Another Character Generator

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

Okay guys. This is a GM Tools question.

I got an encounter in mind that deals with two squadrons of 4 TIE fighters (8 TIE's in total). How would I best represent this on the encounter list? Putting 8 TIE's into the Encounters-Vehicle area produces 8 pages worth of the same ship. Is there a reason I should just have one TIE?

Would I have the pilots be a minion group and only put one in the TIE? No need for the repeated information of the same pilot type.

perhaps make 1 minnion of 3 and 1 squad leader then just remember you have 2 of them for combat purposes

oh ogg out of curiosity, will the species be updated to the unofficial 3.0 list?

Yup, adding the following Menagerie 3.0 species: Arcona, Besalisk, Chevin, Dressellian, Lepi, Pau'an, Talz, Thakwaash, Ubese, Ugnaught, and Zygerrian.

Finally finished converting all the adversaries to the new universal format. Tested the encounter import and it worked fine. So, you'll have pre-made encounter sheets for all the modular encounters in SoF. Remember, you'll need to remove all of your old imported adversaries and import them again from the Import directory of the new version. But, once you do that, you'll be guaranteed to work with any future encounters that use them. This also has the added advantage that, if you accidentally import an adversary twice, it'll just replace the existing one, you won't get duplicates.

As for vehicles that I don't have images or silhouettes for:

  • A-11 Burrower
  • A-19 Iron Crawler
  • CAV-11 Condor Airspeeder
  • CEC D-22 Screamer speeder bike
  • D-Type Stealth freighter
  • G35 Silver Cloud airspeeder
  • PB-950 Patrol Boat
  • S-5 Flashfury swoop
  • S-Type racing sloop
  • Xanter-Class deep space exploration frigate

I'm going to try to get the new release out before noon PST tomorrow. Got sidetracked doing the adversaries, so I still haven't done a test pass or two with all three apps. But just doing the adversaries, I ended up making about 4 or 5 compiles after fixing minor issues. Can't do testing now since I'm beat, and you don't want to test software when your brain is mush :) I need some sleep.

I've begun to translate your generator into French. May I put online to share with other french speakers?

Do you know a way to translate the software's UI? at the moment, I used the "custom data" option for careers, spezializations...but the character sheet are english only

I don't mind at all, just be careful with other people's copyrighted material :)

I'll take a look at internationalizing the app after the next release.

Here is the link to my work so far: https://drive.google.com/folderview?id=0B3AFZn7wqhjzT1pzZ0hQajFDVm8&usp=sharing

So far I have been able to find no reference material for these at all. Not sure if Suns of Fortune comes with at least one photo of each because I have yet to receive my copy of it. Without the relevant pictures though there's no chance of me even making an approximate mock up of the silhouettes.

Yup, adding the following Menagerie 3.0 species: Arcona, Besalisk, Chevin, Dressellian, Lepi, Pau'an, Talz, Thakwaash, Ubese, Ugnaught, and Zygerrian.

don't forget the ones hat were changed eg devaronian now has 110xp not 100xp

EquipmentImages is in the Data folder not the CustomData folder. Can this be changed? I would like to modify some of the stock images (they are great don't get me wrong!) and also for all my custom added Weapons, Armor, and Gear, would be nice to have the Generator check a DataCustom/EquipmentImages first then check the Data/EquipmentImages.

This also make it so when I send my players my DataCustom folder it would also give them all the cool pictures I selected.

EquipmentImages is in the Data folder not the CustomData folder. Can this be changed? I would like to modify some of the stock images (they are great don't get me wrong!) and also for all my custom added Weapons, Armor, and Gear, would be nice to have the Generator check a DataCustom/EquipmentImages first then check the Data/EquipmentImages.

This also make it so when I send my players my DataCustom folder it would also give them all the cool pictures I selected.

Darn it! I was just about finished when you come along and give me such a great idea :)

I now have a standard way of getting images. It'll first try DataCustom. If it can't find it, it'll try Data. If it still can't find it, it'll load the Default.png file from Data. This'll work with vehicles (images and silhouettes), species, and equipment. I cobbled together a default equipment picture that has some crates and some random equipment scattered about :) For the species default picture, I have a small group shot of a few different species.

Finally got it finished :) Remember to remove all of your old imported adversaries (not your custom ones, of course) and re-import the ones that come with this release.

Release 1.1.0.6:
New Data:
  • Added the following species from the new "Unofficial Species Menagerie 3.0" (thanks goes to Donovan Morningfire and Cyril for their outstanding work on this supplement): Arcona, Besalisk, Chevin, Dressellian, Lepi, Pau'an, Talz, Thakwaash, Ubese, Ugnaught, and Zygerrian.
  • Made all changes to existing "Unofficial Species Menagerie 2.0" species that were modified in the 3.0 version of the document. These species have had their source changed to "Unofficial Species Menagerie 3.0".
  • Added new weapons, armor, gear, and vehicles for "Suns of Fortune" sourcebook.
  • Added a new vehicle attachment to support the "Sunflare" swoop in the "Taming the Dragon" modular encounter in "Suns of Fortune". "Swoop Speed Modification" adds 1 to speed and removes 1 from hull trauma, and has an option to add 1 system strain.
  • Added a new vehicle attachment to support the "Bloodblade" patrol boat in the "Corellian Shuffle" modular encounter in "Suns of Fortune". "Predictive Targetting Array" is explained on page 143 in "Suns of Fortune".
New Imports:
  • Added adversaries, stock vehicles, and modular encounters (imported in the GM Tools as encounters) for "Suns of Fortune" sourcebook. This can be found in the Imports folder in the ZIP file. Be sure to read the READ ME FIRST.txt file.
  • Added adversaries and two custom vehicles for the "Trouble Brewing" adventure, found in the CRB. This can be found in the Imports folder in the ZIP file. The two vehicles should be copied to your "DataCustom\Vehicles" directory if you wish to use them. I won't be including them as stock data, since they're very specific to this adventure. Be sure to read the READ ME FIRST.txt file.
New Features and Enhancements:
  • You may now ignore the starting size limitation of obligation options by checking the appropriate checkbox in the Options dialog.
  • Added the "Massive" setting to vehicles. Descriptions will include this setting, as well as tell you how many advantage to add to crit rating. This same information will be included in the information list when you print a vehicle. Setting "Massive" to 0 means that it doesn't have the quality. The vehicle editor has also been enhanced with this feature.
  • All massive vehicles listed in the week 5 AoR update have had their "Massive" setting set to the appropriate value. If you have customized any of these vehicles, they will need to be modified with the proper "Massive" values.
  • The vehicle editor now supports hyperdrive increments of .1. The spin controls will still increment by 1; just click the number and type in decimal values yourself. Also made changes to the vehicle code to support this.
  • Added a new notes feature to the equipment screen. Any owned item may be annotated with a note. To do this, click the new "Notes" button. A dialog will appear that allows you to enter your note. You may include tags for special symbols and dice in your note. Item notes will appear on the printed sheets in the "Special" column of the appropriate grid.
  • By popular demand, you can now equip two pieces of armor. Make sure, however, that your GM will allow you to do this.
  • You can now import and export encounters. The new modular encounter imports from "Suns of Fortune" take adventage of this new feature.
  • Modified the way adversaries are identified. They all now have a universally unique key that will never change. In this way, encounters can be shared as long as they use standard adversaries.
  • Modified ALL ADVERSARIES to use this new universal key.
Note : If you want to use future saved encounters that use any included adversary found in the Import folder, and you've already imported a version of them from previous releases, you will need to remove all of those adversaries and import them again. This is true for some of the saved encounters for SoF that use CRB adversaries. In order for them to work properly, you will need to remove your old CRB adversaries, then add them again. Remember that Import now supports multiple file import...
  • Removed characteristics, skills, and talents from the ItemDescriptor.xml file. Instead, all characteristics, skills, and talents (even custom ones) will be added automatically to ItemDescriptors from the actual characterisics, skills, and talents collections. This means that they will all be available for weapons and attachments, instead of just the ones I happen to put into the file originally.
  • Because a lot more talents are now available for item descriptors, the Add Mod dialog in the Attachment editor has been modified to allow filtering based upon skills, talents, qualities, characteristics, and other mods. This will make it easier to find the exact mod you're looking for.
  • You can now add Jury Rigged as a talent for adversaries. You cannot modify an adversary's items with it, however; its inclusion is only descriptive.
  • Images for vehicles, vehicle silhouettes, species, and equipment can now be added to the DataCustom directory instead of Data. New images can be added there for your custom creations, or you can override the stock images bye adding new images to DataCustom with the same name format (images found in DataCustom take precedence over those found in Data). The locations for these images within DataCustom can be found in the documentation, starting on page 31.
  • More combo boxes have been sorted alphabetically.
Bug Fixes:
  • In the Encounter editor in GM Tools, if you remove an adversary that's being used for a vehicle position, the position would not be removed. This caused a crash when the encounter was reloaded (or GM Tools was relaunched). The primary problem was that the "Equals" function used to compare two positions was assuming that the adversary reference was in place, which it wouldn't be. The routine has been modified to first check to see if the two position references are identical before comparing their content. Second, the position should have been removed after the adversary was removed. This check was being made when vehicles were removed, but not adversaries. Now, after removing an adversary after first including it in a roster, the saved encounter file will no longer have the orphaned position.
  • In the Encounter editor in GM Tools, if you added the same stock vehicle multiple times to an encounter, it would only show up once in the roster list. This was because the stock vehicle's key was not being created new for each vehicle. Added stock vehicles will now have their keys created new each time to make each vehicle unique, and they will also now show up separately in the roster, and on the printed encounter sheet.
  • When rosters were being printed, the gunner divider was showing up, even if the vehicle had no gunners. Now, the gunner divider will not be added to a vehicle's roster section if the roster has no gunners.
  • There were certain inconsistancies in the way unranked talent mods were being displayed in descriptions, depending on whether or not the mod had a count. Some older attachments had unranked talents, such as Quick Draw, defined without a count, while others (including any created with the editor) would have a count of 1 or higher. Now, all unranked talent mods are displayed as if they have no count, regardless of what the count actually is, since a count would only make sense for a ranked talent (that is, you can only benefit from Quick Draw once). For instance, a Quick Draw mod will now look like "Innate Talent (Quick Draw) Mod", rather than "1 Innate Talent (Quick Draw) Mod", or "Innate Talent (Quick Draw) Mods" (if count was 0).
  • The vehicle grid in both the group and character sheets was missing the Strain (system strain) column. Strain will now show up.
  • If you performed a transfer when editing a group, and subsequently hit Cancel, the group would still have the inventory if you edited it again. If you closed and relaunched GM Tools, the inventory would be properly removed. This was due to the local cache not being updated properly after the forced save. This has been fixed, and will also work properly if you transfer, then hit Cancel during a "New" group. The group will still show up as being added because of the forced save.
  • Model 77 air rifle had the incorrect quality count for Pierce. It is now Pierce 4.
  • Fixed an issue when shock gloves were given to adversaries. The app no longer crashes and shock gloves are added correctly.
  • Fixed an issue with the vehicle grid if you had more vehicles listed than would fit in the grid. Whenever a vehicle was clicked, the grid would scroll unpredictably. It no longer does this.
  • Fixed an issue with attachments being added to stock vehicles. If you switched panes, then went back to the vehicle pane, any added attachments were gone. It will now keep added attachments.
  • Fixed some issues with encounter printing. If encounter notes were present on the first page, they could remain on subsequent pages. Also, if only rosters were being printed, and not adversaries, encounter notes would not be printed at all. A potential print anomaly also existed if a vehicle roster had no positions and was being printed toward the bottom of the page. The normal test that was done to make sure it fit was not being performed. Finally, I somehow got in a situation where I had more than one count of a nemesis. Nemeses are supposed to be limited to 1 per group. All of these issues have been fixed.
  • When the Add Attachment dialog came up, the description of the selected top attachment did not appear. You had to change the selection in order to have the description show. This has been fixed.
Other Changes:
  • Updated the documentation and FAQ to correspond to this release, including a few more questions that have been answered on the forums.

Bug report: Can't import Trouble Brewing custom vehicles, throws an error saying "not a valid vehicle".

Bug report: Can't import Trouble Brewing custom vehicles, throws an error saying "not a valid vehicle".

You're not supposed to import them, you're supposed to copy them to your DataCustom\Vehicles directory. They're not stock vehicles, they're actual vehicle definitions. Take a look at the read me file.

Ogg you're the man!

Whops, my mistake. Thanks for the heads up. Also the Imperial I Class Star Destroyer image is incorrect. Here's one I made for it:

https://www.dropbox.com/s/hi8bk7vwfj19s4e/STARDESTI.png

Looks almost identical to the one I have .

Of course, I'm not a SW guru or anything. There might be some slight variation I'm not aware of :)

Edited by OggDude

There's definitely some variation in shape in those images--Ebak's image to me looks more authentic as a Star Destroyer.

That said--MAN!! What a great update!

Thanks for all your hard work on this, OggDude!

I concur, I raise a glass to you Ogg.

As for the image. There is a slight variation. The image you have is of a Victor Class Star Destroyer. The image I provided is an Imperial Class Star Destroyer and the most recognisable and iconic. The Victory has side 'wing' panels and has some sensor arials on the bridge at the top which is also different in it's shape.

The differences are the type that are not instantly recognisable, however the most Star Wars fans are likely to notice it.

thank-you :D

Looking through my images, I think I accidentally overwrote my original I-class star destroyer with the Victory class one. They're both the same :) I went back through three backups and couldn't find what I had originally. The funny thing is that both silhouettes are also the same, and they're for the I-class, not the Victory :)

Anyway, the next release will have the correct pictures, and silhouettes.

If you can't wait for the next release, here they are:

I-Class Star Destroyer (goes in Data\VehicleImages)

Victory-Class silhouette (goes in Data\VehicleSilhouettes)

Okay guys. This is a GM Tools question.

I got an encounter in mind that deals with two squadrons of 4 TIE fighters (8 TIE's in total). How would I best represent this on the encounter list? Putting 8 TIE's into the Encounters-Vehicle area produces 8 pages worth of the same ship. Is there a reason I should just have one TIE?

Would I have the pilots be a minion group and only put one in the TIE? No need for the repeated information of the same pilot type.

Just thought I'd throw in that, when you print the encounter, you can turn off including the vehicle sheets, then just modify the encounter, go to the vehicle pane, and print just one copy of it. The vehicle sections of the encounter don't take up that much room.

Of course, that brings up something else... would anyone want the option in rosters to display encounter-type info with vehicles? I'm talking about having a section for hull trauma, system strain, crits, and maybe ship systems, right before where the ship positions are displayed? Kind of an encounter format for vehicles? Vehicle sheets have sections for this stuff (like character sheets do), but entire vehicle sheets might be an overkill for encounters.

Anyway, if this is something you guys might want, let me know.

I haven't tried adding vehicles to the encounter sheets yet, but if you are asking if we would like pared down versions of vehicles in encounters such as the adversaries I would have to say yes.

I haven't tried adding vehicles to the encounter sheets yet, but if you are asking if we would like pared down versions of vehicles in encounters such as the adversaries I would have to say yes.

I agree with FangGrip here, if you could make ship sheets in encounters just like adversary sheets in encounters that would be great. Again, you rock, keep up the good work.

Definitely +1 on adversary-like stats for vehicles on encounters!

OK, I think it's working now :) Here are a couple of examples:

Star Destroyer roster , with lots of hull trauma (boxes are kinda small, but workable)

Freighter roster , with low hull trauma (boxes are normal size)