Another Character Generator

By OggDude, in Star Wars: Edge of the Empire RPG

Nice to see that it was indeed a bug with importing (or, not nice that there WAS a bug, but nice that it wasn't on my end), thanks Oggy.

Also this is the first time I have used the Group GM tool, and i really like it. Will definitely be printing it out and use it during our next session, however I am wondering if you could add an option to disable the Destiny Pool at the bottom of the page? Almost everything else can be toggled on or off, except this one which happens to be the one thing that is in my mind absolutely redundant (we have tokens from several dice packs and the beginner game).

EDIT: Was making an Encounter of my own and wanted to print it to a PDF file, and upon trying to get the print preview up I got the exact same error as I reported earlier, however now the last line simply stated "Out of Memory." instead. Another bug Oggy?

The next version will have the option of excluding the destiny pool from group sheets.

How much RAM do you have on your computer? The GM Tools is now much more streamlined and takes up a lot less memory. You shouldn't have any out of memory errors, unless you make a REALLY complicated encounter :)

Oh, the next version will also allow you to print out your talent, Force power, and signature ability trees on your character sheet. I believe a number of people have been wanting this, and I've even heard chatter about it unrelated to the generator.

Nice to see that it was indeed a bug with importing (or, not nice that there WAS a bug, but nice that it wasn't on my end), thanks Oggy.

Also this is the first time I have used the Group GM tool, and i really like it. Will definitely be printing it out and use it during our next session, however I am wondering if you could add an option to disable the Destiny Pool at the bottom of the page? Almost everything else can be toggled on or off, except this one which happens to be the one thing that is in my mind absolutely redundant (we have tokens from several dice packs and the beginner game).

EDIT: Was making an Encounter of my own and wanted to print it to a PDF file, and upon trying to get the print preview up I got the exact same error as I reported earlier, however now the last line simply stated "Out of Memory." instead. Another bug Oggy?

How much RAM do you have on your computer? The GM Tools is now much more streamlined and takes up a lot less memory. You shouldn't have any out of memory errors, unless you make a REALLY complicated encounter :)

I am not sure actually of how my memory is handled as of right now... I am running a MAC with 16 GB of RAM, I also have a Windows 7 partition installed, which I access by running a program called Paralells. This way I have both Windows (not emulated) and OS X running at the same time, but I still wouldn't expect me to run out of memory with the Encounter I just made (consisting simply of 3 NPCs, two of which are very dangerous and skilled Nemesis's (plural?), in two Airspeeders and five PC slots. So it was just a rough first draft, shouldn't be too big).

EDIT: Righto, found a setting in Paralells where you can allocate the amount of RAM that it uses, it was currently set to 1GB. What value would you recommend (should I also give it access to more CPUs?)?

Edited by Morridini

Nice to see that it was indeed a bug with importing (or, not nice that there WAS a bug, but nice that it wasn't on my end), thanks Oggy.

Also this is the first time I have used the Group GM tool, and i really like it. Will definitely be printing it out and use it during our next session, however I am wondering if you could add an option to disable the Destiny Pool at the bottom of the page? Almost everything else can be toggled on or off, except this one which happens to be the one thing that is in my mind absolutely redundant (we have tokens from several dice packs and the beginner game).

EDIT: Was making an Encounter of my own and wanted to print it to a PDF file, and upon trying to get the print preview up I got the exact same error as I reported earlier, however now the last line simply stated "Out of Memory." instead. Another bug Oggy?

How much RAM do you have on your computer? The GM Tools is now much more streamlined and takes up a lot less memory. You shouldn't have any out of memory errors, unless you make a REALLY complicated encounter :)

I am not sure actually of how my memory is handled as of right now... I am running a MAC with 16 GB of RAM, I also have a Windows 7 partition installed, which I access by running a program called Paralells. This way I have both Windows (not emulated) and OS X running at the same time, but I still wouldn't expect me to run out of memory with the Encounter I just made (consisting simply of 3 NPCs, two of which are very dangerous and skilled Nemesis's (plural?), in two Airspeeders and five PC slots. So it was just a rough first draft, shouldn't be too big).

EDIT: Righto, found a setting in Paralells where you can allocate the amount of RAM that it uses, it was currently set to 1GB. What value would you recommend (should I also give it access to more CPUs?)?

The max for 32-bit Windows is 2 GB, which is basically what I'm using now, and I haven't had any problems with memory errors during printing since I switched to the database. But it depends on what you have concurrently running on your Windows partition.

Here's the latest. Remember to remove everything from your install folder before updating, if you use the manual install.

If you're using Google Drive, please wait about 10 minutes after the post time on this post before downloading. DropBox should be ready now.

Release 1.1.3.0

New Features and Enhancements:

  • Added the ability to print trees on the character sheet. You can print talent trees, Force power trees, and signature ability trees. The tree pages appear after page 3. You may select which trees to print in the Options dialog.
  • The Tinkerer talent may now be used on items with no HP. If applied to a stack of items, one item will automatically be taken out of the stack and have the HP applied to it.

Bug Fixes:

  • If you started the GM Tools without a cache database (or an empty one), any newly cached encounters weren't showing up. They'd appear the next time you ran GM Tools, but not the first time. This has been fixed.
  • The specialization editor would always come up with "Adversary" in all of the drop downs when you edited an existing specialization. It will now be populated with the proper talents.
  • The 64-bit SQL Server Compact install was still not working. After playing around with it a bit, I realized that I was including the 32-bit and 64-bit DLLs from different versions of the product. It now includes the DLLs from the same version. I was only able to test this on a 32-bit system, so if anyone using 64-bit Windows still has a problem, please let me know.
  • The Medic tree had some incorrect connections. This has been fixed.
  • Importing pretty much anything did not relink the objects properly, which caused a crash. This has been fixed.

Here's the latest. Remember to remove everything from your install folder before updating, if you use the manual install.

If you're using Google Drive, please wait about 10 minutes after the post time on this post before downloading. DropBox should be ready now.

Release 1.1.3.0

New Features and Enhancements:

  • Added the ability to print trees on the character sheet. You can print talent trees, Force power trees, and signature ability trees. The tree pages appear after page 3. You may select which trees to print in the Options dialog.
  • The Tinkerer talent may now be used on items with no HP. If applied to a stack of items, one item will automatically be taken out of the stack and have the HP applied to it.

Bug Fixes:

  • If you started the GM Tools without a cache database (or an empty one), any newly cached encounters weren't showing up. They'd appear the next time you ran GM Tools, but not the first time. This has been fixed.
  • The specialization editor would always come up with "Adversary" in all of the drop downs when you edited an existing specialization. It will now be populated with the proper talents.
  • The 64-bit SQL Server Compact install was still not working. After playing around with it a bit, I realized that I was including the 32-bit and 64-bit DLLs from different versions of the product. It now includes the DLLs from the same version. I was only able to test this on a 32-bit system, so if anyone using 64-bit Windows still has a problem, please let me know.
  • The Medic tree had some incorrect connections. This has been fixed.
  • Importing pretty much anything did not relink the objects properly, which caused a crash. This has been fixed.

Maybe there should be an option to mark an item as tinkered even if the character does not have the talent.To represent another character doing it to your item for you

Here's the latest. Remember to remove everything from your install folder before updating, if you use the manual install.

If you're using Google Drive, please wait about 10 minutes after the post time on this post before downloading. DropBox should be ready now.

Release 1.1.3.0

New Features and Enhancements:

  • Added the ability to print trees on the character sheet. You can print talent trees, Force power trees, and signature ability trees. The tree pages appear after page 3. You may select which trees to print in the Options dialog.
  • The Tinkerer talent may now be used on items with no HP. If applied to a stack of items, one item will automatically be taken out of the stack and have the HP applied to it.

Bug Fixes:

  • If you started the GM Tools without a cache database (or an empty one), any newly cached encounters weren't showing up. They'd appear the next time you ran GM Tools, but not the first time. This has been fixed.
  • The specialization editor would always come up with "Adversary" in all of the drop downs when you edited an existing specialization. It will now be populated with the proper talents.
  • The 64-bit SQL Server Compact install was still not working. After playing around with it a bit, I realized that I was including the 32-bit and 64-bit DLLs from different versions of the product. It now includes the DLLs from the same version. I was only able to test this on a 32-bit system, so if anyone using 64-bit Windows still has a problem, please let me know.
  • The Medic tree had some incorrect connections. This has been fixed.
  • Importing pretty much anything did not relink the objects properly, which caused a crash. This has been fixed.

Thank you for adding the printable skill trees.

Here's the latest. Remember to remove everything from your install folder before updating, if you use the manual install.

Maybe there should be an option to mark an item as tinkered even if the character does not have the talent.To represent another character doing it to your item for you

You could use the Notes feature to annotate it as being tinkered if you want.

Thank you for adding the printable skill trees.

Your welcome. Sorry it took so long to add it (people have been requesting it on and off for the past 6 months), but there always seemed to be something more important to do first. As I'm getting to the point where I've added pretty much all the features I can really think of adding, I figured it was time to bite the bullet and add the trees. They actually weren't as hard as I thought they'd be; I only started on them yesterday and finished them this morning :)

Thanks for changing how tinkerer works, sorry to give you more to do on this program.

On stacking, can you set items with HP to be stacked and then handle upgraded and modded items the same as you have now set 0 HP items, that the modded item breaks off from the stack as this seems like a very elegant fix.

Thanks for changing how tinkerer works, sorry to give you more to do on this program.

On stacking, can you set items with HP to be stacked and then handle upgraded and modded items the same as you have now set 0 HP items, that the modded item breaks off from the stack as this seems like a very elegant fix.

Let me see how this change affects things first. It might have unexpected consequences, I'm not sure. If it seems to work out OK, I'll look into allowing HP items to be stacked. As it is now, you can equip a stack and only get the benefit of having one of them equipped. This works OK for things like cybernetic limbs or backpacks, since the bonuses don't stack if you have more than one equipped. For blasters, though, you'd need to be able to equip more than one. That means if, say, you equip a stack of blasters, the program would need to split off one of them from the stack and equip that one. If it becomes unequipped, it would need to be combined again with the stack. I could allow multiple copies of the same item in inventory, each with their own quantities, then provide a method to combine and split stacks in general. Purchasing additional items would just add them to an appropriate stack, ignoring any item of the same type that has a modification.

Anyway, it's rather involved and I don't want to screw anything up, so it'll take some testing to get it right :)

Love the new Talent Sheets Oggy. One small issue though. Only checked on Outlaw Tech - Technician.

The text for some of the talents, Side Step & Defensive Stance does not fit the box. Have used the text as is from the Books.

Is there anyway to make the boxes slightly bigger? or have them Grow Automatically? Maybe that last one would mess up the sheet too much.

Quick question: Has the calculations for the "Power level" that all Adversaries been discussed in this thread somewhere? If you haven't, can you discuss how it works?

I am not sure actually of how my memory is handled as of right now... I am running a MAC with 16 GB of RAM, I also have a Windows 7 partition installed, which I access by running a program called Paralells. This way I have both Windows (not emulated) and OS X running at the same time, but I still wouldn't expect me to run out of memory with the Encounter I just made (consisting simply of 3 NPCs, two of which are very dangerous and skilled Nemesis's (plural?), in two Airspeeders and five PC slots. So it was just a rough first draft, shouldn't be too big).

EDIT: Righto, found a setting in Paralells where you can allocate the amount of RAM that it uses, it was currently set to 1GB. What value would you recommend (should I also give it access to more CPUs?)?

I would allocate at least 2 GB of RAM to Windows in a VM no matter what you were trying to run. A single CPU is sufficient but if you have something like an 8-core machine, then you can probably give it 2 CPUs.

If you don't know how many CPU cores you have on your Mac, click on the Apple Menu, hold down the Option key, and choose System Information. You'll see "Total Number of Cores:" in the window that appears under Hardware Overview.

Thanks for the update, OggDude,

I am using the Google Drive Web install but I don't see the new options for the Talent trees; my launcher is showing that I have version 1.1.2.0 instead of the new one I just downloaded and installed it seems.

So, in a nutshell, what would be causing my update to not really have...updated?

Thanks for the update, OggDude,

I am using the Google Drive Web install but I don't see the new options for the Talent trees; my launcher is showing that I have version 1.1.2.0 instead of the new one I just downloaded and installed it seems.

So, in a nutshell, what would be causing my update to not really have...updated?

I just looked at Google Drive and it does have 1.1.3.0 on it. Make sure you use the shortcut created by the install. You can find it under Programs/Star Wars EotE...

Quick question: Has the calculations for the "Power level" that all Adversaries been discussed in this thread somewhere? If you haven't, can you discuss how it works?

Do a search for "power level" in the FAQ. It explains what I'm doing there.

I modified the talent tree so that the panels can be of any height. It seems to be working fine. I'm going to look into doing the same thing for force powers and signature abilities.

NewTalentPanel.png

Thanks for the update, OggDude,

I am using the Google Drive Web install but I don't see the new options for the Talent trees; my launcher is showing that I have version 1.1.2.0 instead of the new one I just downloaded and installed it seems.

So, in a nutshell, what would be causing my update to not really have...updated?

I just looked at Google Drive and it does have 1.1.3.0 on it. Make sure you use the shortcut created by the install. You can find it under Programs/Star Wars EotE...

I uninstalled it and I'm re-installing it to see if that fixes the issue.

Hmm...nope.

The reinstall finished and I see....1.1.2.0 still.

Even though I re-installed, it shows the exes as having been modified at 1:30, which was from an hour ago when I updated. Not from when I just now reinstalled.

My shortcuts live in:

C:\Users\myname\AppData\Local\Apps\2.0\68DBD7WQ.BQ3\15R2B8OH.Y23\swch..tion_de51780b26683057_0001.0001_0541b2db2678e63b

Not sure what's up with my install.

Even stranger is that the fresh install in my Program listing shows it as version 1.1.2.4?

Even stranger is that the fresh install in my Program listing shows it as version 1.1.2.4?

Are you running the program by clicking the link found in Programs, or did you create your own shortcut based on that link? I have a feeling you're running the program from a previous install. You need to use the link that was installed with the program. It sounds like you're installing the new version, but then running the link from the previous version.

I double-checked and Google Drive does have the proper install available.

When I finished the install, it auto-launched the launcher and added a new icon to the desktop for me.

That's what I am running it from.

If I go to my Start menu, I see the freshly installed program highlighted and I can run it from there, but I get the same version.

I had two other guys here at the office install it and they show 1.1.2.0 in their launcher as well.

(I'm officially baffled)

I'm going to uninstall it again and then check to see if there are ANY files lingering from previous installs anywhere.

Bug Report: My Toydarian Explorer - Trader just reported to me an error. He was looking at speclizations and found that he could buy the Ambassador spec for 20xp instead of 30xp. Not sure why this is.