Senior Member
Join Date: Sep 2009
Posts: 173
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I was wondering if anyone have made herolab files for interface zero 2.0 or Acthung Cthulhu?
Salcor |
#1 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
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I think CapedCrusader might be working on an official file for IZ2, which had to wait until after the Sci-Fi Companion was completed. Of course he's working on the Super Powers Companion 2 right now so it may be a bit. As for A:C according to the Hero Lab Savage Setting Index (stickied on this very forum) EndTransmission was presumably working on that so you could try sending him a PM for the status.
Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) |
#2 |
Senior Member
Join Date: Sep 2009
Posts: 173
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Thanks for the reply. Wish I new more about how to set these flies up to help.
Salcor |
#3 |
Senior Member
Join Date: Feb 2010
Posts: 874
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From eyeballing IZ and the SF Companion, it appears the latter provides most of the tools for the former; so its probably just a lot of tedious gruntwork.
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#4 |
Senior Member
Join Date: Sep 2009
Posts: 173
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So pretty much just data entry?
Salcor |
#5 |
Senior Member
Join Date: Feb 2010
Posts: 874
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Mostly. I think IZ may do something with Reputation (if I'm not confusing it with Nova Praxis), and as I recall it uses subskills, which aren't currently supported. And you have to understand how they work to set the "races" up properly.
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#6 |
Senior Member
Join Date: Sep 2009
Posts: 173
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Is there anyway within herolabs to provide for skill specializations?
Salcor |
#7 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
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Not by default, I don't think, but I thought I remembered seeing here somewhere that maybe SeeleyOne might have something set up to handle it. You might give him a PM if he doesn't respond here himself.
Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) |
#8 |
Senior Member
Join Date: Nov 2009
Posts: 891
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I had a theory on how to make it work, but I never did it. It seemed to me that the way to implement it would be to make a bunch of edges that cost 0.5. The weapon specializations would get tedious/tricky as you would have to match the weapon type with the correct specialization; it would work best if you have your own data for your setting, otherwise you have to do a wider search to cover more than one. Basically, make a mechanic that has an eval script that applies a penalty if the specialization. The way to do that would be to have the script give everyone a penalty right off, then have it add a bonus that removes the penalty if you have the specialization that the weapons need.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#9 |
Senior Member
Join Date: Nov 2009
Posts: 891
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Oh, and if your setting gives you 5 specializations to start with, add 2.5 edges to the character.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#10 |
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