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FictionalDan

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  1. Like
    FictionalDan reacted to OggDude in Another Character Generator   
    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.
     
  2. Thanks
    FictionalDan reacted to OggDude in Another Character Generator   
    The pre-release for 2.3.1 is now available here.  Change history isn't as completed as other versions because I was kind of lax in keeping track of various tweaks and changes.  More was done than might meet the eye  
    Please give it a good test and let me know about any problems you find.  When I'm reasonably sure that no major problems exist, I'll do an official release (including a web install).
     
    Pre-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 misnammed 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. New Features/Enhancements:
    For crafting, added alchemical potions and talismans from "Unlimited Power".  This includes adding Force points to the pool.  Potions and talismans (and Force points) only show up in the Crafting dialog if the character has a Force rating. 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. 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.
  3. Like
    FictionalDan reacted to Yaccarus in Rise of the Separtist's release date?   
    This implies that Allies and Adversaries will actually come out.
  4. Like
    FictionalDan got a reaction from SavageBob in Complete FAD Career & Force Power Trees   
    Thanks SavageBob! This is exactly what I was looking for.
  5. Thanks
    FictionalDan reacted to SavageBob in Complete FAD Career & Force Power Trees   
    Not sure why Emsquared is antagonizing you. Here's the link (to the link): 
     
  6. Haha
    FictionalDan reacted to HappyDaze in Force Move Question   
    That means a minion group of six Imperial Pilots can all fit in the cockpit of a TIE fighter, right? That would make TIEs more deadly...
  7. Haha
    FictionalDan reacted to burninghoff in Your favorite scenery chewing characters   
    "by grabthar's hammer... what a savings"
  8. Like
    FictionalDan got a reaction from The Jabbawookie in Dual MC30 + Squads: Shrimp & Crits   
    Thanks for the feedback! I really like the idea of Hera ensuring I'll always have functional squads. I added her and Jan to a compliment of 3 x-wings.

    On the MC30's, I wanted to spread the survivability around because I typically fly my shrimps in pairs and don't want Admo to be the obvious points target. Here is the updated list:
      
    Shrimp & Crits 
    Author: Fictionaldan
    Faction: Rebel Alliance
    Points: 390/400  
    Commander: General Dodonna
    Assault Objective: Precision Strike
    Defense Objective: Hyperspace Assault
    Navigation Objective: Solar Corona
     
    MC30c Torpedo Frigate (63 points)
    -  Admonition  ( 8  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    = 80 total ship cost
     
    MC30c Torpedo Frigate (63 points)
    -  Lando Calrissian  ( 4  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    = 76 total ship cost
     
    CR90 Corvette A (44 points)
    -  Turbolaser Reroute Circuits  ( 7  points) 
    = 51 total ship cost
     
    GR-75 Medium Transports (18 points)
    -  Boosted Comms  ( 4  points) 
    -  Comms Net  ( 2  points) 
    = 24 total ship cost
     
    [ flagship ] CR90 Corvette A (44 points)
    -  General Dodonna  ( 20  points) 
    -  Jainas Light  ( 2  points) 
    -  Turbolaser Reroute Circuits  ( 7  points) 
    = 73 total ship cost
     
    1 Hera Syndulla ( 28 points) 
    3 X-Wing Squadrons ( 39 points) 
    1 Jan Ors ( 19 points) 
    = 86 total squadron cost
  9. Thanks
    FictionalDan reacted to The Jabbawookie in Dual MC30 + Squads: Shrimp & Crits   
    You don’t have the carriers to push 6 squads.  Hera or YT-2400s are good solutions to that (Rogue Squadron is solid too.)  If you stick with X-wings, Jan is a massive boost to survivability; it’s well worth downgrading Biggs or Wedge to fit her.  Fighter Ambush can be turned against an MFC like this one; converting to rogues helps, but Hyperspace Assault is probably a better call.  I’d put Admo and Lando together so you can feel safe about getting up in an ISD’s face for a turn, but it could be interesting to see how it works out as is.  When you have actual squads, comms net is always going to cost the GR75 something; either a round one nav/squad token or later, squad commands.  BCC is pricier, but has no painful opportunity cost and really helps the X-wings bomb reliably.  I wouldn’t hesitate to ditch XI7s for it.  Good luck!
  10. Like
    FictionalDan got a reaction from Ramix in Dual MC30 + Squads: Shrimp & Crits   
    Looking to create a high burst-damage list that can hit from long and close range. Wanting a sizable squad compliment with some flexibility to bomb if I'm playing a squad-less build. Looking forward to yall's feedback.

     
    Shrimp & Crits 
    Author: Fictionaldan
    Faction: Rebel Alliance
    Points: 399/400  
    Commander: General Dodonna
    Assault Objective: Precision Strike
    Defense Objective: Fighter Ambush
    Navigation Objective: Solar Corona
    MC30c Torpedo Frigate (63 points)
    -  Admonition  ( 8  points) 
    -  Ordnance Experts  ( 4  points) 
    -  X17 Turbolasers  ( 6  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    = 86 total ship cost
    MC30c Torpedo Frigate (63 points)
    -  Lando Calrissian  ( 4  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    = 76 total ship cost
    CR90 Corvette A (44 points)
    -  Turbolaser Reroute Circuits  ( 7  points) 
    = 51 total ship cost
    GR-75 Medium Transports (18 points)
    -  Boosted Comms  ( 4  points) 
    -  Comms Net  ( 2  points) 
    = 24 total ship cost
    [ flagship ] CR90 Corvette A (44 points)
    -  General Dodonna  ( 20  points) 
    -  Jainas Light  ( 2  points) 
    -  Turbolaser Reroute Circuits  ( 7  points) 
    = 73 total ship cost
    1 Wedge Antilles ( 19 points) 
    3 X-Wing Squadrons ( 39 points) 
    1 HWK-290 ( 12 points) 
    1 Biggs Darklighter ( 19 points) 
    = 89 total squadron cost

     
  11. Like
    FictionalDan reacted to DavenQuint in Flora and Fauna of Kashyyyk   
    I'd stay away from a Terentatek. They're not native to Kashyyyk and that one in KOTOR was a holdover from Sith experimentation.
     
    The fauna you would likely encounter on Kashyyyk
     
    Katarn (exceptionally deadly...even to experienced Wookiee hunters) Can-Cell (who doesn't want to ride a giant dragon fly?) Tach (Not dangerous) Blastail (Less deadly than a katarn, but dangerous nonetheless) Minstyngar (Could probably bash in some PC skulls...) Kashyyyk Slash Spider (Recommend holding down the trigger) Webweavers (What are you doing in the Shadowlands?) Anakkona (No need to bother running, you're now dinner) Kkekkrrg Rro (The biggest baddie likely to encounter; why are we on Kashyyyk again?)
  12. Like
    FictionalDan got a reaction from Tweedledope in Austin, TX Group   
    Hey Tweedle, I'm brand new to the system and looking to setup a group. I have some other super-new users in tow that would love an opportunity to learn.
  13. Like
    FictionalDan reacted to Admiral Theia in Dodonna's Shrimps   
    I think three activations is rough this day and age.  Maybe swap out some fighters and the ECM's for a transport or two?  I know fighters rule right now, but so does activations.  I'd say drop both ECM's and Hera, take two transports.  Heck, just swapping Hera for a single transport is almost a given.  You could even go big and give it EHBay, then swap out a YT for another E-Wing.  Just keep it close to the E-Wings.  Maybe a jamming field to keep the speed bump alive longer.
  14. Like
    FictionalDan reacted to durandal343 in Dodonna's Shrimps   
    One thing that pops up to me right away is the ECM on a ship with redundant tokens. 
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