2 lot size
to adjust the size, double click on the left most boxes.
It will toggle between (2 x 1 lot) or (1 x 2 lot) size fields.
To get a 4 lot size
use above method on both left most boxes in a given city block.
Then hover over the top left box again, it will say "double click to make this a 4 lot"
To revert
You can double click again, to revert it to smaller sizes.
Note:
this is only temporary, unless you drop a relevant token into the field.
when the map page loads, it reverts to 1 lot sizes if all the boxes are empty ...
Here are some screenshots to demonstrate ...
Screenshot 2024-12-06 211759.png
Screenshot 2024-12-06 211810.png
Screenshot 2024-12-06 211818.png
Screenshot 2024-12-06 214731.png
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December 7th, 2024, 07:13 #110
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- Feb 2018
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Settlement layout (cont)
Settlement mapping (cont)
Normally a Settlement would start in the center "city block" of the map.
Once an entire block is full, building can be places in adjacent blocks.
As well, the total size is limited by the Nations level ...
Village is limited to (4 lots) or (1 block)
Town is limited to (4 blocks) or (16 lots total)
City uses the entire settlement map (3 x 3 = 9 blocks or up to 36 lots in total)
Metropolis ... is anything larger.
Each side can have "walls" toggled;
- (blank = normal)
- wood wall
- stone wall
Each "border" can be toggled as well;
- (blank = normal)
- water border
- water border w/ bridge.
Placement validation
Its still up to the players / GM to make sure the placement rules are otherwise followed ...
as some buildings cannot occupy the same block as some others (tannery)
And some buildings require placement next to a water source, etc.
screenshot examples;
Screenshot 2024-12-06 215926.png
Screenshot 2024-12-06 221303.png
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