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Post by Stain on Mar 3, 2007 13:49:39 GMT -5
I found the one problem with it now that I can finally use it. You did make the common mistake. You can reduce actions below half cost. You CAN'T reduce them by more than half cost LEVEL. The book words it sloppily. Agreed. I misread the book. After reading again, I have come to same conclusion as you. The latest release (1.0.12.0) fixes that. (or so I thought) Please note that there are some "Disadvantages" that are counted as free discounts. These are for things such as "Bought with Telepathy" and others which are really just a modification to the base cost level. Don't let that confuse you when checking this feature. Also, this rule is enforced passively; meaning that it will let you take as many Disadvantages as you want but will only credit you up to half the cost levels. Thanks for the help, PopeMan!
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Post by andyman on Mar 11, 2007 19:07:44 GMT -5
All in all, 5/5. Please let me test the next thing you turn out. I'll gladly be a guinea pig. Hey, thanks for the rigorous workout, swsquall. I appreciate it! You've given me a good idea...It might be beneficial to beta test the 1.1.0.0 release on a handful of selected people. There will be some major updates that may expose some undiscovered bugs. Anyone who is interested in being a beta tester should PM me. I'll let you know more then. KNOWN BUG: I just discovered a nasty little bug in the 1.0.12.0 release. Choosing a Fixed Action from the drop-down box will cause the program to crash. This one is really stupid and I can't believe I missed it. Thankfully it only affects one Action. It has been fixed for the 1.1.0.0 release. I volunteer to beta test 1.1.0.0. I'm eager to see the upgrades. Thank you Stain for this great tool!
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Post by beryl on Mar 14, 2007 8:17:14 GMT -5
Looking good.
I don't have time to test it fully right now, but it works for me. The one thing I immediately noticed, though, was the inability to save in a different format, or print it. I mean, sure, I could just transcribe the sheets from the screen to the paper, but it's something worth mentioning.
Great job! More news as at seven.
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Post by Stain on Mar 15, 2007 10:04:34 GMT -5
Thanks for the feedback, Beryl. The next release adds those features. I am in-process of implementing the options to export to a *.txt file, and print. These are the last things left to complete before release. However, I'm not used to working with printing so it'll take me awhile to figure out everything.
BTW - andyman, glad to have you on board! I'll PM you more details when I'm ready.
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Post by Pope Mega Force on Mar 15, 2007 10:06:22 GMT -5
I wasn't aware you were looking for testers. Have you need of another beta? I would gladly test the next version.
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Post by Kaimontfendo on Mar 16, 2007 1:18:40 GMT -5
I don't know if you caught this or not. (Heck, maybe it's just a tweak I made to my database when I wasn't thinking.) But the Invulnerabilities are priced as 20w + options. As a result, minor invulnerabilities cost 23w and major ones cost 40w.
Secondly, when I try to select Options from the Tools menu, it always seems to be grayed out. I somewhat suspect that this is a side-effect of my old data file, but I can't be certain of that.
Thirdly, it still won't let me double up on any actions or modifiers. This is particularly bothersome for Powered Armor, which could easily have multiple Energy Weapons.
Fourth, If you aren't already planning to include the actions an modifiers from the Unofficial Spider-Man Guide, I'd like to add them myself. (Probably because I like most of them a lot.) However, adding the new advantages and disadvantages would be considerably more tedious, so I might not get that done for a while.
I can hardly wait for the upgrade!! YAAA!!
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Post by Stain on Mar 17, 2007 13:24:00 GMT -5
Yeah, PopeMan. I can definitely use your help. Thanks! Kaimontfendo, Yeah, you must have done something to your database. I double-checked it and it looked ok to me. Also, this is a great moment to introduce one of the coolest features of the next release. Mods! Now everything you tweak in the database is saved as a seperate *.mod file instead of actually changing the database. In the program you can set which mods to load (turning them on and off in a way). It will automatically replace the main database entries with those in each mod, and add any new entries. What this does is give the appearance of database changes without actually changing anything. Therefore, if you make a mistake and want to go back, simply "turn off" the mod and it'll do just that. So, this leads me to your last question: What I want to do is release some of the bigger things like the Unofficial Spider-Man Guide as "Official Mods" to my program that people can download seperately. Another mod I'd like to officially release is a compilation of the custom house-rules. These are things I'd be glad to hand over to someone else if they're willing to do the work and put up with me. The "Options" menu is grayed out because I wasn't able to complete this. It's still not complete, and it may not ever be because I'm not sure what options to have. Suggestions are welcome! Finally, duplicate Actions, Modifiers, and Equipment will be enabled in the next release. There is a flag to specify which ones are allowed to have duplicates.
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Post by thedragonmaster on Mar 17, 2007 15:06:31 GMT -5
Stain: I'm having the same problem with invulnerabilities (noticed it while giving an NPC Physical Invulnerability). I hadn't made any changes to the database (had just installed and run the program as is), so you may want to triple check the entry for invulnerability (maybe by just adding in the action before setting any thing else).
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Post by Stain on Mar 19, 2007 10:19:06 GMT -5
That's odd. I checked it again and still no dice. I'm not sure what could have caused this. The only thing I can think of is that I corrected it sometime later and forgot about it. The new release won't have that problem.
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Post by Kaimontfendo on Mar 19, 2007 19:27:40 GMT -5
Please tell me about these mods of which you speak.
1. Will each action, modifier, advantage and so on get it's own mod file? Or will mod files contain vast groups of customizations?
2. How will advantages and disadvantages work? Could an advantage from one mod quickly and easily be applied to an action from a different mod? I ask because when adding a new advantage to the current version, I have to go through and select all the actions it could apply to. I guess what I'm trying to say is: Could you configure it so actions automatically allow advantages from other mods?
3. Will the process of making one of these mod files be similar to editing the database used by the current version, or will it be even more fun?
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Post by thedragonmaster on Mar 19, 2007 19:37:34 GMT -5
stain: I redownloaded/installed from the link provided in this post and the value set for Invulnerability (before any options are selected) is 20W. Maybe the version in which that was changed hasn't been put up yet? Still though Awsome Program. I'm currently using it to create the NPC's for a game I'll be running soon. I love the option to set a target number of stones and have it tell you how many stones are left. The only thing that would be better is if stones added back due to challenges were accounted for in the final total.
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Post by Stain on Mar 22, 2007 8:58:07 GMT -5
Kaimontfendo: 1. The mods will accomodate volumes of changes. 2. Very good question. Because I'm dealing with table relationships here, the process of applying and updating them is tricky. At this point you cannot reference anything from another mod (in the Mod Builder). You can, however, reference as many different mods as you want in the Character Builder. Also, it does not automatically apply Advantages/Disadvantages to Actions in order to make it more customizable. I could probably come up with an "Apply to all" function when adding new Advantages or Disadvantages, but that will have to wait for another release. 3. It looks exactly the same as the old editor, minus the ability to backup/restore the database (and a few tweaks).
thedragonmaster: Aye, I must have corrected that after the release.
I purposely didn't add the Stones from Challenges so that it would report the actual Stone "rank" of the character. This makes it easier to compare characters. Otherwise, two 40 Stone characters could look comparable to one another except one may have another 20 Stones in Challenges, which really makes it 40 vs. 60. Calculating another box that adds the Stones back in is easy, but finding the real estate to put it isn't.
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Post by kxjubilee on Mar 22, 2007 13:20:06 GMT -5
on the note of reporting how many stones your character is after challenges would it be possible to place it between the total cost and the save button. The reason I ask is because that is one of the things I feel is missing from this program. It does have the ability to set a count limit and then let you know where you are in relation to that limit but sometimes it is more important to know a count then a relation to a limit.
Another is that i think it would be nice to see it possibly have the ability to create custom gear that cost stones at creation.
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Post by thedragonmaster on Mar 22, 2007 14:15:19 GMT -5
That makes sense. I have just been creating NPC's and as it is it has been really helpful with getting them all to about the same power level.
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Post by Stain on Mar 26, 2007 8:32:12 GMT -5
...would it be possible to place it between the total cost and the save button. Yeah, I can see your point and agree that it would be useful. It's possible to place it there, but I'm concerned about how well it flows with the rest of the layout. I'll need to work with it more, but I can't make any promises. Another is that i think it would be nice to see it possibly have the ability to create custom gear that cost stones at creation. That's a great idea, and something I plan to do for a later release.
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