Here's a thought, is it possible to be able to import PCs as adversaries so that I can move pre-gen PCs to be used in encounters?
And, can you add custom gear to PCs? If not, this might be a good thing to be able to have?
Here's a thought, is it possible to be able to import PCs as adversaries so that I can move pre-gen PCs to be used in encounters?
And, can you add custom gear to PCs? If not, this might be a good thing to be able to have?
For those of you who use the adversary stat blocks, I'll be adding vehicle stat blocks in the next release. They use the same form as for adversaries, except you have the option including all details, or only weapons and attachments.
Any chance you might be able to do a stat block for PCs? I know that's not exactly standard form from the book, but it would be excellent for GMs to be able to have a quick-glance reference of the PCs that does not take up a lot of space on the table.
You could also just plug them in as adversaries. Not ideal I am sure, but short term.
Hi,
I think there is a bug with upgrading existing vehicle weapons. For example to upgrade a medium laser cannon of a YT 1300 to a quad laser cannon shouldn't consume a hard point (as far as I understand the rules). But with the generator one hard point is used for this upgrade.
(Release 1.1.0.7)
Edited by alpman
Any chance you might be able to do a stat block for PCs? I know that's not exactly standard form from the book, but it would be excellent for GMs to be able to have a quick-glance reference of the PCs that does not take up a lot of space on the table.
You could also just plug them in as adversaries. Not ideal I am sure, but short term.
True, you just wouldn't get things like Obligation or certain species abilities to read out in the stat block. It would take some customization of the existing stat blocks to add the elements that aren't relevant to an NPC. Certainly not a necissary addition. Just one of convenience.
For those of you who use the adversary stat blocks, I'll be adding vehicle stat blocks in the next release. They use the same form as for adversaries, except you have the option including all details, or only weapons and attachments.
Any chance you might be able to do a stat block for PCs? I know that's not exactly standard form from the book, but it would be excellent for GMs to be able to have a quick-glance reference of the PCs that does not take up a lot of space on the table.
What I'm thinking of doing is having the option for a one-sheet character summary, kind of like what you get with pregen characters in starting adventures. All the important stuff would be on the one sheet. I'm still looking into how I want to format it.
Here's a thought, is it possible to be able to import PCs as adversaries so that I can move pre-gen PCs to be used in encounters?
And, can you add custom gear to PCs? If not, this might be a good thing to be able to have?
You can have custom gear. You just can't have ad-hoc gear like adversaries Adversaries are sort of free-wheeling because they don't follow the same rules as PCs. That's why I let you just make stuff up for adversaries. PC's, on the other hand, are more "official" and by-the-book. If you want new gear, just use the data editor to add it. Then it'll be available for everyone.
Hi,
I think there is a bug with upgrading existing vehicle weapons. For example to upgrade a medium laser cannon of a YT 1300 to a quad laser cannon shouldn't consume a hard point (as far as I understand the rules). But with the generator one hard point is used for this upgrade.
(Release 1.1.0.7)
Well... CRB pg 271 says that it costs a HP if the weapon system combines two or more weapons. I'm counting weapons with the linked quality as applying to this (linked, by definition, combines multiple weapons into a single weapon system). If that's not the case, I can change it.
I saw you recommend only using the shorthand descriptions; any special reason? Space issues?
I've not come across any problem with giving the full text. Maybe I just have no sense of aesthetics.
Edited by KixYou can have custom gear. You just can't have ad-hoc gear like adversaries Adversaries are sort of free-wheeling because they don't follow the same rules as PCs. That's why I let you just make stuff up for adversaries. PC's, on the other hand, are more "official" and by-the-book. If you want new gear, just use the data editor to add it. Then it'll be available for everyone.Here's a thought, is it possible to be able to import PCs as adversaries so that I can move pre-gen PCs to be used in encounters?
And, can you add custom gear to PCs? If not, this might be a good thing to be able to have?
I get where you are coming from but my PCs have a habit of looting gear from defeated adversaries and so end up with a lot of AD-hoc gear. There are also individual items that they pick up that have narrative value but don't really need to sit in the generator gear list. Such as a recebpnt artifact that they picked up called 'the fell star'. Where would I add this on to a PC character sheet?
A suggestion would be to add a custom item option for PCs and also have an option for NPC ad-hoc custom weapons and armour to be added to the relevant section in the data-editor? Not every item would need to be pulled through, as natural weapons and armour should not be available for PCs to pick up.
Either way, it's not a big deal as the program is currently awesome and I am very happy with what i can do with it. Anything else is just a bonus.
Well... CRB pg 271 says that it costs a HP if the weapon system combines two or more weapons. I'm counting weapons with the linked quality as applying to this (linked, by definition, combines multiple weapons into a single weapon system). If that's not the case, I can change it.
Puh, difficult question.My imagination was that removing the turret with the medium laser cannon and installing a new turret that mounts the quad laser is a replacement of one weapon system with another. I think a quad laser cannon is a single weapon system since all components are close together.
Another thing are the linked laser cannons of the Z-95 which are on each tip of its wings. They are two single weapons systems linked together. I think the rule you stated is for such things.
Well... CRB pg 271 says that it costs a HP if the weapon system combines two or more weapons. I'm counting weapons with the linked quality as applying to this (linked, by definition, combines multiple weapons into a single weapon system). If that's not the case, I can change it.
Puh, difficult question.My imagination was that removing the turret with the medium laser cannon and installing a new turret that mounts the quad laser is a replacement of one weapon system with another. I think a quad laser cannon is a single weapon system since all components are close together.
Another thing are the linked laser cannons of the Z-95 which are on each tip of its wings. They are two single weapons systems linked together. I think the rule you stated is for such things.
The thing to note is that a "quad laser cannon" is a single "weapon system" rather than 4 laser cannons linked together. It actually appears on table 7-17 as its own entry. Therefore it is a single system that takes up one HP. So removing the medium laser cannon and replacing it with a quad laser cannon is simply swapping out one entire system for the other resulting no net change in the number of HP occupied.
My character generator is not consistently opening for some reason. The PC makes an attempt at opening, but I've only gotten it to open once today.. The GM tools and Data Edit are fine, but SWCharGen.exe is having problems.
I tried deleting the program and reinstalling it and it's not working still...
Edited by MosesofWarI am having the same problem.
I have another small request for the character generator. In the character selection screen, it lists the characters and when selected it shows Name, Player, Species, and Career. I would LOVE to get Earned XP and Total Credits added to that list. Everyone from my group uses my generator program on dropbox so whenever we make a change it updates to all. I am the one who adds the xp to the character's sheets and the players go in and spend it. Right now, the only way to check the current xp for each character is to actually load it, which takes time. Being able to just select the character from the list and see the xp and credits right away would be awesome!
Again, thanks for all the hard work. These programs get better and better all the time!
My character generator is not consistently opening for some reason. The PC makes an attempt at opening, but I've only gotten it to open once today.. The GM tools and Data Edit are fine, but SWCharGen.exe is having problems.
I tried deleting the program and reinstalling it and it's not working still...
I am having the same problem.
Try creating a new directory and copying the latest release into it, then run it from there. If that one works consistently, copy your Characters, Adversaries, Groups, DataCustom, and StockVehicles folders from your original to the new one.
I have another small request for the character generator. In the character selection screen, it lists the characters and when selected it shows Name, Player, Species, and Career. I would LOVE to get Earned XP and Total Credits added to that list. Everyone from my group uses my generator program on dropbox so whenever we make a change it updates to all. I am the one who adds the xp to the character's sheets and the players go in and spend it. Right now, the only way to check the current xp for each character is to actually load it, which takes time. Being able to just select the character from the list and see the xp and credits right away would be awesome!
Again, thanks for all the hard work. These programs get better and better all the time!
OK, that's easy enough to do.
A couple of other things I'm planning on doing: When Importing a character, seeing if that character already exists and giving you the option of replacing it. I'm starting a group right now, and if I give them the latest copy of their character and want them to modify it and give it back, it'll always imports as a new character with a new key. If you use the new character and delete the old one, that'll remove the character from any groups it's in. Kind of messy.
And speaking of characters and groups, I'm also going to add a refresh button to refresh the character list when adding or modifying groups. If you load the GM Tools (which, if you have lots of adversaries, can take awhile), then add a new character using the chargen, you have to close and restart the GM Tools in order for it to show up in the character list, if you want to add that character to an existing group. It would be nice to just click Refresh to get the new characters.
Oh, and after actually using the GM Tools for awhile and creating encounters and such... man, that encounter list is annoying! Every time you add an encounter, it unsorts itself and scrolls to the top, and you have to resort, then scroll down to the encounters you want. I'm surprised nobody's complained about that yet.
Anyway, what I'm going to do for the encounter list is 1) have it so it keeps the sort and currently selected item after adding or removing encounters, and 2) have a Campaign and Adventure dropdown to sort by, like in Adversaries.
having some issues with newest versions.....can't remove weapons from starships, such as YT 1300, would be nice to be able to remove one of the turret blaster cannons. I made a new vehicle YT 1300 to bypass this issue, however modifications made to the vehicle do not share over between versions for some reason. The changes I made were to have 1 quadlaser cannon on the dorsal side, no ventral weapon, gave the ship back an extra hard point for this change and it did not carry over from the previous version when transfering the file. Also, your quadlaser cannon does not have the accurate trait like it is supposed to. Also, I have not been able to get the full list of attachments when creating new weapons. Only superior shows up. I have made changes to the weapon in the editor to account for attachments and modifications made...however, it will not allow additional traits beyond 1 even though it will let you increase this number...the change does not actually save, always reverts back to 1.
I would like to second the request for a new area in the GM tools encounter print outs. It would be nice if there was a way to add NPC's which can be somehow distinguished as 'friendlies'. Maybe even allow the PC's stats to be tracked on the encounter sheet as well.
I apologize if this was already pointed out.
On the character sheet pg 1, the Defense for Ranged says Value.
Also when a custom lightsaber with Deflection 1 and Defensive 1 is equipped only Melee defense increases, not Ranged defense which should as well for the Deflection.
Thanks for all the hard work!
Is there a way to make your own vehicle from scratch in either the GM tools or the character generator? I thought i remember doing this once before, but for the life of me I can't figure out how to do it again. Am I just losing my mind?
GoblynByte, perhaps in the Data Editor?
Is there a way to make your own vehicle from scratch in either the GM tools or the character generator? I thought i remember doing this once before, but for the life of me I can't figure out how to do it again. Am I just losing my mind?
That'd be the Data Editor to add entirely new material, be it vehicles, gear, species, or specializations.
Feature idea: A way to export the print out sheets so if you need to print them out via another source but can't/don't want to send over the character generator, you can.
Feature idea: A way to export the print out sheets so if you need to print them out via another source but can't/don't want to send over the character generator, you can.
This is covered in the FAQ, Ebak. You can save the printout as a PDF, then print that from anywhere without having to install the character tool.
GoblynByte, perhaps in the Data Editor?
Yup. That's where I saw it. I apparently AM losing my mind.