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lordfireyes

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  1. Title pretty much says it all. Just moved to Chicago, and I'm looking for a group to play Edge of the Empire (or any of the other flavors) with in Chicago. I'm living in the south loop area, and I have a car. I have not played recently, but I played a lot when the game first came out and I'm looking to get back into it!
  2. Does anyone around here play in the Tri-Cities Washington Area (Richland, Kennewick, Pasco)? Just got into the hobby, looking for somebody to play with!
  3. Oggy, thanks for posting this to the forums! This question has been bothering me for quite some time... Could you cross post this in the frequently asked questions thread or somewhere a bit more easy to discover later? It might be challenging to find again on page 141 of your character generator thread.
  4. Are you running a 64-bit OS? Yes, Windows 7 64bit.
  5. Oggdude, I'm having some difficulty running the new version of your software. The last version I used was 1.1.0.9. It worked perfectly, and I went to upgrade to the new one. I have no issues running the Launcher or DataEditor. But I have a problem with the generator and GMTools. I have the same issue whether I install is manually or using your web service. The error log below is from the web service. This is the error report I get, (it crashes before anything even opens. Problem signature: Problem Event Name: CLR20r3 Problem Signature 01: swchargen.exe Problem Signature 02: 1.1.4.0 Problem Signature 03: 53608334 Problem Signature 04: System.Data.SqlServerCe Problem Signature 05: 3.5.8080.0 Problem Signature 06: 4b743b2d Problem Signature 07: 49e Problem Signature 08: 1d Problem Signature 09: System.Data.SqlServerCe.SqlCe OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 Please let me know if you need any additional information.
  6. Next thing you know, there will be people running around with miniature giant space hamsters... Why don't you just call them Boo and be done with it?
  7. Oggdude, Is there a way you can make overflow sheets? If you're character has too many talents (or some talents with long descriptions), they just go off the page, and it doesn't add to another page. Also, this issue seems to occur for the inventory and ship page. Thanks!
  8. Oggy, I think this sounds promising! In fact, you might even be able to compile all user modifications into one file (or possibly directory would be better, MyData), or something like that. That we we can group our homebrew content (or say Age of Rebellion content) all in one file/directory, and just have the definitions for the things you have modified in that file/directory. However, I forsee one problem. If you flag everything that you have defined as unchangeable, then descriptions wouldn't be changed, and it kind of defeats the purpose of modifying the files. I think if you just load your baseline data first at templates, then you can flag anything in the MyData files to overwrite anything different from the templates. What I meant was that main data files would never be modified or touched. Any changes made, including changes to existing data, would be saved to your custom area (which will be called "DataCustom") and merged over the main data. If this custom data is deleted, it'll revert back to the original main data. As an example, say you edit the damage done by a Vibro-sword (+2 is too wussy for you, you think it should be +5). That item will be stored in DataCustom\Weapons.xml. Before, if you clicked on Vibro-sword in the list, you'd be able to Modify it, but not Remove it. Now when you click on it, Remove will be available. If you click on Remove, when the list refreshes, Vibro-sword will still be there, but the damage will revert to what's in the stock data files. Did that make sense? Oggy, i like the idea of immutabke base data. However, for the MyData implementation, I think it would be easier to do items and stuff by giving them a subtype. For example, I make a new blaster pistol. Now I want to add an attachment. Turns out I can't because there are no attachments allowed for USER0001. If you allow items or other data types to inherit the attributes of their parents, then all you would need to save in the custom file are the custom data changes. Everything else would be inherited from the parent. That way any changes or bug fixes to main item would be preserved, and you wouldn't run into compatibility issues with attachments and other mechanics that depend on certain type requirements. Does this make sense?
  9. That's right, this was the original post, the consensus there was some tweaking was needed. http://community.fantasyflightgames.com/index.php?/topic/91162-commando-talent-tree/
  10. Oggy, I think this sounds promising! In fact, you might even be able to compile all user modifications into one file (or possibly directory would be better, MyData), or something like that. That we we can group our homebrew content (or say Age of Rebellion content) all in one file/directory, and just have the definitions for the things you have modified in that file/directory. However, I forsee one problem. If you flag everything that you have defined as unchangeable, then descriptions wouldn't be changed, and it kind of defeats the purpose of modifying the files. I think if you just load your baseline data first at templates, then you can flag anything in the MyData files to overwrite anything different from the templates.
  11. Oh, yes we would, but it would be of a different tone. Why should a human on the fringe be able to get that extra 10 XP that the human of the Rebellion can't? And why can they convert 10 XP into extra cash? Noting that Humans can generate any of the following stat arrays 120 XP: 5,2,2,2,2,2 (6) 120 XP: 3,3,3,3,2,2 (15) 110 XP: 4,3,2,2,2,2 (30) 90 XP: 3,3,3,2,2,2 (10) 70 XP: 4,2,2,2,2,2 (6) 60 XP: 3,3,2,2,2,2 (15) 30 XP: 3,2,2,2,2,2 (6) 0 XP: 2,2,2,2,2,2 (1) The parenthesized number is the number of permutations. Red indicates only Edge characters, not AoR ones. 21 different attribute permutations gone of 88; without the 10 extra XP available, AoR characters are significantly LESS diverse. They also can't get to attribute 5 without going the Dedication Talent route. It is a compatibility issue, because it means the attribute scaling is inherently different. Perhaps PC's could start in a "Duty Hole" - allow them to start with a negative duty; they don't get an extry on the duty table, and their first 10 points don't get them onto it. (For what it's worth, almost every one of my players took the extra obligation in Edge for the extra 10 points; the one who didn't was a non-human who was unable to get an extra attribute point out of it. I've had, by the way, 12 players between two edge campaigns, plus 3 one-shot players - and only one didn't opt for the extra XP; 2 of the players used the extra XP for extra cash, one in order to buy a bowcaster) In a combined game, if duty and obligation both exist for the same character, it's a non-issue. In a combined game where they don't stack, the Obligation characters can be long term better by at least 25 XP worth simply by taking the extra 10 XP for either 4x3s, or having a 5 stat. ANd they're better out the gate. We don't know which it's going to be for combined games yet. Attributes are WAY too important to ignore. I think post very aptly summarizes the issue I was trying to bring to light with the Duty Mechanics. One cannot access the set of 4 threes attribute, or the 5 attribute with a human. To me it seems arbitrarily limiting when precedent set by EotE says these characters exist at the start. I did bring this to light because it is a BETA and because I think its something that should be considered by the developers of the game. I STRONGLY disagree with the opinion that an extra 10 XP at starting doesn't make a difference, and this analysis of the possible attribute buys effectively makes that point. Also, this should have nothing to do with Obligation, since we are trying to balance Duty in the absence of having obligation, so I don't find that is an effective counter to this quandry. All of the points made in response to this point about saying, that you can get XP and Credits and equipment and the like after you start playing discount the fact that attributes cannot be raised beyond character creation except through dedication. It seems like for a person who WANTS to make the character concept with all the attributes and none of the training that they could make in EotE, they cannot make in AoR unless their GM is merciful and grants them extra experience at the start. There are a lot of people out there who really like to play the numbers game when making characters. I admit to being one, and a lot of the fun I have with these games is to try and figure out how the numbers match my character concept.
  12. However they decide to write this power, I think it would go a long way for them to give several examples of the intended usage of the Force Power. As written, it is very powerful, and possibly game breaking. I can see a wide variety of objections to the force power, and while a GOOD GM could probably handle most uses, it has strong possibility to be abused. I would probably want more bang for my buck on the initiate side of the tree. Sense gives you two upgrades against people to hit you! And its one of the only ways to do this without suffering strain. The way the Forsee mechanic currently works with the initiative and extra maneuvers, I kind of see the Forsee Power being used as the Jedi Battle Meditation in this sense. So maybe flavoring some of the tree in this way would be pretty cool.
  13. Right! Obligation is for a completely separate game. The developers have explicitly stated that the game should be playtested in its own right, without EotE. They are trying to make this a stand alone product. From that perspective, I think having the 110 XP +10 optional XP benchmark set by EotE for humans is a really reasonable thing to measure up against. Also, for all of the folks that really like leveling up, any chance to increase their experience is kind a cool and attractive feature. One is not giving away XP, you're setting the bar for starting characters. They already set a bar in EotE, I think there should be the option for these statistics to be equivalent. A priori, I can't imagine that characters from Age of Rebellion would be inherently weaker than Edge of the Empire characters. It just doesn't make sense to me. You could make an EotE Hired gun that would be a better soldier than the actual AoR Soldier. On a related note, I can't imagine any character I make (or any of the people I play with) where I (or they) would purchase Duty. I don't think you get enough out of the 1 to 1 mechanic. A 5% chance of getting extra wound threshold isn't as valuable as switching a green to a yellow for that extra 8% chance of a triumph (and better probabilities for everything else!). Especially given how valuable of a resource XP is when making your character. Maybe if they increased the value you get for purchasing Duty. I might spend experience to start out with contribution rank one, as that's basically saying, yup I'm a trusted rebel member. But, I don't think spending to get 5 Duty is really worth the 5 XP cost. Also, Duty isn't entirely a good thing. After all, you get higher and higher on the Empire's wanted list... Which kind of makes Duty and contribution rank a level tracking system. So if you spend XP to make yourself a higher "level", then you will be less prepared to take on that squad of Stormies that oppose your Rebel cell, or the Emperor's Hand looking for the Jedi Emergent..
  14. That's not all that different from them all starting with obligation 10 (5 base, and 5 extra for each player) and having a 50% change of it triggering also? It will get reset as soon as they reach the 1st contribution level anyways, if they all earned 10 duty for their first mission for being awesome, then they're back to square 1. Technically they can all start with a duty of 50 by putting 10 xp in by RAW. Its just like having a 10 XP bonus starting. If you want to slow down that creep, then you could scale by the number of players in the game.
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