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I am trying to "upgrade" a speeder weapon to a light repeating blaster like what's on the Z-74 but cannot for the life of me figure out how, if at all possible.  Can upgrade a light repeater to a vehicular weapon, but cannot upgrade a light repeater to a heavy repeater.

 

Also, it's not letting me remove a weapon outright, do disarm a vessel. 

It only allows vehicle weapons for upgrades.  I suppose I could add a check box to display non-vehicle heavy and gunnery weapons, but you'd get some weird choices.  And there wasn't any "remove weapon" rules, so I didn't put it in.

 

From what it sounds like, you should probably just create new version of the speeder with your new specifications.

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I am trying to "upgrade" a speeder weapon to a light repeating blaster like what's on the Z-74 but cannot for the life of me figure out how, if at all possible.  Can upgrade a light repeater to a vehicular weapon, but cannot upgrade a light repeater to a heavy repeater.

 

Also, it's not letting me remove a weapon outright, do disarm a vessel. 

It only allows vehicle weapons for upgrades.  I suppose I could add a check box to display non-vehicle heavy and gunnery weapons, but you'd get some weird choices.  And there wasn't any "remove weapon" rules, so I didn't put it in.

 

From what it sounds like, you should probably just create new version of the speeder with your new specifications.

 

Fair enough.  Since you can add weapons as attachments (HP) and you can add or remove attachments (mentioned in passing in the books, but specifically addressed in Special Modifications now), I always figured you could remove weapons to add back HP.  No biggie, just  a bit more to add to my personal data set then.

 

Thanks for the quick reply, and thanks for a great tool.

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* Adding the Strength Enhancement armor attachment increases the Cybernetics limit.

 

* Vehicles with 0 HP (J-type, etc) will not allow 0 HP attachments to be installed.

 

* Program allows Tinkerer to add a HP to a Jet Pack. No attachments can be purchased after in neither the gear section (as none would make sense) nor the vehicle section.

 

* Model 2 Wrist Mount allows a second weapon to be equipped in the same hand, however the program will not allow this.  Not a major deal since the stats can be printed by checking carry, however, thought you'd like to know.

 

* Under the attachments for lightsaber handles it has both Superior Hilt Personalization and Superior Weapon Customization available to be added.

  1. There's no definitive answer that I'm aware of as to what sources of strength effects the limit, so until I hear otherwise, any source of strength will affect it.
  2. Yeah, it still uses the old logic.  I added new logic for equipment, which I need to apply to vehicles as well.
  3. Then don't tinker a jet pack :)  I purposely didn't make the generator too hand-holdy to give it more flexibility.  And technically, there's nothing wrong with adding a HP to something that can't benefit from it.
  4. Equipping a weapon is mainly for receiving quality/mod benefits from it.  Just make sure that "Show" is checked if you want to display it on the first page of the character sheet.  If you want to use two weapons at the same time, then create a Two Weapon set.
  5. Yes it does :)  Personally, I think having a separate Superior attachment just for lightsabers is redundant, Just don't put both of them on.  Even if you did, you'd only get the effects of Superior added once.

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* Adding the Strength Enhancement armor attachment increases the Cybernetics limit.

 

* Vehicles with 0 HP (J-type, etc) will not allow 0 HP attachments to be installed.

 

* Program allows Tinkerer to add a HP to a Jet Pack. No attachments can be purchased after in neither the gear section (as none would make sense) nor the vehicle section.

 

* Model 2 Wrist Mount allows a second weapon to be equipped in the same hand, however the program will not allow this.  Not a major deal since the stats can be printed by checking carry, however, thought you'd like to know.

 

* Under the attachments for lightsaber handles it has both Superior Hilt Personalization and Superior Weapon Customization available to be added.

  1. There's no definitive answer that I'm aware of as to what sources of strength effects the limit, so until I hear otherwise, any source of strength will affect it.
  2. Yeah, it still uses the old logic.  I added new logic for equipment, which I need to apply to vehicles as well.
  3. Then don't tinker a jet pack :)  I purposely didn't make the generator too hand-holdy to give it more flexibility.  And technically, there's nothing wrong with adding a HP to something that can't benefit from it.
  4. Equipping a weapon is mainly for receiving quality/mod benefits from it.  Just make sure that "Show" is checked if you want to display it on the first page of the character sheet.  If you want to use two weapons at the same time, then create a Two Weapon set.
  5. Yes it does :)  Personally, I think having a separate Superior attachment just for lightsabers is redundant, Just don't put both of them on.  Even if you did, you'd only get the effects of Superior added once.

 

Thanks for the reply, again.

 

1. Understandable, until it says it cannot be done, allow it and just don't do it. :unsure: However, using your logic, adding cybernetic limbs that increase Brawn should allow you to also increase your cybernetic limit, therefore, in effect, being 'free' slots.  Also, the Arakyd "Battlement" armor from Dangerous Covenants adds +1 to Brawn, but specifically states it does not increase Soak nor Wound Threshold, I would assume it also shouldn't increase Cyber capacity, but I will just keep an eye on things until a definitive answer is presented and updated.  :)

 

2. Then I eagerly await the new logic enhancement. :D

 

3. Nothing wrong at all, a little wasteful, but not wrong on the slightest. ;)

 

4. That's what I've been doing, however I was unsure if it was a bug or not, so, there we are. Will have to try the Two Weapon set idea. :)

 

5. lol. Very redundant. ;)

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I never said allowing all Brawn to affect cybernetics limit necessarily made sense :)  But technically, the CRB just says "Each character may only purchase and install a number of cybernetic enhancements and replacements equal to his Brawn rating."  And I try not to second-guess the RAW.

 

This would make a good dev question.

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Hi OggDude!

I have been going through and working on a couple of things for my game and I came across a couple of things that may need attention (unless its user error :P).

 

First thing, and this is more of a request than a problem. In the editor for starships, you have the option to install attachments as part of the build as if they were part of the ship already. Is it possible to do this for armor as well?

 

Second: I noticed that with the armor building templates, a person cannot use the Jury Rigged talent on these armor.

 

Number three: The GM created a Jedi Talisman that offers the following to a person wearing it: 

Features: 1 Innate Talent (Enduring) Mod, Quality (Cortosis) Mod, 1 Quality (Deflection 1) Mod.

The problem is, she was trying to give the player extra armor without them having to remove their old armor. While the enduring talent works just fine, the defensive quality is not showing up when worn.

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Hi OggDude!

I have been going through and working on a couple of things for my game and I came across a couple of things that may need attention (unless its user error :P).

 

First thing, and this is more of a request than a problem. In the editor for starships, you have the option to install attachments as part of the build as if they were part of the ship already. Is it possible to do this for armor as well?

 

Second: I noticed that with the armor building templates, a person cannot use the Jury Rigged talent on these armor.

 

Number three: The GM created a Jedi Talisman that offers the following to a person wearing it: 

Features: 1 Innate Talent (Enduring) Mod, Quality (Cortosis) Mod, 1 Quality (Deflection 1) Mod.

The problem is, she was trying to give the player extra armor without them having to remove their old armor. While the enduring talent works just fine, the defensive quality is not showing up when worn.

  1. Eventually, I'll get around to having built-in attachments with equipment.  For now, it's a vehicle-only feature.
  2. I just added a "Customizable Armor" template and was able to apply the Jury Rigged talent attachment to it without a problem.  You may already be using Jury Rigged on some other piece of armor.  If so, remove it from that armor and you'll be able to apply it to a template.
  3. Defense does not stack.  Only one piece of equipped gear at a time can contribute to defense.  So if you already have a Ranged Defense of 1 or more from some other piece of gear, the talisman will not be used.

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Hi OggDude!

I have been going through and working on a couple of things for my game and I came across a couple of things that may need attention (unless its user error :P).

 

First thing, and this is more of a request than a problem. In the editor for starships, you have the option to install attachments as part of the build as if they were part of the ship already. Is it possible to do this for armor as well?

 

Second: I noticed that with the armor building templates, a person cannot use the Jury Rigged talent on these armor.

 

Number three: The GM created a Jedi Talisman that offers the following to a person wearing it: 

Features: 1 Innate Talent (Enduring) Mod, Quality (Cortosis) Mod, 1 Quality (Deflection 1) Mod.

The problem is, she was trying to give the player extra armor without them having to remove their old armor. While the enduring talent works just fine, the defensive quality is not showing up when worn.

  1. Eventually, I'll get around to having built-in attachments with equipment.  For now, it's a vehicle-only feature.
  2. I just added a "Customizable Armor" template and was able to apply the Jury Rigged talent attachment to it without a problem.  You may already be using Jury Rigged on some other piece of armor.  If so, remove it from that armor and you'll be able to apply it to a template.
  3. Defense does not stack.  Only one piece of equipped gear at a time can contribute to defense.  So if you already have a Ranged Defense of 1 or more from some other piece of gear, the talisman will not be used.

 

Cool! Thank you so much!

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I was wondering with the recent release of EotE Special Modifications we see the Biofeedback Regulator which has a 0 implant cost and increases the implant capacity of the recipient by 2.

 

Is there a way to implement this currently that I am missing in the Data Editor?

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Oggy,

Certain attachments are not appearing in the available list any longer for ANY armor.

Thermal Shielding System, and Heating System.

There may be more than those two, but those two are definitely missing on my list of what is available (they are in the DE as DescOnly).

 

Eagerly looking forward to seeing "Special Modifications" added in!

 

Thanks Oggy!

 

 

Those attachments work with any armor that is sealed, of which I counted seven different pieces.  So you can't put thermal shielding on armored clothing :)

 

 

I am running version 1.6.3.0

Laminate Armor, by default, is listed as sealable, but not sealed.

Thermal Shielding System, by default, is listed as available for sealed armors only.

Heating System, by default, is also listed as available for sealed armors only.

When you add Sealable from the Craft attachment makes the armor sealable, not sealed.

 

Do we need both the Sealed and Sealable categories?

 

Thanks!

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Oggy,

Certain attachments are not appearing in the available list any longer for ANY armor.

Thermal Shielding System, and Heating System.

There may be more than those two, but those two are definitely missing on my list of what is available (they are in the DE as DescOnly).

 

Eagerly looking forward to seeing "Special Modifications" added in!

 

Thanks Oggy!

 

 

Those attachments work with any armor that is sealed, of which I counted seven different pieces.  So you can't put thermal shielding on armored clothing :)

 

 

I am running version 1.6.3.0

Laminate Armor, by default, is listed as sealable, but not sealed.

Thermal Shielding System, by default, is listed as available for sealed armors only.

Heating System, by default, is also listed as available for sealed armors only.

When you add Sealable from the Craft attachment makes the armor sealable, not sealed.

 

Do we need both the Sealed and Sealable categories?

 

Thanks!

 

I think I actually overlooked something.  The Craft attachment can make something "sealable", which allows the use of the "Vacuum Sealed" attachment.  However, I neglected to have "Vacuum Sealed" actually make the armor "sealed", which then allows for a bunch of other attachments to be used :)  I'll add that to the next release.

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Oggy,

Certain attachments are not appearing in the available list any longer for ANY armor.

Thermal Shielding System, and Heating System.

There may be more than those two, but those two are definitely missing on my list of what is available (they are in the DE as DescOnly).

 

Eagerly looking forward to seeing "Special Modifications" added in!

 

Thanks Oggy!

 

 

Those attachments work with any armor that is sealed, of which I counted seven different pieces.  So you can't put thermal shielding on armored clothing :)

 

 

I am running version 1.6.3.0

Laminate Armor, by default, is listed as sealable, but not sealed.

Thermal Shielding System, by default, is listed as available for sealed armors only.

Heating System, by default, is also listed as available for sealed armors only.

When you add Sealable from the Craft attachment makes the armor sealable, not sealed.

 

Do we need both the Sealed and Sealable categories?

 

Thanks!

 

I think I actually overlooked something.  The Craft attachment can make something "sealable", which allows the use of the "Vacuum Sealed" attachment.  However, I neglected to have "Vacuum Sealed" actually make the armor "sealed", which then allows for a bunch of other attachments to be used :)  I'll add that to the next release.

 

The Vacuum Seals upgrade is not required to add a Thermal Shielding System or a Heating System.

All three can be applied to any armor that is sealable.

Stormtroopers wear laminate armor, a sealable armor.

Snow Troopers wear laminate armor, a sealable armor, with a Heating System installed.

Sand Troopers wear laminate armor, a sealable armor, with a Thermal Shielding System installed.

 

Neither Sand Troopers nor Snow Troopers have Vacuum Seals as well.

 

So, again I would ask, do we need both the Sealed and Sealable categories?

Edited by Dakkar98

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SURPRISE!  (And no, this is not an April Fools joke :) )  Still haven't got Special Modifications, but Nexus of Power is included.  As always, give it about 15 minutes to update DropBox.

 

Release 1.6.3
 
New/Changed Data:
 
  • To support armor crafting found in "Keeping the Peace", the seven templates have been added as armor with the "Template" type.  An armor attachment called "Craft" has also been added which contains all possible uses of the crafting check.  To create a crafted piece of armor, add the appropriate template, add the "Craft" attachment, then select the various changes due to your crafting check result.  Once you have the armor created, it's a good idea to rename it to something more descriptive.

 

 

When using the Craft attachment, the cost of the item increases like a normal Modification.

 

Easy enough to work around by clicking Finish instead of Purchase, but the Price of the item in the stat window increases as well, which affects the sell price.

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Oh! New version, guess its time to go through the manual and figure out how to not lose my entered data xD (i know its in there just havent read it)

The installers do not touch your data folders. That's kept in a completely separate location than where the software is installed.

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Oggy,

Certain attachments are not appearing in the available list any longer for ANY armor.

Thermal Shielding System, and Heating System.

There may be more than those two, but those two are definitely missing on my list of what is available (they are in the DE as DescOnly).

 

Eagerly looking forward to seeing "Special Modifications" added in!

 

Thanks Oggy!

 

 

Those attachments work with any armor that is sealed, of which I counted seven different pieces.  So you can't put thermal shielding on armored clothing :)

 

 

I am running version 1.6.3.0

Laminate Armor, by default, is listed as sealable, but not sealed.

Thermal Shielding System, by default, is listed as available for sealed armors only.

Heating System, by default, is also listed as available for sealed armors only.

When you add Sealable from the Craft attachment makes the armor sealable, not sealed.

 

Do we need both the Sealed and Sealable categories?

 

Thanks!

 

I think I actually overlooked something.  The Craft attachment can make something "sealable", which allows the use of the "Vacuum Sealed" attachment.  However, I neglected to have "Vacuum Sealed" actually make the armor "sealed", which then allows for a bunch of other attachments to be used :)  I'll add that to the next release.

 

The Vacuum Seals upgrade is not required to add a Thermal Shielding System or a Heating System.

All three can be applied to any armor that is sealable.

Stormtroopers wear laminate armor, a sealable armor.

Snow Troopers wear laminate armor, a sealable armor, with a Heating System installed.

Sand Troopers wear laminate armor, a sealable armor, with a Thermal Shielding System installed.

 

Neither Sand Troopers nor Snow Troopers have Vacuum Seals as well.

 

So, again I would ask, do we need both the Sealed and Sealable categories?

 

I guess it depends on how you read it.  Does "sealable" mean that you can seal the suit, or does it mean that you can put the Thermal Shielding attachment on it in order to seal it?  I can make it either way.  Just having one feature is actually easier, I'd just have to rework some of the categories.

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SURPRISE!  (And no, this is not an April Fools joke :) )  Still haven't got Special Modifications, but Nexus of Power is included.  As always, give it about 15 minutes to update DropBox.

 

Release 1.6.3
 
New/Changed Data:
 
  • To support armor crafting found in "Keeping the Peace", the seven templates have been added as armor with the "Template" type.  An armor attachment called "Craft" has also been added which contains all possible uses of the crafting check.  To create a crafted piece of armor, add the appropriate template, add the "Craft" attachment, then select the various changes due to your crafting check result.  Once you have the armor created, it's a good idea to rename it to something more descriptive.

 

 

When using the Craft attachment, the cost of the item increases like a normal Modification.

 

Easy enough to work around by clicking Finish instead of Purchase, but the Price of the item in the stat window increases as well, which affects the sell price.

 

I'd have to rework the way off-priced mods work.  Right now, having a mod price of 0 means that you use the default (100 or 1000).  I probably should have made it -1, but it's difficult to go back now.

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1). But a 10 day a week starwars calendar with the ability to add planned adventures to the days and additional notes etc ... would be cool if posssible.

 

many thanks

 

Aluthin

 

Where did you get 10 day a week calendar?

Everything I have found on Star Wars Calendars say that they use 365 day years broken up into ten 35-day months that are seven 5-day weeks, with a festival week or two and a couple of festival days between certain months.

 

From the west end games D6 starwars which i played when i was younger...... But yep wookiepedia does list what you found, so is probably the one to go i will have to adapt lol

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From the west end games D6 starwars which i played when i was younger...... But yep wookiepedia does list what you found, so is probably the one to go i will have to adapt lol

standard calendar in WEG D6 system was the 5-day week in 35 days month + 3 festival week

in the guide to Tapan Sector they also named the months and festival weeks...

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Oggy,

Certain attachments are not appearing in the available list any longer for ANY armor.

Thermal Shielding System, and Heating System.

There may be more than those two, but those two are definitely missing on my list of what is available (they are in the DE as DescOnly).

 

Eagerly looking forward to seeing "Special Modifications" added in!

 

Thanks Oggy!

 

 

Those attachments work with any armor that is sealed, of which I counted seven different pieces.  So you can't put thermal shielding on armored clothing :)

 

 

I am running version 1.6.3.0

Laminate Armor, by default, is listed as sealable, but not sealed.

Thermal Shielding System, by default, is listed as available for sealed armors only.

Heating System, by default, is also listed as available for sealed armors only.

When you add Sealable from the Craft attachment makes the armor sealable, not sealed.

 

Do we need both the Sealed and Sealable categories?

 

Thanks!

 

I think I actually overlooked something.  The Craft attachment can make something "sealable", which allows the use of the "Vacuum Sealed" attachment.  However, I neglected to have "Vacuum Sealed" actually make the armor "sealed", which then allows for a bunch of other attachments to be used :)  I'll add that to the next release.

 

The Vacuum Seals upgrade is not required to add a Thermal Shielding System or a Heating System.

All three can be applied to any armor that is sealable.

Stormtroopers wear laminate armor, a sealable armor.

Snow Troopers wear laminate armor, a sealable armor, with a Heating System installed.

Sand Troopers wear laminate armor, a sealable armor, with a Thermal Shielding System installed.

 

Neither Sand Troopers nor Snow Troopers have Vacuum Seals as well.

 

So, again I would ask, do we need both the Sealed and Sealable categories?

 

I guess it depends on how you read it.  Does "sealable" mean that you can seal the suit, or does it mean that you can put the Thermal Shielding attachment on it in order to seal it?  I can make it either way.  Just having one feature is actually easier, I'd just have to rework some of the categories.

 

Just my two credits, but I think its fairly heavily implied that the suit needs to be vacuum sealed.  Stormtrooper armor as far as I know in the current canon is vacuum sealed. While it may not be detailed in the CRB profile, as a GM I'd treat it as such with the Vacuum Sealed rules on pg.195.  When I read "..and can be sealed" I take that to mean the actual armor can be sealed when the character needs it to be so.  So the PC might take his helmet off and technically his armor isn't sealed but he'd have to put the helmet back on to go for a brief spacewalk. I think seal-able just denotes a certain level of insulation that minimizes airflow out of the suit, hence why you are able to go in vacuum etc.  If your suit isnt insulated to that degree the cooling/heating effect will dissipate too quickly.

 

Now to be entirely honest I'd consider allowing the attachment with a non-sealed suit but only allow the setback reduction rather than the Resilience benefits.

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I have sent the following question to FFG:

 

When applying modifications to armor:

The Vacuum Sealed attachment states “This can only be applied to laminate or battle armor.” In the Kepping the Peace, it states ”This modification can only be applied to laminate armor, battle armor, and armor that explicitly states is compatibility with this attachment.”

The Thermal Shielding System and the Heating System, those attachments state “This attachment can be installed on any armor that covers the entire body and can be sealed.” For some reason in the AoR Core Rulebook, the Thermal shielding system specifies “any medium or heavy armor that covers the entire body and can be sealed.”

These descriptions has lead some to the conclusion that an armor must have the vacuum sealed attachment or already be described as vacuum sealed in order to apply either of the other two attachments.

 

Based on the attachment descriptions, it seems like the following armors are eligible for any of these three attachments: Laminate armor, Heavy Battle Armor, Protector 1 Combat Armor (described as …representative of an entire class of heavy battle armor), A/KT Wing Commander Armored Flight Suit (described as…features a sophisticated life support system…can be sealed...ersatz space suit in case of emergency), Jedi Battle Armor explicitly states Jedi battle armor is eligible to be sealed against the vacuum and other hazardous environments, Any armor created using the armor crafting rules that you apply the sealable benefit to.

 

Based on the armor descriptions, it seems like the following armors are already vacuum sealed but are eligible for either of the other two attachments: Enviro-Suit, PX-11 “Battlement” Powered Armor (described as …forms a vacuum-sealed life support system…survive for…up to one hour), TX-3 Combat Flight Suit (described as …survive for up to 24 hours in hard vacuum), Kav-Dann Power Armor (described as …includes a full life-support suite…can survive for up to four hours in vacuum),

 

Are armors that are described as either sealable or sealed considered to be in the same category as each other and eligible for those attachments?

 

To me it seems pretty straight forward that they are in the same category, but the discussion has come up and needs to be settled officially.

 

LMK, thanks,

Damon A Simms 

 

Hopefully they will come back with the logical common sense answer.

Edited by Dakkar98

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I updated the generator for the books that I have purchased. I used the manual installation ala zip file.

 

Question, is there any way to update to the newer version of the generator without losing all of the data I input? If so, how do you do it? I would rather not have to go through doing that all over again.

 

Awesome generator!

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I updated the generator for the books that I have purchased. I used the manual installation ala zip file.

 

Question, is there any way to update to the newer version of the generator without losing all of the data I input? If so, how do you do it? I would rather not have to go through doing that all over again.

 

Awesome generator!

What you'll need to do is create a new dataset, and then enter all your descriptive text there.

 

Otherwise, if you only update the core dataset, then any changes you made will be lost with the next update.

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