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About TiLT

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  • Birthday 11/21/1979

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    Trondheim, Sor-Trondelag, Norway

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  1. Glad to hear that people are still getting some use out of the generator. And yeah, I noticed with my own group how much easier it made it when my group decided to explore some random system that I hadn't planned out. Of course, just getting to a system took so long in many cases that I still had prep time, but not always.
  2. Yeah, I think that's it. As I said, I don't remember the exact code, but it sounds familiar.
  3. I'm going from memory here since I have neither the book nor the code in front of me, and it's been a while since I wrote the thing. I believe the generator can generate multiple sources of the same resource on a planet for various reasons covered in the book. Whenever that happens, I think it adds them together. This can result in extraordinarily large caches. Look at it as an excuse to create a cool story around why there is such an enormous amount of valuable archeotech on the planet in the first place.
  4. Thank you! I'm always happy to hear about people actually using the application, especially now that Rogue Trader as a system is "dead."
  5. I never really made the application for that kind of thing. Just the thought of designing editor alone makes me shiver. The RTG-files are just XML-files in disguise. You can edit them with any XML editor, but I don't recommend it. I can't guarantee that the generator will be able to read the file correctly if the modifications you make don't align with its expectations, but if you at least make a backup of your file first, it can't hurt to try. Still, I would personally recommend that you just add your custom information to the Description field for the parts of the system you wish to customize. It won't replace the existing information, but at least whatever you write will be visible inside both the editor and the documents you generate with it. Just grab the executable from the first post. It's always up to date with the latest version on GitHub. If you're not a developer, going through GitHub won't really offer you anything you need, so steer clear. Anytime I modify the code (it's been a while since the last time I did so), I will increment the version number and update the first post in this thread. Good luck with your game!
  6. It might be nice to expose some of the tables so that users can create their own distributions for things like races and ships and save them for later use or even sharing with other people. It would be quite a bit of work though, and might not truly be worth it in the end. Looking forward to seeing whatever you come up with, if you decide to give it a go. If you add to my GitHub repository, adding a setting for house rules in the preferences dialog might be a good idea so that users can choose between "vanilla" generators like they are in the books, or extended ones such as what you are proposing. If you've got any questions about the code, let me know. Inheritance is a central concept to it, so it should be possible to create code variations without affecting existing code with relatively little effort.
  7. Thank you! (I obviously don't check in on this forum often enough, judging by the length of time between our posts)
  8. Awesome! Glad to hear that it inspired your group. You almost get a kind of emergent gameplay with this kind of thing, where the story begins to shape itself naturally and surprisingly.
  9. This is way outside the scope of what I intended with the tools. There are no generators for colonies in the books, apart from the personality table (and that's just a single die roll which would be just as easy to do with real dice). Any randomly generated colonies would have to be built using house rules, and I've tried to avoid those as much as possible. Anyone who wishes to implement this stuff is welcome to do so, since the application is now open source. I'm unlikely to do so myself, both for the reason above and because it would be a lot of work.
  10. What do you mean, exactly? I do generate colony information for advanced races, though I don't bring in the stuff from the colony chapter in Stars of Inequity. If there's colony generation in the planet generator in the book, it's in my generator software as well.
  11. In the campaign I ran, the ship had 3 navigators. The PC navigator was the main one, and she (and her companions) came from a pretty powerful house. The reason the captain took her with him on ground missions was because... well, because she insisted, and he didn't want to piss off her family. He just smiled and agreed and did his absolute best to keep her alive when the proverbial poo hit the fan.
  12. There are no dependencies to external libraries that I can recall, if that's what you mean. There was one in the initial release, but I got rid of it as it caused problems. I'm not aware of any current bugs (I always prioritize fixing those quickly), but there are some obvious missing features, such as a functional PDF export or expanded starship generation (as per earlier discussions in this thread).
  13. Wow, not much enthusiasm for that, I see. To reiterate, if there's anything you feel is missing in the generator today, it can now be added in by just about anyone with some programming experience. If you're interested in tweaking the generator but feel like the code is intimidating (I tried to make it as clean and structured as possible, but hey...), let me know and I'll help point you in the right direction.
  14. Considering I haven't really done much with this code for a while except fixing the rare bug, I decided to try putting it up on GitHub to see what happens. I guess I got used to the thought of making it all public. For anyone who wishes to give it a look, you can find it here: https://github.com/TiLT42/RogueTraderGeneratorTools.git If you don't know anything about coding, don't bother clicking the above link. It will be nothing but gibberish to you. I've done a fair bit of cleanup of the code since the last published version in preparation for this, so if anyone wishes to contribute, I would suggest doing a bit of testing to see that everything works as expected first. Experience tells me that I'm the worst person possible to spot these potential problems. Please don't do anything with this code that would make FFG react negatively to it. In other words, don't turn this application into a replacement for the books. If you wish to add house rules to this application (ie. rules that aren't in the books, such as expanded ship generation), then please consider adding a checkbox in the settings dialog where the user can choose if he wants to use these house rules or not. Choice is good. If I've done anything wrong with the GitHub integration, please let me know. It's the first time I publish anything to GitHub, so mistakes can be expected. This also goes for if I've forgotten to upload files that are necessary for the application to compile. Have fun!
  15. There are plenty of rules (which you can break if you wish) about creating a good antagonist, but if I were to pick just one, it would be this: The antagonist's motivation must be crystal clear to you when you create him, and it must be believable. Unless you're going for a very specific style, avoid Bond villains who cackle manically and lust for power merely for power's own sake. The real world doesn't hold much true evil, but it contains a lot of people who do bad things for all the (apparently) right reasons. Give the villain a motivation that puts him at odds with the players but which they can still sympathize with. Dark Heresy is easy in this regard. Have your villain truly believe he's fighting for good, but have his methods be all wrong. Chaos is a great way to do this. One of my best, yet minor, villains from Rogue Trader was a fellow rogue trader who helped the players at every turn, encouraged them and tried to get on their good side. Then, when things got out of hand in a plot that wasn't really caused by either faction, that rogue trader began to talk about saving the Imperium from those who had corrupted it (ie. the Administratum, as he saw it). He had a strong belief that the Emperor's message to humanity was being corrupted by those who wished for nothing but bureaucracy, and when he got into contact with Chaos, demons reinforced those ideas in his mind. He believed this so strongly, and his motivation resonated so well with me as a GM and my players as... well... players, that they were incredibly close to actually going along with his plan. When they finally refused, his mind snapped from his failure and the demons took over his body for a tragic, yet epic, duel. If you can get a good motivation down, everything else will fall into place on its own. The motivation is what makes the character feel real, and it shapes every aspect of his or her personality.
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