I have actually been having trouble exporting from the Character Generator as PDF since I upgraded to Windows 8.1.
No problems exporting from the GMTools to PDF. Not sure what's going on there.
I have actually been having trouble exporting from the Character Generator as PDF since I upgraded to Windows 8.1.
No problems exporting from the GMTools to PDF. Not sure what's going on there.
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'll check on the quad laser cannon.
To have your changes work in different installs, you need to copy your DataCustom directory. That's where the changes will be made. Removing weapons from vehicles appears to work fine for me; again, you may not have the modified file in place from DataCustom.
When adding weapons, you'll also need to set the weapon's categories. Some attachments only work for particular categories of weapons. You can check a similar weapon and add the same categories to yours. For instance, if you add a new type of blaster pistol, you'll need to set the categories to Blaster Pistol, Blaster, Pistol, and Ranged. If you do that, you should see all appropriate attachments.
Also, if you use the "Copy" feature, you can copy a similar weapon to the one you're adding, and just change the name, key, and make any other changes. In that way, you'll already have all appropriate categories.
Edited by OggDudeI 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'll look into seeing if I can take a PC and create an "adversary" out of it. Then I could give the option of including the PC "adversary" in the encounter.
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!
I'll look into those. Thanks.
I have actually been having trouble exporting from the Character Generator as PDF since I upgraded to Windows 8.1.
No problems exporting from the GMTools to PDF. Not sure what's going on there.
Did you go from 32 bit to 64 bit? They generally need different drivers. Also, check the website for the PDF print driver you're using and see if they have an update for 8.1. There may be something wrong with the driver for 8.1.
Thanks, OggDude, I'll check. I was using Windows 8 in 64 bit so I'm not sure I changed that. Also not sure what PDF print driver I'm using--I have Adobe's Creative Cloud installed so I thought it might be using that.
I've switched over everything else I do onto my iMac--at this point your character creator is literally the only thing I use my PC for
Oh, one more thing--I was printing out ship pages for both the Group and as part of Encounters, and noticed that in some places the vehicle summary lists positive handling with a plus sign, as in "+1", others it just lists "1".
I forget which format the official books use, but in case you want to be consistent there, it might be worth checking. Thanks!
I'm getting close to releasing the next version. Is there anything else that you guys have found, or suggestions? Here's what I've got so far:
And another big "thank you" goes out to Ronnie Parks for his donation!!
Where would one go to donate, OggDude? I get loads of value out of this program and would be happy to contribute to its upkeep.
There is a button in the UI for the character generator that says something like Donate. Click it.
Thanks, I will!
I have a very minor request. I don't know if I am not doing it right or if they just don't but weapons don't seem to stack and it would be nice if they did. Especially once transfered to the ships hold.
Our group hordes usable weapons we find to sell to the rebels and it would be nice to have 10 heavy blaster pistols stack.
Edited by TanarriI have a very minor request. I don't know if I am not doing it right or if they just don't but weapons don't seem to stack and it would be nice if they did. Especially once transfered to the ships hold.
Our group hordes usable weapons we find to sell to the rebels and it would be nice to have 10 heavy blaster pistols stack.
You can only stack items that have no HP. That's because an item with an attachment is a separate, unique item. You could create a custom item such as "Stored Blaster Pistols" without HP, then then set the count to whatever you want. If they want to use one, just decrease the count, then add a normal blaster pistol to their character. If they want to sell them, just set the custom price to the same as the base item, then sell however many you want.
You can only stack items that have no HP. That's because an item with an attachment is a separate, unique item. You could create a custom item such as "Stored Blaster Pistols" without HP, then then set the count to whatever you want. If they want to use one, just decrease the count, then add a normal blaster pistol to their character. If they want to sell them, just set the custom price to the same as the base item, then sell however many you want.
Thanks! I didn't realize it was items with HP that didn't stack. Apparently I don't play with the data editor nearly enough.
Dangerous covenants comes out tomorrow. Will the next version wait for it to be posted?
Dangerous covenants comes out tomorrow. Will the next version wait for it to be posted?
Hmmm... is it a firm date? My local NSFLGS (not-so friendly local game store) snobs off EotE, plus the guy that owns it is kind of a jerk, so I'm going to have to see if my other store has it. They're pretty good about stocking most FFG items, but they're a half hour away. Maybe tomorrow, I'll give them a call and make the drive over there. My wife works on the way, so I can take her to lunch and win some brownie points
If I can't get ahold of it, I'll release what I have and do another one next week maybe.
Oh, whoever had the idea of annotating adversary groups in an encounter... take a gold star I've been using this new feature to describe what different groups do in the encounter, such as "Hides in Ship", "Second Wave", "Group A", or whatever. I even added it to rosters, so you can add descriptions for vehicles. Combined with the encounter notes to give context to the descriptions (another great idea, whoever had it), it makes encounter sheets that much clearer.
And the encounter list in GM Tools is no longer annoying to use I have the filters in place and it keeps the sort and selected encounter between edits. When you add an encounter, it'll also automatically select the new encounter. No more yelling at my monitor
Edit: They're not getting it in until Friday sometime, so I might just release what I have tomorrow after updating the documentation, then release the DC data some time next week.
Edited by OggDudeI have been creating custom weapons and cannot get the weapon qualities to save increases to the number.
I raise Disorient 1 to 2 then hit the add/update button and save but when you come back or look at it on a character sheet it has reverted back to 1. Have tried 3 different qualities. Also copied one weapon, removed the Cumbersome 3 quality, updated and saved then went back to put it back as it was but the number on the quality would not save above the default 1.
You change it, press update, press save, that's it correct? Am I doing something?
I have been creating custom weapons and cannot get the weapon qualities to save increases to the number.
I raise Disorient 1 to 2 then hit the add/update button and save but when you come back or look at it on a character sheet it has reverted back to 1. Have tried 3 different qualities. Also copied one weapon, removed the Cumbersome 3 quality, updated and saved then went back to put it back as it was but the number on the quality would not save above the default 1.
You change it, press update, press save, that's it correct? Am I doing something?
There's an idiosyncrasy when using numeric up/down controls as part of grids. After clicking on the number, then clicking on the up/down elements to change the value, you need to click somewhere else in order for the value to actually update. There's actually a way to get around this in code, but it tends to mess up other parts of the GUI, so I just decided to live with it.
I have a very minor request. I don't know if I am not doing it right or if they just don't but weapons don't seem to stack and it would be nice if they did. Especially once transfered to the ships hold.
Our group hordes usable weapons we find to sell to the rebels and it would be nice to have 10 heavy blaster pistols stack.
You can only stack items that have no HP. That's because an item with an attachment is a separate, unique item. You could create a custom item such as "Stored Blaster Pistols" without HP, then then set the count to whatever you want. If they want to use one, just decrease the count, then add a normal blaster pistol to their character. If they want to sell them, just set the custom price to the same as the base item, then sell however many you want.
Would it be possible to do the inverse of this? My group has a cache of 10 unmodified pistols and rifles as well and I would love to be able to stack them. It seems like if a weapon is modified beyond stock, THEN it should not be stackable and should require a custom entry, rather than the inverse. Not sure if this is doable, but it would make more sense to me. As an end user I know nothing of the HP of objects or what happens behind the curtain, only that I have ten stock weapons that I want to stack.
I've noticed that when the Human species is selected, career skills do not clear from the list of skills below the Additional Non-Career Skills special ability. If you click on a career skill then unclick it again, it dissapears, but you have to go through the whole list clicking and unclicking to see which skills are actually available. This is especially true if you change or add careers or specializations.
The .08 release is now available. Enjoy!
Thank you again for your hard work. Keep it up!
Thank you again for your hard work. Keep it up!
You're very welcome
A big high-five goes out to Jon Moseby for his donation! It's much appreciated.
I have a very minor request. I don't know if I am not doing it right or if they just don't but weapons don't seem to stack and it would be nice if they did. Especially once transfered to the ships hold.
Our group hordes usable weapons we find to sell to the rebels and it would be nice to have 10 heavy blaster pistols stack.
You can only stack items that have no HP. That's because an item with an attachment is a separate, unique item. You could create a custom item such as "Stored Blaster Pistols" without HP, then then set the count to whatever you want. If they want to use one, just decrease the count, then add a normal blaster pistol to their character. If they want to sell them, just set the custom price to the same as the base item, then sell however many you want.
Would it be possible to do the inverse of this? My group has a cache of 10 unmodified pistols and rifles as well and I would love to be able to stack them. It seems like if a weapon is modified beyond stock, THEN it should not be stackable and should require a custom entry, rather than the inverse. Not sure if this is doable, but it would make more sense to me. As an end user I know nothing of the HP of objects or what happens behind the curtain, only that I have ten stock weapons that I want to stack.
It's not that fully modified weapons (all Hard Points used) can be stacked... it's that only weapons that CANNOT be modified (have base 0 Hard Points) can be stacked.
If I'm understanding Ogg (and testing the system) correctly, it's that any weapon with HP has the possibilty of becoming a custom/unique weapon, so it's treated as unique from the start to avoid any programming conflict.
Ogg, I think what people are wondering is if you could make a feature to stack all same/like items (all Blaster Pistols with no attachments stack together; Blaster Pistols with shortened barrels stack; Blaster Pistols with filed sights stack... etc). I understand you mentioned earlier making a place-hold item (item named "Blaster Pistol filed Sight; HP = 0...) but I think it's just more bookwork than what people are hoping for.
I've got an idea how troublesome this can be to code, so I don't mean to sound like I'm pushing it, I'm just trying to clarify what I think you're saying to others and what I think they're trying to ask you.
As always, awesome work. I loved the last release and haven't used today's release yet, but looking good so far!