Hey Ogg. What do you do when you encounter items/weapons referenced in the books but do not provide some necessary information. Such as weapon cost/rarity factors for vehicles.
Another Character Generator
This is harder than I thought. The new Alliance T-47 Sandspeeder has a Light Repeating Blaster Cannon, however it doesn't give any cost or rarity value for the weapon...hmmm...
For the first question... although it's not supported in the editors, you can actually give multiple sources to items. Each item actually has two XML elements: <Source> and <Sources>. The original single source goes into <Source>. If something has multiple sources, you can remove the <Source> element and add <Sources>, which can contain multiple <Source> elements. Like so:
<Sources>
<Source>First Source</Source>
<Source>Second Source</Source>
</Sources>
As to the second question, you can normally only add Vehicle type weapons to vehicles. But, of course, they sometimes add regular weapons as well. I normally just add a placeholder weapon, then go into the XML and change it out to the weapon key I want. There's a chance that, instead of making Vehicle type weapons available, I could key it off of Gunnery skill, but that may open up another can of worms, I don't know. For corner cases like this, I just do it by hand.
I mean that some weapons provided in the game books are mentioned as being weapons but never given an assigned credit amount or rarity value, so if you wanted to say add the weapon to another ship, you'd have no figures to base a negotiation roll or cost on. What judgement do you use when deciding this for weapons that aren't given said stats?
Found a bug.
In the GM tools > Encounters > Modifying a selected encounter > Vehicles. (I'm not sure if it's only in this location, but I don't have time to test for it in all the other locations right now). I added a firespray, then upgraded both weapons to be forward mounted light ion canons, and got an error. I did this quickly with two other random ships with similar results (one allowed me to upgrade the weapons 2x before crashing, the other was same as the firespray; crashing after only one successful upgrade).
I'm not sure if it's because I'm trying to make the current weapons the same (and maybe inherently having them linked or something) or if it's just that I'm trying to put them in the same areas of the ship, causing something like conflicting use of space, but here's the first few lines of the error I got...
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at SWCharGen.CharModdableItem.get_RemainingHP()
at SWCharGen.frmUpgradeWeapons.btnUpgrade_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at SWCharGen.ImageButton.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SWCharGenGMTools
Assembly Version: 1.3.2.0
Win32 Version: 1.3.2.0
This was actually a complicated problem that ended up having a fairly simple fix. The issue was that the Firespray had two distinct weapons, which translated into two weapon groups, each containing one weapon. When you replaced both of them with the same weapon, it converted it into one weapon group containing two weapons. That part worked fine. However, in my HP calculation, I needed to compare the original weapon's Linked quality with the replaced weapon Linked quality. Since the calculation didn't have access to the main weapon collection, I used the upgrade replacement index as an index into the group, since the group had a weapon reference I could use. This worked for the first weapon, but not the second since there wasn't a second group (they had been consolidated into only one group, remember). Thus, the "Index out of Range" exception.
The actual upgrade, group, etc., functions worked just fine, and a single group with the two new weapons did show up properly. The only issue was in the HP calculation, and that was only because I needed a reference to the weapon being used. So... I added a weapon reference to the upgrade so it would be available, and I didn't have to use the group's
Anyway, I fixed it
I mean that some weapons provided in the game books are mentioned as being weapons but never given an assigned credit amount or rarity value, so if you wanted to say add the weapon to another ship, you'd have no figures to base a negotiation roll or cost on. What judgement do you use when deciding this for weapons that aren't given said stats?
So you mean some vehicles have new weapons, but the weapons aren't speced out anywhere with cost, rarity, etc? For that, you have to just wing it. What I normally do is just compare similar weapons and come up with values for the new one, but it's more voodoo than science You could send in a dev question and see if they can give you "official" stats.
Feature request (or maybe I don't know how to apply it).
Today, in my second play session ever, my character was hit with a Gruesome Injury crit. This reduces a characteristic (determined by die roll) permanently by 1 to a minimum of 1. My willpower is now permanently -1. I don't see a way to reduce a characteristic, except for one that you originally increased at the time of creation, but then reducing it gives the XP you spent on it back.
Is there a way to reduce a characteristic that I am missing? If not, can it be added somehow? I'm still pretty new, so I don't know how common effects like this are in regards to coming from other sources, but perhaps you can simply add a Gruesome Injury field somewhere, with a drop down to select the characteristic affected.
It really wouldn't matter that much, but this affects my strain threshold and dice pool for all skills associated with the affected characteristic, making the sheet print out inaccurate.
Yeah, I know about this one. I've thought about adding something for this, maybe an "Injury" column to the right of the characteristic that lets you choose how many to remove. I'd have to create another characteristic source called something like "Injury" which wouldn't change the XP cost, but would decrease the characteristic.
I'll give it some thought. Personally, I think a permanent stat reduction like that is heinous, and the end result is a massive loss of XP, especially if a stat was raised through Dedication. Dedication doesn't grow on trees... well, yeah, I guess it sorta does, but still you have to spend so much to get down to it, only to have it just vanish. If there was a way to get the characteristic back, that would be different.
More donation thanks goes out to our own lupex! You're a gentleman and a scholar. Thank you so much, it's very appreciated!
Yeah, I know about this one. I've thought about adding something for this, maybe an "Injury" column to the right of the characteristic that lets you choose how many to remove. I'd have to create another characteristic source called something like "Injury" which wouldn't change the XP cost, but would decrease the characteristic.Feature request (or maybe I don't know how to apply it).
Today, in my second play session ever, my character was hit with a Gruesome Injury crit. This reduces a characteristic (determined by die roll) permanently by 1 to a minimum of 1. My willpower is now permanently -1. I don't see a way to reduce a characteristic, except for one that you originally increased at the time of creation, but then reducing it gives the XP you spent on it back.
Is there a way to reduce a characteristic that I am missing? If not, can it be added somehow? I'm still pretty new, so I don't know how common effects like this are in regards to coming from other sources, but perhaps you can simply add a Gruesome Injury field somewhere, with a drop down to select the characteristic affected.
It really wouldn't matter that much, but this affects my strain threshold and dice pool for all skills associated with the affected characteristic, making the sheet print out inaccurate.
I'll give it some thought. Personally, I think a permanent stat reduction like that is heinous, and the end result is a massive loss of XP, especially if a stat was raised through Dedication. Dedication doesn't grow on trees... well, yeah, I guess it sorta does, but still you have to spend so much to get down to it, only to have it just vanish. If there was a way to get the characteristic back, that would be different.
I played for the first time ever 2 weeks ago. I made my character as the session started and joined up midway right as my party took on a smuggling job. We played through, I had a blast. Over the next two weeks I frequent the forum here and decide to give your program a try. As I'm inputting my character into the program, I realize I only paid 10 points to increase my Brawn from 3 to 4, instead of the 40. Now unfortunately in the session the first attack of the combat encounter hit me and exceeded my strain threshold, so my Brawn never came into play directly.
So to fix it, I reduced my Brawn back down to 3, took off the last talent I had purchased, which was 10 points, and used the 20 points to increase Willpower from 1 to 2. Then in the second session gruesome injury just reduces it back to 1. So much for vigilance...
Ogg...I'm going to leave the Arda I stuff to you. The more I plough through this, the more I think you're the better man for the job. There are 'buildings' with new anti-vehicle weapons, and anti-infantry weapons that deal in the personal scale rather than the planetary scale, yet attach to vehicles. Even something called a "Rotary" Repeating Blaster Cannon.
I'd rather leave this sort of thing to the experts. However if you ever document how you do put things into the generator Arda would be a great time to give examples. So many things that defy the normal conventional rules.
My problem is I like a form of 'standardization' so I feel if I do it my way, it would never ever be 'official' because you know how to deal with stuff like that.
Edited by EbakI was curious about something OggDude, is there a way to apply a talents abilities to a weapon. Ie. if i have jury rig can i apply it to a weapon or armor in the generator and have it show up on the character sheet?
I was curious about something OggDude, is there a way to apply a talents abilities to a weapon. Ie. if i have jury rig can i apply it to a weapon or armor in the generator and have it show up on the character sheet?
For Jury Rigged, the way it works is that you'll have access to two special "attachments" for weapons and armor. These "attachments" apply the enhancements for Jury Rigged, but don't take any HP. Also, they'll only be available if you have unused ranks in Jury Rigged.
So, purchase a weapon or armor, then click the "Attachments" button. Click "New" to add a new attachment, and you should see Jury Rigged in the list. Add Jury Rigged, and then choose one optional mod for it. You can do this for however many ranks of Jury Rigged you have, but you can only apply Jury Rigged once per individual item.
Feature request.
Would it be possible on the character printout pages to align the weapons, armor and gear stats in such a way that the encumberance values are all in a column with the total equipped/held encumberance at the bottom?
Not the main current/threshold encumberance box (I like that still at the top), but a small foot note with the total (or a box so we can total it ourselves after printing out and shifting gear around)
My character and some of my players' characters are collectors of gear, but leave most of it on the ship and only take what we want/need each mission, so this would make it real easy for us to total up what we have on us and be able to switch out easily.
Would this be possible to do?
Your gear only adds encumbrance if you have it held. if it's not held, then it's considered somewhere else (like your ship). Each gear table has a Held column that will be checked if it's in the character's possession. Only these checked items apply to encumbrance calculations. So, if you want to look through your gear lists and see what you have on your character, just look for the check mark in the Held column.
It could also be that I'm not quite getting what you're looking for If that's the case, could you explain it some more?
Edited by OggDude
I was curious about something OggDude, is there a way to apply a talents abilities to a weapon. Ie. if i have jury rig can i apply it to a weapon or armor in the generator and have it show up on the character sheet?
For Jury Rigged, the way it works is that you'll have access to two special "attachments" for weapons and armor. These "attachments" apply the enhancements for Jury Rigged, but don't take any HP. Also, they'll only be available if you have unused ranks in Jury Rigged.
So, purchase a weapon or armor, then click the "Attachments" button. Click "New" to add a new attachment, and you should see Jury Rigged in the list. Add Jury Rigged, and then choose one optional mod for it. You can do this for however many ranks of Jury Rigged you have, but you can only apply Jury Rigged once per individual item.
A possible request then regarding Jury-Rigged.
I'm pretty certain there's been an answer from Sam Stewart that says Jury-Rigged can be applied to weapons, armor, and gear that does not have any hard points. So, would it be possible to add the following?
1) Enable Jury-Rigged to no longer looks to see if the selected item has any available Hard Points, thus enabling it be selected for any item as seems to be the design intent of the talent.
2) Add an option to reduce the Encumbrance rating of a non-weapon, non-armor item, such as tool kits and jet packs (just for examples) in addition to the Jury-Rigged options for weapons and armor.
Feature request.
Would it be possible on the character printout pages to align the weapons, armor and gear stats in such a way that the encumberance values are all in a column with the total equipped/held encumberance at the bottom?Not the main current/threshold encumberance box (I like that still at the top), but a small foot note with the total (or a box so we can total it ourselves after printing out and shifting gear around)
My character and some of my players' characters are collectors of gear, but leave most of it on the ship and only take what we want/need each mission, so this would make it real easy for us to total up what we have on us and be able to switch out easily.
Would this be possible to do?
Your gear only adds encumbrance if you have it held. if it's not held, then it's considered somewhere else (like your ship). Each gear table has a Held column that will be checked if it's in the character's possession. Only these checked items apply to encumbrance calculations. So, if you want to look through your gear lists and see what you have on your character, just look for the check mark in the Held column.
It could also be that I'm not quite getting what you're looking for If that's the case, could you explain it some more?
So, I have a Zeltron Big Game Hunter who has a few different gear sets (when he's collecting a bounty in the city; when he's collecting one in the wilderness; when he's out finding a job; when he's out partying like it's 4ABY). In any given session, he'll change gear sets or customize a new one for a specific upcoming encounter (and this can happen multiple times in a session, so I don't want to print off a page for each gear set he might use). I don't always have my laptop with me and the other players in the group don't have laptops to bring to the game, so keeping the program up is rarely an option.
As it is now, I click "show" on all the items -but not equipped- so that when I print the character sheet off, I can check off "held" or "equipped" by hand and then calculate the encumberance myself. However, I've noticed with how the gear is tabbed/layed out, the encumberance values and held/equipped check areas are staggered differently, so I occasionally miss some gear. I'm just asking if it would be possible to stagger the gear in such a way that all the encumberance values are vertically aligned when I print out the page so I can easily check off what is equipped by hand and add the total up myself.
Edited by Trinity351
Feature request.
Would it be possible on the character printout pages to align the weapons, armor and gear stats in such a way that the encumberance values are all in a column with the total equipped/held encumberance at the bottom?
Not the main current/threshold encumberance box (I like that still at the top), but a small foot note with the total (or a box so we can total it ourselves after printing out and shifting gear around)
My character and some of my players' characters are collectors of gear, but leave most of it on the ship and only take what we want/need each mission, so this would make it real easy for us to total up what we have on us and be able to switch out easily.
Would this be possible to do?
Your gear only adds encumbrance if you have it held. if it's not held, then it's considered somewhere else (like your ship). Each gear table has a Held column that will be checked if it's in the character's possession. Only these checked items apply to encumbrance calculations. So, if you want to look through your gear lists and see what you have on your character, just look for the check mark in the Held column.
It could also be that I'm not quite getting what you're looking for If that's the case, could you explain it some more?
So, I have a Zeltron Big Game Hunter who has a few different gear sets (when he's collecting a bounty in the city; when he's collecting one in the wilderness; when he's out finding a job; when he's out partying like it's 4ABY). In any given session, he'll change gear sets or customize a new one for a specific upcoming encounter (and this can happen multiple times in a session, so I don't want to print off a page for each gear set he might use). I don't always have my laptop with me and the other players in the group don't have laptops to bring to the game, so keeping the program up is rarely an option.
As it is now, I click "show" on all the items -but not equipped- so that when I print the character sheet off, I can check off "held" or "equipped" by hand and then calculate the encumberance myself. However, I've noticed with how the gear is tabbed/layed out, the encumberance values and held/equipped check areas are staggered differently, so I occasionally miss some gear. I'm just asking if it would be possible to stagger the gear in such a way that all the encumberance values are vertically aligned when I print out the page so I can easily check off what is equipped by hand and add the total up myself.
It might also be nice to have gear sets so you can set up different load outs for different situations and what the encumbrance would be for those gear sets.
I would like to start off by saying thank you for working on the Force sensitive issue; the way you have it now works perfectly.
Two other things that have come up in my attempt to get everything working on my computer.
One: I noticed that the stock vehicle in the "Shell Game" import is broken and will not enter into the program correctly.
Two: I know you have been looking into adversary cards and was wondering if you could put a print feature for adversaries in the GM Tools; maybe even set it up to be double sided for a picture on one and the stats on the opposite side of the card? This would work amazingly in many ways. Just a thought...
Edited by TapewormsupremeI would like to start off by saying thank you for working on the Force sensitive issue; the way you have it now works perfectly.
Two other things that have come up in my attempt to get everything working on my computer.
One: I noticed that the stock vehicle in the "Shell Game" import is broken and will not enter into the program correctly.
Two: I know you have been looking into adversary cards and was wondering if you could put a print feature for adversaries in the GM Tools; maybe even set it up to be double sided for a picture on one and the stats on the opposite side of the card? This would work amazingly in many ways. Just a thought...
I'm still not sure how I'll end up doing adversary cards. If anyone has suggestions, I'm all ears.
As for the vehicle in "Operation: Shell Game", you need to import the included data set in order for the stock vehicle to work.
To your question about how to do Adversary cards
- Take the stat block with a picture on the "front"
- Size should be board game size card (so it can be sleeved or laminated). (I think the FFG store has a listing of the size of cards each of their sleeves can fit, for dimensions.
- Take the fluff text of the adversary and put it on the "back"
- Make the two "sides" connected like a greeting card.
- Maybe a small part near the bottom with a reference to the encounter they are used in. Maybe some sort of reference number.
This is just me spit-balling ideas.
Feel free to ignore any or all of these ideas.
I think adversary cards may lead to a C&D letter from FFG given how they are also doing adversary cards. I hope not...but it is a possibility. I am all for item cards though!
I would like to make a very bizarre feature request....a travel time calculator for hyperspace that considers Edge's multiplier system.
There are several websites out there that offer a similar service. However I think it would be handy to keep it contained to the Edge app. You could add planets with co-ordinates and the math monkeys in the machine would be able to calculate a rough idea of travel time in realspace or a class 1 hyperdrive to a class 12 hyperdrive.
Of course this would be an immense feat and would probably take months and months of work and research. So maybe it's just not feasible.
Edited by EbakI would like to make a very bizarre feature request....a travel time calculator for hyperspace that considers Edge's multiplier system.
There are several websites out there that offer a similar service. However I think it would be handy to keep it contained to the Edge app. You could add planets with co-ordinates and the math monkeys in the machine would be able to calculate a rough idea of travel time in realspace or a class 1 hyperdrive to a class 12 hyperdrive.
Of course this would be an immense feat and would probably take months and months of work and research. So maybe it's just not feasible.
The bigger problem is that travel time should really be more dictated by your narrative needs, and not the actual physical distance between places.
So, yes — it is technically possible, at least to the degree of the information you could put into the database. But then you’d only be able to calculate what the Star Wars brand of physics say should be the travel time between those points, and not take into account the fact that travel along well-known hyperlanes is much faster, your narrative requirements, etc….
Naturally narrative requirements always trumph...but for a new GM like myself who likes definitive defined rules...that can sometimes be a problem to calculate and deal with.
The idea is to offer a general guideline. I'm not saying calculate it down to minutes and seconds, but to hours and days, which in turn can then be made longer or shorter due to narrative requirements and even dice rolls.
Edited by EbakI think adversary cards may lead to a C&D letter from FFG given how they are also doing adversary cards. I hope not...but it is a possibility. I am all for item cards though!
Yeah....I think adversary cards is probably a bad idea. last thing we need to have is a C&D to put a stop to development.
I think one of the main problems with doing travel times, even assuming that you have the 3-D coordinates of every major planet in the SW galaxy and all the hyperspace routes, is that... there isn't any definitive rules for calculating travel times, with or without coordinates, hyperspace routes, or whatever. There's a table (7-14, pg 247 EoTE CRB) that gives average travel duration for distances like "within a sector", "within a region", etc., but it's all rather loosey-goosey and inexact. Any sort of travel time calculation that I would come up with would just be me making stuff up and wouldn't inherently be any better that you just saying "You jump down the Corellian Run and make it to Tatooine in 2 days"
Also, even if I could do it, or assuming that they actually come up with rules for hyperspace travel in an upcoming supplement, it would be more of a game play aid, rather than a set of GM and character tools, which is what the apps are today. So, my tools may not be the most appropriate place for something like this, anyway.
As for equipment cards, here's something I came up with:
It would be just the one side, have an icon on the top left with gear type (color: red = weapons, green = armor, blue = gear) and category (the symbol inside: the pistol means that this is a blaster pistol, a rifle would mean it's a rifle or carbine, crossed vibro-axes means it's melee, etc). Here's an example of heavy clothing:
Nothing definitive or anything, just a simple card that can be easily designed and printed out. Any other suggestions are welcome
Edited by OggDude