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d6 Star Wars

I'm interested in this. Unfortunately, my entire collection of 100+ West End Games Star Wars RPG books went up with the May 2011 EF-5 tornado. I replaced about 20 of them at Gen Con 2011.

I'd also like to see the Star Wars Saga Edition put into Hero Lab -- though is that one already out there?
 
Yes there is a Saga project out there, hopefully a Fantasy Flight Games one, and a d20 one as well for all the different versions would be nice.

I've been a little caught up with Realm Works beta testing, but I will get back to this soon I hope.
 
Downloaded and playing with

Well, I've downloaded and installed this and have started to play with it. Also printed off a couple binders worth of documentation on the Authoring Kit and the Savage Worlds walk through so I can understand what I'm seeing when I look at the source files.

If I can wrap my head around how this all works, I might take a shot at doing some modifications and updates myself. :D

Currently trying to figure out how the tracking and modifications of the Creation points is being done, the number seems to get adjusted as you pick your template and race, for example, it starts as 0 of 18, I pick "Arrogent Noble" as my template, stays at 18, then I pick "Ithorian" as my race and it jumps to 0 of 30. It looks like it adjusts it to give me enough points to raise my Attributes to the level listed in the Template, although this was a bad combination to pick as an Ithorian's max racial stats for Dex and Mech are below what the Template has listed for those stats.
 
Most of character creation works.

I even have an option rules like edge in shadowrun as I think its quite punishing to make players spend XP to the detriment of advancement. This was also shadowrun original approach before they moved on to edge. Though I called it luck.

Now as to the points.

There are a few bugs in the point system, as I was in the middle of cleaning it up when I got caught up in Realms Works.

The intention:
- Each dice is split up into 3 points
- Each character has 18 points to add to the character
- Each race has an attribute dice value which is multiplied by 3 (i.e. humans have 12 dice so get an extra 36 points) (not implemented - using templates)
- Each race has minimum attribute

So once you select a template, then a race you get your minimum racial stats set based on the race, plus it shows you what is recommended for the template.

Custom template was never completed.

Now as to the reason behind the point difference. If the min attribute is less than the racial dice for that race, you gain extra points to use with the base 18 points for the character.

Send me your email in a PM and I can fill you in on the rest of them.

I didn't get equipment working correctly, and I was in the middle of getting advancement to work right before I had to put it aside.
 
Interesting, because of their low Knowledge, Mechanical and Technical maximums, or species restrictions on some templates, Gamorrean's can't actually use any of the templates in the basic book. Even ignoring the "Human" race restrictions on some of the templates like "Bounty Hunter" doesn't really help.
Problem with the game, not Hero Lab :)
 
Not exactly true, the templates are a guideline, not a rule, which is why their is a template column and an actual column.

So you can take the template as a guideline, keep all the fluff, equipment and suggested skills and build a character normally.

It is suggested by the book to move around attribute points from a selected template so I incorporated that ideal from the start. (mainly as at the time I could not think of a way to allow changes after the fact)

Some templates throw warnings, but any race can be linked to any template and build

The warnings are there for GM's to be happy with the combination picked by the players.

Also of note, advancement must allow the exceeding of the racial maximum as well, as this is also part of the rules.
 
I've done some playing around with the Character creation, templates and races. Starting to get the hang of how things are working.
I'm going to attempt some work on Advancement next. First up will be getting the Base Skills to come up with the right number of Character Points needed to advance one pip, and the tracking to go with that.
 
Also remember specialization.

If you change how it allocated points, then specializations won't work anymore.

Specializations take less points than upgrading normal skills, and all points were worked out with the lowest common denominator.
 
Hitting a bit of a road block with the Advancements. Currently increasing a Base Skill is only costing 1 Character Point, it should cost a number of CP's equal the number before the Skill. I.E. a 3D+1 skill would cost 3 CP's to move to 3D+2.
I think this needs to be done in "advancement.core" and it looks like you may have attempted it before. My problem is I need to access the "sklRoll" field in the Skill that is being improved in order to calculate the correct value for "AdvCost". Time to do some more reading on linkages and gizmo's I think, and take a close look at what they did in the Authoring Kit.
 
That is where I hit a lot of stumbling blocks, I was in the process of layout out all the attributes and enhancements and trying to figure out which was the best thing to be touched by advancements, and how to determine what the base attribute currently is.
 
Arrghh, I thought I had it figured out, finally got it to figure out the cost based on the sklRoll (Net Skill) field. Added two advances to "Bargain", which started with 3D, so it properly figured out that the cost should be 3 Character Points. Added the fourth advancement and it properly figured that now that "Bargain" was at 4D that the cost should be 4 Character Points. The problem is that it then retroactively upped the costs of the first two advancements to 4 Character points as well! It recalculates based on the current value of sklRoll. Back to the drawing board.
 
Your advancement might need to record the value of the sklRoll as part of its attributes at the time of creation. This should stop it increasing the number of character points it requires when you increase the cost.
 
Yeah, I just can't seem to figure out how to get to the value of sklRoll at creation time. Keeps coming up as 0. I think I need to step back and map out how and when the various pieces get linked together and what is available from where
 
That was where I was up to, timing is everything.

I believe some of the values such as that one might be a derived each time value instead of a stored value.
 
Yes, that does seem to be the issue. I need to figure out how to store what the value of the skill is at the point the advancement is created and then not change/recalculate it later.
Going through and adding a bunch of debug statements to show me how things flow.
 
The only issue with changing the timing is that it might not take the advancement values into the total after it is added.

I got it to do one or the other but not both, I can't remember how I got the costings to work though.
 
Part of my problem is that I only have an hour or two here and there to work on it, which isn't enough time to really wrap my head around everything. Especially since it's quite different from the usual type of programming I work on.
Right now I'm trying to figure out which scripts get fired off once a user picks the skill that they want to advance.
If I choose "Bargain" from the list, somewhere it is taking the "shortname" of that skill and making it part of the name of the advancement. I figure I should be able to save what the value of the skill is at that point as well. Then I just need to figure out how to prevent it from getting recalculated again later. Maybe some logic that says if it already has a value then don't recalculate? Sadly I probably won't have much time to look at it again until the weekend.

I also haven't really figured out how all the different components of an Advancement fit together. There seem to be a bunch of component parts that get combined to form a Gizmo but I haven't really sorted out how that connects to the original skill (or other abilities). It would probably help if I spent a couple hours and really mapped that out for myself.
 
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