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Rogue Trader Generator Tools released!


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#21 TiLT

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Posted 28 April 2013 - 01:48 AM

There still seems to be an issue with the Flexible weapon quality for primitive species, and maybe also for other creatures. I'm looking into it.



#22 TiLT

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Posted 28 April 2013 - 02:00 AM

Version 1.02 released

Yeah, that was quick, right? :) Turns out there were two separate bugs with the Flexible trait and weapon quality. The first one, related to natural weapons, was fixed in version 1.01 as I said. It didn't help much though when there was a much bigger issue hiding behind the scenes.

 

- Fixed a bug where any weapon with the Primitive quality would also display the Flexible quality.

 

That should be it for this time. Let me know if you find any other bugs or errors. 



#23 Radwraith

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Posted 28 April 2013 - 09:25 AM

I really love your system generator Tilt and I appreciate the amount of work you've put into it! Now for the painful request: Would it be possible for the Gm to determine (or edit) certain features either prior to or after generation? Say I want an Arid world in the primary biosphere but wanted to random everything else. Do you see what I mean?



#24 TiLT

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Posted 28 April 2013 - 10:10 AM

I see what you mean, and to a certain degree you can do what you ask. You can add and remove any kind of system feature to any of the system's zones by right-clicking the zone itself. Try right-clicking everything in the tree view. You might be surprised at all the context-sensitive actions that are available to you. 

On the other hand, you can't generate an "arid world" directly. You can add a planet and click Generate on it until you get something that is close to what you want though. I figured that if people want to take control over the small details regarding their planets, they might as well generate them by hand anyway. That kind of detail is way outside the scope of what I was trying to do. 

Be aware that adding or removing things from a generated system takes a little care, as some of them are related in ways that won't be recreated upon hitting the Generate button. For example, if you have a system with the Starfarers feature and click Generate on their homeworld, they will most likely cease to exist on that planet afterwards. 

 



#25 Radwraith

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Posted 28 April 2013 - 10:51 AM

TiLT said:

I see what you mean, and to a certain degree you can do what you ask. You can add and remove any kind of system feature to any of the system's zones by right-clicking the zone itself. Try right-clicking everything in the tree view. You might be surprised at all the context-sensitive actions that are available to you. 

On the other hand, you can't generate an "arid world" directly. You can add a planet and click Generate on it until you get something that is close to what you want though. I figured that if people want to take control over the small details regarding their planets, they might as well generate them by hand anyway. That kind of detail is way outside the scope of what I was trying to do. 

Be aware that adding or removing things from a generated system takes a little care, as some of them are related in ways that won't be recreated upon hitting the Generate button. For example, if you have a system with the Starfarers feature and click Generate on their homeworld, they will most likely cease to exist on that planet afterwards. 

 

Thanks for the quick reply! I'll check it out!



#26 wolph42

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Posted 28 April 2013 - 01:23 PM

Finally found the time to have a look at this… and its astounding! very very nice work. I think i'll have a couple of questions later on, but at least wanted this of my chest. Thank you for sharing!



#27 TiLT

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Posted 28 April 2013 - 09:52 PM

I discovered an issue with how Eldar inhabitants are treated in the generator, so I will probably create and release a version 1.03 very soon to fix this. In short, Eldar aren't supposed to put a big strain on a planet's resources, and they might even increase its resources in some situations. Furthermore, there should be a chance that a planet with Eldar on it could be a Maiden world, and this needs to be handled as well. I somehow missed all of this during my first pass through the text. 



#28 Hunterindarkness

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Posted 29 April 2013 - 08:19 PM

I have been playing around with this. Very nice work sir.



#29 Drakedude

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Posted 09 May 2013 - 09:05 AM

As is inevitably the case, I'm here to ask for more :P. I'll admit I'd love to see this become the grand unified generator, complete with space hulks, local cultist presence, generated chapters, and a lot of stuff which hasn't been provided for yet, but I'll restrain myself for the moment. Two chief requests; firstly, pre-existing colonys, somewhere in thier development, perhaps with the dynasty they belong to being mentioned or generated; secondly, and a tall order at that, tying together nearby systems, according to the interactions likely to arise between them, their access to the warp, etc etc. Is this within the realms of possibility, or is there gross insubordination to be dealt with??



#30 TiLT

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Posted 10 May 2013 - 01:50 AM

I've left certain things up to the GM. These are mostly things that aren't covered by the existing generators or which are so complex that the algorithms used to have them make sense would be almost impossible to code. If you want the colonies found to be part of a rogue trader empire (which isn't a given, according to the descriptions of colonies), feel free to add the details on your own. It's not exactly a ton of work, and it would make a lot more sense in the end than my generator. A star system can feel very random and still very right, but the same can't be said for a planned colony, where randomness would just stand out as weird in many cases.

As for multiple systems, this is the main reason I originally had for the tree structure in this application. You can add multiple star systems to one workspace if you want them to be part of, say, a star cluster. Then you can fill out the detials yourself for how (if) they are connected to each other. Tying them automatically together isn't part of the official generators and falls outside the scope of what I want to do. This is another case where you're better off coming up with an explanation yourself, or by just generating two systems to see if there's something about them that makes a connection seem natural to you.

 



#31 Drakedude

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Posted 10 May 2013 - 05:47 AM

Speaking of things not covered by existing generators, as new ones are released will you update this, and will it be limited to the rogue trader setting? There's a good chance of an imperial navy book, for one, and you would expect some interesting rules for imperial campaigns to bubble up sooner or later.



#32 TiLT

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Posted 10 May 2013 - 07:36 AM

That depends on whether or not I have an interest in the books in question, I suppose. In the case of the current generator, I have all the books needed and I use the generator for my own campaign as well. I'm not planning on running out to purchase books from different systems just to add functionality I will never use myself. 

You can expect me to at least seriously consider any new generators released for the Rogue Trader system though. I also considered converting the space hulk generator from Deathwatch until I realized it wasn't actually a generator.



#33 Drakedude

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Posted 10 May 2013 - 09:01 AM

By the way, a bug fix for you; the notable species sometimes do and sometimes dont generate size.



#34 Drakedude

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Posted 11 May 2013 - 04:15 AM

Thanks for taking the time for the answers, by the way.



#35 TiLT

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Posted 11 May 2013 - 11:16 PM

Drakedude said:

By the way, a bug fix for you; the notable species sometimes do and sometimes dont generate size.

I don't think that's a bug. It probably just means that the Xenos is average size. If you see any stats that indicate otherwise, let me know. :)



#36 filipham

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Posted 23 May 2013 - 08:29 PM

Very nice generator to have, thank you a lot Tilt. 

 

I have been considering making a generator for my own Rogue Trader needs, mostly for more guided generation of NPC characters and ships (i.e. allow some values to be chosen by the user, then generate the rest: chose ship type or chose concept for character etc). Unfortunately I have not come any closer than than the planning stages. 

 

From what i saw when i looked at our reflected sourcecode, you are using .Net and C#? If you want to colleborate/share the source code of your generator in any way, please let me know.

Was thinking uploading it to places like github or bitbucket and make a community effort on adding more features into one application suite, or if you want to keep it private still: just email me the source code and i'll make my own private branch of your excellent work :) 

 

I fully understand and accept if you dont want to do either of these, but figured it is better to ask. 



#37 Gavinfoxx

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Posted 28 June 2013 - 06:11 PM

Whenever I try to run it, it says it isn't a valid win32 application.  How do I fix that?



#38 TiLT

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Posted 29 June 2013 - 10:45 AM

Gavinfoxx said:

Whenever I try to run it, it says it isn't a valid win32 application.  How do I fix that?

I suppose that's the kind of error message you'd get if you haven't got .Net installed and updated. Use Windows Update to get the latest version and updates to .Net. 



#39 Gavinfoxx

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Posted 30 June 2013 - 04:14 AM

I've got the latest .Net.

 

Is this designed to work with Windows XP Pro with 32 bit??

 

Could you recompile it with a different compiler or something? What is it written in??



#40 TiLT

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Posted 30 June 2013 - 05:36 PM

I compiled the application for .Net 4.5, which I only now discovered isn't supported on Windows XP. I'll see if I can safely downgrade it to .Net 4, then post an updated version if it works. Sorry about that. 






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