Thank you very much Ogg, I was thinking of that use exactly.
I don't know if you noticed, but it doesn't seem to register the "&" symbol in at least in the various title fields.
Thank you very much Ogg, I was thinking of that use exactly.
I don't know if you noticed, but it doesn't seem to register the "&" symbol in at least in the various title fields.
If I'm reading this right (pg 187), each mod beyond the first costs "an additional 100 credits beyond the base cost". That seems to indicate that the first mod costs 100 credits, and all others cost 200 credits. Is this how everyone else sees it?
If that was true, they could have just written 100 for the first, and 200 for each additional mod. The way I see it, its 100 for the first, 200 for the second, 300 for the third, etc. Would also be in line with modding difficulty, that is raised by one purple die for every additional mod.
If I'm reading this right (pg 187), each mod beyond the first costs "an additional 100 credits beyond the base cost". That seems to indicate that the first mod costs 100 credits, and all others cost 200 credits. Is this how everyone else sees it?
If that was true, they could have just written 100 for the first, and 200 for each additional mod. The way I see it, its 100 for the first, 200 for the second, 300 for the third, etc. Would also be in line with modding difficulty, that is raised by one purple die for every additional mod.
That's how I had originally read it as well, but it was worded rather poorly and I didn't want to make mod installation cost too much The consensus on at least one other thread said the same thing. I think I'll stick with this one (200, 300, etc) and change it if it's wrong in another release.
If I'm reading this right (pg 187), each mod beyond the first costs "an additional 100 credits beyond the base cost". That seems to indicate that the first mod costs 100 credits, and all others cost 200 credits. Is this how everyone else sees it?
If that was true, they could have just written 100 for the first, and 200 for each additional mod. The way I see it, its 100 for the first, 200 for the second, 300 for the third, etc. Would also be in line with modding difficulty, that is raised by one purple die for every additional mod.
Well, we could always ask FFG directly how the pricing works. The option does exist (under More... on the header at the top of the page, select Customer Service and there's an option for Rules Questions), and Sam Stewart's response time is pretty good, typically within a day or two at most (not counting holidays).
Re-reading that section of the core rulebook again, I'm inclined to go with the "cost increases alongside the difficulty" interpretation instead of the "flat 100 credits per modification" approach, if only because the escalating costs will help cut down on the extent of modifications being made.
If I'm reading this right (pg 187), each mod beyond the first costs "an additional 100 credits beyond the base cost". That seems to indicate that the first mod costs 100 credits, and all others cost 200 credits. Is this how everyone else sees it?
If that was true, they could have just written 100 for the first, and 200 for each additional mod. The way I see it, its 100 for the first, 200 for the second, 300 for the third, etc. Would also be in line with modding difficulty, that is raised by one purple die for every additional mod.
Well, we could always ask FFG directly how the pricing works. The option does exist (under More... on the header at the top of the page, select Customer Service and there's an option for Rules Questions), and Sam Stewart's response time is pretty good, typically within a day or two at most (not counting holidays).
Re-reading that section of the core rulebook again, I'm inclined to go with the "cost increases alongside the difficulty" interpretation instead of the "flat 100 credits per modification" approach, if only because the escalating costs will help cut down on the extent of modifications being made.
I'll see if I can clarify it. In the meantime, I've added the increasing scale costs to the attachment window.
And speaking of attachments, I just finished (drum roll please) an attachment editor. A lot of people have been asking for this, so I bit the bullet and added it. Didn't take as long as I thought it would to do, actually.
And I'm still doing testing, since so many changes have been made to the code. Every time I do this, I find something else that either is wrong (though those are becoming far fewer), needs tweaking, or something I want to add. For instance, I added all of the new AoR vehicles and then tested the new vehicle roster support in the encounter editor, using a star destroyer. The darned ship has so many guns that it went off of the page. I was basing my added pages on whether or not a particular roster would fit on the current page, not if it wouldn't even fit on an empty page So, I had to modify the control so that it would scale the control based on weapon systems, then continue the same roster on the next page. That took over a day and a half to do And then I just had to create a rival group with 20 members and of course it also was too big to fit on an empty page. So, rival groups now continue their grid counts on following pages.
That's been my programming experience the past month But it should be worth it. Here's an updated list of changes and improvements that will be included in the 1.1 release:
Wow....this is awesome. Thank you so much for doing this sir!
Any chance that one day this could work on an iPad?
Wow, just wow!
Looking forward to this new version. Appreciate all the time you've been throwing at this.
Awesome work mate, I shall name my next illigitimate offspring Ogg in your honour.
Has anyone entered the necessary data for all the bits left blank (Talents, Equipment etc.. Would anyone be willing to share this. I have done some and would be happy to upload somewhere or work with anyone willing to do the same
Just an update...
First off, sorry it's been taking so long to get the new release out. All code changes are in and all data has been entered. I've just been doing some regression testing and keep noticing minor and not-so-minor issues which need to be fixed. I think I've already gone through about 5 or 6 complete rebuilds since yesterday afternoon. The generator seems really stable (finally), but it's my third or so pass on the data editor, and more small things keep popping up. I still need to do another complete sweep or two of the GM Tools as well.
Anyway, please be patient and the release will be out shortly.
Edited by OggDudeJust an update...
First off, sorry it's been taking so long to get the new release out. All code changes are in and all data has been entered. I've just been doing some regression testing and keep noticing minor and not-so-minor issues which need to be fixed. I think I've already gone through about 5 or 6 complete rebuilds since yesterday afternoon. The generator seems really stable (finally), but it's my third or so pass on the data editor, and more small things keep popping up. I still need to do another complete sweep or two of the GM Tools as well.
Anyway, please be patient and the release will be out shortly.
Please take your time and complete the job the way YOU want to. We are all beggars here, and your work is well worth the wait.
Thank you for even updating your wonderful program.
Sir its no problem to wait for something as awesome as your character program, especially since you are doing it for yourself and the community. I personally thank you and wish I had money to send you. Broke and in school right now but love the work. Take your time and don't let it burn you out. We lazy folk need ya. *grin*. Seriously keep up the awesome work!
Interested in your program, particularly the new version, once it's ready.
FYI, the most recent version link is an empty ZIP.
Could you correct that, in the meantime, perhaps? If you no longer have that version (Source Control is your Friend) can someone else who has it put it up and post a link in here?
Thanks
~Sylrae
Interested in your program, particularly the new version, once it's ready.
FYI, the most recent version link is an empty ZIP.
Could you correct that, in the meantime, perhaps? If you no longer have that version (Source Control is your Friend) can someone else who has it put it up and post a link in here?
Thanks
~Sylrae
The link on the first post works just fine for me. It's a 35.8mb ZIP file.
Edited by BjornsidesHuh. it just worked for me too.
Must have been a bad cache from my ISP that failed several times yesterday.
Many thanks. I'll give it a try later.
Not sure if this has been discussed earlier in the thread and determined there was no way to resolve...
Apparently for Humans, if you later select a specialization or talent that adds one of the two skills you picked as your bonus non-career skills, the program unchecks the bonus Human skill.
I see this as being a big issue in regards to the Recruit universal spec introduced in the Age of Rebellion Beta, as a fifth of that spec's talents are about making non-career skills into career skills, to say nothing of the Insight talent. Or as noted, just simply purchasing an additional specialization that has the previous non-career skill as a career skill.
Maybe it's late, but I'm not seeing the issue. If you make a non-career skill into a career skill, then you can't pick it for the bonus human rank, since it only works for non-career skills. I must be missing something
That's the problem. The "bonus non-career skill" for a Human becomes unchecked, and the skill rank that the Human PC had prior to the chosen skill becoming a career skill is removed.
In the game rules, once a Human PC denotes a non-career skill as part of their special benefit, they've always got that 1 rank in the skill, even if it later becomes a career skill. As noted by lead designer Sam Stewart, this game is not 'retroactive-friendly' in that you don't get a refund on XP if you bought two ranks of a skill at the non-career rate and then purchase a specialization that offers the skill as a career skill.
For a more specific example, I have a Human pre-gen character that used one of her bonus non-career skill ranks to take a rank in Disicpline, as the character is going to be a Force-user. I then spend 5 of her XP to purchase the Insight talent (mostly to make Perception a career skill for her), but the system effectively sees that and says "okay, Discipline is a career skill now, so even though this character selected Discipline during initial character creation, I'm going to uncheck that skill and force them to chose something else." And as noted, the game system doesn't work that way; once you've made a selection, you don't get to go back and "pick something else" just because you made an advancement that turned the non-career skill into a career skill.
You're right, that will be difficult. The generator doesn't have a "creation" and "maintenance" mode, so there's no way for it to differentiate between what was originally picked and the current state. We may have to live with this for awhile, until I can think of a simple way of doing this. Adding up XP costs is a fairly in-depth task as it is, and having some costs remain fixed, while others are figured out on-the-fly, will greatly complicate things.
Just an update on this issue: as I was testing all of my new changes, I remembered this issue. One of the new features I've added is the XP/Credit bonus for obligation and duty. While doing that, I made it so that if one of the options was selected, and then duty or obligation changed so it wouldn't be available anymore, I keep it selected anyway. Then, if in the future, it is unselected, it'll remain that way until duty or obligation changes again so it can be used.
That got me thinking I could do something similar with this situation. What I did was remove the code in skill calculations that automatically removes all career skills in the non-career list. Then, before removing the skill from the species non-career grid, I check to see if it's in the non-career list. If it is, I keep it there. So, using Donovan's example, if you were to select Discipline in the species non-career grid, then select the Insight talent, and go back to species, Discipline will still be in the grid and still be selected. If you then uncheck Discipline in the species non-career grid, it'll recognize that it isn't a non-career skill anymore and immediately remove it from the grid.
I'll do some more testing, but I think this solves the problem.
Really impressed with this!
I'd also like to request a text only stat block, a summary char sheet (before pressing print screen), and possibly a choice to print out a b&w friendly charsheet.
I'm really inspired by this, if I can find some time not coding for work, I think i may try my own hand.
Good Job!
Really impressed with this!
I'd also like to request a text only stat block, a summary char sheet (before pressing print screen), and possibly a choice to print out a b&w friendly charsheet.
I'm really inspired by this, if I can find some time not coding for work, I think i may try my own hand.
Good Job!
Thanks. What sort of text stat block/export would everyone want? As for the "summary char sheet", I don't quite get what sort of function that would serve. There's a stat summary at the bottom right of the generator, plus you can get more specific info from just going through the panes. And, when you hit print, you get a preview screen anyway. In fact, that's what I normally do when I want to see a general summary of the character: I just look at the print preview without printing. You can zoom in and out with the wheel on the mouse, too.
As for a black and white printout, just use the "Sheet Style" drop down from the print preview and select "Simplified". This works on all printable sheets.
I used the encounter sheets for a session yesterday and it was really useful, many thanks for this.
I think a good textual stat block may look like this:
[Character Name] [unusedXP]/[spentXP]/[TotalXP]xp
[Gender] [species]
Attributes: [Attributes]
Thredholds: Wound [WoundsThresh], Strain [strainThresh]
Defenses: [DefenseRanged] Ranged, [DefenseMelee] Melee
Soak: [soak]
Career: [Career]
Specializations: [array: [specializations]['*' to indicate primary]]
[optional:[Age] [Height] [Weight] [Hair] [Eyes]]
Skills: [array:[skillName] [Ranks] ['*' to indicate primary career; '+' to indicate spec skill; '-' to indicate species skill]]
Talents: [array:[TalentName] [:RanksIfApplicable]]
Credits: [Credits]
Equipment: [array:[Equipment]([Mods])]
Obligations: [array:[Obligation]:[Obligation Amount] [Description]]
Background: Social Class: [social], Hook:
[optional: story]
Example:
Bevin "Hammer Hands" Stihl 0/120/120xp
Male Human
Attributes: Brawn 4, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3
Thredholds: Wound 16, Strain 12
Defenses: 0 Ranged, 0 Melee
Soak: 5
Career: Hired Gun
Specializations: Marauder*
Age: 36 1.92m 100kg Brown Hair Blue Eyes
Skills: Athletics* 1, Brawl* 1, Coercion+ 1, Cool- 1, Discipline* 1, Melee+ 1, Piloting(Planetary)* 0, Ranged(Light)* 1, Resilience+ 0, Survival* 0, Underworld- 1,Vigilence* 0
Talents: Toughened 1, Feral Strength 2
Credits: 340
Equipment: Brass Knuckles, Combat Knife, Holdout Blaster (Filed Front Sight), Shock Gloves, Heavy Clothing, Comlink (Handheld), Emergency Medpack, Stimpack, Backpack, Ration Pack 2, Extra Reloads 2, Utility Belt, Tent, Climbing Gear
Obligations: Blackmail 35 Threw a fight, being blackmailed for evidence
Background: Social Class: Down and Out, Hook: Failure of Character
Story: Bevin was a rising middle weight prize fighter of some notoriaty. He unwisely wasted his credits on partying and living large. When bill collectors came around, he made a deal with a hutt to pay them off. The hutt later called in the favor wanting Bevin to throw a fight. Bevin did so, but there is evidence held by some third party proving he threw the fight. The hutt told Bevin he's on his own to clean up his own mess.
Edited by JimmifettHad not noticed the stylesheet option in the print preview, loving it.
Is there a way to save a PDF of the character sheet? I don't own a printer and would like to print it off at work.
Is there a way to save a PDF of the character sheet? I don't own a printer and would like to print it off at work.
download DoPDF
then you can just print, and select DoPDF as the printer to save as a PDF.
The new release is finally ready! I've been tinkering with it now for over two weeks and I fixed all of the minor and somewhat minor bugs that I've found. I'm sure there's more that everyone will find Anyway, here it is:
First off thanks to everyone who put in time on this project it's great. Only been messing with it for a little bit now, looks great. I have noticed one thing so far, and i could be missing something entirely as well, but when I go to select Force powers I've noticed the drop down box is blank. I must've screwed something up when transfering my custom files to the new program cuz im getting this:
"Unhandled exception has occured 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."
This only happens when I select the Explorer characters.
Edited by Dbrowne1974