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OggDude

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About OggDude

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    I'll see you on the Dark Side of the Moon
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  1. Actually... the equipment pane and the new vehicle list doesn't pay attention to source. You can filter on them, but it ignores the selection in the Options dialog. Until it was mentioned, I didn't realize I hadn't added that Doh! It should work for the upcoming bug fix release.
  2. Removing Tinkerer actually worked by design. If an HP was being removed from an item, it just removed all of its attachments just to be sure. Not a lot of finesse, I know. So, I made it bit more intelligent. Now, it only removes attachments if it needs to in order to bring used HP at or below total HP (without the addition). And even then, it'll remove attachments one at a time until it's at or below, rather than all of them. I couldn't get the other issues to happen. I unselected items for Tinkerer, saved, then brought the char back up. When I switched to the spec, it prompted me for the item. It kept the selection, and the item had the extra HP. And I've never seen the grayed-out spec before. Maybe email me the weird character and I'll see if I can replicate the issues.
  3. Is this happening on a newly-crafted armor, or an existing crafted armor? I just tried what you said and it ended up with 6 HP with the two attachments. Crafting now uses the inbuilt attachment feature, so you don't need to add an HP, since inbuilt attachments don't take HP. So instead of 1/7, it'll be 0/6. I'm not sure what it would do to an old piece of crafted armor though.
  4. Not sure what you mean with the attachments. Build-in attachments should show up as attachments when you first buy an item. They don't count against HP, and won't have any optional mods in the beginning. Tinkerer seems to be working for me. I select it, select an item, then save. When I bring the character back up, the tinkered item is still tinkered and it doesn't prompt me to choose. How were you getting this problem to show up?
  5. I run the character through a lot of contortions in the attempt to get it to fit on a single page. Skills with no ranks don't show up, except for commonly-used skills like Cool, etc. The reason I add the other ones, even if they have no rank, is because they're used a lot during play. Other than that, though, there's no need to show unranked skills. I suppose I could have an option for adding additional skills, but I'm not sure how useful this would be. As for talents, Force powers, duty, items, etc., it just fills in whatever there's space for. You can give priority to certain talents, FP's and the like in the Compact Options dialog if there's certain ones that you want displayed. Remember, one-page sheets are most useful for beginning characters, or as a summary sheet for the GM if the basic character info on the group sheet isn't enough. The standard sheet is probably around 4 or 5 pages at least, so cramming it all onto one sheet is going to cause certain items to drop off. This can be somewhat controlled by using the Compact Options dialog.
  6. Also, people seem to have this notion that I have a secret stash of all items with all detailed descriptions from all the books. Nope When I add new items from new books, the only descriptions I have are "Please see page..." blah blah blah. I haven't even added them for my own person data. For that, I use a custom data set that someone put together (I own all the books, so I have no problem doing this). I barely have enough time to do releases now and again, I really don't have the time to type in all descriptions for everything from the books. I do appreciate the time it took others to do this, however, just as I appreciate the time it took for the original authors to add descriptions in the books. So, make sure you own the books before adding a data set for descriptions.
  7. This is by design. Unselecting a source doesn't make the source available for future changes. However, if you already have something selected that uses that source, it's not going to unselect it and potentially remove specs, talents, etc. That could be rather disastrous. So yes, if you have something that uses a source, then you uncheck the source, it will still show up in your character sheet.
  8. I'm not including talents that 1) change skill characteristics, 2) add HPs, or 3) chooses a vehicle for the Rigger spec. I may add them in the future, just like I added Dedication, but not for this release. And yes, the specialization check box thing is a bug. It'll be fixed in the next release.
  9. I don't understand what the problem is. What exactly are you trying to craft?
  10. Version 2.3.1 has been released. Download links are in my "About Me" page. Web installs should automatically update. Note that the files are still copying, so give it about 10-15 min from this post. Release 2.3.1.0: New/Changed Data: Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc. Fixed a number of errors for various items and data. For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2. This has been fixed. For crafting, the Distinctive Style improvement cost 1 advantage instead of 3. This has been fixed. For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling. This has been fixed. For crafting, the airspeeder's max altitude should have been 100, not 10 km. Added the "Blaster" category for the Custom Grip attachment. Fixed the name of the Alter Force power's Mastery node. For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames. This may cause some problems with current crafted vehicles. If so, please recreate them using the new attachments. For crafting, added two new templates for Powered Melee weapons, one for a cutting-edge weapon, and another for a bludgeoning weapon. The original entry (without either one) still exists. The text for the Merr-Sonn Model 31 Palm Stunner has been updated to use Stealth, rather than Resilience, for the opposed check, as per F&D errata. The Now the Master talent is now a Force talent, as per F&D errata. The Ion Blaster has been changed to rarity 3 and the Ion quality, rather than Stun (Droid Only). Removed Disorient quality from thermal detonators. Updated many older items to use base mods and other newer features for listed effects. This will be an ongoing task. Updated many vehicles to fix minor errors in stats, weapons, etc. This will also be an ongoing task. Updated the documentation PDF to include new features descriptions for version 2.3.1. Added an updated German language file. This file should be up-to-date as of release 2.3.0, but does not have new phrases added for this release. New Features/Enhancements: For crafting, added alchemical potions and talismans from "Unlimited Power". This includes adding Force points to the pool. Potions and talismans only show up in the Crafting dialog if the character has a Force rating. Force points show up in pool and in the cost count only if a potion or talisman is being created. Added tinkered items to talent description. All item types (gear, armor, weapons, and vehicles) now support built-in attachments. Data editors should now support this new feature. For crafting, vehicles now support a "Custom" frame. This frame can be any vehicle supported by the system. Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization. When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain. When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0. Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type. Support for crafting-only item descriptors. Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc. Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions. The dataset import feature of the Data Editor will now support dataset ZIP archives created with programs that do not include the base directory at the top. This includes Windows' "Send To Compressed File" and other popular ZIP archivers. Added support for civilian vehicle retrofitting from "Fully Operational". This comes as a new attachment that can be added to any vehicle (although it is meant for civilian vehicles being retrofitted to use for military purposes). This attachment will add a hard point to the vehicle, but will also have a degrading effect on the vehicle. The GM may choose any of the optional mods (or more than one) as an undesired consequence of the hard point upgrade. Added support for civilian refit bases from "Fully Operational". All base types, except the rebel base, can be upgraded to work as a secret rebel base. You can optionally conceal up to three civilian refit upgrades. If your base contains unconcealed civilian refit upgrades, the number of boosts that a character receives to detect rebel activity will be displayed on the base sheet. In the Data Editor, the base upgrade dialog now supports the "Civilian Refit" flag. Checking this makes the upgrade a refit upgrade for civilian bases. Refit upgrades make it easier to spot rebel activity at the base, but also makes the upgrade eligible for concealment. GM Grants now supports the Dedication talent. When Dedication is selected, clicking "Choose" will allow you to choose one characteristic for each rank of Dedication. GM Grants now supports a filter for each grid. The filter is applied to the name of the appropriate item in the grid. Two new buttons have been added on the GM Grants dialog. Suspend will save all of your grant changes, but turn off grants temporarily. You can turn them back on by going back into GM Grants and clicking Grant. Reset will remove all grants and allow you to start over. In all cases, hitting Cancel will now revert your grants back to what they were when the dialog was first opened. Bug Fixes: If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact. This was because the two built-in weapons had the same key. This has been fixed. If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense. This has been fixed. For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle. So, certain changes would not always appear after selecting at attachment. The changes would still be there after vehicle creation, however. Now, vehicles are always recalculated after adding attachments. Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only). Removed the "()" in weapon descriptions. This was caused by the new scale description for weapons. Made a number of minor fixes and tweaks. If an external application was used to compress a dataset file, depending on what software was used, the resulting file sometimes had issues during import. This was due to some ZIP software including the base directory in the archive, while others did not. Both formats should now work during import. When importing datasets in the Data Editor, if a data set's archive file was created by hand (that is, not using the Data Editor), then depending on the app that was used to create it, there was a chance that it wouldn't be recognized as a dataset. This is because different ZIP programs use slightly different formats. This should be fixed now. However, it's generally a better idea to just use the Data Editor to create your datasets. The tool strip on the Print Preview window was always showing the default Edge of the Empire color. It will now match the color for the chosen skin.
  11. Unfortunately, Keeping the Peace is a bit light on describing the different armor templates. Combat, segmented, and augmentative armor might be powered. I'm thinking augmentative is at least. But I don't know. Eventually, I'll try creating a template editor in the Data Editor, but I haven't had the time. In the mean time, you can create your own custom templates by hand. Just look at the CraftTemplates.xml file in the installed data directory to get an idea of what a crafting template should look like. Then, create your own CraftTemplates.xml file in the DataCustom directory in your data folder (not the install folder). Create whatever you want in there, then add this XML tag under <CraftTemplate>: <Custom>AddedItem</Custom>. Just make sure the root tag of the file is <CraftTemplates> and all of your <CraftTemplate> templates are inside that. Here's an example of what such a file could look like: <CraftTemplates> <CraftTemplate> <Key>ARMORUSER1</Key> <Name>Powered Armor</Name> <Description> [H3]Powered Armor[h3] This is an armor template. Please enter the description of the finished armor here. </Description> <Source>User Data</Source> <Custom>AddedItem</Custom> <TempType>ctArmor</TempType> <TimeHours>160</TimeHours> <CheckSkills> <Key>MECH</Key> </CheckSkills> <CheckDifficulty> <Difficulty>5</Difficulty> </CheckDifficulty> <MaterialCost>6500</MaterialCost> <MaterialRarity>8</MaterialRarity> <MaterialRestricted>true</MaterialRestricted> <ArmorProfile> <Categories> <Category>Full Body</Category> <Category>Hard Full Body</Category> <Category>Hard</Category> <Category>Heavy</Category> <Category>Resistant</Category> <Category>Powered</Category> </Categories> <Rarity>-1</Rarity> <Encumbrance>6</Encumbrance> <HP>4</HP> <BaseMods> <Mod> <Key>BR</Key> <Count>1</Count> </Mod> <Mod> <Key>RESIL</Key> <Count>1</Count> </Mod> </BaseMods> <WeaponModifiers /> <Defense>2</Defense> <Soak>2</Soak> </ArmorProfile> </CraftTemplate> </CraftTemplates> Note the Key needs to be unique. Using ARMORUSERx will solve that. Also, by convention, the source should be "User Data", but it can be anything really (a unique source will show up as such in the source list of the Options dialog). You can also set the material costs, hours, etc., to whatever you like. In this example, I made the armor add +1 Brawn and +1 rank in Resilience. The sky's the limit. And, of course, all types of templates, not just armor, can be added to the file. There's plenty of examples in the installed CraftTemplates.xml file.
  12. Actually, the monkey wrenches are the best part A couple of years ago, I ran the Perlemian Haul adventure for my group. They managed to get on the ship, but after that, they had no clue what to do and had no idea of how the adventure was supposed to unfold. So, I told them that I was just going to not even look at the adventure anymore and they should just tell me what they wanted to do, and we'd rely on the dice. That was the most fun we've had so far in the campaign Normally, around midnight or so, people are starting to get a bit tired and start to look at the time. Not this night We played with full energy until 4 in the morning! We were having so much fun and making so much noise that my wife woke up and came down to see what the excitement was all about. We had no script, and just used the narrative aspect of the dice to tell the story. After that, everyone had a lot of respect for the dice system. To this day, my players still bring up that adventure and reminisce about what happened. So... gumming up the works can sometimes work out for the best
  13. I barely have time to run my bi-monthly/monthly/every two months campaign as it is I don't have any of the books for those games, and I don't have any of the new Genesys books, either. I would be willing to talk with FFG about updating my generator for use with any of their games, but it's hard for me to even find the time to update what I have. I'm still a few books behind for SWRPG...
  14. This should be the last pre-release of 2.3.1. The link for it is the same as the other one. Please test the custom vehicle in crafting, the GM Grants (especially Dedication), and the civilian base refit in GM Tools/Groups, as those had some changes since the last pre-release. Pre-release 2.3.1.0 (Build 2) New/Changed Data: Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc. Fixed a number of errors for various items and data. For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2. This has been fixed. For crafting, the Distinctive Style improvement cost 1 advantage instead of 3. This has been fixed. For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling. This has been fixed. For crafting, the airspeeder's max altitude should have been 100, not 10 km. Added the "Blaster" category for the Custom Grip attachment. Fixed the name of the Alter Force power's Mastery node. For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames. This may cause some problems with current crafted vehicles. If so, please recreate them using the new attachments. For crafting, added two new templates for Powered Melee weapons, one for a cutting-edge weapon, and another for a bludgeoning weapon. The original entry (without either one) still exists. The text for the Merr-Sonn Model 31 Palm Stunner has been updated to use Stealth, rather than Resilience, for the opposed check, as per F&D errata. The Now the Master talent is now a Force talent, as per F&D errata. The Ion Blaster has been changed to rarity 3 and the Ion quality, rather than Stun (Droid Only). Removed Disorient quality from thermal detonators. Updated many older items to use base mods and other newer features for listed effects. This will be an ongoing task. Updated many vehicles to fix minor errors in stats, weapons, etc. This will also be an ongoing task. Updated the documentation PDF to include new features descriptions for version 2.3.1. Added an updated German language file. This file should be up-to-date as of release 2.3.0, but does not have new phrases added for this release. New Features/Enhancements: For crafting, added alchemical potions and talismans from "Unlimited Power". This includes adding Force points to the pool. Potions and talismans only show up in the Crafting dialog if the character has a Force rating. Force points show up in pool and in the cost count only if a potion or talisman is being created. Added tinkered items to talent description. All item types (gear, armor, weapons, and vehicles) now support built-in attachments. Data editors should now support this new feature. For crafting, vehicles now support a "Custom" frame. This frame can be any vehicle supported by the system. Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization. When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain. When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0. Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type. Support for crafting-only item descriptors. Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc. Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions. The dataset import feature of the Data Editor will now support dataset ZIP archives created with programs that do not include the base directory at the top. This includes Windows' "Send To Compressed File" and other popular ZIP archivers. Added support for civilian vehicle retrofitting from "Fully Operational". This comes as a new attachment that can be added to any vehicle (although it is meant for civilian vehicles being retrofitted to use for military purposes). This attachment will add a hard point to the vehicle, but will also have a degrading effect on the vehicle. The GM may choose any of the optional mods (or more than one) as an undesired consequence of the hard point upgrade. Added support for civilian refit bases from "Fully Operational". All base types, except the rebel base, can be upgraded to work as a secret rebel base. You can optionally conceal up to three civilian refit upgrades. If your base contains unconcealed civilian refit upgrades, the number of boosts that a character receives to detect rebel activity will be displayed on the base sheet. In the Data Editor, the base upgrade dialog now supports the "Civilian Refit" flag. Checking this makes the upgrade a refit upgrade for civilian bases. Refit upgrades make it easier to spot rebel activity at the base, but also makes the upgrade eligible for concealment. GM Grants now supports the Dedication talent. When Dedication is selected, clicking "Choose" will allow you to choose one characteristic for each rank of Dedication. GM Grants now supports a filter for each grid. The filter is applied to the name of the appropriate item in the grid. Two new buttons have been added on the GM Grants dialog. Suspend will save all of your grant changes, but turn off grants temporarily. You can turn them back on by going back into GM Grants and clicking Grant. Reset will remove all grants and allow you to start over. In all cases, hitting Cancel will now revert your grants back to what they were when the dialog was first opened. Bug Fixes: If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact. This was because the two built-in weapons had the same key. This has been fixed. If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense. This has been fixed. For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle. So, certain changes would not always appear after selecting at attachment. The changes would still be there after vehicle creation, however. Now, vehicles are always recalculated after adding attachments. Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only). Removed the "()" in weapon descriptions. This was caused by the new scale description for weapons. Made a number of minor fixes and tweaks. If an external application was used to compress a dataset file, depending on what software was used, the resulting file sometimes had issues during import. This was due to some ZIP software including the base directory in the archive, while others did not. Both formats should now work during import. When importing datasets in the Data Editor, if a data set's archive file was created by hand (that is, not using the Data Editor), then depending on the app that was used to create it, there was a chance that it wouldn't be recognized as a dataset. This is because different ZIP programs use slightly different formats. This should be fixed now. However, it's generally a better idea to just use the Data Editor to create your datasets. The tool strip on the Print Preview window was always showing the default Edge of the Empire color. It will now match the color for the chosen skin.
  15. OK, I did a bit of reworking tonight. I managed to finagle Dedication in as a GM grant. I had left it out before because it was more complicated than other types of talents. I also modified the GM Grants dialog a bit. Each grid now has a filter so you can filter by part of an item's name. This is especially handy for the talents list, since it's so long. Also, I changed the way I store GM Grants with characters. All grants will be stored with the character as before, along with an indicator of whether or not they should be applied. When you run the GM Grant dialog, you will now have additional options to "Suspend" and "Reset". Suspend will keep your GM Grants, but temporarily turn them off for the the character. This is on top of disabling GM Grants, which will also turn them off. Reset will remove all GM Grants and let you start fresh with new grants. Cancel will now actually cancel and keep your old GM Grants. I don't think it quite did that before. So... it'll now do what everyone wanted it to do. You can grant Dedication and choose different starting values for your characteristics. You can also grant a Force starting rating, and add as many Force Rating talents as you like. This should make everyone happy
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