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About Dakkar98

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  • Birthday 01/27/1972

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    Middletown, MD USA

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  1. Oggdude, I've noticed a couple of issues with the crafting. When you use 2 Triumphs to duplicate a droid you crafted, the program only adds one to the companion screen, not 2 or more. Sure, you can just copy it and rename it. But, the option to give you a gear version of the item (that you can then sell) also only gives you one regardless of how many you actually created. The value of integrated attachments should add to the sale value of an item you create. Just because you don't have to pay for the integrated attachment doesn't mean that the attachment doesn't add to the value of the item. Crafted items and droids should show a material cost (which can be reduced with the Efficient Construction) separate from it's price (actual value). Its price should not be modified by efficient construction and should include any integrated attachments. In Cyphers and Masks, Reflec Adaptive skin has an option for 2 add 1 boost to all stealth checks, in the program it is 2 add 2 boost to all stealth checks. Also, there is no way to equip armor or armor implants to companion droids.
  2. I have corrected the issue on my machine. I copied and pasted everything that I had typed up to a word file (which also allowed me to spell check it). Then, I manually deleted everything from the skill descriptions in all my data files (default and custom data). I typed "test" under astrogation in the default folder to see if it would appear. Saved it and checked, nothing appeared. I then did the same thing under under one of my custom folders, and it showed up. So, summary of issue is that descriptions for the Skills that are put in the Default folder do not show up for some reason. If you leave the default folder unchanged and put it in a custom folder they will show up.
  3. I have this same issue. The descriptions worked for a while. When Age of Rebellion added in Knowledge (Warfare), OCD me expanded on the descriptions a friend had typed in for all the other skills. After that, the descriptions stopped working for all but 8 of the skills. Someone suggested exporting or backing up the dataset, deleting and reinstalling the program, then re-importing the data set. I am paranoid to do such things as one of my users (possibly me), keeps wiping out swaths of data that we have input over the years.
  4. My gaming group just broke 1500 XP, and they are still going strong.
  5. The Base Guard Shoto Hilt gets the following on it's base line without having to spend advantages or triumphs. Guard Shoto Encumbrance 1, HP 3, price 700, rarity 7, Defensive 1, Deflection 2, Unwieldy 4. The Base Temple Guard Hilt gets the following on it's base line without having to spend advantages or triumphs. Temple Guard Lightsaber Pike Encumbrance 2, HP 4, price 2,000, rarity 9, Defensive 1, Linked 1, Stun 4, Unwieldy 3. None of the base templates match either of those. Cal Alsen Beyond the Rim page 26 and Liers Ossnan Beyond the Rim page 70 (doesn't have specific stats but is still a named NPC). The racers in the Jewel of Yavin are Detailed on pages 45-47. You covered some of them but not all.
  6. I wanted to re-post this, because it appeared to get lost without being addressed.
  7. Hey Oggy, GM Grants for Specializations appear to have been broken in the latest release. My gaming group and I noticed a few things that seem to have been overlooked in previous releases. The lightsaber crafting templates from Keeping the Peace for the Temple Guard Lightsaber Pike and the Guard Shoto. From Beyond the Rim, there where two ISB Supervisors, Cal Alsen and Liers Ossnan. You only included one of them in the adversaries in the GM Tools From The Jewel of Yavin, some of the racers were missing from the list of adversaries in the GM Tools. Really loving the vehicle crafting, but I think that if you are customizing an existing craft that it should include the original value of the craft in the total. If you pay 30,000 credits for a cloud car and pay additional credits to rebuild the engines and the hull, its final value should be higher than the original, not less. Looking forward to the next release and eventually what you mentioned below. Thanks, and keep up the great work!
  8. A good answer for your question is provided in the adventure itself on page 27: I am currently running this adventure for my gaming group (currently running about 1200 XP apiece). They also managed to "steal" the Deep Dark. The group's Jedi ended up snatching it out of the air with Move and slamming it into the ground, nearly destroying it. They also killed all of the Yiyar Clan on Gholganna when they tried to abduct Cratala and took the Nightflyer. Between their own ship, The Valiant Endeavor, and the two captured ships, they were able to transport all of the remaining survivors with them to Raxis Prime. However, due to another obligation trigger, before they left Gholganna, they had to make a trip across the river to capture a Black Nexu to deliver to a blackmailer of one of the members of the group for his "collection". While they were off in the jungle the ISB Supervisor, Liers Ossnan, took steps to be ready to stow away on one of the ships before the journey to Raxis Prime. He succeeded and upon arrival to Raxis Prime set about letting the Imperials know about the location of scrap heap point. In the aftermath of the battle with the Yiyar Clan, he managed to convince the survivors that Reom had told him to get them aboard the Imperial ship for the get away. Fortunately, one of the party made him and stopped him from taking the survivors directly to the Imperials. In a surprising move, the Jedi beheaded him. We left off at take off from Raxis Prime. Our next episode will begin with the space battle to get away from Raxis Prime. The group has ties to the Rebellion, so their plan is to turn over the Deep Dark and all the other captured Imperial gear (speeder bikes, Scout Trooper Armor, weapons, etc) to the Rebellion. They will probably sell the Nightflyer. The group currently has the following things going against them: 1. Cal Alsen successfully place an ISB tracking device on the Valiant Endeavor (up in the landing gear), something the party has speculated about, but have not searched for or found. 2. Liers Ossnan did the same thing to the Nightflyer on Gholganna. He also positively identified both ships. On Raxis Prime, he determined that Reom was making a deal with the survivors of the Sa Nalaor. He has prepared a hyperspace message pod to launch once the Deep Dark left Raxis Prime's atmosphere. Not sure if that should happen automatically or not. I was thinking of having it launch and giving the the PCs a limited number of rounds to blow it up before it jumps to hyperspace (all while fending off Tie Fighters and the two System Patrol Craft). If the pod manages to jump to hyperspace, The ISB will be able to identify the owner of the Valiant Endeavor. They will also begin looking for Reom to find the survivors.
  9. Ok, Cool. Any idea when the official version will be released?
  10. I only tried crafting a speederbike to test it out, but I did find some issuses with either the interpretation of the RAW or the programming's translastion of them. Under Frames: It should really only let you choose either Larger Scope or Elegant Design. It will let you add both. Under Frames: The Modifiable option should specify (to a minimum Easy [DI]). Under Frames: It will let you add both of the Integrated Improvements, and in my opinion I think that is was supposed to be worded "Decrease Crew by half, rounded up, or Increase Passengers by half, rounded up". Under Engines: I added the single ion coil engine to a speeder bike. The speed started at 1, the program should not have let me increase the Enhanced Output more than 4 times, it never stopped letting me click it. It did stop increasing the actual speed when it hit 7 (instead of the cap of 5). From page 78 "Maximum Speed by Silhouette", a silhouette 2 vehicle or starship has a maximum speed should cap of 5. Under Engines: I added the Ion Drive Array engine to a silhouette 4 freighter. The speed started at 4, the program should not have let me increase the Enhanced Output at all, it never stopped letting me click it. It did stop increasing the actual speed when it hit 10 (instead of the cap of 4). From page 78 "Maximum Speed by Silhouette", a silhouette 4 vehicle or starship has a maximum speed of 4. Under Engines: Single Ion Coil is listed and Single Ion Core. Under Engines: It will let you add both of the Enhanced Power to Deflectors options. Under Engines: The Easy to Repair option should specify (to a minimum Simple [-]). Under Engines: There are no hyperdrive options. Under Hulls: Both of the Cargo Pods options are only increasing the craft's encumbrance threshold by the proper amount once. Choosing this option additional times does not continue to increase the craft's encumbrance threshold. Under Hulls: The Maneuvering Fins option also never stopped letting me click it, instead of stopping me at 3 clicks of the button. It did stop increasing the actual increase to maneuverability at +3 over where it began, which is correct. Under Hulls: The Integrated System option should not have a cap to how many times it can be added, but it only let me click it once, and then when I went to choose the 1 attachment it would allow me to add, it told me "You cannot add any more attachments to this item". Under Hulls: The Too Tough to Hurt option should only be allowed once. it is not and it's description once added continues to the Advantage needed to activate a critical hit. Under Frames, Engines, and Hulls: The Schematic options should all specify (to a minimum Simple [-]). After Assembly: When you go into the attachments for the engine and the hull. any modifications that you make will not save when you finish. I'll let you know if I come across anything else. I didn't see the "Reverse Engineered" attachment you said you added. I am assuming that you meant the you added it in for the final versionand not the pre-release version Thanks Oggy!!!
  11. Did you add "Reverse Engineering" in the pre-release version or are you adding it to the full version? Because I don't see it in the pre-release version.
  12. Hey OggDude! Awesome to see you back! I haven't looked at it yet, but have you implemented the following new features? The Battle Scars from Forged in Battle. Adding a single Hard Point to an item, vehicle, or ship by selecting Reverse Engineering when rolling a Triumph while performing a engineering focused skill check on it (Fully Operational, page 71). For this one I was going to try to make a 0 HP attachment applicable once to anything in the equipment section, that would add a hard point and call it simply, "Reverse Engineered". Now that we can create attachments again, I will have to try it out until you implement it.
  13. I used it as a non-beginner adventure. It required a little tweaking to keep it challenging. For our campaign, we ran all of the beginner adventures without using the pre-generated characters. We did the adventures in the following order: Escape from Mos Shuta Long Arm of the Hutt Take over at Whisper Base Operation Shadowpoint Under a Black Sun Mountaintop Rescue Lure of the Lost
  14. I'm Having trouble adding an item attachment. Every time I click Add it gives me the following error. I have tried clearing the cache and that did nothing. I also added the Conjure Force Power, but it does not show up far any of the test Force users I tried to have purchase it. Thoughts anyone? Any help would be appreciated. Thanks, Dakkar98 I can't remember how to do a spoiler tag, or I would post the Just In Time Debugging list.
  15. I have been running a super campaign! It has been going great. We all work full time, so I am trying to use as many of the published adventures as I can. My group is 6-7 players as well: 4 Edge Characters, 1 Force User, 1 (sometimes 2) Rebels. My gaming group: Female Human Ace: Pilot/Hot Shot/Rigger (My Wife) Twi'lek Female Technician: Slicer/Analyst/Cyber Tech (My Niece) Male Verpine Outlaw Tech/Mechanic/Modder/Droid Tech (My Eldest Son) Male Human Gun Slinger/Instructor/Charmer/Gambler (My Nephew-in-law) Male Human Bounty Hunter: Martial Artist/Force Sensitive Emergent/Sentry (My best Friend) Male Human Soldier: Medic/Doctor/Quarter Master/Entrepreneur (Me) Male Chiss Soldier: Sharpshooter/Assassin (Another good friend who has been out of the action for a while, but still in the story line. Hoping the he will return soon) I sat down and looked at almost every published adventure (still looking at the ones published since we began) and found a way to tie each one character or another's back story. At the end of each gaming session, I roll under each of the three background mechanics to determine what gets incorporated to the next gaming session. If we are between adventures that roll determines which adventure we will be starting next. If we are in the middle of an adventure, the person that comes up simply feels the effects of their particular background mechanic. Obligation roll comes up, thoughts or messages about that Obligation cause them stress and triggering the Strain Threshold reduction. Duty roll comes up, an opportunity to meet that duty present itself, tempting the character to pick a fight with/steal something from/kidnap Imperials while in the middle of something else. We started with the Edge Boxed set "Escape from Mos Shuuta" as our First Adventure and continued on with the web supplement "Long Arm of the Hutt". Stealing the Ship and Delivering it settled part of the Pilot's debt obligation and got her own ship out of hock. When we finished them, the Obligation roll came up nothing, so the Rebel character suggested they do a job for the Rebellion. This lead the party into the Rebellion Boxed Set "Takeover at Whisper Base", we then followed that with the web supplement "Operation Shadow Point". After this most every character took a Duty to represent what their character wanted to contribute to the rebellion. After we finished them, the obligation roll came up with the Twi'lek Slicer's Debt obligation and triggered the Adventure "Under a Black Sun". This adventure ended with an Antagonist Obligation linked to the party, rather than any individual character. Next the Force User's Mentor was abducted, triggering the Force and Destiny Boxed set "Mountain Top Rescue" Between "Mountaintop Rescue" and the "Lure of the Lost" web supplement, the party did Lessons from the Past. Back to "Lure of the Lost". Surprise twist at the end, I made the Dark Jedi the Force User's lost father. The Verpine's Blackmail debt triggered the beginning of the "Beyond the Rim". On the way to begin "Beyond the Rim", the Soldier was asked to check on increased Imperial activity on Phemis triggering "Hidden Depths". Following "Hidden Depths", we are back on track for "Beyond the Rim", which we are currently in the middle of. We are currently on Cholghanna. the Force User's Blackmail obligation triggered and the man who could expose his secret to the Empire has instructed him to capture one of the planet's elusive Black Nexu alive for his "Collection". Other Adventures tied to Obligations that are waiting to be triggered: "Crates of Kryats" and "Jewel of Yavin" is tied to the Force User's Blackmail Obligation. "Trouble Brewing" is tied the Twi'leks Favor Obligation. The gunslinger has took the "Bad reputation" Obligation that I could tie to just about any other adventure if I try hard enough. I plan to run the Rebellion missions in the suggested order when we are between "Edge" adventures and no Obligations happen to come up. We have a lot of fun with it. We have gaming sessions planned for the next 2 Sundays. I am hoping to get through the Black Nexu Hunt, then hopefully get to Raxus Prime tomorrow, and then hopefully complete Raxus Prime on Memorial Day weekend. We'll see how far we get tomorrow. Good Luck and Happy Gaming!
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