Another Character Generator

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

Not sure if this is a bug or a quirk, but every time I use the GM grant feature is resets my bonus xp/credits for obligation/duty. It took me forever to figure out why it kept looking like using the GM grant was costing me 10xp.

Hi Ogg,

thank you for providing us with this fantastic tool. :)

Three things I noticed:

- the MK. IV backback ist misspelled MK. VI in the List

- the D-29 Repulsor Rifle has a Price of 2.100 instead of 1.550 (in the description only)

- the cybernetic implant (self-crafted) has an encumbrance of 1 instead of 0.

I read that you already decreased the increased encumbrance threshold of the MK. III Modular Backback from 3 to 2, but I wonder if it should also have 6 accessory pouches instead of 4.

I guess the sentence can be interpreted both ways, but the more fluffy description speaks of "up to six smaller pouches to be attached". (?)

Cheers

1 hour ago, SladeWeston said:

Not sure if this is a bug or a quirk, but every time I use the GM grant feature is resets my bonus xp/credits for obligation/duty. It took me forever to figure out why it kept looking like using the GM grant was costing me 10xp.

It's both :) It would only happen the first time GM Grants were used. After that, it would keep the setting. I went through the code and really couldn't figure out what was going wrong. However, I did manage to fix it.

2 hours ago, OggDude said:

It's both :) It would only happen the first time GM Grants were used. After that, it would keep the setting. I went through the code and really couldn't figure out what was going wrong. However, I did manage to fix it.

Thanks Oggy. I regularly use GM grants when testing possible character progression and builds and this little bug was driving me bonkers. I really appreciate you taking care of it so quickly.

On 4/25/2017 at 7:52 PM, phelgon said:

Oh, wow, thanks I didn't realize that since I've never had a large group previously. Thanks!

Something to consider for your large group. If you read pages 338+339 in the Force and Destiny core rule book, it talks about tapping into each of the systems for those types of benefits. One of the best things to take away from those two pages was this:

Quote

When generating starting Duty or Obligation, the starting amount is determined by the number of Player Characters using that mechanic, not the total number of Player Characters in the group.

My main group is currently 7 players. 4 started using Obligation, 2 started using duty, and one started using Morality.

The 4 using obligation to were able to raise their obligation from 10 to 20 each, and each took +10 XP.

The 2 using Duty were able to reduce their starting Duty from 20 to 0 and each took +15 XP and +1000 Credits.

The Morality user just took the +10 XP

Food for thought.

@OggDude -

I finally have ran into a bug that I can replicate for the past year but can't figure out EXACTLY what replicates it. It's enough of one I felt I should say something. It has to do with Encounters and minion groups it appears.

When I make an encounter and drop in like... 3 groups of stormtroopers and a sergeant and a nemesis... the nemesis and rivals are fine. But minion groups... the count of them keeps resetting to 1. So what happens is I'll have 3 stormtrooper groups of 4 let's say. I drop them all in and hit Save (Add/Update) and the numbers change from 4 to 1. I edit... save... it says the groups all have just 1 still. Used to... it would only do this to ONE of the minion groups, but the others would have the correct numbers of enemies. With the new version last night, no matter what I did all minion groups said 1, everytime I saved, no matter how many I set.

My work around:

Delete all adversaries... resave... Add Nemesis and Rivals LAST... do minions first... I only add one group of 4... save it again (it will set the number to 1 again). Then... add three minion groups below the one saving as just 1, so I add 3 groups of 4 troopers... save again. That usually saves correctly then I can delete the minion group that only has 1 and I'm fine.

Big work around though and it seems sporadic. At times I don't see it.

So yeah I figured I wasn't the only one see it... might need to attack that. Thanks man!

59 minutes ago, scotter23 said:

@OggDude -

I finally have ran into a bug that I can replicate for the past year but can't figure out EXACTLY what replicates it. It's enough of one I felt I should say something. It has to do with Encounters and minion groups it appears.

When I make an encounter and drop in like... 3 groups of stormtroopers and a sergeant and a nemesis... the nemesis and rivals are fine. But minion groups... the count of them keeps resetting to 1. So what happens is I'll have 3 stormtrooper groups of 4 let's say. I drop them all in and hit Save (Add/Update) and the numbers change from 4 to 1. I edit... save... it says the groups all have just 1 still. Used to... it would only do this to ONE of the minion groups, but the others would have the correct numbers of enemies. With the new version last night, no matter what I did all minion groups said 1, everytime I saved, no matter how many I set.

My work around:

Delete all adversaries... resave... Add Nemesis and Rivals LAST... do minions first... I only add one group of 4... save it again (it will set the number to 1 again). Then... add three minion groups below the one saving as just 1, so I add 3 groups of 4 troopers... save again. That usually saves correctly then I can delete the minion group that only has 1 and I'm fine.

Big work around though and it seems sporadic. At times I don't see it.

So yeah I figured I wasn't the only one see it... might need to attack that. Thanks man!

I can't get this to reproduce, however... I did notice that the GM Tools project had it's own DataGridView numeric up/down control in it. I have this defined in a central place now, but it was still using it's own copy from way back when. The issue with this is that I had modified the control to update the cell value after every up/down event, rather than requiring a click outside of the cell in order for the new value to "take". Since GM Tools had the old version, it wasn't doing this. So... if you changed the number of members of a group, then his add/update before clicking outside the cell, it would retain the old value.

I removed these old files, so it is now using the proper control. You will now be able to change the value and save the encounter and the displayed value will be used, just like everywhere else.

Wow cool ok, thanks @OggDude ! So... download new file and re-install? I'll try the clicking outside the cell thing too it could be that simple.

Next release rather than now I think, so fixed in his dev environment.

Can I make a case that combat armour from a crafting schematic should be hard as laminate armour is, as it's documented stats follow the pattern of having half the cost, one less rarity, but otherwise identical to laminate.

as reinforced clothing matches heavy clothing, light armour matches padded armour, deflective armour matches armoured clothing (1 enc too light) and segmented armour matches heavy battle armour. (Other than half price and 1 less rarity)

thanks

13 hours ago, Darzil said:

Can I make a case that combat armour from a crafting schematic should be hard as laminate armour is, as it's documented stats follow the pattern of having half the cost, one less rarity, but otherwise identical to laminate.

as reinforced clothing matches heavy clothing, light armour matches padded armour, deflective armour matches armoured clothing (1 enc too light) and segmented armour matches heavy battle armour. (Other than half price and 1 less rarity)

thanks

This question will sound brusque, but that isn't my intention, I am asking in earnest to give the best answer: What's your point? Why does this detail matter?

It affects which attachments can be applied to the armour.

It means that there is no crafted armour which can have the hard property for (eg Strength Enhancing System) that is not restricted, whereas there is non-crafted armour that does (and that includes laminate which has the same stats and cost/rarity profile for schematic as combat armour).

So it's a consistency thing.

(And unless I am missing something, I think a hard coded thing as I cannot see crafted item details in the data editor).

Edited by Darzil

Not sure if this is a bug or whether it's by design, but for characters that have the Powerful Blast talent the Blast damage rating for explosives listed in the shown weapons portion of the sheet do not reflect the increased damage from the talent, just the base Blast damage.

@Dakkar98 Thanks! I do have two that want to use Duty instead of Obligation. I have a mixed group of a couple AoR and EotE character careers.

18 hours ago, Darzil said:

Can I make a case that combat armour from a crafting schematic should be hard as laminate armour is, as it's documented stats follow the pattern of having half the cost, one less rarity, but otherwise identical to laminate.

I think you make a good point. However, given how good crafted armor can be and that combat armor is already the best/most practical, I'm not sure it needs the buff. Currently, there is very little reason to make segmented armor. One of them is for the "Hard" attachments. If you give that to combat armor then Segmented Armor might as well not be there. +1 Def and +1 HP isn't worth restricted, twice the price, 50% more crafting time, +2 encumbrance and +1 difficulty. Especially when you consider that the reduced difficulty of combat armor has a good chance to give you the advantage to get +1 def or HP.

I think it's a perfectly reasonable idea though and in general I'd rather have more options than less (at least when they are this 50/50).

On 4/24/2017 at 5:22 AM, DeadRiver said:

First, my whole group has been using this program for a few years, and we all love it.

I've been using this generator for the last few years, and never updated it. The whole time, my whole group has been saving their sheets to a shared dropbox folder, using the Data Path option. The other day someone's computer did something, and corrupted it all, so I had to reset the whole thing. I wiped the dropbox folder, and we all uninstalled our copies of the generator.

Then I downloaded the newest version as per the link at the top of this topic. It all seemed to be working, I can write characters and save them fine. However, when I close the Generator completely, the next time I opened it, I found that all our old characters had shown up. on the Characters panul, with the basic blank portrait, and a blank white box for the description. When trying to open or remove them, I get a pop up saying 'Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately.' When I continue, none of the buttons work. The characters I've made on the new version are still there, and if I select one before anything else, it works fine, for a while, then it will randomly give me the same thing.

I've scanned the entire computer and dropbox to make sure there's no remanence of the program, then redownloaded it. Still have the problem. I've done this a few times. Doesn't seem to matter where I tell it to save, default location, a folder on my desktop,

I've attached a copy of the crash(?) report, and incase it helps, we went from version 1.5.0.0 (8/24/2015) to version 2.1.0.0 (4/7/2017), we just never considered the fact that there might be a new version. If there's any more info I can provide, let me know.

CharacterGenerator Crash Report DeadRiver 4-24-2017.txt

EDIT: Just went to start trying to guess at how to fix it again, the characters that I'd said still work, now have the same problem as the old ones.

I selected clear Cache from the launcher, and it works fine now.

Probably I missed the post BUT, Fortifications Craft is an original rule (from where please) or it's an Oggy's creation?

Thanks!

EDIT Ignore this post, appears on Forged in Battle. And I'm useless and I can't delete this post XD

Edited by Josep Maria

It appears that the cost for Paired Weapons is being deducted per gun, not for the pair (which is explicitly stated as being for both combined in FC:51).

First, I noticed there was a space missing in the Chronicles of the Gatekeeper "Tarvix" adversary. Not sure if it's only on my end, but even after fixing the space, the display is still lumped together. If you copy and paste it, it correctly has the space, but it displays like the image (even after a cache clear).

Capture.PNG

@OggDude As always, I could be doing this wrong, but when I craft a droid and select the Modular Hardware option, the companion that is created doesn't appear to have the cybernetics or bonus (I tried it with both a cyber arm and brain implant). Also, I encountered a bug when transfer custom armor to my companion were the armor disappeared from my players inventory but didn't appear in the droids inventory.

I have been starting to try to mess with adding attachments to weapons and armor, and also modding ships. I have a question about the red symbol that appears (looks like a do not enter sign). I'm guessing that this means something is "wrong." But I can't figure out what it is or why the symbol is appearing on some things and not others.

2 minutes ago, Jordrith said:

I have been starting to try to mess with adding attachments to weapons and armor, and also modding ships. I have a question about the red symbol that appears (looks like a do not enter sign). I'm guessing that this means something is "wrong." But I can't figure out what it is or why the symbol is appearing on some things and not others.

On the items themselves? Could just mean the attachment is restricted.

For instance, one of our NPC's is gifting the PC's a smuggling compartment on their ship, the G9, as a form of payment/thanks. The smuggling compartment will attach, but then it has the red sign next to it.

4 minutes ago, Jordrith said:

For instance, one of our NPC's is gifting the PC's a smuggling compartment on their ship, the G9, as a form of payment/thanks. The smuggling compartment will attach, but then it has the red sign next to it.

It just means that it's restricted/illegal

4 minutes ago, Jordrith said:

For instance, one of our NPC's is gifting the PC's a smuggling compartment on their ship, the G9, as a form of payment/thanks. The smuggling compartment will attach, but then it has the red sign next to it.

Shows up next to the rarity, correct? That's just to let you know it's restricted, so if authorities discover that it could have consequences in game since it's not legal in many places.