In the 'Select Upgrade' when modifying a base in the GM tools, if you click an already selected upgrade, you can actually edit its name.
Another Character Generator
Blonde moment: I've never really used this to create armour before now, but our Armourer Guardian has made a new set of gear. I understand I basically make a new one in the Data Editor, and set the stats from there.
Now, the player used Advantages to give the armour an automatic Advantage for a skill. So I'm trying to put this in the 'Built-in Mods' category of the editor, over there on the right.
However, the problem is, I don't want it to add anything except the automatic advantage. It keeps asking me to include a 'select standard mod' in addition to the added advantage.
Now, I don't want to add points to a skill or talent or whatever, just the extra added advantage. There doesn't seem to be any way I can set the 'select standard mod' to 0.
Is there any way I can do this, add an extra advantage without giving a 'standard mod' that the armour shouldn't have?
Thanks in advance if someone can help!
Blonde moment: I've never really used this to create armour before now, but our Armourer Guardian has made a new set of gear. I understand I basically make a new one in the Data Editor, and set the stats from there.
Now, the player used Advantages to give the armour an automatic Advantage for a skill. So I'm trying to put this in the 'Built-in Mods' category of the editor, over there on the right.
However, the problem is, I don't want it to add anything except the automatic advantage. It keeps asking me to include a 'select standard mod' in addition to the added advantage.
Now, I don't want to add points to a skill or talent or whatever, just the extra added advantage. There doesn't seem to be any way I can set the 'select standard mod' to 0.
Is there any way I can do this, add an extra advantage without giving a 'standard mod' that the armour shouldn't have?
Thanks in advance if someone can help!
When you go to add in a new Built-In Mods use the Ad Hoc modifier in the Enter Ad Hoc description here box. That will give you the advantage without having to add anything else to the armor as a special hard point.
Edited by ThePatriotWhen you go to add in a new Built-In Mods use the Ad Hoc modifier in the Enter Ad Hoc description here box. That will give you the advantage without having to add anything else to the armor as a special hard point
Thank you. I'm amazed I missed that actually.
I should also note that you helped me freely when I had been... unkind to your previous posts.
That is quite humbling, and I resolve to be more generous of spirit when considering your future contributions.
A valuable lesson, for which I also thank you.
Marcia
When you go to add in a new Built-In Mods use the Ad Hoc modifier in the Enter Ad Hoc description here box. That will give you the advantage without having to add anything else to the armor as a special hard point
Thank you. I'm amazed I missed that actually.
I should also note that you helped me freely when I had been... unkind to your previous posts.
That is quite humbling, and I resolve to be more generous of spirit when considering your future contributions.
A valuable lesson, for which I also thank you.
Marcia
You're most welcome and to be honest, I never noticed you being unkind. I ignore that type of thing due to my old age.
Not all of us are trolls, but we are passionate about things. When I was giving advice it was to help someone not to beat them over the head. If it seemed like that I apologize.
Preacher
Edited by ThePatriotEh, we're all friends here, right? (and meh, I'm actually older than you by three months!)
To be fair, this forum is much less toxic than most. I've sparred with a few people with no hard feelings.
I like to think of myself as wry and witty, but sometimes that comes out as cynical and sarcastic, and plain nasty. I don't like being a *****, so when I get it wrong, I'm happy to apologise.
Good to see the folks here can help each other out, anyway.
Edited by MaeloraImperial Vehicle Corps adversary import is missing the Gunnery 2, and Piloting (Planetary) 2 skills.
Speaking of Gunnery related stuff. In the GM tools on the encounter sheet, how would I assign an entire minion group to a bank of weapons on say a Victory class Star Destroyer. In the generator it lists all 50 weapon emplacements as single entities, my intention is to use minion groups for every weapon type, how would I represent this on the sheet?
Edit: Same for single fighter ships actually...I have a minion group of 2 TIE Fighters, with a TIE pilot minion group assigned to it, but it still only shows the base green dice in the sheet.
Edit 2: Huh....it seems minion groups are not showing their proper dice pool. Ogg? Is this usual?
https://www.dropbox.com/s/jawq6daeaatyyzc/Screenshot%202016-02-14%2001.31.12.png?dl=0
Edited by EbakIn the 'Select Upgrade' when modifying a base in the GM tools, if you click an already selected upgrade, you can actually edit its name.
Are you talking about the Upgrades pane of the Edit Base dialog? If so, I can't get the name in the dialog to become editable.
anyway this can be setup to run on a chromebook?
Ok there has to be a better way to create your armor from the Keeping the Peace Source book, besides going to the Data Custom and making it there. Because if you did it that way it would just clutter up the armors that are already there. Are you supposed to add a new armor for each character that wants to craft one?
It would be real nice to have a new section in the character builder that would be named "Custom Equipment" Where it lets you add stats to a specific type of gear in this case armor. Something not too different than the one found in the GM Tools.
https://www.dropbox.com/s/7ij3zsz19ozo6q1/Screenshot%202016-02-14%2021.42.08.png?dl=0
There's a picture of the event in question, try triple clicking one of the items.
Edited by EbakAny news on a new Vegomatic release? I'm really loving the constant updates to this character generator, and not having to manually edit all of the data entries for the new sourcebooks would be grand.
anyway this can be setup to run on a chromebook?
No. Requires .NET which is an MS thing and not available on chromebook. You can't really install stuff on a chromebook.
Speaking of Gunnery related stuff. In the GM tools on the encounter sheet, how would I assign an entire minion group to a bank of weapons on say a Victory class Star Destroyer. In the generator it lists all 50 weapon emplacements as single entities, my intention is to use minion groups for every weapon type, how would I represent this on the sheet?
Edit: Same for single fighter ships actually...I have a minion group of 2 TIE Fighters, with a TIE pilot minion group assigned to it, but it still only shows the base green dice in the sheet.
Edit 2: Huh....it seems minion groups are not showing their proper dice pool. Ogg? Is this usual?
https://www.dropbox.com/s/jawq6daeaatyyzc/Screenshot%202016-02-14%2001.31.12.png?dl=0
Fixed the Vehicle Corp adversary.
What I normally do for capital ship weapons is assign the first weapon in a weapon group to the minion and ignore the rest. This way, I get the weapon entry and the gunner and can just extrapolate from there.
Minions always show their skill-less dice pool since the dice pool can vary depending on how many you have left.
And I fixed the grid being editable.
Edited by OggDudeThe Gundark appears missing from my Adversaries list.
I added it manually, don't know if it's just me and I deleted it somehow. Just a heads up.
Thanks for the singularly best fanmade app on the internet!
OggDude,
I downloaded the 1.6.1 version and am seeing a problem with armor encumbrance. It seems to still work correctly for all armors that are base encumbrance 3 or less, but any armor that is base encumbrance 4 or greater is not reducing by 3 when equipped.
When I access the characters in 1.6.0 the encumbrance continues to calculate correctly.
Any news on a new Vegomatic release? I'm really loving the constant updates to this character generator, and not having to manually edit all of the data entries for the new sourcebooks would be grand.
If you are asking what I think you are asking, the answer would be: never.
We are always going to need to input the data entries for new items that are released with new sourcebooks.
Oggy has no interest in violating copyright law.
If that is not what you are asking about, well then, you'll need to be more clear.
Small feature request Oggy.
Could you make it so that there is an option to export and print out a group in the GM Tools?
The Gundark appears missing from my Adversaries list.
I added it manually, don't know if it's just me and I deleted it somehow. Just a heads up.
Thanks for the singularly best fanmade app on the internet!
It should be in the Age of Rebellion - Fringe Dwellers directory. And I'm glad you like the generator
Small feature request Oggy.
Could you make it so that there is an option to export and print out a group in the GM Tools?
You can't export a group, but you can print out a group sheet. It's in the Group pane. Theoretically, it's not a lot of work to export a group, but you'd also need the characters to go with it.
Small feature request Oggy.
Could you make it so that there is an option to export and print out a group in the GM Tools?
You can't export a group, but you can print out a group sheet. It's in the Group pane. Theoretically, it's not a lot of work to export a group, but you'd also need the characters to go with it.
Thanks for pointing it out on the Print. I think the export and import would be a good inclusion, so that I can export what the group is doing and send it to the GM to import. This way it keeps everyone in the group on the same page.
Oggy, I get this error when I go to print out the group.
Oggy, I get this error when I go to print out the group.
See the end of this message for details on invokingjust-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.ComponentModel.Win32Exception (0x80004005): Error creating window handle.at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp)at System.Windows.Forms.Control.CreateHandle()at System.Windows.Forms.Control.get_Handle()at System.Windows.Forms.Control.CreateGraphicsInternal()at System.Windows.Forms.Control.CreateGraphics()at SWCharGen.MyGlobals.EnsureLabelSize(Control myLab, Int32 width, Int32 height)at SWCharGen.TranslateClass.TranslateControl(Control ctl, String source)at SWCharGen.TranslateClass.TranslateControl(Control ctl, String source)at SWCharGen.CharCtlTalents..ctor()at SWCharGen.frmPrintVehicle.DoVehiclePages(List`1 pages, Boolean bw)at SWCharGen.frmPrintVehicle.GenerateVehicleSheet(Boolean noPageNumber)at SWCharGen.frmPrintVehicle.CreateVehicleSheet(CharVehicle cveh, SheetStyleEnum sheetStyle)at SWCharGen.frmPrintGroup.DoVehicles(List`1 pages, Boolean bw)at SWCharGen.frmPrintGroup.GenerateGroupSheet()at SWCharGen.frmPrintGroup.myDoc_PrintPage(Object sender, PrintPageEventArgs e)
I'm assuming your group has a vehicle. Can you print just the vehicle OK?
Edited by OggDudeYeah the vehicles print okay when I do them with a character. The group has 2 capital ships and 24 starfighters plus ground vehicles.