Lone Wolf Development Forums  

Go Back   Lone Wolf Development Forums > Hero Lab Forums > HL - User Projects

Notices

Reply
 
Thread Tools Display Modes
Duggan
Senior Member
Volunteer Data File Contributor
 
Join Date: Nov 2009
Posts: 1,043

Old August 28th, 2017, 04:10 PM
Working on the Planet Mercenary system. It's a relatively simple one, so it seemed like a decent one for me to strike out on. Unfortunately, I do seem to do a lot of striking out... it's a slow learning process.

Because all of the cool kids seem to be doing it, the parameters of the system:
  • Skills (They have a rank from 0 to 9 at character start, and a selection of specialties. Command Packages, Backgrounds, and Sophont Types can add skill ranks that count against the cap)
    • 10 Combat skills
    • 11 Mental skills
    • 9 Physical skills
    • 8 Social skills
  • 7 Command Packages (chosen at character creation, adds to particular skill bonuses. There are some either/or items like "+2 Computers or Mechanic")
  • 10 Background Packages (as Command Packages, skill ranks stack)
  • Sophont Types (basically Races, includes skill ranks, skill specializations,
    skill check penalties, abilities, and natural attacks)
    • 5 Common Sophont types
    • 9 Uncommon Sophont types
    • 2 Advanced Sophont types (AI/Robots may be a stretch goal because they're handled differently. Carbosilicate Amorphs are not as bad, but change skill costs)
  • 3 Derived statistics (well, 2 really. RiPPs is based on what the GC and the cards give you)
  • Company Creation and Equipment (not certain how smoothly this will go... basically, all players are assumed to be drawing from the same resources, so a portfolio should have 1 Company, and purchases should be drawn from it)
    • AI Rating
    • Company Resources (this is a numeric value)
    • Reputation
    • Supplies (also the numeric value)
    • Ship (has its own statistics)
    • Equipment (bought via Supplies and which players then pick from)
    • Fireteams (up to 3 (or higher via cards?) grunts who have 1 of 5 roles that add to the Fireteam's total damage and skill bonus). Fireteams may also have one or more Qualities attached to them permanently or temporarily that offers bonuses.
    • Grunts (the named ones, which have a name and the number of times they survived Ablative Meat. They can be used to create characters or replace Fireteam members)
  • Equipment (There's Armor, Weapons, General Material, and Vehicles. All but General Material can be customized, although I plan to start with the preconfigured ones)

Github repository for the system

Last edited by Duggan; November 1st, 2017 at 05:11 AM.
Duggan is online now   #1 Reply With Quote
RavenX
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2011
Location: Nowhere, Virginia
Posts: 3,425

Old August 29th, 2017, 04:40 AM
That is the nature of what we do. It's a steep learning curve. My background in coding C++ and Applied Computational Mathematics has helped considerably though.

RavenX

Currently working on the Exalted 2e datafiles.
RavenX is offline   #2 Reply With Quote
Duggan
Senior Member
Volunteer Data File Contributor
 
Join Date: Nov 2009
Posts: 1,043

Old August 29th, 2017, 07:23 AM
Heh. I've got over a decade in C#, Java, and a number of other languages, and several years maintaining Mutants & Masterminds files. I'm just hitting a lot of walls on this one. I think I've been spoiled by fully-featured IDEs and comprehensive documentation.
Duggan is online now   #3 Reply With Quote
RavenX
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2011
Location: Nowhere, Virginia
Posts: 3,425

Old August 30th, 2017, 05:48 AM
Quote:
Originally Posted by Duggan View Post
Heh. I've got over a decade in C#, Java, and a number of other languages, and several years maintaining Mutants & Masterminds files. I'm just hitting a lot of walls on this one. I think I've been spoiled by fully-featured IDEs and comprehensive documentation.
I had to learn most of this with a combination of brute force, documentation, and experience in coding algorithms. This is far easier than building matrix algorithms to solve ordinary differential equations via numeric methods. I found there is plenty of XML documentation out there for basic XML stuff. Once you get to the structure of XML it isn't so bad.

RavenX

Currently working on the Exalted 2e datafiles.
RavenX is offline   #4 Reply With Quote
Duggan
Senior Member
Volunteer Data File Contributor
 
Join Date: Nov 2009
Posts: 1,043

Old November 1st, 2017, 05:27 AM
I currently have all of the basic data in other than the AI build rules. Skills, Specializations, Command Packages, Backgrounds, Sophonts. Most of the equipment is in, although I'm still deciding how to present it. Advancements do not currently work correctly, nor do bootstrapped Specializations from the various background features, due to me not being certain how to add a new child to a gizmo via a script. Fireteams are also not currently working correctly, although I think I'm close.

Next step will probably be doing the character sheets. Then, I'll have enough that my players will be able to create their characters via Hero Lab at least.
Duggan is online now   #5 Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 04:39 PM.


Powered by vBulletin® - Copyright ©2000 - 2017, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.