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Mongoose 2e Traveller Character Sheet - Updates


Coryphon said:


Donald W. said:


Coryphon said:

Hiya,


I've added Vehicle and Ship Sensors as follows, does this look OK?.

All other fixes are in so will be looking to release shortly.



Regards,

Coryphon


I'm not sure you separate sensors by type. At least when I was building vehicles they just say Sensors, Improved Sensors advanced sensors which each give you a base bonus and then you can increase fidelity. which improves that bonus. I dont know if High Guard is different




Ah, OK, so just a single row then, doesn't need to be repeating you think?

Looking at High Guard I think you're right, just one of Basic, Civilian etc. up to Advanced... And Vehicle Handbook just seems to have Sensors (Electronics (sensors) DM) with a Mod score...

Thanks,

Coryphon


The only reason I could see doing repeating would be to have a separate row for each player....which would be cool if you could pull the players skill. But we have established the sheet doesnt have that sophistication and would be cluttered.

September 25 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Donald W. said:


Coryphon said:

Hi Donald,

Yeah, that’s how STR, DEX and END work for injury, applying the Temp adjusts the modifier, so it’s in keeping with that I guess, so am inclined to keep it consistent…

There’s been discussion that this Rating/Temp/Mod where you apply a negative Temp is kind of odd, rather than eg Rating/Current/Mod, but that’s quite a big change to make and I’m running out of time before travelling ;-)

I’ll add the vehicle/ship sensors on your recommendation, which I think is something like:

Sensor Type | Player Mod. | Sensor Mod. | Roll

Electromagnetic | 3 | 2 | Roll 2D+3+2


Regards,

Coryphon


I think it would be like this
Sensors [improved] |+1 |  Player Skill +3 Roll 2D6+1+3


Got it, thanks (hopefully!)





Coryphon said:


Donald W. said:


Coryphon said:

Hi Donald,

Yeah, that’s how STR, DEX and END work for injury, applying the Temp adjusts the modifier, so it’s in keeping with that I guess, so am inclined to keep it consistent…

There’s been discussion that this Rating/Temp/Mod where you apply a negative Temp is kind of odd, rather than eg Rating/Current/Mod, but that’s quite a big change to make and I’m running out of time before travelling ;-)

I’ll add the vehicle/ship sensors on your recommendation, which I think is something like:

Sensor Type | Player Mod. | Sensor Mod. | Roll

Electromagnetic | 3 | 2 | Roll 2D+3+2


Regards,

Coryphon


I think it would be like this
Sensors [improved] |+1 |  Player Skill +3 Roll 2D6+1+3


Got it, thanks (hopefully!)





Thats a wrap send it to print



September 26 (1 year ago)

Edited September 26 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator

Hi guys,


Next release has been submitted, should go live in a day or two.

This has been tested on Mac Chrome/Firefox and also on Firefox running on Windows 11 through Parallels.


Fixes

* NPC Armour wrapping

* Vehicle now has Mounts and Weapons with same logic as Ship

* Animal has initiative

* Ship hard point title Hardpoints/Firmpoints has properly defaulted [0] for number of hard points based on tonnage (and is flipped to Hardpoint/Firmpoint)

* Ship Power title now has [0/0] properly defaulted showing Used/Total

* Vehicle and Ship now have repeating Sensor rows with Player and Sensor Mod and Roll button

* Psionics now represented like skills with the five Talents and then repeating Powers

* Fixed bug in Passengers where wrong dice result being used for quantity

* Fixed input focus colour in Firefox to be red as per Chrome

* Minor styling based on CSS refactoring

* Minor descriptive text changes/additions e.g. recommending using Source and Destination UWPs on Trade tab as defaults all fields for Passengers, Freight & Speculative

* 90% of inline styles have been removed


Please note I will soon be travelling (as opposed to Travellering ;-) so no further development possible beyond the end of September. Any testing you guys can do would be invaluable, and many, many thanks for all your input and advice ;-)


Best regards,


Coryphon


September 26 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator

(Should be live now)

September 28 (1 year ago)
Pat
Pro
API Scripter

Validation report:

Fixes

* NPC Armour wrapping - looks good

* Vehicle now has Mounts and Weapons with same logic as Ship - looks good

* Animal has initiative - looks good

* Ship Power title now has [0/0] properly defaulted showing Used/Total  - looks good

* Vehicle and Ship now have repeating Sensor rows with Player and Sensor Mod and Roll button  - looks good

* Psionics now represented like skills with the five Talents and then repeating Powers  - looks good

* Fixed bug in Passengers where wrong dice result being used for quantity  - looks good

* Fixed input focus colour in Firefox to be red as per Chrome  - did not test

* Minor styling based on CSS refactoring  - did not test but everything looks shiny to me ;)

* Minor descriptive text changes/additions e.g. recommending using Source and Destination UWPs on Trade tab as defaults all fields for Passengers, Freight & Speculative - looks good

* 90% of inline styles have been removed   - did not test but nothing seemed to break ;)


* Ship hard point title Hardpoints/Firmpoints has properly defaulted [0] for number of hard points based on tonnage (and is flipped to Hardpoint/Firmpoint)

The new labeling, looks good, but the Firmpoint accounting might be off by one.  In the example below, my ship has 1 hardpoint but the count says "[2]"




Overall an excellent release (as usual).


Thanks for all you hard work!



September 28 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator

Hi Pat,

Awesome, thanks so much for the comprehensive checking!

The hardpoint number was Math.round(tons/100)), so that's now changed to Math.floor(tons/100). 

Also had a request from the Mongoose Forum to add Animal attacks , e.g. combined to hit and damage as per PC/NPC with a skill mod, so that will be in also, I'll submit that sometime today,

Regards,

Coryphon

September 30 (1 year ago)
Dohxuul O.
Plus
Sheet Author

Hi Guys,


I would like to add charactermancer functionality to the Mongoose Traveller 2e sheet.

My plan is to add functionality in small chunks. Starting with stat rolling and assignment.

Does anyone have any objections before I start?


Coryphon et al.:

 Do you have any requests/recommendations for me so I don't interfere with what you're doing? 


Thanks,

-- Scott


September 30 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Dohxuul O. said:

Hi Guys,


I would like to add charactermancer functionality to the Mongoose Traveller 2e sheet.

My plan is to add functionality in small chunks. Starting with stat rolling and assignment.

Does anyone have any objections before I start?


Coryphon et al.:

 Do you have any requests/recommendations for me so I don't interfere with what you're doing? 


Thanks,

-- Scott


Heyy,


So, I have a pull request in flight for some last changes:

https://github.com/Roll20/roll20-character-sheets/pulls

Once that is merged I don't expect to do any more development as I am travelling to SE Asia for a few months, so my work is done for now. i will make any emergency bug fixes from this final release but it has been tested, so fingers crossed!

I'll post once the merge is complete then it is all yours! Godspeed!

Very best regards,

Coryphon




Dohxuul O. said:

Hi Guys,


I would like to add charactermancer functionality to the Mongoose Traveller 2e sheet.

My plan is to add functionality in small chunks. Starting with stat rolling and assignment.

Does anyone have any objections before I start?


Coryphon et al.:

 Do you have any requests/recommendations for me so I don't interfere with what you're doing? 


Thanks,

-- Scott



what is charactermancer?

October 01 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Donald W. said:


Dohxuul O. said:

Hi Guys,


I would like to add charactermancer functionality to the Mongoose Traveller 2e sheet.

My plan is to add functionality in small chunks. Starting with stat rolling and assignment.

Does anyone have any objections before I start?


Coryphon et al.:

 Do you have any requests/recommendations for me so I don't interfere with what you're doing? 


Thanks,

-- Scott



what is charactermancer?

Charactermancer is a step-by-step way of building character sheets, however it requires there to be a compendium which I don't think there is for Mongoose Traveller 2E... I did a search through the marketplace for rulebooks and couldn't see it... I thought there were only a handful of games that supported charactermancy ;-)

Scott: Just out of interest what has prompted this? Are we expecting an MgT2E compendium? That would be great ;-)

Regards,

Simon



October 01 (1 year ago)
Dohxuul O.
Plus
Sheet Author

Donald W:

A Charactermancer is a tool that walks you character creation: stat rolls, career choices,...

The flow chart is on pages 14-15 of the core rulebook update 2022.


Coryphon:

I don't think it requires a compendium.  I'm pretty sure I can put the tables in as JSON objects.

If there are any copyright issues, Mongoose will let me know.


A buddy of mine wants to run a Traveller campaign. Since character creation is part of the fun I 

want to make it as easy as possible.


-- Scott

October 01 (1 year ago)
Dohxuul O.
Plus
Sheet Author

Ruh roh:


I just discovered this blurb in the documentation.

I think if I change the order and/or wording of the table text

I won't violate their copyrights. I'll proceed slowly so I won't

waste effort if Roll20 or Mongoose wants me to stop.


It shouldn't affect rolling and stat assignment though.

Which is my first step...


-- Scott


October 01 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator

Interesting, I’ll take a read.

I got permission from Mongoose to implement the trade rules, on the proviso they could revoke permission any time…

Current changes should be merged in tomorrow hopefully,

Regards,

Coryphon

October 01 (1 year ago)
Dohxuul O.
Plus
Sheet Author

Coryphon:

Can you give me your contact at Mongoose so I can ask if they'll allow me to make  a charactermancer?


-- Scott

October 01 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Dohxuul O. said:

Coryphon:

Can you give me your contact at Mongoose so I can ask if they'll allow me to make  a charactermancer?


-- Scott

Heyy,

I think I just posted into: https://forum.mongoosepublishing.com/forums/chat-with-mongoose.155/

MongooseMatt seems to be the main moderator/answerer…

I think as you have noted you may be on sticky ground with character creation, I use a tool called RPGSuite which is a Traveller character creator and that has been licensed…

Regards,

Coryphon

October 02 (1 year ago)
Dohxuul O.
Plus
Sheet Author

Coryphon:

Thanks for the link.

-- Scott

October 02 (1 year ago)

You should read the documentation on the Charactermancer here.  According to that page, it's not possible to use the charactermancer without the compendium.

Personally, I would just tell your players to download RPGSuite. You can create decent human, vargr and aslan characters for free. And you can outfit them with gear, make contacts and do almost all of the character creation things you need. I think the only thing it doesn't handle, at least not for free, are the "packages".  

October 02 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator

Hi All,


Last release has now been merged and should be live. Contains requests from Mongoose Forum and some tidy-ups:


  • Added repeating sensors to Ship, there is a default of one, then more can be added
  • Fixed ship damage calculation for multiple weapons/hardpoint (+1 per damage dice NOT just +1!)
  • Changed red tick back to green for Trained skills for easier identification
  • Added ‘All’ & ‘Combat’ buttons back in next to per-skill show/hide section. Also added a ‘Trained’ button to show proficient skills
  • Made Cargo Manifest hide-able as is quite large
  • Added ‘slide-in’ animation to tab transitions and repeating items*
  • ALL inline styles now removed


(* OK, this one was really just for fun, BUT I personally do find some of the repeating item addition jarring on the eye as bits of the sheet move around, and I think it looks cool!)


Regards,

Coryphon

October 05 (1 year ago)
Pat
Pro
API Scripter

Great update!


Validation Report

  • Added repeating sensors to Ship, there is a default of one, then more can be added - Looks good
  • Fixed ship damage calculation for multiple weapons/hardpoint (+1 per damage dice NOT just +1!) - Looks Good
  • Backlog: may want to add field in turret for Barbette/Bays/Spinal multipliers (someday, not urgent)
  • Changed red tick back to green for Trained skills for easier identification - Looks good
  • Made Cargo Manifest hide-able as is quite large - Looks Good
  • Added ‘slide-in’ animation to tab transitions and repeating items* - Very Fancy!
  • ALL inline styles now removed - did not validate, nothing seems ot have broken



  • Added ‘All’ & ‘Combat’ buttons back in next to per-skill show/hide section. Also added a ‘Trained’ button to show proficient skills - got some questions here....


I would have expected these toggles to only affect the skills I choose from to include in my list. Instead, clicking these seems to be editing my skill list. Is this what you indented? As a user, I always looked at the skill chooser as a means to pick what I display in my skill lists below. The toggles for combat etc. were filters/highlighters to help me find the skills I wanted quickly. I was not expecting the chooser to modify my skill list for me. Some screenshots below show how the toggles are editing my skill list.






October 05 (1 year ago)

Edited October 05 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Pat said:

Great update!


Validation Report

  • Added repeating sensors to Ship, there is a default of one, then more can be added - Looks good
  • Fixed ship damage calculation for multiple weapons/hardpoint (+1 per damage dice NOT just +1!) - Looks Good
  • Backlog: may want to add field in turret for Barbette/Bays/Spinal multipliers (someday, not urgent)
  • Changed red tick back to green for Trained skills for easier identification - Looks good
  • Made Cargo Manifest hide-able as is quite large - Looks Good
  • Added ‘slide-in’ animation to tab transitions and repeating items* - Very Fancy!
  • ALL inline styles now removed - did not validate, nothing seems ot have broken



  • Added ‘All’ & ‘Combat’ buttons back in next to per-skill show/hide section. Also added a ‘Trained’ button to show proficient skills - got some questions here....


I would have expected these toggles to only affect the skills I choose from to include in my list. Instead, clicking these seems to be editing my skill list. Is this what you indented? As a user, I always looked at the skill chooser as a means to pick what I display in my skill lists below. The toggles for combat etc. were filters/highlighters to help me find the skills I wanted quickly. I was not expecting the chooser to modify my skill list for me. Some screenshots below show how the toggles are editing my skill list.







Hi Pat,


Thanks as ever for your testing!

Regarding the All/Combat buttons, I just reinstated the existing functionality…

The Trained button kind of follows the same logic but think it doesn’t hide the skills if toggled off…

Can you live with it as I’m 99% out of time for fixes … ?

Please let me know how you think this functionality would work better, I think the logic for these selection buttons needs revisiting! ;-)

For the Bays, Spinal mounts, are the multipliers for the damage x 1000 type things?

Best regards,

Coryphon

October 06 (1 year ago)

Edited October 06 (1 year ago)
Pat
Pro
API Scripter

Don't sweat it Coryphon - it's just fine as is - nothing is broken.

Yes, the multipliers are for the damage x 1000 type things.  Again - this can wait.  Not that hard to multiply it in game as it doesn't come up that often.

Have a great trip to SE Asia.  Thanks again for all the amazing improvements over the last few months.

 Pat.

October 06 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Pat said:

Don't sweat it Coryphon - it's just fine as is - nothing is broken.

Yes, the multipliers are for the damage x 1000 type things.  Again - this can wait.  Not that hard to multiply it in game as it doesn't come up that often.

Have a great trip to SE Asia.  Thanks again for all the amazing improvements over the last few months.

 Pat.

Cool, thanks again!

Yeah, I guess for the damage you just go from 2DD to 2D6*1000 in the weapon ;-)

You're very welcome,

C


October 06 (1 year ago)

Actually, the "DD" connotation in the Traveler books means the weapon is a "destructive" weapon, and it means multiply the roll x10, not x1000. In addition, effect is never added to the weapon damage. See the Core book, p,. 74 under "Destructive Weapons". So, 2DD means 2D6 x 10.

Coryphon said:


Pat said:

Don't sweat it Coryphon - it's just fine as is - nothing is broken.

Yes, the multipliers are for the damage x 1000 type things.  Again - this can wait.  Not that hard to multiply it in game as it doesn't come up that often.

Have a great trip to SE Asia.  Thanks again for all the amazing improvements over the last few months.

 Pat.

Cool, thanks again!

Yeah, I guess for the damage you just go from 2DD to 2D6*1000 in the weapon ;-)

You're very welcome,

C





October 06 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Saul J. said:

Actually, the "DD" connotation in the Traveler books means the weapon is a "destructive" weapon, and it means multiply the roll x10, not x1000. In addition, effect is never added to the weapon damage. See the Core book, p,. 74 under "Destructive Weapons". So, 2DD means 2D6 x 10.

Coryphon said:


Pat said:

Don't sweat it Coryphon - it's just fine as is - nothing is broken.

Yes, the multipliers are for the damage x 1000 type things.  Again - this can wait.  Not that hard to multiply it in game as it doesn't come up that often.

Have a great trip to SE Asia.  Thanks again for all the amazing improvements over the last few months.

 Pat.

Cool, thanks again!

Yeah, I guess for the damage you just go from 2DD to 2D6*1000 in the weapon ;-)

You're very welcome,

C





Hey Saul,

Oh yes, DD in the sheet adds a x10, I just meant that you can get around the super damage from spine mounts by using an explicit damage notation.

Also, as you note, and as I have coded for DD, the effect is not applied ;-)

C


October 06 (1 year ago)

If you've coded DD into the sheet, I haven't noticed. When I tried it, it didn't work. 1DD only rolled 1d6 when I tried it - I put 1DD into the Damage field and did a roll and it only rolled 1D6:



Unless I'm misunderstanding something.... 

Coryphon said:


Saul J. said:

Actually, the "DD" connotation in the Traveler books means the weapon is a "destructive" weapon, and it means multiply the roll x10, not x1000. In addition, effect is never added to the weapon damage. See the Core book, p,. 74 under "Destructive Weapons". So, 2DD means 2D6 x 10.

Coryphon said:


Pat said:

Don't sweat it Coryphon - it's just fine as is - nothing is broken.

Yes, the multipliers are for the damage x 1000 type things.  Again - this can wait.  Not that hard to multiply it in game as it doesn't come up that often.

Have a great trip to SE Asia.  Thanks again for all the amazing improvements over the last few months.

 Pat.

Cool, thanks again!

Yeah, I guess for the damage you just go from 2DD to 2D6*1000 in the weapon ;-)

You're very welcome,

C





Hey Saul,

Oh yes, DD in the sheet adds a x10, I just meant that you can get around the super damage from spine mounts by using an explicit damage notation.

Also, as you note, and as I have coded for DD, the effect is not applied ;-)

C





October 06 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Saul J. said:

If you've coded DD into the sheet, I haven't noticed. When I tried it, it didn't work. 1DD only rolled 1d6 when I tried it - I put 1DD into the Damage field and did a roll and it only rolled 1D6:



Unless I'm misunderstanding something.... 

Coryphon said:


Saul J. said:

Actually, the "DD" connotation in the Traveler books means the weapon is a "destructive" weapon, and it means multiply the roll x10, not x1000. In addition, effect is never added to the weapon damage. See the Core book, p,. 74 under "Destructive Weapons". So, 2DD means 2D6 x 10.

Coryphon said:


Pat said:

Don't sweat it Coryphon - it's just fine as is - nothing is broken.

Yes, the multipliers are for the damage x 1000 type things.  Again - this can wait.  Not that hard to multiply it in game as it doesn't come up that often.

Have a great trip to SE Asia.  Thanks again for all the amazing improvements over the last few months.

 Pat.

Cool, thanks again!

Yeah, I guess for the damage you just go from 2DD to 2D6*1000 in the weapon ;-)

You're very welcome,

C





Hey Saul,

Oh yes, DD in the sheet adds a x10, I just meant that you can get around the super damage from spine mounts by using an explicit damage notation.

Also, as you note, and as I have coded for DD, the effect is not applied ;-)

C






Hiya,

Aaah, darn it, think I may only have done it for vehicle and ship weapons!

Another one for the backlog!

Thanks Saul

C


Dohxuul O. said:

Coryphon:

Thanks for the link.

-- Scott


Could you add the ability to roll tactics with your initiative roll and add the effect to the roll. That way when you roll initiative it includes the tactics bonus?

And I wonder if you could add difficulties to the Psi powers so when you roll it knows the target?



October 08 (1 year ago)
Dohxuul O.
Plus
Sheet Author

Woot!

It looks like they accepted my stat roll changes.


If the stats are all zero, a dice icon appears at the top left of the characteristics section.

You can click on the dice icon to roll and assign your stats. For now I have 3 options:

2d6, 2d6r<1, and yolo. Yolo rolls and assigns the stats in-order. It should be easy to add

other methods if there are any requests..


I'm designing the career flow and will be starting with the background skills


Enjoy!

-- Scott



October 08 (1 year ago)
Dohxuul O.
Plus
Sheet Author

Coryphon:


Front-end dev is a weakness I'm still working on. So please feel free to cleanup the HTML/CSS as you see fit.


Take care...

-- Scott


Dohxuul O. said:

Woot!

It looks like they accepted my stat roll changes.


If the stats are all zero, a dice icon appears at the top left of the characteristics section.

You can click on the dice icon to roll and assign your stats. For now I have 3 options:

2d6, 2d6r<1, and yolo. Yolo rolls and assigns the stats in-order. It should be easy to add

other methods if there are any requests..


I'm designing the career flow and will be starting with the background skills


Enjoy!

-- Scott




Can you add the Psi Stat to the NPC sheet?

October 09 (1 year ago)

Edited October 09 (1 year ago)

I was looking over the recent addition, on the new 'Trade' tab. Nice stuff, on whole - but the setup for 'Freight' is incorrect.

If you look at the rules, not all lots of a category ('Major Freight') are the same size;

EACH lot of that category, is 1d6 x10 tons (or for 'Minor cargos, 5 tons, or 'Incidental', just 1d6 tons), and they can't be broken up.

So you should have an entry for EACH lot size - for Major cargo, one entry EACH, for 10, 20, 30, 40, 50 & 60 tons lots

and for Minor: 5, 10, 15, 20, 25, & 30 tons.

And the total lots for the category, spread across these sizes (ie, 11 lots of 'major cargo', would [on avg] have 2 in each of the 6 sizes)

Just needs more entries, to cover all 6 sizes

October 09 (1 year ago)

Edited October 09 (1 year ago)

It would also be nice, if there were -2-  entries for 'group funds'; If the party is running a subsidized merchant, money for speculative cargo comes

out of one fund, while income from freight & cargo, are a separate account (because the latter, has to pay 50% to the subsidy holder).

Keeping 'speculative funds' separate from the 'operating fund' , is sort of important.

October 09 (1 year ago)

Coryphon, once you get back from your trip, it would be super nice if there could be some way the sheet would accomodate the optional wounding rules from the Traveller Companion somehow. It would need to be completely optional, of course, as many do not use those rules. As the most basic and simple way, maybe there could be an option to have a third row under the main characteristics (located there so it is visible with all tabs), where one could write the wound effects. This could be just an empty text box, nothing more or fancier. By empty text box I mean an empty field where you can write stuff. It doesn't even need to be a large area, just one line about half the width of the sheet under the characteristics would do. (If I knew coding at all, I would do this myself as I suppose that isn't very difficult to implement. Alas, I can't code.)

October 09 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator

Hi All,

I am watching from afar… ;-)

Great suggestions coming in, and doh! on the freight rules ;-)

I will add all the incoming stuff as GitHub issues to keep track and maintain a backlog of work, that I can do from phone and iPad…

So glad the sheet is getting traction!

Regards,

Coryphon

October 09 (1 year ago)

Another (minor) request, would be for the UWP entry field, to strip out spaces (and maybe, do the trade code generation automatically)

Would make it easier to paste in the UWP from the Traveller map site (https://travellermap.com)


A (somewhat larger) project, would be to let it do lookups of the UWP, if provided a hex location;

The Map site, can export data for an entire sector, as either as 'raw', or TSV-formatted data, after clicking on any blank hex.

Would just need some minor reformatting probably, to be able to import it as a Roll20 table. 

October 12 (1 year ago)

Hi Mate - like the changes so far.

Under the Ship Sheet "Running Costs" there is a field for Monthly Maintenance. The next field says "Purchase Cost". Should this not be Monthly Mortgage?


Cheers

B

October 22 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


Brian said:

Hi Mate - like the changes so far.

Under the Ship Sheet "Running Costs" there is a field for Monthly Maintenance. The next field says "Purchase Cost". Should this not be Monthly Mortgage?


Cheers

B

Hi Brian,

There should certainly be Mortgage, and possibly Cost Per Maintenance Period, the latter as per the Mg Ship Sheet, will add to backlog, thank you,

C




October 22 (1 year ago)
Coryphon
Pro
Sheet Author
Compendium Curator


CorwynM said:

Another (minor) request, would be for the UWP entry field, to strip out spaces (and maybe, do the trade code generation automatically)

Would make it easier to paste in the UWP from the Traveller map site (https://travellermap.com)


A (somewhat larger) project, would be to let it do lookups of the UWP, if provided a hex location;

The Map site, can export data for an entire sector, as either as 'raw', or TSV-formatted data, after clicking on any blank hex.

Would just need some minor reformatting probably, to be able to import it as a Roll20 table. 

Hi CorwynM,

Ummm, not sure exactly what you mean in your first point (strip out spaces etc.). Can you give me an example from travellermap, I struggle to get info like that from the site, although am on mobile. The closest I got was a world list from a sector… Need to dig a lot deeper into that.

Because the UWP is not (entirely) a fixed format, eg presence/absence of bases, variable trade codes etc I just parse the fixed prefix and then check each next space-delimited token to see if it’s a trade code…


Regarding your second point, yes, had thought of something along such lines ;-) 

Annoyingly (but understandably!) you cannot call out to an external data source, the scripts run in a sandbox…

What could be done is pasting the traveller map raw/TSV export into the character sheet which the sheet would parse into a sector map tab, so clicking on a wocrld would auto populate for trade for example…

Regards,

C


October 22 (1 year ago)

Hm, I'm not sure I would recommend that. That is a HUGE amount of data to be loading into the sheet. The sandbox has enough issues (the sandbox in my 5E game is constantly crashing) and putting that much data, much less parsing it, would probably create massive problems.

While it sounds like a good idea (and would be fantastic if you could get it to work), there are just some things that Roll20 isn't designed to handle and I think this may be one of them.

Coryphon said:

What could be done is pasting the traveller map raw/TSV export into the character sheet which the sheet would parse into a sector map tab, so clicking on a wocrld would auto populate for trade for example…

Regards,

C





October 22 (1 year ago)
Coryphon
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Saul J. said:

Hm, I'm not sure I would recommend that. That is a HUGE amount of data to be loading into the sheet. The sandbox has enough issues (the sandbox in my 5E game is constantly crashing) and putting that much data, much less parsing it, would probably create massive problems.

While it sounds like a good idea (and would be fantastic if you could get it to work), there are just some things that Roll20 isn't designed to handle and I think this may be one of them.

Coryphon said:

What could be done is pasting the traveller map raw/TSV export into the character sheet which the sheet would parse into a sector map tab, so clicking on a wocrld would auto populate for trade for example…

Regards,

C


Haha, I’m sure you are right Saul, interesting thought experiment though ;-)





October 24 (1 year ago)

What I meant, is that if you click on a world in the TravellerMap site  (and it brings up world data, in left panel), the UWP shown there, has spaces in it ( ie, for Aramis/Aramis, the UWP string there, is "A 5 A 0 5 5 6 – B"), Tho not a HUGE deal, as if you take the link to the Wiki entry, you can get UWP without those embedded spaces). Just saves a step, if any spaces to left of the dash (before tech level), just went away, when UWP is pasted into the Trade sheet, is all. 

October 24 (1 year ago)
Coryphon
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CorwynM said:

What I meant, is that if you click on a world in the TravellerMap site  (and it brings up world data, in left panel), the UWP shown there, has spaces in it ( ie, for Aramis/Aramis, the UWP string there, is "A 5 A 0 5 5 6 – B"), Tho not a HUGE deal, as if you take the link to the Wiki entry, you can get UWP without those embedded spaces). Just saves a step, if any spaces to left of the dash (before tech level), just went away, when UWP is pasted into the Trade sheet, is all. 


Ah, got it! Thanks CorwynM 

C

October 24 (1 year ago)

And yes, I agree the data for the entire sector, probably IS overkill; One subsector, might be more feasable. And one could have the -user- remove extraneous data (ie, just leave hex #, UWP, & trade codes) when loading it into a in-game table, which reduces the size, as well. Original point, was just that the data IS out there on the Internet for end-users to get, even if it needs some (external) reformatting first.


October 24 (1 year ago)
Coryphon
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CorwynM said:

And yes, I agree the data for the entire sector, probably IS overkill; One subsector, might be more feasable. And one could have the -user- remove extraneous data (ie, just leave hex #, UWP, & trade codes) when loading it into a in-game table, which reduces the size, as well. Original point, was just that the data IS out there on the Internet for end-users to get, even if it needs some (external) reformatting first.



Thanks, yes, I meant subsector ;-) (newbie! ;-)

Yes, there’s several ways of doing it, and to your original point, yep!

C

October 25 (1 year ago)

A cautionary tale about feature creep from another game's character sheet here on Roll20. That sheet added things upon things on the sheet, tried to do many things and automate equally many things, have PCs, NPCs, Ships and whatnot on the same sheet (different tabs) -- practically, the kitchen sink  approach. In the end the sheet became unusable as it became so slow and ponderous, with that much stuff going through it just became too much for Roll20 to handle, I guess. It was too unwieldy and was actually hindering instead of aiding games. In the end, the sheet had to be scrapped and a new, "lighter weight" sheet created.

So, even if many things would be nice to have on a character sheet, there is a limit to what Roll20 can handle. Beware of feature creep!


October 26 (1 year ago)
Coryphon
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Tommi said:

A cautionary tale about feature creep from another game's character sheet here on Roll20. That sheet added things upon things on the sheet, tried to do many things and automate equally many things, have PCs, NPCs, Ships and whatnot on the same sheet (different tabs) -- practically, the kitchen sink  approach. In the end the sheet became unusable as it became so slow and ponderous, with that much stuff going through it just became too much for Roll20 to handle, I guess. It was too unwieldy and was actually hindering instead of aiding games. In the end, the sheet had to be scrapped and a new, "lighter weight" sheet created.

So, even if many things would be nice to have on a character sheet, there is a limit to what Roll20 can handle. Beware of feature creep!


Wise words! Will certainly take on board!

Thanks Tommi

November 05 (1 year ago)
Dohxuul O.
Plus
Sheet Author

@coryphon

I'm re-working my charactermancer stuff to work more like the canonical D&D 5e sheet.

So don't worry about my previous changes.


@all

Would you prefer I merge in my changes as I finish each step (characteristics, background, pre-career, career)

or would you rather wait until I finish the entire charactermancer?


-- Scott

November 05 (1 year ago)
Coryphon
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Sheet Author
Compendium Curator


Dohxuul O. said:

@coryphon

I'm re-working my charactermancer stuff to work more like the canonical D&D 5e sheet.

So don't worry about my previous changes.


@all

Would you prefer I merge in my changes as I finish each step (characteristics, background, pre-career, career)

or would you rather wait until I finish the entire charactermancer?


-- Scott

Hey Scott,

Ok, I’m hands off for now, so it’s all yours ;-)

C