On 4/12/2020 at 1:31 PM, Ebak said:Loadouts / Varients
Some adversaries, and starships are sometimes equipped with different weaponry. For example the new Onager-class star destroyer is either equipped with a Forward-mounted heavy mass driver cannons, or the Forward-mounted composite beam turbolaser.
Having two copies of this ship in the generator with either weapon seems a little clunky. Similar to the All Terrain Anti-Aircraft and now the AT-ST (which can be equipped with a mortar launcher).
Furthermore, there are ships with 'varients' in the game, the most infamous being the Mandalorian Fang Starfighter. The LAAT/i, the Artiquens which have different stats in different eras.
Would it be better if when selecting the ship there is a drop down that allows you to filter through the different variants of each ship? You could even then filter it into the unique vehicle system so when you select the YT-1300 it offers you the chance to add the stock YT or the Millennium Falcon (Han or Landos).
There are also quite a few of adversaries (usually minion groups) that say something like: "They may carry this, or this" maybe there can be a symobol added to the stat block to indicate that they either have one of the other?
Again, this is more of a "Is it possible?" and "Is this a better way of doing it than what is currently being done?
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It's possible, but if I had variants, then the easiest way for them to show up would be to pick your variant from a list. And if you're doing that anyway, why not just have different files for the same vehicle with different loadouts? I guess what I'm trying to say is that there's not really any gain for the time and effort to do something like that. Unless you can convince me 🙂
On 4/12/2020 at 1:31 PM, Ebak said:Qualities
As a GM Grant, could we create and add our own qualities to add to weapons if we wanted to? More to mark our own custom qualities but maybe we can also program them to adhere to certain rules, such as requiring a certain characteristic level (other than Brawn and Agility) for example and if not a defined penalty is given?
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You can do this now. Just not from the data editor. And that's because item descriptors can be kind of complicated, and I just haven't written an editor for it.
Just create a file in your DataCustom directory called ItemDescriptors.xml. Put something like the following in it:
<?xml version="1.0" encoding="utf-8" ?> <ItemDescriptors> <ItemDescriptor> <Key>MYQUALITY</Key> <Name>MyQuality Quality</Name> <Description></Description> <Sources> <Source>My Own Qualities</Source> </Sources> <Custom>AddedItem</Custom> <Type>Weapon</Type> <ModDesc>MyQuality {0}</ModDesc> <QualDesc>MyQuality {0}</QualDesc> <IsQuality>true</IsQuality> </ItemDescriptor> </ItemDescriptors>
You should then be able to access them from the weapon editor and add them to your own weapons. While descriptors themselves may have limitations or requirements in code, there's currently nothing that will automatically add or remove them based on characteristics.
Qualities are just one type of item descriptor. You can add others in the same way. However, they have to be ones that use current rules and features, such as choosing defense zones, vehicle weapons, weapon upgrades, or storage options for certain types of items. A lot of the item descriptors in the main file are referenced in code and have their own custom code behind it, which you wouldn't be able to do if you just add them yourself. That's another reason I don't have an editor for them.
On 4/12/2020 at 1:31 PM, Ebak said:Bug
This is more of a personal problem, but recently I took it upon myself to 'standardise' a lot of the generators language. This is no ones fault, the books are merely inconsistent with how some items are presented. I will take an example. The ATAT.
Across multiple books it might appear named differently:
- AT-AT
- AT-AT Walker
- All Terrain Armored Transport
- All-Terrain Armored Transport
- KYD All-Terrain Armored Transport
Same thing with the '-class' suffix, sometimes its capitalised and sometimes it is not.
So I went through and changed all of them. It did mean editing some ships that otherwise had no other problems turning them into "custom items". However, sometimes I'd shut down the generator, restart it and the formatting would be back to the old way. The only way I could solve the issue is go into the actual data folder and rename all the XMLs manually so the program thought they were always done that way.
I think its because when it saves the custom XML in the custom folder, the name of that ship is then different compared to the original. So the program then gets confused over which one to refer to and defaults to the main data folder? Only a guess.
What might be going on here is that you have multiple datasets that are stepping on one another. You could try consolidating your datasets, or removing all but one of them and see if that makes a difference. Named datasets should always be applied after the default dataset.
Edited by OggDude