I recently started using this module, and I absolutely love it! I was wondering if you could create a tutorial on siege weapons, specifically cannons. I want to set it up so that when a player clicks on a tile, like a cannon, it allows them to place a template for the attack. I've tried a few approaches but encountered some issues: I used cannon actors and attached them to my ship, but when two ships collide, their regions overlap, causing them to drag each other. I experimented with Monk's Active Tiles, but there doesn’t seem to be an option to place templates for attacks or to select the cannon’s target as the actor’s target.
Thanks for the help on Reddit it worked like a charm! if you guys are running into the same problem here is the fix. Create a "Cannon Shot" item using the Fireball spell as a template. Remove it's ability to consume a spell slot when cast among other medications you like. "Drag that Item to your macro bar to create a macro called "Cannon Shot" On the MATT tile, create a couple of triggers, Click and Turn End... Landing: _click a. Add Item (your Cannon Shot spell) to Triggering Player b. Delay Action for 1 sec c. Run Macro (Cannon Shot macro), as a Player Landing: _turnend d. Remove Cannon Shot (item) from triggering player Now, when a player clicks the tile (presumably a cannon), they will receive the spell item, immediately cast it, get prompted to set a spell template, and then will lose it after their turn."
All of the assets in the video are from my Patreon The animated sails will be available in a couple of weeks. I'll be doing a tutorial within the next couple of weeks on how to make your own animated assets like that really easily.
Thanks for the helpful videos. I have a quick question, do you have more of the moving maps (the ones at the end) in your patreon? I think it's fantastic :)
Indeed, there are many scrolling maps.. And they are multilayered, so you can change the base map and also the trees, buildings, clouds, cave walls, etc. that scroll at a shortly different speed. The overall effect is a nice sense of depth and immersion.
Correct. Now in 2025 (but starting 6 months ago) we recommend just using Mass Edit for vehicles. although Rideable is perfectly useable, I find ME to be the least bugs and fuss.
Oh good question. We have some some things to make Mass Edit work with 3D, but not full parity with 2D. And the sticky Regions probably wouldn't work at all.
The raw assets for the boat are all in my Dungeondraft tier. It's how I made the boats. But the boats themselves are not. Although I could add them for next month!
Oh sorry, I didn't properly read your comment. Yes, all of that terrain was built with my Dungeondraft assets. There are wave paths as well as tileable water and sand terrains. There are also sand objects
If writable is served you well then no need to switch, but I had bugs with it. Particularly with very large vehicles. Plus, Mass Edit is my module and I am very confident about its continued development.
simply amazing :D
Was just about to head into the discord and ask how this could be done, beautiful stuff as always
I recently started using this module, and I absolutely love it! I was wondering if you could create a tutorial on siege weapons, specifically cannons. I want to set it up so that when a player clicks on a tile, like a cannon, it allows them to place a template for the attack.
I've tried a few approaches but encountered some issues:
I used cannon actors and attached them to my ship, but when two ships collide, their regions overlap, causing them to drag each other.
I experimented with Monk's Active Tiles, but there doesn’t seem to be an option to place templates for attacks or to select the cannon’s target as the actor’s target.
Thanks for the help on Reddit it worked like a charm! if you guys are running into the same problem here is the fix.
Create a "Cannon Shot" item using the Fireball spell as a template. Remove it's ability to consume a spell slot when cast among other medications you like.
"Drag that Item to your macro bar to create a macro called "Cannon Shot"
On the MATT tile, create a couple of triggers, Click and Turn End...
Landing: _click
a. Add Item (your Cannon Shot spell) to Triggering Player
b. Delay Action for 1 sec
c. Run Macro (Cannon Shot macro), as a Player
Landing: _turnend
d. Remove Cannon Shot (item) from triggering player
Now, when a player clicks the tile (presumably a cannon), they will receive the spell item, immediately cast it, get prompted to set a spell template, and then will lose it after their turn."
You inspired me to create a tiny tutorial today! ua-cam.com/users/shortsQvLu23ClZJ4
@@Baileywiki That's so cool, thanks!
Another amazing tutorial.
New year, better ways to DM. Love it!
Where to you get stuff like the animated sails?
All of the assets in the video are from my Patreon
The animated sails will be available in a couple of weeks. I'll be doing a tutorial within the next couple of weeks on how to make your own animated assets like that really easily.
How did you change the link type for the light?
What is the "bags" module you're using?
Fantastic. Will this work with levels? To include multi level ships that can then be deployed?
Heck yes, it will. This is exactly how I made my multilevel latest Galleons, Frigates, and Triremes.
@Baileywiki sweet. Looking for easier ship building for Spelljammer
Thanks for the helpful videos. I have a quick question, do you have more of the moving maps (the ones at the end) in your patreon? I think it's fantastic :)
Indeed, there are many scrolling maps.. And they are multilayered, so you can change the base map and also the trees, buildings, clouds, cave walls, etc. that scroll at a shortly different speed. The overall effect is a nice sense of depth and immersion.
@@Baileywiki Very cool, then I'll join quickly :)
I just came here from a tutorial you made featuring the module "Rideable" do you not use that any longer?
Correct. Now in 2025 (but starting 6 months ago) we recommend just using Mass Edit for vehicles. although Rideable is perfectly useable, I find ME to be the least bugs and fuss.
Does this work in 3dCanvas as well? I'm going for a fully 3d campaign.
Oh good question. We have some some things to make Mass Edit work with 3D, but not full parity with 2D. And the sticky Regions probably wouldn't work at all.
Sweet new stuff. Are those waves available on your dungeon draft tier? I'm not sure I've seen them. The same goes for those large cliff/rock assets
The raw assets for the boat are all in my Dungeondraft tier. It's how I made the boats. But the boats themselves are not. Although I could add them for next month!
@ and what about the waves on the shore and the cliffs/rocks?
Oh sorry, I didn't properly read your comment. Yes, all of that terrain was built with my Dungeondraft assets. There are wave paths as well as tileable water and sand terrains. There are also sand objects
Should I switch to this instead of using Rideable?
If writable is served you well then no need to switch, but I had bugs with it. Particularly with very large vehicles.
Plus, Mass Edit is my module and I am very confident about its continued development.