Oh, I kinda sorta forgot to mention... because of the change to adversaries, your existing encounters will all have their adversaries missing You'll need to modify the encounters and add the adversaries back in, after you re-import them. Sorry about that.
Another Character Generator
Would it be possible to add a Show box for equipment/gear/armor? Perhaps players wouldn't forget their dice modifiers, like the setback die from an enviro-suit or the boost and setback dice from a pair of hunting goggles, if the item was on the first page?
Would it be possible to add a Show box for equipment/gear/armor? Perhaps players wouldn't forget their dice modifiers, like the setback die from an enviro-suit or the boost and setback dice from a pair of hunting goggles, if the item was on the first page?
It's really a matter of real estate. There's not a lot of room available at the bottom of the first page, maybe 6 items tops if you print using the B&W sheet. Plus, I have it for weapons because it adds everything up for you and even adds boost and setback when appropriate. Weapons in the regular inventory section don't do this.
I'm am going to look into adding boost and setback to the skill list, but ONLY if it applies to all checks. Situational modifiers wouldn't be included.
Maybe this was answered already, but if in the character generator I uncheck "age of rebellion" and keep only the EotE stuff, I cannot choose the "Driver" specialization as an Explorer.
The other two EtU specs are there (Archeologist and Big Game Hunter)
Edited by The MickMaybe this was answered already, but if in the character generator I uncheck "age of rebellion" and keep only the EotE stuff, I cannot choose the "Driver" specialization as an Explorer.
The other two EtU specs are there (Archeologist and Big Game Hunter)
Driver's been sourced as AoR, not EtU, because it's also in AoR. I should probably put it back to EtU until the actual AoR rulebook comes out.
Out of curiosity, is anyone from the San Francisco Bay Area going to DunDraCon in a couple of weeks? They're running a Star Wars mega-game using EotE rules. I think it's running on four different tables.
Just wanted to say that I started playing with this and I love it. Very easy to use and intuitive even for us not so computer literate types. Thanks!
It's really a matter of real estate. There's not a lot of room available at the bottom of the first page, maybe 6 items tops if you print using the B&W sheet. Plus, I have it for weapons because it adds everything up for you and even adds boost and setback when appropriate. Weapons in the regular inventory section don't do this.
I'm am going to look into adding boost and setback to the skill list, but ONLY if it applies to all checks. Situational modifiers wouldn't be included.
Looks like you can comfortably squeeze 8 lines of items onto the front page in color (the middle of the ninth and tenth lines get covered by the page number bar). The tenth starts cutting into the datapad graphic and any after that don't display. At least on my screen, it does. Way more in b&w (15 line items).
X-30 Lancer takes up two lines, for example.
I figured just adding a Show Checkbox would be easier than having to write up all that dice pool math, but it's your show. :-)
I also thought that just having the item there on the front page might be enough to remind a player about dice pool modifiers, even it the description is "See page XX."
On a side note, I can "equip" two vibro-axes even though the item's description is that it's a two handed weapon.
Side-side note, just printed the party sheet under default settings and it was off center.
Edited by BrandonCarpenter
It's really a matter of real estate. There's not a lot of room available at the bottom of the first page, maybe 6 items tops if you print using the B&W sheet. Plus, I have it for weapons because it adds everything up for you and even adds boost and setback when appropriate. Weapons in the regular inventory section don't do this.
I'm am going to look into adding boost and setback to the skill list, but ONLY if it applies to all checks. Situational modifiers wouldn't be included.
Looks like you can comfortably squeeze 8 lines of items onto the front page in color (the middle of the ninth and tenth lines get covered by the page number bar). The tenth starts cutting into the datapad graphic and any after that don't display. At least on my screen, it does. Way more in b&w (15 line items).
X-30 Lancer takes up two lines, for example.
I figured just adding a Show Checkbox would be easier than having to write up all that dice pool math, but it's your show. :-)
I also thought that just having the item there on the front page might be enough to remind a player about dice pool modifiers, even it the description is "See page XX."
On a side note, I can "equip" two vibro-axes even though the item's description is that it's a two handed weapon.
I personally didn't see any definitive stat for items as being one-handed or two-handed, a la D&D. It might say something in the description, but as this is a narrative game, GM's may allow a character to dual-wield a weapon that's described as 2H. So, I just say you can equip two and leave it up to the user/GM to decide which two are acceptable Same with armor now. There's nothing stopping you from equipping two sealed armor suits, except your GM's permission
Edited by OggDudeYeah, for example a human may not be able to dual wield vibro axes...however I could easily see a larger wookiee doing so.
As for the starship idea, I love it, although I am wondering if there's a way to do smaller ships like starfighters similar to minions so you can have a 'squadron' as on one page instead of having to print out 12 duplicate sheets. However that is assuming you could easily define a ship in an encounter like that.
I do like having encounter info for the ships on there though.
PS: Kudos on the pics
Yeah, for example a human may not be able to dual wield vibro axes...however I could easily see a larger wookiee doing so.
As for the starship idea, I love it, although I am wondering if there's a way to do smaller ships like starfighters similar to minions so you can have a 'squadron' as on one page instead of having to print out 12 duplicate sheets. However that is assuming you could easily define a ship in an encounter like that.
I do like having encounter info for the ships on there though.
PS: Kudos on the pics
Just one thing in regards to the vehicles, would it be possible to make the components slightly more modular with 'Blank' spots in some areas when it comes to upgrading/downgrading? I did a bit of fiddling with the data editor but couldn't really come up with something suitable to represent certain things.
(Some of us run the equivalent of a short bus which has been rolled down a hill and then set on fire by retards... in fact its probably easier to list the things that do work than the sheer number which don't )
Just one thing in regards to the vehicles, would it be possible to make the components slightly more modular with 'Blank' spots in some areas when it comes to upgrading/downgrading? I did a bit of fiddling with the data editor but couldn't really come up with something suitable to represent certain things.
(Some of us run the equivalent of a short bus which has been rolled down a hill and then set on fire by retards... in fact its probably easier to list the things that do work than the sheer number which don't )
You're going to need to be a bit more specific
Probably a bit difficult to describe, I can do some throw-ups later on that might expand that area a bit for you.
I sort of do a lot of app-destruction (and chase programmers around with a stick) in my day job and have a couple of ideas that might be of use in terms of usability and flexibility.
I think I found one slight issue. When you try to modify the SKZ Sporting Blaster from Suns of Fortune, it's not listing the Augmented Spin Barrel as an option, but it can take all of the other Blaster Rifle / Heavy Blaster rifle mods. I double checked it against a regular Blaster rifle and this is the only one missing.
Just a heads up, and thanks for all the great work!
Edited by FalkrunnHate to say it, but I found another bug/mistake. The Shortened Barrel mod is listed at 2 Hard Points, when it is in fact only 1.
Just a heads up
Love this program to pieces!!
I have one request and I have no idea if this is on your list of things to do, and it is a little thing...
I was adding a new weapon and was going to add a new weapon with the following traits:
- limited ammo 8
- cumbersome 2
...and I found that I could not completely. There was only the option to select limited ammo 1 and cumbersome 1.
Thanks man!
Love this program to pieces!!
I have one request and I have no idea if this is on your list of things to do, and it is a little thing...
I was adding a new weapon and was going to add a new weapon with the following traits:
- limited ammo 8
- cumbersome 2
...and I found that I could not completely. There was only the option to select limited ammo 1 and cumbersome 1.
Thanks man!
Did you click the number and create the up/down numeric clicker?
LOL! I never even considered that.
Thanks! That worked!! =) I feel a little silly now! =)
LOL! I never even considered that.
Thanks! That worked!! =) I feel a little silly now! =)
Don't feel bad. It took me a few minutes at first to figure it out as well.
I think I found one slight issue. When you try to modify the SKZ Sporting Blaster from Suns of Fortune, it's not listing the Augmented Spin Barrel as an option, but it can take all of the other Blaster Rifle / Heavy Blaster rifle mods. I double checked it against a regular Blaster rifle and this is the only one missing.
Just a heads up, and thanks for all the great work!
And that is because I forgot to update the attachment when I went to the category system It's still being limited by item key, when it should be limited by the "Blaster Rifle" category. It'll be fixed.
Hate to say it, but I found another bug/mistake. The Shortened Barrel mod is listed at 2 Hard Points, when it is in fact only 1.
Just a heads up
Fixed
I don't recall now which one it was, but there was a creature (Gundark, perhaps?) whose weapon "Meaty Fists" was misspelled "Meaty Fiosts"
LOL! I never even considered that.
Thanks! That worked!! =) I feel a little silly now! =)
Don't feel bad. It took me a few minutes at first to figure it out as well.
Sounds like a FAQ question to me...
Edit: Question has been added and the FAQ updated.
Edited by OggDudeI don't recall now which one it was, but there was a creature (Gundark, perhaps?) whose weapon "Meaty Fists" was misspelled "Meaty Fiosts"
That's what happens when you enter 50 adversaries in under an hour It's been fixed. Also, Gundark was in both the Core and the AoR import directories. I removed it from AoR (which, coincidentally, had "Fists" spelled correctly...).