#Twilight 2000 support

1 messages · Page 1 of 1 (latest)

reef rose
#

Can anybody tell me how "override weapons features" is supposed to work?
I tried it with a vehicle gun, using AP and HE shells, but nothing seems to change.
(Sorry for the repost, I just found this channel and thought it will be better in here)

Also, reading the questions about applying damage: I don't see any "apply damage" button, so how am I supposed to do that (other than manually calculating the damage and subtracting it from the individual)?

smoky rain
#

The Wiki is pretty helpful

reef rose
smoky rain
reef rose
smoky rain
#

That means that the Ammunition overrides the Damage stats of the gun. the 73mm cannon has damage 6 and no blast. The 73mm HE Ammo has a damage of 5 and a blast of C. So when you load the ammo in the cannon the system will know what you use

#

Also it is no magazine

little sapphire
#

Ah, just saw this secondary thread specifically for T2K4E. I had posted in the general Free League thread already and submitted a bug on Github, but I figured I'd follow up here to make sure the issue was getting attention.

Currently positive modifiers on base attribute rolls (no skill die) are stepping the attribute die to d12 before adding a d6 skill die. This is incorrect behavior as per page 45 & 46 (the page 46 sentence is the key, many people miss it). A d6 should be added with the first +1, then step up behavior should follow the standard model of balancing.

sly condor
#

Aknowledged. I'll try to find a fix in the coming days

analog aurora
#

When trying to apply a Critical Hit my approach has been: 1) Select a target by clicking on it. 2) Roll the built in module macro for the CH location table.

After that I am at a loss. First, the dialog result in the chat window looks unusual (attached). Then there seems to be no way to add it to the target PC. I've seen it done by dragging from the chat in other FL modules.
What is the expected behavior?
Foundry 10 build 291. T2k module 10.1.0

sly condor
#

Check the github, there is a ticket for this known issue, with a fixed code for the roll table macro

analog aurora
# sly condor Here https://github.com/fvtt-fria-ligan/twilight2000-foundry-vtt/issues/111

This was very helpful and once I used the replacement code for the macro that seemed to straighten it all out. Thanks!

However, I used the replacement Draw Initiative code too. Once I copied it and replaced the original code in the macro, nothing happens at all when I click the macro.

I saw that was mentioned in the comments and a fix is planned for the next release.

Thanks so much for all of that!

sly condor
#

@analog aurora

analog aurora
#

I see it now. It is a contextual menu in the tracker. I need to figure out how to use it correctly, but I see it there. Swapping initiatives too.

sly condor
fallow tulip
#

I see Urban Operations is now available. Is there an ETA for Foundry v11 support?

ebon vault
fallow tulip
#

I’m usually not in a rush to update anything, but in this case I did. Fortunately I’m not actively running Twilight 2000

sly condor
#

Lot less code changes to do between V10 and V11. Fortunately.
It should take less time

open dawn
#

The new T2K modules seem to add a dependency on the LibWrapper Module.

sly condor
smoky rain
#

Something is fishy with the TW2K4E V11.0 Version. I am running my forge server on V10 build 291. It shows me a new update is available, but according to forge I am on the latest System Version for V10

smoky rain
sly condor
#

Twilight 2000 v11.0.0 is for Foundry V11

smoky rain
sly condor
#

I don't know. 🤷

smoky rain
ebon vault
#

Well I updated to Foundry 11 and while I can open up my game neither Twilight 2k or Urban Operations show up in my available modules. So my game cannot be run. I uninstalled and reinstalled TW2K. Still a no go.

sly condor
#

I've sent updated modules to Free League last weekend. It looks like they still not had the time to publish them.

#

@ebon vault if you install the modules and load their content under Foundry V10, then upgrade to V11, they'll work.

ebon vault
analog aurora
#

I'm getting strange artifacts/errors when I use the Roll on Table macro.

#

Is there a way to adjust the macro to resolve this? Thanks.

#

The code up on GitHib no longer seems to fix things.

sly condor
#

Try deleting these two tables and click the "re-import" button in the module settings

analog aurora
#

I really like how the initiative macro uses the game cards in chat. It does seem that initiative is sorted high to low in the combat tracker though. Is that just the way it is, or could it be sorted low to high like in the physical game?

#

Also, is there an efficient way in the module to replicate Exchanging Initiative?

Thanks for the great module!

sly condor
#

Are you using the "Year Zero Combat" module? @analog aurora

analog aurora
#

That handles the ascending order for initiative. How so initiative swapping work?

#

Ah, I see it in a sub menu. I'll stop asking questions and dig into it. 🙂

analog aurora
#

What's the expected behavior for the random values on Journal Entries? For example on the Scrounging Table? The variable values, like the ones I have boxed in red, will update each time I open the Journal Entry. But what if I want to reroll them? Is there a way to roll those values without closing the entry and then reopening it? I haven't been able to figure that out. Thanks.

sly condor
#

Hi @analog aurora !
I have a solution for you, run the following macro to create a Scrounging RollTable

All credit goes to @tinwe from here.

analog aurora
#

Thanks for that, and to @tinwe. Perhaps I am not understanding the insrtuctions though. Are you saying create a macro and execute it? That is what I've tried to do with no results.

#

And I' still pose my original question, Scrounding Table aside as there are a handful of Journal entries that have those dice/icons. What is the expected bahavior there? Just want to make sure I am leverging them correctly and have my expectations set. Thanks!

analog aurora
#

Oh, wait. It creates a table, doesn't roll on it. Hmm, never seen a Foundry Macro used to do something like that (I'm no programmer). Clever!

analog aurora
#

Do the options/checkboxes on the Component tab for a vehicle have any impact on module functionality/automation? Or is it just a way to document what component a vehicle has and damage to those components?

sly condor
#

No indeed, it's just a way to document your vehicle status

analog aurora
#

@sly condor I'm kicking off my campaign in a few weeks. In prep, I've been working on some module documentation. It is written for my group for our campaign and is somewhat specific for my Foundry implementation but does cover quite a bit of the T2k module.

Thought I would share with you in case there was any functionality I was missing and/or there was a need to more robust documentation for the module (after a bit of polishing). I know there appears to be a Wiki for some of this.

https://bit.ly/t2k_module

#

Oh, and wanted to ask you about this functionality . . . is this working in the current release? I feel like I've right clicked all over the roll message but have yet to see an "Apply Damage" option for a selected token.

analog aurora
#

Oh, I think I just figured it out. The token has to be Targeted not merely selected.

sly condor
#

Note that it doesn't work for vehicles (yet)

obsidian silo
#

Any clue if there is update in near future for vehicle actors?

heady geode
#

In v12.0.4 is there any point to selecting ammo on vehicle weapons. The override doesn't change anything displayed and apply damage does not do anything. The only thing it appears to do is reduce ammo.

heady geode
#

Also how to you add weapons to a vehicles? Dragging a vehicle weapon onto the vehicle does nothing and does not show an error in the console.

sly condor
sly condor
heady geode
# sly condor The chat message is a mistake. Override should work when you apply damage to a t...

After reading this I was wondering if the apply damage was not working when trying to apply it to a vehicle but when I try to apply damage to vehicles **or pcs **it throws this error.

t2k4e.js:15 Uncaught (in promise) TypeError: undefined. Cannot read properties of undefined (reading 'system')
[Detected 1 package: system:t2k4e(12.0.4)]
    at _applyDamage (t2k4e.js:15:28758)
    at Object.callback (t2k4e.js:15:28357)
    at #onClickItem (foundry.js:68635:11)
    at HTMLElement.dispatch (jquery.min.js:2:40035)
    at v.handle (jquery.min.js:2:38006)
sly condor
#

Apply damage to vehicles has not been implemented unfortunately.

#

Hi @cinder dagger , I'm the dev of the Twilight 2000 game system and module. I will try to help you.
First and foremost, what is your Foundry version ?
Can you send me a screenshot of the error message you get?

ebon vault
smoky rain
ebon vault
#

The target is selected.

sly condor
#

@ebon vault I tried and I cannot achieve to reproduce your bug 😦
What game version are you using? did you try with all modules disabled ?

ebon vault
#

Version 2.3.0 in Bazaar.

#

I deactivated all the modules and it is still applying the damage to the shooter rather than the target.

sly condor
#

Could you take a screenshot of the scene just before you click apply damage?

ebon vault
#

Soviet Intelligence shooting Polish Officer

sly condor
# ebon vault

I think I see the problem.
The token is targeted
But to apply damage, you need to select the token