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OggDude

Another Character Generator

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3 hours ago, LemonTurnip said:

Just letting you know, adding the new ship weapons in Fully Operational can only be done by using hardpoints. Replacing weapons the new weapons are not in the list. This is in the latest edition 2.3.0 I believe. Also the Fusion Cutter is not in the gear section at all. 

Fully Operational, page 62: "These items are new weapons that can be mounted onto starships or vehicles.  Note that they do not replace existing weapons, but are extra weapons added to offer more firepower or combat flexibility."

Fusion cutter is under weapons, not gear.

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5 hours ago, Arrakus said:

The dataset is at a hosted location, unzipped. Encountered the issue when downloading the dataset, compressed via ZIP and then attempting to import it. That is when we noticed file name format specifics. Unfortunately changing how the hosted location names the first folder inside the ZIP compression is challenging, at best. 

Is it possible to loosen or change those file name definitions? From "Dataset_<data set name>" to "Dataset*"

Admittedly I am not a program; have no idea how plausible that maybe. 

I still don't get what the issue is.  As I said, the import will now recognize datasets zipped by hand with other ZIP archivers, but it's just as easy to export them using the Data Editor.  As for "hosting", what I do is just put my data folder on Drop Box and give my players access to it.  The datasets reside inside the DataCustom directory.

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12 hours ago, KeiranAntilles said:

Hey Oggdude,

would you mind to include an updated german language file.

It is for the current release 2.3.0

Thank you!

Lang-de-DE.xml

It's not letting me download it.  Could you email it to me?  And thanks for taking the time to update the translations :)  There will be new ones in the upcoming release as well.

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I made changes to descriptions in the data editor but they aren't reflecting on current or new character sheets.   I checked the FAQs and Manual but didn't see anything the specifically addresses this.  Did I miss something?

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2 minutes ago, kkahl395 said:

I made changes to descriptions in the data editor but they aren't reflecting on current or new character sheets.   I checked the FAQs and Manual but didn't see anything the specifically addresses this.  Did I miss something?

Did you save them?

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Hey @OggDude, noticed a couple of things from Fully Operational that's worth mentioning.

First, removing the engines and hull from existing vehicles can provide HP at the GM's discretion. While in most circumstances you want to give those HP, it might be worth providing the option to either grant the HP or simply remove the engine/hull so you can add one of the custom engine/hull pieces.

Also, there are rules for 'retrofitting' civilian vehicles. This is something that is very different from the Paramilitary conversions that can be done from Dangerous covenants. If you spend 500 credits and make a hard mechanics check the 'civilian vehicle' can gain a hard point. This can stack but the balance is that doing this provides the vehicle with a debuff in other areas. This can be found on page 74 of Fully Operational.

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Some errata's I've found:

-Merr-Sonn Model 31 Palm Stunner was changed to an opposed Skulduggery VS Stealth check, not Skulduggery VS Resilience. - F&D Errata page 2.

-Also, Podracer Engine was errated to 'Pair of Podracer Engines' for clarity *shrug*

-"Now the Master" talent was errated to a Force Talent.

-Ion Blaster has a rarity of 5, the AOR Core lists it as 3. Plus it does not have the ion quality.

-Thermal Detonator has the Disorient 3 quality but this is not in the stat block in the core books
 

Edited by Ebak

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18 hours ago, OggDude said:

I still don't get what the issue is.  As I said, the import will now recognize datasets zipped by hand with other ZIP archivers, but it's just as easy to export them using the Data Editor.  As for "hosting", what I do is just put my data folder on Drop Box and give my players access to it.  The datasets reside inside the DataCustom directory.

That is probably because I am doing a piss poor job of explaining it.

Issue: The program will not import a data set if the first folder in the compressed file does not read "Dataset_(NAME)".  If the first folder is not named "Dataset_(NAME)", then the program gives the following error: “This ZIP archive does not contain a valid Data Set”

Occurrence: When compressing a data set by a program other than Data Editor, it is possible that the naming definition for the first folder in the compressed file will not read "Dataset_(NAME)".  But instead will read “SWData*”. This will cause an error and the data set will not be able to be imported.

Work Around: Manually rename the first folder in the compression file to "Dataset_(NAME)".

Possible solution: Change the naming convention for the first folder in data set to match the naming convention for the compressed file, for example to “SWData*”

Additional info: This naming requirement is not explained in the FAQ (Neither of them are). Making it difficult to figure out what the problem is and how to fix it.

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6 hours ago, Ebak said:

Hey @OggDude, noticed a couple of things from Fully Operational that's worth mentioning.

First, removing the engines and hull from existing vehicles can provide HP at the GM's discretion. While in most circumstances you want to give those HP, it might be worth providing the option to either grant the HP or simply remove the engine/hull so you can add one of the custom engine/hull pieces.

Also, there are rules for 'retrofitting' civilian vehicles. This is something that is very different from the Paramilitary conversions that can be done from Dangerous covenants. If you spend 500 credits and make a hard mechanics check the 'civilian vehicle' can gain a hard point. This can stack but the balance is that doing this provides the vehicle with a debuff in other areas. This can be found on page 74 of Fully Operational.

When you choose a vehicle for a custom frame template, it asks you how you want to prepare the vehicle.  If you choose to replace the hull or engine (or both), it'll zero out the appropriate attributes and grant you the extra hard points.  If you keep the vehicle as-is, you won't get the hard points, it won't zero out anything, and you can choose whether or not to retrofit a hull or engine template.  If you do, the attributes get reset to the template's values, which is the same as removing the existing hull or engine, without getting the HP boost.  So, it does what it's supposed to.

I'll have to look at page 74 to see what it's about.  It might be just a special item attachment, I don't know.  I don't always see all the features and sidebars when I add support for a book :)  Thanks for bring it to my attention.

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2 hours ago, Arrakus said:

That is probably because I am doing a piss poor job of explaining it.

Issue: The program will not import a data set if the first folder in the compressed file does not read "Dataset_(NAME)".  If the first folder is not named "Dataset_(NAME)", then the program gives the following error: “This ZIP archive does not contain a valid Data Set”

Occurrence: When compressing a data set by a program other than Data Editor, it is possible that the naming definition for the first folder in the compressed file will not read "Dataset_(NAME)".  But instead will read “SWData*”. This will cause an error and the data set will not be able to be imported.

Work Around: Manually rename the first folder in the compression file to "Dataset_(NAME)".

Possible solution: Change the naming convention for the first folder in data set to match the naming convention for the compressed file, for example to “SWData*”

Additional info: This naming requirement is not explained in the FAQ (Neither of them are). Making it difficult to figure out what the problem is and how to fix it.

The problem is that some ZIP programs don't add the base directory to the top if no files are in it.  It starts right off adding subdirectories with files, expecting the base directory will automatically be created when you copy out the file.  I noticed this when I ZIPped my own dataset using Windows' "Send to Compressed File".  The ZIP library I use in the app (IonicZIP) adds the base directory as the first folder in the archive, which is why the data editor always works.  I made a change to the import, however, so that it will now recognize datasets created with programs that do not do add the base directory.  So you should be all set in the next release.

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32 minutes ago, Lancer999 said:

Hey Ogg,

Is the Tree Ship's Captain in this update?  Its a Universal tree you can get.

Not yet as he's only just added Unlimited Power, there are three books that have not had their content added:

Age of Rebellion Cyphers and Masks

Force and Destiny: Knights of Fate

Star Wars: Dawn of Rebellion

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@OggDude Been looking at some older items as I think I'm a bit guilty of neglecting them during testing out the new version. Anyway; Weapons, Armor, Gear, Attachments and Vehicles from earlier books don't have 'build in mods' for special effects or abilities that mentioned in their description, such as the Holdout Blaster adding a setback dice to when being searched.

This is most likely an effect of the generator being in its infancy at the time but I thought it would be worth bringing up Ogg as something to fix so there's consistency across all the books. I tried listing each individual item but there are so many that it's quicker to simply list the books themselves.

Edge of the Empire Core Rulebook
Age of Rebellion Core Rulebook
Force and Destiny Core Rulebook
Enter the Unknown
Suns of Fortune - Some weapons are missing these
Dangerous Covenants - Some items like the Glop Grenade are missing this.

Following the last two, it looks like that's when you started adding special effects to the built-in mods but it wasn't consistent across all items. Since most items impacted are core items to the game figured it was pretty important to bring up. Admittedly once I got to Far Horizons I stopped checking every item but I plan to go through every item in every book to check stats are accurate, this just alerts you to this change sooner rather than waiting for me to take forever to look through every book.

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17 hours ago, OggDude said:

The problem is that some ZIP programs don't add the base directory to the top if no files are in it.  It starts right off adding subdirectories with files, expecting the base directory will automatically be created when you copy out the file.  I noticed this when I ZIPped my own dataset using Windows' "Send to Compressed File".  The ZIP library I use in the app (IonicZIP) adds the base directory as the first folder in the archive, which is why the data editor always works.  I made a change to the import, however, so that it will now recognize datasets created with programs that do not do add the base directory.  So you should be all set in the next release.

Thanks Oggdude. 

I GREATLY appreciate the help!

Will let you know how it works. 

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2 hours ago, Ebak said:

@OggDude Been looking at some older items as I think I'm a bit guilty of neglecting them during testing out the new version. Anyway; Weapons, Armor, Gear, Attachments and Vehicles from earlier books don't have 'build in mods' for special effects or abilities that mentioned in their description, such as the Holdout Blaster adding a setback dice to when being searched.

This is most likely an effect of the generator being in its infancy at the time but I thought it would be worth bringing up Ogg as something to fix so there's consistency across all the books. I tried listing each individual item but there are so many that it's quicker to simply list the books themselves.

Edge of the Empire Core Rulebook
Age of Rebellion Core Rulebook
Force and Destiny Core Rulebook
Enter the Unknown
Suns of Fortune - Some weapons are missing these
Dangerous Covenants - Some items like the Glop Grenade are missing this.

Following the last two, it looks like that's when you started adding special effects to the built-in mods but it wasn't consistent across all items. Since most items impacted are core items to the game figured it was pretty important to bring up. Admittedly once I got to Far Horizons I stopped checking every item but I plan to go through every item in every book to check stats are accurate, this just alerts you to this change sooner rather than waiting for me to take forever to look through every book.

Yeah, I've been avoiding doing that :)  But, I went through a bunch of books and added base mods to a bunch of things that didn't have them, so hopefully, I've hit most of them.

The generator didn't have base mods for items in the beginning, which is why items from the EotE CRB and older books don't always have them.  And even when I was able to add them, I didn't always catch mods in the descriptions, which many times mixes fluff with crunch.

And speaking of things I missed... I added an attachment for vehicles for the civilian vehicle upgrade from Fully Operational.  I also added new base upgrades for non-Rebel bases (like homesteads, businesses, etc.) to support the civilian refit rules.  This includes "concealment" for those upgrades.  If a refitted base is not fully concealed, I also add the number of boosts to checks to spot rebel activity to the base sheet printout.

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18 minutes ago, OggDude said:

Yeah, I've been avoiding doing that :)  But, I went through a bunch of books and added base mods to a bunch of things that didn't have them, so hopefully, I've hit most of them.

The generator didn't have base mods for items in the beginning, which is why items from the EotE CRB and older books don't always have them.  And even when I was able to add them, I didn't always catch mods in the descriptions, which many times mixes fluff with crunch.

And speaking of things I missed... I added an attachment for vehicles for the civilian vehicle upgrade from Fully Operational.  I also added new base upgrades for non-Rebel bases (like homesteads, businesses, etc.) to support the civilian refit rules.  This includes "concealment" for those upgrades.  If a refitted base is not fully concealed, I also add the number of boosts to checks to spot rebel activity to the base sheet printout.

No problem! I'm actually about to post an errata for some mistakes from the core books. Mostly it's a few small issues here and there. Here's what I have so far, currently on vehicles and starships:

Binders - Currently listed as 0 encumbrance and 1 rarity. Both the Edge and Age core lists them as 0 rarity. However, the F&D core also lists them as Encumbrance 2 and Rarity 4. Personally it looks like they screwed up the numbers on these, the Disguise Kit and Electronic Lockbreaker so I would see the discrepency as an oversight and simply use Edge and Age as a source (I'd say two sources with the same stats overrides a more recent but singular source.)  HOWEVER, the official errata only corects the Lock Breaker to Euncumbrance 1 and Rarity 5...so it could be interpreted as a rebalancing of those items?

Flesh Camouflage Kit should be rarity 7 not 9 as per the Edge and Age core rulebooks.

Forearm Grip is listed as a custom item even though I've not modified it? Wanted to report this in case it wasn't just mine.

Under-Barrel Flame Projector is rarity 4, should be Rarity 5.

Blaster Energy Dampener is rarity 5, should be rarity 4

Night Vision Scope is rarity 5, should be rarity 3

Stun Pulse is rarity 5, should be rarity 4

Barab Ingot is rarity 7, should be 8

Hydraulic Control Circuits are rarity 0, should be rarity 7

The Personnel carrier has an armor of 4, it should be 0 according to the Edge of the Empire Core Rulebook

Minor formatting issue on the AT-EST. It states crew correctly except "One SensorComms Operator" instead of "One Sensor/Comms Operator".

 

EDIT 

Some vehicles in the core rulebook have scaling crew sizes and other stats to reflect that this is a 'type' of vehicle and not a specific model. Might be worth putting the entire range in the stat block instead of the highest number, especially since the CR-90 lists a range for the crew compliment.

YT-2400 rarity is 4 but should be 5.

That's all that needs to be fixed from the cores and vehicles from the Edge core checked over.

Edited by Ebak

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The Electronic Countermeasures Suite's optional mod is unclear: "Increase difficulty by one with Guided quality". Maybe: "Increase difficulty by one when making subsequent attacks with the Guided quality"

All Terrain Armored Transport has armor 6, should be 5

B-Wings Sensor Range is Short, should be close. Also, the auto blaster is listed as 'hard point' mounted and not 'cockpit mounted'.

The TIE Interceptor, TIE Bomber and TIE Defender have their prefixs as TIE-[] instead of TIE/[] which is the standard way of writing them. Again, it's minor but worth standardising since all TIE's since have had the TIE/[] designation.

TIE Bomber, the stat line states that the Concussion Missile Launcher can be a Proton torp launcher. Not sure if this can be a variant of the Bomber?

YV-929 sensor range is close, should be Medium.

Consular-Class Light Assault Cruiser has No navicomputer, should have one.

Vindicator-Class Heavy Cruiser is missing its Heavy Tractor Beams

The Imperial-I Star Destroyer has an encumbrance of 10,000 should be 15,000.

VIctory Class Star  Destroyer has 10 Hull Mounted Heavy Turbolasers instead of 10 hull-mounted heavy tractor beams.

MC80 Liberty Type Star Cruiser has 10,000 encumbrance, should be 70,000

A-A3 Dray Light Speeder Truck, might be worth giving the breakdown of where passengers can sit (2 in cab, 8 in bed)

The AT-HCT is listed as a Tunneling Vehicle and not a walker?

Although the block for the Delta 7 and Delta 12 does not mention astromech in the ships complement, the navicomputer indicates it can take one. might be worth putting in there to show that even though it has no Navicomputer, it can calculate a hyperspace jump with an astromech.

G9 Rigger Light Freighter has a Hull Trauma Threshold of 22, should be 25

ADZ-Class Destroyer has an encumbrance if 400, should be 250. Forward and Aft Quat Laser cannonts are not listed as turrets. Same for the starboard mounted light ion cannons.

IR-3F ventral turret isn't linked.

That's all the vehicles from the core books corrected. It's 1:42, I'll try and find time later in the week to look through the other books for any corrections. Night all!

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2 hours ago, lollypopalopicus said:

Is there anyway to change the base characteristics, as like a GM grant something along those lines? 

You can create a custom species with its own starting characteristics.  If you don't mind your XP getting a bit out of whack, you can also just add in the Characteristics pane.  Of course, you can't subtract there.

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1 minute ago, OggDude said:

You can create a custom species with its own starting characteristics.  If you don't mind your XP getting a bit out of whack, you can also just add in the Characteristics pane.  Of course, you can't subtract there.

Thanks man, cheers!

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On 1/19/2019 at 1:25 PM, TheShard said:

@OggDude

For gm grants can you allow fr+1 and dedication to boost a characteristic?

Would second this request.  Prefer to be able to grant my players thru gm grants then add it in their species.  I usually start my players with two +1 stats after character creation and Force rating being one of the available choices.  

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3 hours ago, OggDude said:

You can create a custom species with its own starting characteristics.  If you don't mind your XP getting a bit out of whack, you can also just add in the Characteristics pane.  Of course, you can't subtract there.

Could you just add a dedication to the list of grant-able talents? You got just about everything else in there.

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