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Raiger

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  1. Like
    Raiger reacted to KRKappel in New article is up for Disciples of Harmony   
    What good is this gig if I can't troll the forums a wee bit?
  2. Like
    Raiger reacted to OggDude in Another Character Generator   
    It'll be in the next release.  Speaking of which, I finally added all the adversaries and encounters for FLT (there was a bunch of them; took forever).  I just need to add changes to the main data, do a couple of more ship images and silhouettes, and send everything through the translator one more time.  Then, I think it'll be ready.  Maybe by Monday, I'm hoping.
  3. Like
    Raiger reacted to TheMOELANDER in Fully Operational - Engineer Source book Announced   
    I have a Medidroid in my group as well, a Medical Combat unit, model 0Y
    Put the bold letters together and groan with me.
  4. Like
    Raiger reacted to OggDude in Another Character Generator   
    Sorry if I've been sort of erratically answering days-old questions, but in the limited time I have to update the generator, I've been going through posts from about 3 or 4 pages back and checking on bugs.  Some are easy to fix, others take time, so I answer them as I fix them.  So I may have been sounding a little laggy
    Here's what I have fixed so far for the next version.  I haven't started Friends like These yet, however.  If anyone has entered the adversaries and encounters for it already, it would be great if you can sent them to me.  It would save me a lot of time and hasten the next release
    Forgot to fix the spelling for "Devastation" in a few place in ability nodes.  This has been fixed. In the Data Editor, when adding a custom skill, changing the source would cause an exception.  This has been fixed. In Item Attachments, when choosing a vehicle attachment that increases a defense zone, all such mods would be combined into a single selection.  You may now, once again, make individual selections for each mod. The Holocron of Outer Rim and  Piloting Space had the wrong price.  It is now 100,000. Suljo Warde's Holocron also had an incorrect price.  It, too, has been fixed. Added the holocron found on the "Sanctuary" from the "Lessons from the Past" adventure in the back of the Force and Destiny Core Rulebook. In the Career pane, you could resize the columns of the career skill list.  You can no longer do this. Completely restructed the way printing is done.  It should take less memory and release all used system resources when finished. In Encounter sheets, gunner roster positions were not being displayed.  This was due to the new HTML processor being a lot more picky about structure than the old IE-based web control.  The HTML has been cleaned up and gunner positions are now, once again, being displayed. In Groups, base inventory did not support crafted items.  This caused crafted items transferred to the base to disappear.  This now works properly. In the Equipment pane of the generator, you may now transfer equipment to and from other characters that are in groups that your character belongs to. In the Morality pane, when changing morality, the pair grid would lose track of which pair was selected.  This caused the notes section to disappear.  This should no longer happen. The Mk. III Modular Backpack increased encumbrance threshold by 3.  It is now properly set to 2. In the Adversary dialog, custom weapon qualities had a maximum value of 10.  This has been raised to 99. The Saber Throw (Improved) talent was incorrectly set to be an action.  It is now passive. The Menace talent was incorrectly set as a Force talent.  This has been fixed. Fixed a few issues with the "Two-Handed" Lightsaber craft effect. The Burly talent was lowering Cumbersome qualities, but not encumbrance.  It is now also lowering encumbrance. When changing the skin from the launcher, the change would not take affect until after the launcher was closed.  Skin changes will now take affect immediately.
     
  5. Like
    Raiger reacted to OggDude in Another Character Generator   
    There were a couple of issues here.  First, I had forgotten the encumbrance change value.  Second, DamageAdd has no effect with lightsabers; the DAMADD mod should have been added instead.  It's now doing what it's supposed to do.
  6. Like
    Raiger reacted to OggDude in Another Character Generator   
    10 was the max value for the up/down control in the grid.  No reason for the cap, I think it was just the default or something.  I raised it to 99.
  7. Like
    Raiger reacted to OggDude in Another Character Generator   
    Just tried all the Hidden Depths encounters, both on the 2.1.0.1 install and in my code, and they all work fine for me.  I didn't touch anything with encounters, other than change the way I do settings.
  8. Like
    Raiger reacted to SilindeT in Another Character Generator   
    Oggdude, mine is a clean installation,  Cleared cache. I've only tried with "The Confrontation", there are no adversaries listed in the encounter and printing it shows a blank page.
    I tried re-importing the adversaries first and then the encounters and now it prints fine.  I think before I did it in reverse order (I can't remember now.)
  9. Like
    Raiger reacted to OggDude in Another Character Generator   
    There was a bug in crit calculation for 0 crit items.  This came about because of the changes for Iron Body.  It should be fixed now.
  10. Like
    Raiger reacted to OggDude in Another Character Generator   
    I had forgotten both Repulsor-Assisted Lifting and Tracking System.  This was because I got sidetracked on micro-rockets, then forgot to to continue from where I left off.  As for the other ones, they're in there.  See if you turned off "Lead by Example" in Options.
    Incidentally, for the lifting attachment... if you're curious as to why they worded the base mod as "Add 5 to wearer's Brawn score for the purposes of determining Encumbrance", rather than the much clearer "Add 5 to Encumbrance Threshold,"  there is a subtle difference:  if you're encumbered by more than your Brawn, you lose your free maneuver.  By wording it the way they did, it allows you to be more over-encumbered before losing your maneuver.  In other words, a Brawn 2 character loses their free maneuver when they're 2+ over their threshold, no matter how much their threshold has been increased.  With this mod, the same Brawn 2 character would have to be encumbered by 7+ before he'd lose his free maneuver.
  11. Like
    Raiger reacted to Absol197 in Trends, Statistics, and Predictions!   
    Okay!  I am return-ed!  I shall update my charts tomorrow morning with Ghosts of Dathomir's and Disciples of Harmony's new status and give updated predictions, and generally act as an obsessive data-monger again!
    Cheers  !
  12. Like
    Raiger got a reaction from lupex in Another Character Generator   
    If you look next to the cost of the talent, there's an icon that looks like a play button - click on that to bring the options box up again. Also if you print the character sheet, on the page with XP earned, used, etc and the list of talents you've bought - the talent description will note what skill was selected.
  13. Like
    Raiger got a reaction from Randy G in Another Character Generator   
    If you look next to the cost of the talent, there's an icon that looks like a play button - click on that to bring the options box up again. Also if you print the character sheet, on the page with XP earned, used, etc and the list of talents you've bought - the talent description will note what skill was selected.
  14. Like
    Raiger reacted to Absol197 in Trends, Statistics, and Predictions!   
    Hey all! 
     
    I'm still a bit groggy in my recovery, but I wanted to let you know that I survived and should be back soonish.  Hopefully you're all doing well!  I'm glad to see that FFG has met my expectations and not announced or updated the status on anything since I left !
  15. Like
    Raiger reacted to OggDude in Another Character Generator   
    Keep 'em coming!  I'm done with Endless Vigil and just waiting to make any last minute fixes before doing the 2.0.1 release.
  16. Like
    Raiger reacted to Daeglan in Trends, Statistics, and Predictions!   
    A like means she was here yay! hope everything went well!
  17. Like
    Raiger reacted to OggDude in Another Character Generator   
    Next step... three source books (arg!)
    Release 2.0.0.4 Bug Fix
    There was an issue with the web install involving manifest files.  This should be taken care of. Another issue with web install was that Sql Server CE files were not being included, which caused an exception when the generator was run.  This should be taken care of. If you launched the character generator with no data (specifically, no characters), you'd get an exception in "CharShowInfo".  This will no longer happen. The Navigator specialization was missing Survival from its list of career skills.  This has been fixed. In the skills pane, the header of the skill grid was not the right size which caused some text to be partially obscured.  This has been fixed. In the Sources dialog, selecting or deselecting a source would cause an exception.  This has been fixed. In the Sources dialog, the "Core" cell was editable.  It is now properly read-only. The Bardottan species had "Aleena" in the description.  This has been fixed. The Farsight Force power was missing a connection between the bottom-row Mastery abiltiy and the Range ability to the right.  This has been fixed. When a new species was selected, the character was not being recalculated, so the change was not displayed.  This has been fixed. There were a few places in the generator where auto recalc had been turned off for the current character in order to save needless recalcs from happening.  However, it wasn't always turned back on properly.  This resulted in certain changes not being reflected in the character due to recalculations not being performed properly.  These situations should be fixed. There was an issue where the campaign setting for a character would be erased after the character was saved.  This will no longer happen. When printing a group sheet, character summaries all displayed "Test [Rival]".  This was because the summary control was being translated when it was loaded, which occurred after everything had already been set.  Translation now occurs before everything is set, so values are now what they should be. In the data editor, adding a sub-species to a species would give an error dialog that the key was missing.  It will no longer do this. In the Options dialog, clicking "Select None" caused an exception.  This no longer happens. Standardized the max number of items in combo box drop down lists based on the height of the display.
     
  18. Like
    Raiger reacted to OggDude in Another Character Generator   
    Well, I've updated the release notes, finished the documentation and FAQ and created PDFs for them, and just did a new round of updating the translation files.  These are things that I do right before a release...
    If I can get through tomorrow without doing any more tweaks, I'll do the release on Sunday.  Also, I've decided to make this one 2.0, since I've added so many things to it, and changed the appearance quite a bit with new fonts, etc.
    No promises, but look for 2.0 to be released on Sunday.
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