5E Product Walkthrough Playlist
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  1. #131
    Quote Originally Posted by bayne7400 View Post
    I took a stab at the issue as I am 99% sure. The PC vehicles will now open from sidebar prior to the clone operation. try to run update and check again
    After the update, I no longer get that error.

  2. #132
    Sorry to be such a pain this morning (at least where I am). Just poking around the ruleset.

    - If I place a place a PC, a human NPC, and a a combat drone NPC into the combat, my human character can do cumulative damage to the human NPC. When the human PC attacks the robot and hits it will show the hits from that attack. But, when the PC hits and does damage again, the damage does not accumulate under Wnd like it does with the human NPC. It just shows the damage number I just did.

    -In the combat tracker, weapons added to ships seem to get picked up under the Offense heading so damage can be rolled. However, weapons on a Robots inventory do not get picked up, even if they are set to equipped. You have to manually add them under Attacks on the Main tab for them to show in the combat tracker.

  3. #133
    Robots are NPC records. Not vehicle records. So yes that is normal you jave to equip the weapon. Drones are vehicles. Been awhile but drones dont get wounds they accumulate damage

  4. #134
    I had to go back and look. Robots have hull and structure. The TYPE field on the NPC record determines how it functions on the CT. If you want an android type robot that takes wounds then make him up as a normal NPC. Otherwise it should be rolling on the robot drone table.

  5. #135
    I've noticed that if you rename a Career, the new career name is listed correctly when you run the PC creation wizard but, the old career name is also still listed. Would it be possible for the creation wizard to check the db.xml against what's displayed in the CAREERS window and remove entries that are no longer listed there?

  6. #136
    Also...I'd really like to add some of the features in Moon Toad Publishing's CE Vehicle Design Guide. In particular, having Left, Right, Front & Rear Armor (Armor Prot in the vehicle window) values are very important to the Walker heavy campaign I want to run. I'm not concerned if those armor facings aren't recognized during combat for Walker tokens on a map, as my players and I are very familiar with running mecha miniatures and we'd be comfortable manually adjusting damage. As well, having a 'Walker Vehicle' and a 'Hover Vehicle' skill that can be read by the wizard is also very important. I know I can rename a skill (i.e. Tracked Vehicle) on a character sheet after PC creation, but it's confusing to players to always be consistently choosing the wrong vehicle skill during the PC creation wizard. Also, for one of my campaign settings many of the careers present during the wizard aren't used - more akin to Cepheus Modern if you're familiar with that 3rd party CE companion.

    So, some questions:

    • Would it be possible to create an extension that reads the SKILLS window and makes any skills created there available to the PC creation wizard?
    • Would it be possible to create an extension that adds Left, Right, Front & Rear Armor Prot values to the [Main] tab on the Vehicle window?
    • Would it be possible to create an extension that only reads the CAREERS window?
    • Would it be possible to create an extenstion such that any heavy weapons on vehicles that are currently in the Character > Ships tab, are also displayed in the 'Weapons' window on the Character > Main tab?


    I have some extension creation experience with Savage Worlds and D&D 5e that added stats to character sheets; albeit they were fairly simple. I'm willing to make an attempt at creating an extension that does what I want, if I knew what needed to be modified via an extention script. Since there's no Cepheus Engine PAK file in the \ruleset folder (just the vaulted .MOD), I have no way of determining that.

  7. #137
    1. yes its just a series table in data commonCE.

    2. I would be willing to do that if you were to develop that product to sell on the forge for Moon Toad. I think SRD only has one prot value. I have to remember how I automated that but it would probably require additional coding.

    3. I am not sure I understand

    4. It is on there. It is under the ship modules and fittings. I just verified.

    Are you currently running a game?
    Last edited by bayne7400; January 26th, 2025 at 02:28.

  8. #138
    Thanks for getting back to me Bayne

    Quote Originally Posted by bayne7400 View Post
    1. yes its just a series table in data commonCE.
    OK. So, that sounds doable.

    2. I would be willing to do that if you were to develop that product to sell on the forge for Moon Toad. I think SRD only has one prot value. I have to remember how I automated that but it would probably require additional coding.
    You're correct, the SRD has only 1 prot value. MTP's Vehicle Design Guide has up to 11 prot values, depending upon the type of vehicle. It's quite a bit more complex than I initially want. So, I'm keeping it simple by just going with 4, which would cover the standard target facings (front, right, left, rear) that tabletop miniature games like Battletech use. I've only ever made FGU reference books for my homebrews; some with the legacy 3rd party extension tool, some with the newer authoring tools. I think were anything in the Vehicle Design Guide to be made available via the forge, the entire guide should really be done. Would that be something I'd take on - I'd have to give it some thought, as it's 174 pages long.

    3. I am not sure I understand
    It's my understanging that the PC creation wizard currently reads careers from a data source and those that are in the Careers window are appeneded to it. What I'm referring to is an option to have careers only be read form those careers that are in the Careers window. I'm envisioning a Cepheus Engine section in Options, that has a checkbox that allows careers to be read the way they currently are (unchecked), or to read only those in the Careers Window (checked). It would be sort of similiar in concept to the way Eras can be selected under Options for the Call of Cthulhu 7 ruleset, to control which occupations and skills are available on the Character sheet.

    4. It is on there. It is under the ship modules and fittings. I just verified.
    Yes, the player vehicles are definitely there and the vehicle's weapon is displayed in that window. But for any weapon listed, it's not possible to roll the attack skill (Heavy Weapons, Turret Weapons) for the weapons in that window - just damage may be rolled. IMO It'd be more useful if there was also button to roll the attack. Like the way you can for weapons in the Main > Weapons window. But something I've noted, is that Vehicle Components weapons don't have a Skill field. Should they have such a field?

    Are you currently running a game?
    I have 2 settings, Comrades Vs Crusaders and Walker War Worlds (working title) that I have and are adapting to CE. The 1st is an inter-sytem setting set in 2180, in which Humankind has only colonized out as far as Saturn; via space stations. A number of the careers in core CE aren't useable with it, hence my desire to have another way to populate careers for the PC creation wizard. The 2nd is a Miliary-SciFi setting heavily inspired by the Battletech verse, which has a strong focus on Mecha/Walkers as the primary way wars are fought. It's 6 Traveller-sized subsectors which contain 5 polities/houses, an alien faction and 112 worlds.

    I'm currently only running my WWW setting around an IRL table.
    Last edited by kronovan; January 26th, 2025 at 12:03.

  9. #139
    The character rolls the attack on the skills tab right?

    As far ss the character wizard . I am not going to touch that. That in and of itself took a week of solid coding work.

  10. #140
    Quote Originally Posted by bayne7400 View Post
    The character rolls the attack on the skills tab right?
    Yes, Heavy Weapons or Turreted Weapons can be rolled from the skills tab. In the adventure I ran, that's how PCs in vehicles rolled attacks. It'd be more convenient though, if players could roll both the attack and damage from the same window - either the [Ships] > 'Ship Modules and Fittings', or the [Main] > 'Weapons' window.

    As far ss the character wizard . I am not going to touch that. That in and of itself took a week of solid coding work.
    Without knowing FGU scripting well, I can still imagine it was a big effort. And a very good effort I might add.
    It would be helpful if obsolete custom careers (i.e. those that were renamed or deleted in the Careers window), were no longer appended to the wizard's list of careers. Having obsolete custom careers still present on the list is awkward & makes homebrewing careers more of a challenge than it should be.

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