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OggDude

Another Character Generator

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is there an easy way to update w/o having to download and unzip everything in the file folder?

 

That sounds pretty easy to me. What would you consider easier?

 

He probably means some sort of installer.  I worked a bit on doing a OneClick install, but I had problems with it and haven't had time to play around with it again.

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Oggdude, when would we have to import all the adversaries again on a release? Only if they have been specifically altered? I have several custom ones I don't want to lose.

Once you import then, you shouldn't have to do it again.  Adversaries no longer come pre-installed, so they won't be touched when you install a new release.  Also, imported adversaries will keep their universally unique IDs, so if you create an encounter with an imported adversary, then give the encounter to someone else, it'll work for him.

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It's ready.  Lots of little changes, plus new code to support Dangerous Covenants, so be on the look-out for any bugs I might have missed.  Also, there were a number of FFG-created vehicles that I couldn't find pictures for.  If you're going through vehicles and see the default Death Star battle scene, and you know where to find a proper picture, please let me know!

 

Release 1.1.0.9:
 
New Data:
 
  • Added all data from "Dangerous Covenants", including weapons, armor, gear, attachments, vehicles, specializations, obligations, motivations, signature abilities, and talents.
 
New Features and Enhancements:
 
  • Made various tweaks and code changes to support new concepts in "Dangerous Covenants".
  • Changed the way species are implemented to work with "Dangerous Covenants".  The concept of a sub-species is now built-in to species, instead of just being an option choice.  You can now have different characteristics, attributes, innate weapons, and option choices for sub-species, as well as species-wide selections.  The following species have been modified to support the new sub-species feature:
Aqualish
Droid*
Gungan*
Nikto*
 
* Indicates that a previous species with sub-species selected as an option choice has been updated to use the new sub-species feature.  If you have an existing character of this species, the option choice has been removed and you will need to edit your character and select the proper sub-species.  The first defined sub-species will be selected by default.
 
  • In order to support the new missile options for vehicles, the vehicle pane now supports an "Ordnance" option. Clicking the "Ordnance" button will bring up an inventory window that will allow you to purchase ordnance, such as missiles, for your vehicle.  These weapons will show up on a special "Ordnance" grid on the vehicle sheet.
  • Updated the species pane so that single-choice options no longer display under "Species Options" (as they are not really options), but rather under the species summary.  Also, if a species does not have any options, the option panel is hidden.
  • Added the ability to add "mods" to weapons.  Any mod, other than qualities, can be added this way, but it can also be used to add ad-hoc descriptions about special characteristics of the weapon.
  • Modified the character sheet to show both damage and additional damage for explosives (any weapon that uses Mechanics).
  • The species editor has been modified to support sub-species.
  • The weapon editor has been modified to support the new mods feature and the ordnance flag.
  • You no longer have to specify a mod as choosing defense zones when you choose mods.  This feature triggers automatically from the "Increase Defense Zone" mod.
  • Added a feature that allows you to select a vehicle weapon for an attachment.  This is used in the Oversized External Weapons Mount attachment and is triggered if you include the "Choose Vehicle Weapon" mod for a vehicle attachment.  The selected weapon will be listed as if it were a normal vehicle weapon, but will automatically be removed if the attachment is removed, or another weapon is chosen for the attachment.
 
 
Bug Fixes:
 
  • There was a bug in the character generator where you'd modify a character, did not want to keep the changes and loaded another character (or created a new character), then returned to the original character.  When you did this, the changes you had made were still present; the character was not reverted back to its original state.  This has been fixed.
  • The obligation pane in the Group Editor in GM Tools was not sized properly, preventing obligation from being edited.  This has been fixed.
  • When the species was changed, the characteristics pane was not updated with the new starting characteristic values.  It will now be updated properly.
  • Fixed an issue with the Bodyguard specialization.
  • Fixed an issue with the Assassin specialization.
  • Fixed an issue with the Politico specialization.
  • Fixed the main list in the data editor so that it'll remember your sort column and which row you added or modified and keep it selected and scrolled into view.  This annoyed a lot of people (myself included).

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Ack!  Minor cosmetic bug... the new ordnance grid doesn't go black and white when simplified sheets are selected when printing vehicle sheets.  Not a biggie, thankfully.  Again, let me know if you find any more bugs.

 

Edit:  If this bugs you, you can download the replacement DLL here.  Just extract from the ZIP and copy into your install folder.

Edited by OggDude

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Another bug, more annoying than the first.  The change I made to fix the character-doesn't-revert issue used some older code that I hadn't updated in awhile.  It caused white space characters, such as new line characters, to be removed from text elements, such as stories or notes.  Anyway, just install the updated DLL found here to fix this issue.

 

Edit:  I'm currently re-issuing this release with the fixes for these two problems.  If you haven't downloaded it yet, you're in the clear.  If you already have, just install the two DLL's, or just download the ZIP file again. The fix should be up in under 10 minutes.

 

Sorry about this :(

 

Another Edit:  The re-release is now available.

Edited by OggDude

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Two things - why was I not informed about this awesome generator? Why is this not mandatory for every player? This thing is the Awesome! Much love and props to you.

 

2) Are you going to add the Duke Piddok's Geonosian weapons mentioned in Long Arm of the Hutt? They're the same as the normal Heavy Blaster, Blaster Carbine and Rifle, but have a one lower crit and a slightly higher price. I know that adding them is a snap (or so you've said - I've not actually tried yet), but if you wanted to be comprehensive, I thought I'd point out the omission.

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Two things - why was I not informed about this awesome generator? Why is this not mandatory for every player? This thing is the Awesome! Much love and props to you.

 

2) Are you going to add the Duke Piddok's Geonosian weapons mentioned in Long Arm of the Hutt? They're the same as the normal Heavy Blaster, Blaster Carbine and Rifle, but have a one lower crit and a slightly higher price. I know that adding them is a snap (or so you've said - I've not actually tried yet), but if you wanted to be comprehensive, I thought I'd point out the omission.

You know, when my nephew ran a few games and gave us those blasters, I thought he was just making them up and I added them as custom items :)  I didn't realize until after I read through the module that they were part of the adventure.

 

I'll add them as standard in the next release.

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This is awesome! Thank you OggDude, you are my new hero ;)

 

I think I found a small bug tho: I can't see/add the Deflection quality when adding custom weapons to adversaries in the GM tools (I can see it in the data editor).

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oggdude can you do up a pdf version of your type of character sheet?

If you just want to save a character you have made using the application as a PDF instead of printing it you could use a PDF printer like CutePDF Writer (free, remember to uncheck AskToolbar), doPDF (free) or the full version of Adobe Acrobat (extremely expensive). Hope this helps :)

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This is awesome! Thank you OggDude, you are my new hero ;)

 

I think I found a small bug tho: I can't see/add the Deflection quality when adding custom weapons to adversaries in the GM tools (I can see it in the data editor).

Deflection and Cortosis had incorrect types, so they weren't showing up.  It'll be fixed.

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oggdude can you do up a pdf version of your type of character sheet?

If you just want to save a character you have made using the application as a PDF instead of printing it you could use a PDF printer like CutePDF Writer (free, remember to uncheck AskToolbar), doPDF (free) or the full version of Adobe Acrobat (extremely expensive). Hope this helps :)

 

I think he means a "blank" character sheet of Ogg's design so that you can fill them out by pencil rather than on the generator. I would second this request to be able to print a blank character sheet. I love digital builders like this, but I often take the info and tranpose them by hand after I'm done. Saves paper and printer ink in the long run (don't have to reprint each time your character changes) and makes the character sheet more functional in play (you can freely erase and update as things happen).

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Ogg, do the changes in the general program tend to germinate into existing characters? For instance, if you fix a glitch in the Politico specialization, will existing characters using that specialization update automatically to reflect those changes, or will we need to go in and update each character with each new revision?

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Hey OggDude,

 

You may have already altered this, but as of the last time I checked you hadn't.  Is it possible for you to categorize the equipment items (non-weapon/armor) by the appropriate sub-class.  With all of the frequent equipment additions, it is becoming difficult to peruse the equipment list in the GM tools.

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Ogg, do the changes in the general program tend to germinate into existing characters? For instance, if you fix a glitch in the Politico specialization, will existing characters using that specialization update automatically to reflect those changes, or will we need to go in and update each character with each new revision?

Excellent question.  The answer is that it depends on what was changed.  If a specialization had some incorrect line links, then nothing will change in the character.  If it had one or more of its talents changed, then your character could get a new talent if the talent replaced (same row and column) was one that you had chosen.  If a species is changed, then the character will automatically be updated with the new changes, including starting characteristics, etc.  If a species gets new option choices, then your character will automatically get the first option in each new choice.  If a career or specialization gets a change to career skills, that change will be reflected in the character.

 

If something gets removed, then it will automatically get removed from your character.  If it's the main specialization (for some weird reason), your character will be given the first specialization for your career with no talents selected.  If it's your career, you're made a smuggler.  If it's your species, you're made human.

 

It goes on like that :)

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Hey OggDude,

 

You may have already altered this, but as of the last time I checked you hadn't.  Is it possible for you to categorize the equipment items (non-weapon/armor) by the appropriate sub-class.  With all of the frequent equipment additions, it is becoming difficult to peruse the equipment list in the GM tools.

You mean like energy weapons, communications, tools, etc?  Yeah, that's a good idea.  I'll add that to my .10 list :)

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Hey OggDude would Human Corellian be a sub species of Human?

Yeah, you'd think it would be, but they have it as a different species for some reason, and when SoF came out, they had no precedence for how they published sub-species, so my chargen didn't support it, except through simple option choices.  Now, of course, people have already made Corellian Human characters, so it has to stay the way it is.

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oggdude can you do up a pdf version of your type of character sheet?

If you just want to save a character you have made using the application as a PDF instead of printing it you could use a PDF printer like CutePDF Writer (free, remember to uncheck AskToolbar), doPDF (free) or the full version of Adobe Acrobat (extremely expensive). Hope this helps :)

 

I think he means a "blank" character sheet of Ogg's design so that you can fill them out by pencil rather than on the generator. I would second this request to be able to print a blank character sheet. I love digital builders like this, but I often take the info and tranpose them by hand after I'm done. Saves paper and printer ink in the long run (don't have to reprint each time your character changes) and makes the character sheet more functional in play (you can freely erase and update as things happen).

 

An option for a customized blank character sheet isn't a bad idea.  I say "customized" because, of course, the number and size of various sections depends on the character.  For instance, how many obligations should be displayed, how many spaces for weapons or armor (or if you want them there at all), or size of area for talents, force abilities, etc.  In fact, it could save various configuration of blank character sheets, so you could print, say, a "force user" character sheet (has force abilities section), or a "talent junkie" character sheet (extra space for lots of talents), or a "pack rat" character sheet (lots of space for equipment), the "drama queen" (lots of space for motivations), the "complicated life" (more obligations), or whatever.

 

The question is, would this be something a lot of people would want?

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oggdude can you do up a pdf version of your type of character sheet?

If you just want to save a character you have made using the application as a PDF instead of printing it you could use a PDF printer like CutePDF Writer (free, remember to uncheck AskToolbar), doPDF (free) or the full version of Adobe Acrobat (extremely expensive). Hope this helps :)

 

I think he means a "blank" character sheet of Ogg's design so that you can fill them out by pencil rather than on the generator. I would second this request to be able to print a blank character sheet. I love digital builders like this, but I often take the info and tranpose them by hand after I'm done. Saves paper and printer ink in the long run (don't have to reprint each time your character changes) and makes the character sheet more functional in play (you can freely erase and update as things happen).

 

An option for a customized blank character sheet isn't a bad idea.  I say "customized" because, of course, the number and size of various sections depends on the character.  For instance, how many obligations should be displayed, how many spaces for weapons or armor (or if you want them there at all), or size of area for talents, force abilities, etc.  In fact, it could save various configuration of blank character sheets, so you could print, say, a "force user" character sheet (has force abilities section), or a "talent junkie" character sheet (extra space for lots of talents), or a "pack rat" character sheet (lots of space for equipment), the "drama queen" (lots of space for motivations), the "complicated life" (more obligations), or whatever.

 

The question is, would this be something a lot of people would want?

 

 

More Character Sheet options are never a bad idea, especially if it is modifiable.  Frankly I like the look of your printed stuff, but from a player perspective I think it would be a good idea.

 

Another thought to go with your FAQ though.  Perhaps an instruction manual?  Your program is starting to get quite comprehensive and some people may miss some of the possibilities.

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