Rogue Trader Generator Tools
Current Version: 1.06
Now that we've got that out of the way, let me talk a bit about the application itself. First of all, this represents a massive amount of work on my part. I've probably spent about 50+ hours on it, though that may be on the low side. It contains 7425 lines of code. Outside of my professional work, this is the largest piece of software I've made in my free time. It may look reasonably simple, but there's an enormous complexity beneath the surface.
While you can use this generator as a stepping stone before importing your final results into Word or Adobe Reader, the ideal way to use it is as a GM tool while playing the game. Let's say your players just decided to explore a brand new system. You hit Generate New System from the menus and quickly check the results. The generator itself has handled all of those pesky "the GM might decide to…" instances that the books are littered with, making educated guesses about what would be the smartest thing to do.
The newly generated system is unnamed, representing an uncharted bit of space. Let the players name it! Right-click on the system and choose Rename. The system, as well as the planets, moons and asteroids inside will be renamed to match. You can do the same with just about any feature they'll come across. Did your players find a starship graveyard where one player's character (say, Mordechai) got killed, let them name it "Mordechai's Doom" if they want. The generator will let you keep track of this. Let them rename planets and Xenos as well. This should encourage them to explore.
Once you start to get an idea about what each element in the system represents, write a description for those parts where you want to expand on the info presented by the generator. Right-click the element and click Edit Description. Here you can write whatever you want, and it will be included in the results on the screen. The idea is that you should be able to use this application alone to keep track of the systems the players explore, letting you make notes and adjustments as you feel is necessary during play and then saving the results to disk. Did your players find an Archeotech treasure? Just generate and add it to your system's workspace to keep track of it. Do you want this system to contain an additional Derelict Station? Not a problem, just add it to whatever zone you want. Do you think the 8 pirate ships in this system are a bit excessive? Delete a couple of them, or generate some of the more powerful ones again to see if the new results are more interesting. You've got a lot of flexibility to design the systems as you want them.
If you prefer to export to Word or a similar text editor, use Export Rich Text Format (RTF) from the menus. This isn't perfect, and the tables in particular might get messed up slightly. These can be adjusted from your text editor though.
To export to PDF, you have to jump through a few hoops right now. You should install CutePDF first. Once that is done, select Print from the generator and choose CutePDF as your printer. The result will be a perfectly formatted PDF.
If you've got feedback or bug reports, let me know in this thread. If issues pop up, I'll fix them as quickly as possible and upload a new version.
I hope you enjoy the generator. It was a lot of work, but I think it was worth it.
- Fixed a potential crash when adding system features after loading a saved workspace.
- Eldar voidfarer inhabitants no longer consume resources.
- Any habitable world controlled by the Eldar now has a 20% chance of being an Eldar Maiden World. These planets are always Verdant and have larger quantities of organic compounds, as shown on page 42 in Stars of Inequity.
- Fixed a bug that would instantly overwrite custom names for Lesser Moons and Asteroids.
- The generator now uses version 4.0 of .Net instead of 4.5. This should make it work on Windows XP with the latest service pack installed. It will not work on earlier versions of Windows than XP, and it will not work if you haven't got the latest service pack for XP installed.
- Fixed a bug where any weapon with the Primitive quality would also display the Flexible quality.
- Removed the third-party library used for the About dialog and made a new one from scratch.
- Fixed a design issue that was causing territories to not be generated 30% of the time when they should have been.
- The Flexible trait no longer applies the Flexible quality to weapons that aren't Natural Weapons.
- Adjusted the text in the rename window to more accurately reflect what it does.
- Initial release
Edited by TiLT, 17 February 2014 - 02:11 AM.