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I am eagerly waiting for your first release, and will be happy to bug test for you.
WE IZ DA BORK. LOWA YER SHIELDS SO WEZ CAN KRUMP YA.
YER SCRAP IS GONNA GET LOOTED AND YER BIOLOGICAL BITS ER GONNA GET FED TO DA SQUIGS TA SERF DA KULLEKTIF.
RESISTANCE IS FUN. SO DON'T YA DARE SNEAK YER WAY OUT!
Steam name cjalw1
TiLT said:
Phew, I just finished making the xenos generators for both the Stars of Inequity and Koronus Bestiary models. That was a lot of work, but it was also the biggest hurdle remaining for my generation application. With this out of the way, the rest should be smooth sailing. :)
Any news about this program? Maybe a a future date?
From Hungary - Europe
auer said:
Sorry, I'm doing this when I can. Sometimes other obligations get in the way. This past week I haven't had any time to devote to this application. Don't fear though. I need this thing for my own Rogue Trader campaign, and soon! It'll be released when it's done, and that's hopefully sooner rather than later. I hope I'm not holding up anyone's campaign ideas in the meantime.
The vast majority of the application is done. The remaining stuff is minor, with the exception of saving/loading. From what little research I've done into the concept (not that it's the first time I implement saving/loading in an application, but I like to check for new technology whenever I start new projects), I can either choose to go with a quick and easy to implement solution that breaks old save files when I create updated versions of the application, or a really hard to implement solution that can survive version upgrades. I haven't decided which one to go for yet, but since this is a free application, I'm leaning towards the former.
Without Signature
Just a little update: I've been unable to work on this project for a while, but managed to pick it up again recently. Saving and loading is now implemented, which means that all the major hurdles are gone. The remaining stuff is mostly polish and smaller features. Expect some kind of beta release in the near future. :)
Without Signature
A lot more work done since the last post. The application is starting to feel finished, though as anyone with programming experience will know, there's always a ton of work remaining when you get to that point. Even so, almost everything is done. Things I've finished since I picked this up again:
- Save/Load
- Export to RTF (a little buggy with tables, but there's a simple workaround so that I don't have to waste any more time on this particular feature right now)
- Starfarers system feature (this one was nasty. Glad I got it over with)
- Treasure generator
- Gas giant generation (I missed this originally, for some reason)
- Workspaces (a bunch of systems, treasures, xenos, and so on in any combination you desire. The workspace can be saved to disk)
- Plenty of secret stuff.
- GUI improvements.
- Tweaking and bugfixes.
Nearly there now. Can't wait to share this with you guys. :)
Without Signature
Came on to see if someone had done this. This looks like it's really well featured. Thank you for doing this!
Without Signature
Looking forward to seeing this!
"We, the unwilling, led by the unknowing, are doing the impossible for the ungrateful. We have done so much for so long with so little, that we are now qualified to do anything with nothing."
- Ancient Guardsman's saying.
@TiLT
Just yesterday noticed that they have released new Errata for Rogue Trader with some corrections to Stars of Inequity. There are few word and numerical corrections.
Open mind is like Fortress with its gates unboundopen.
Thanks for the heads-up, but the errata only seems to cover colony creation, which is not part of my generator. The errata for The Koronus Bestiary also doesn't touch any of the things I've used, so no changes are needed. Well, technically they were. I stumbled upon a lot of strangeness during my time with these books, in particular when it comes to the use of the Primitive weapon quality for Xenos, and the Improved Natural Weapons trait that isn't described in the Rogue Trader book at all. I know what it does, but I had to go to the later WH40k RPGs to find out.
Without Signature
Improved Natural Weapons are described in Into the Storm as notes on a few creature statblocks; they seem to have completely forgotten after that point it wasn't in the RT-line core book, however.
Without Signature
TiLT said:
Thanks for the heads-up, but the errata only seems to cover colony creation, which is not part of my generator. The errata for The Koronus Bestiary also doesn't touch any of the things I've used, so no changes are needed. Well, technically they were. I stumbled upon a lot of strangeness during my time with these books, in particular when it comes to the use of the Primitive weapon quality for Xenos, and the Improved Natural Weapons trait that isn't described in the Rogue Trader book at all. I know what it does, but I had to go to the later WH40k RPGs to find out.
Improved Natural Weapons Trait and Razor Sharp Weapon Quality is mentioned in Koronus Bestiary p.4
Checked through Into the Storm and almost missed the mention. Only by luck and my curiosity of all things Xenos (Don't tell Ordo Xenos, I'm already on their Black List for observation) made me take a look of Genestealer stats there and noticed little * mark and yes there was mention about Improved Natural Weapons.
Open mind is like Fortress with its gates unboundopen.
Regardless, the problem was more that FFG seems to have forgotten the Primitive weapon quality in a LOT of situations where it was supposed to be present. I had to carefully look through every stat block to see where Primitive should apply and where it shouldn't. The result is that any Xenos generated with my application will have this quality applied correctly.
In other news, I believe I might be able to get the application out this weekend. I'll post a new thread about it when it's available. I've been spending hours and hours just churning away at it, getting rid of obscure bugs and implementing nifty features I really hadn't expected to need. I'll probably leave out a few features for a later version, such as an expanded ship generator (the basic generator from the GM screen pack will still be there), in-system travel times (a simple and an advanced approach, with the first essentially placing all system features in a straight line, and the second placing them in an actual orbit. The latter means that you might have to travel through each system zone twice in order to reach a feature in the outer reaches if you're unlucky), and one or two special features that I'll keep secret until they're good and ready.
Random observation: Stars of Inequity may call upon the generator to create a brand new primitive species through the system described in The Koronus Bestiary. Based on actual testing of my application, this turns out to happen extremely rarely. You could generate dozens of systems and never see a primitive species being generated. Still, the feature is there for when it's needed. :)
Without Signature
I just released the first version of this application and posted a new thread about it. Have fun! :)
Without Signature
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