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#1101 progressions

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Posted 14 February 2014 - 12:16 AM

Yeah, OggDude, I can definitely see how it's a complex thing to model effectively. 

 

I haven't come up with anything better than some kind of "locking down" the XP spent so that, instead of the XP being calculated dynamically based on the current state of the user, it's "frozen" and stored as a discrete number when you lock it down.

 

Obviously one of the challenges is that it's nice to have a program where you can play with a lot of different options and you're not restricted by the same rules as characters have to follow.

 

You can put in a character with a negative XP value, you can return Skill ranks or lower characteristics, all the stuff you'd want to do in order to tinker around with a character.

 

That's really valuable, so I'm not sure what the most elegant solution is.


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#1102 OggDude

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Posted 14 February 2014 - 01:28 AM

Well, it's off to DunDraCon for the weekend.  Luckily, it's being held in my hometown, so it's just a 10 min drive away.  I may not be doing a lot of posting until Tuesday, so you guys have a good weekend :)

 

And don't forget it's Valentine's Day tomorrow!  Flowers, a card, dinner... something, or you'll regret it ;)


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#1103 Josep Maria

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Posted 14 February 2014 - 01:47 AM

Could someone open a post with geeky and romantic ideas? ha ha ha it can be awesome :D


Edited by Josep Maria, 14 February 2014 - 01:47 AM.

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#1104 Ayla

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Posted 14 February 2014 - 02:37 AM

Is it possible to make the names of characteristics and skills customizable? Because for each update I have to modify the file in the data folder for the translation.

 

edit:

In GMTools, adversary characteristics don't refer to the file in data folder, is it normal? (the characteristics data file is translated in my installation, but modified names don't appear for the adversaries).

Should I edit the adversary file in the imports folder?


Edited by Ayla, 14 February 2014 - 04:10 AM.


#1105 Ayla

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Posted 14 February 2014 - 04:09 AM

no relevant


Edited by Ayla, 14 February 2014 - 04:11 AM.


#1106 Donovan Morningfire

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Posted 16 February 2014 - 08:14 AM

One thing I just spotted (don't know if anyone else has reported this).

 

For the core rulebook starships, particularly the YT-1300 and YT-2400, the Consumables entry is listed as "None" instead of the value given in the corebook.  I did a skim through, and it seems every vehicle that was introduced in the core rulebook has their Consumables listed as "None."  Vehicles from later books seem to be fine though.


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#1107 Hakon

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Posted 17 February 2014 - 07:16 AM

superior upgrade on armor isn't reducing the encumbrance on the armor by 1 like it should.

 

in the description it still says encumbrance 1, i think it totals it correctly, but it displays it as 1 which is annoying if your trying to do a quick recount on the fly.


Edited by Hakon, 17 February 2014 - 07:19 AM.

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#1108 AgentJ

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Posted 17 February 2014 - 04:34 PM

superior upgrade on armor isn't reducing the encumbrance on the armor by 1 like it should.

 

in the description it still says encumbrance 1, i think it totals it correctly, but it displays it as 1 which is annoying if your trying to do a quick recount on the fly.

 

I would imagine no matter how "superior" the armor is, the encumbrance would not be able to go below 1. I don't see that in the book however, applying common sense you would understand no matter how great something is, it would still have an encumbrance yes?


Edited by AgentJ, 17 February 2014 - 04:35 PM.


#1109 progressions

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Posted 17 February 2014 - 06:11 PM

OggDude, I'm not sure if anyone has mentioned this or not, but the Specializations data for Gunner is wrong in a number of spots, with "Adversary" and several other Talents listed that shouldn't be there.


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#1110 Darth Sarcastic

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Posted 17 February 2014 - 07:18 PM

OggDude,

 

Maybe I'm just missing this in the program but...is there a place I can put general/generic notes in the character generation program that'll get put on a character sheet?  I know there's the ability to make notes about gear and weapons, but not general notes...at least none that I could see.



#1111 progressions

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Posted 17 February 2014 - 08:19 PM

The "Description" section has a large field for Notable Attributes, and the "Background" section has a "Story" field.

 

Would those work?


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#1112 OggDude

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Posted 17 February 2014 - 11:19 PM

Is it possible to make the names of characteristics and skills customizable? Because for each update I have to modify the file in the data folder for the translation.

 

edit:

In GMTools, adversary characteristics don't refer to the file in data folder, is it normal? (the characteristics data file is translated in my installation, but modified names don't appear for the adversaries).

Should I edit the adversary file in the imports folder?

Yeah, you're right, I wasn't using the characteristic name from the XML file.  I went through and changed all characteristic names to use the name defined in the XML file.


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#1113 OggDude

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Posted 17 February 2014 - 11:56 PM

One thing I just spotted (don't know if anyone else has reported this).

 

For the core rulebook starships, particularly the YT-1300 and YT-2400, the Consumables entry is listed as "None" instead of the value given in the corebook.  I did a skim through, and it seems every vehicle that was introduced in the core rulebook has their Consumables listed as "None."  Vehicles from later books seem to be fine though.

Excellent catch!  The consumables tag in the original XML was misspelled, so it was defaulting to "None".  I changed the tag in all the files, so they're all displaying properly now.


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#1114 OggDude

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Posted 18 February 2014 - 12:53 AM

OggDude, I'm not sure if anyone has mentioned this or not, but the Specializations data for Gunner is wrong in a number of spots, with "Adversary" and several other Talents listed that shouldn't be there.

Adversary shouldn't have been there (should have been Grit).  Also, some lines were wrong.  However, the weird talents are actually new ones that replaced the ones in the book.  See Update Week 4 for the replacements.


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#1115 Trinity351

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Posted 18 February 2014 - 12:57 AM

First thing's first;  Ogg, much appreciation and huge cudos!  This is an awesome program, wonderfully helpful and all the work you put into it is amazing!

Second... Is there a way to adjust the sizes of the description blocks in the Specialization tab, when creating characters?  I entered all the brief descriptions from the book, but some are too long to read with the standard size.

I tried searching through this thread to see if this has already been answered, but couldn't find it.

 

 

Thank you again for all you've done.


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#1116 Dex Vulen

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Posted 18 February 2014 - 07:37 AM

X-30 Lancer (my dream weapon atm) is not afforded the same weapon attachments as other blaster pistols.  There is nothing in it's weapon description that seems to limit it's options.

 

The modular backpack mods do not add to the Encumbrance capacity of the character on the sheet. (i could be using this wrong)

 

Also, keep up the wonderful work!


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#1117 progressions

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Posted 18 February 2014 - 08:59 AM

 

OggDude, I'm not sure if anyone has mentioned this or not, but the Specializations data for Gunner is wrong in a number of spots, with "Adversary" and several other Talents listed that shouldn't be there.

Adversary shouldn't have been there (should have been Grit).  Also, some lines were wrong.  However, the weird talents are actually new ones that replaced the ones in the book.  See Update Week 4 for the replacements.

 

 

Oh, gotcha. I was comparing it to the book but hadn't looked at the beta updates. Thanks!


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#1118 OggDude

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Posted 18 February 2014 - 12:54 PM

First thing's first;  Ogg, much appreciation and huge cudos!  This is an awesome program, wonderfully helpful and all the work you put into it is amazing!

Second... Is there a way to adjust the sizes of the description blocks in the Specialization tab, when creating characters?  I entered all the brief descriptions from the book, but some are too long to read with the standard size.

I tried searching through this thread to see if this has already been answered, but couldn't find it.

 

 

Thank you again for all you've done.

Adjustable sized panels would have made it really complicated :)  Either that, or it would have looked ugly stretched.  Be sure to use the shortened description of the talent as shown in the spec trees, rather than the long one in the talent chapter.  You should be able to fit them in the panel.  I think I've got them all looking OK.


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#1119 OggDude

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Posted 18 February 2014 - 01:04 PM

X-30 Lancer (my dream weapon atm) is not afforded the same weapon attachments as other blaster pistols.  There is nothing in it's weapon description that seems to limit it's options.

 

The modular backpack mods do not add to the Encumbrance capacity of the character on the sheet. (i could be using this wrong)

 

Also, keep up the wonderful work!

The Lancer was missing a few categories.  I've added them in.

 

To get the extra encumbrance from the backpack, you need to hold it (check the Held box in inventory).  It'll show then.

 

I did find a small bug, though.  If you added the pouch attachment, the encumbrance displayed on the equipment screen wouldn't change.  Encumbrance threshold on your character was calculated correctly, but the display was wrong.  If you did something that caused a possible change to encumbrance, like add or remove something, the proper value would then be displayed.  I just wasn't updating the text after attachments changed.  I fixed this as well.


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#1120 GoblynByte

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Posted 19 February 2014 - 06:01 AM

 

First thing's first;  Ogg, much appreciation and huge cudos!  This is an awesome program, wonderfully helpful and all the work you put into it is amazing!

Second... Is there a way to adjust the sizes of the description blocks in the Specialization tab, when creating characters?  I entered all the brief descriptions from the book, but some are too long to read with the standard size.

I tried searching through this thread to see if this has already been answered, but couldn't find it.

 

 

Thank you again for all you've done.

Adjustable sized panels would have made it really complicated :)  Either that, or it would have looked ugly stretched.  Be sure to use the shortened description of the talent as shown in the spec trees, rather than the long one in the talent chapter.  You should be able to fit them in the panel.  I think I've got them all looking OK.

 

Also note that if you highlight some of the text in the talent box and keep highliting down you can use that to "scoll down" and read the rest of the text. So, technically, you can have the full data entry for the talent (so that it reads it out on the printed character sheet) and still be able to read it all in the talent tree.


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