Edge of the Empire Libraries
- Add the Enter the Unknown source book to the libraries.
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Edge of the Empire Libraries
- Add the Enter the Unknown source book to the libraries.
I think so.
You can try this by copying the whole folder containing your campaign from the classic folder to the one in unity and try to open it.
I have done this a few times, should work. After you do this, open the campaign in unity, check and test things. If you have issues lemme know... worst case we can work on the file and fix it.
The only things I can think of that could be an issue involve special characters for dice... but my code in the rulesets is smart enough to convert those when you move from classic to unity :)
Ah this is a good point...
When I mentioned above in my reply that is should work, I meant if you want to move your data using the same rulesets (Star Wars FFG and/or Genesys), not the old Star Wars ruleset (that worked only with classic)
The data structure should work fine...
Force Powers and Spec Trees will come right after I finish Party and sharing vehicles/ships...
Currently I dont have plans to create a tool to import descriptions from Oggdude, but I did think about it...
I am focusing on adding all features first in the ruleset. I think to have it "full feature" I need to finish the spec trees and powers.
I do want to work on a few automations too, but when I start working on this, I will look at creating a tool to import data from oggdude...
NEW RELEASE!
Version 2021-12-16
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
This is mainly a compatibility release.
Fantasy Grounds had a major update in December 14th, and this is to ensure both rulesets are compatible with this release
Improvements:
- There are no specific Genesys or Star Wars improvements, but all improvements FG did on the Core ruleset are going to show.
Some things of note:
- The right sidebar is completely redesigned. (I will improve the order in which the sidebar categories show up, in the next release... like for example putting Library at the bottom)
- Please notice that the ruleset no longer has standard background images you can change (For example, in genesys ruleset it used to have one for Core, Terrinoth, Android...)
Now you can select any images as a background for your desktop :)
I will make a vailable extensions later, for those that want the old backgrounds back
How to download the new version:
FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)
To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)
FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory
https://drive.google.com/drive/folde...R-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)
Updated files:
- Genesys.pak
- StarWarsFFG.pak
Important note for Fantasy Grounds Classic users
Although this version is also compatible with FGC, there are no noticeable changes, only internal code.
For now the rulesets are totally compatible with FGC, but I strongly advise people still using FGC to consider upgrading to FGUnity.
Smiteworks is no longer updating the Classic application, and it may come a time when I cannot maintain the code compatible.
For now, it is still compatible and I will do my best to continue this, until it comes a time it would hurt the development... If that time comes, I will let everyone know
Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars
And as always: if you find any issues please report in this thread!
- Please notice that the ruleset no longer has standard background images you can change (For example, in genesys ruleset it used to have one for Core, Terrinoth, Android...)
Now you can select any images as a background for your desktop
Can you explain about this? Is it possible to make an image the background? How?
Thanks so much for all the work on this Johniba. As always it is immensely appreciated. This was primarily just an under-the-hood update for classic to keep things running in concert with the updates that you will be putting out for Unity correct? Thanks for remembering game masters with players with terrible computers!
Yes that is correct!
Nothing changed for FGClassic, so no need to download. For Unity I have updated to make it compatible with the latest changes in CORE, like for example the decal system, sidebar...
I will now resume my development, next update should finally have the party vehicle and sharing vehicles.
With the new layout in FGU where is the description database located?
It is under "Campaign"
By the way, I am thinking if some of those databases should be moved around, changing categories...
Also, notice that the /export function currently does not have those extra codes I did...
I will implement that in a different way, In a way I dont need to modify the /export function, ok?
I realize you don't get paid for this and so i hate to ask to sound ungrateful, but is there a timeline for getting the force powers and specializations to the ruleset. Also, it doesn't appear the library module is functional at all. It doesn't add to the various skills.
I will be on vacation in january, and I plan on putting a big part of my free time on finishing some stuff in the rulesets:
- specialization trees
- force powers/trees
- updating the weapons/combat tab
And yes we dont have force powers and specializations in the libraries yet, because I am still in the process of defining the data structure for those, and if I enabled some of those tables for Sevrick to start his work, it could potentially invalidate his work, or give a lot of headache to update later.
But you can be sure we will see these features arriving soon :)
Can you please explain a bit more? What do you mean?
Well certain talents are supposed to add die to skills? Maybe I just pick ones that aren't working? But none of the skills seem to have those added die/advantages, etc. It might be that i haven't tried enough due to the fact i can't fully replicate characters in the ruleset yet. Or i am doing something wrong?
Ah I see.
At the moment, there is no automation in that part. You actually have to add dice and/or dice results to the dice pool before rolling them...
It is on my list of stuff to do, and I even have some part of the internal code ready for that.
So my roadmap is basically:
1 - finish sharing vehicles/party vechicles (current work)
2 - specialization trees/jedi power trees
3 - update combat tab (this will mitigate part of that automation, allowing players to add some extra dice automatically to certain rows that add dice or effect to the roll)
4 - automation: this is where I will work on the ruleset helping with extra dice or dice effects based on weapon properties and character talents, or current effects on characters (due to critical damage, or even some buffs)
5 - character creation/experience automation: initially I want the rulesets to automatically calculate expenditure of experience during char creation and after... and eventually create a character creation wizard (in the style of the one in dnd5 ruleset)
I do want to finish at least up to number 3 in january, and later focus on adding automation. I dont think I will be able to add everything during my vacation, but i will do my best
Ok that sounds awesome. It would be nice if the talents/specializations added the die information to the related skill even if it wasnt an automated roll. This would at least allow more opportunity to start using the ruleset without everyone needing to look things up. Of course, i think the library module would need to be updated since alot of books were added since the module was created from what i can tell. Everything is manual to include designating what are class skills. Really looking forward to this. i have a group of players waiting for this ruleset. Thanks again for your hard work.
It's absolutely playable now. I'm actually finishing up a Shadowrun campaign having used it for the better part of last year. It does require a lot of work on the game Master data entry but that be will be true no matter when you start. Even when everything can be automated, doesn't mean that it legally can be due to copyright. You will have to fill in the blanks left for you by Severick yourself whether there is automation or not.
My advice, get the info you need on the players character sheets generated, pull it over, to their sheets (not just editing on their sheets, you'll have to do it twice there) and work on what you need to play as it comes up.
Best of luck and Merry Christmas to everyone on the forum!
Like Xarax said below, it is very playable right now.
Of course, since it does not add dice automatically, you have to basically replicate what you do playing on a real table with paper and pencil.
Having said that, I will slowly add some "quality of life" features and the first one will be to allow adding extra dice and automatic dice results in weapon rolls
For example, currently if you check your combat tab, if you roll a weapon, it will only add the skill dice based on the skill for that weapon.
I will add a new field where you will be able to add more dice. This will allow for example, for you to pre-populate with dice you know would always have to roll, from talents, weapon specials etca, for that weapon.
In time, what I want to do is have code that will automatically add dice based on the weapon specials, without need for players to edit that part.
All this automation I am leaving as the last thing to do, because I think it is much more important to have the rulesets "feature complete"
As feature complete I think is all parts of a character sheet that one would need... currently we lack those talent trees, powers... (although I did create a more generic powers tab, that you can use to create dice rolls from jedi powers, spells etca)
I will have a lot of free time in january and I want to push forward and add a lot of cool stuff :)
Thank you for all the efforts you put in in this rule set!! Really appreciated!
Next library update coming soon but am waiting a my PSU for my computer before I can upload it.
Also I am not sure if I asked this but when I add Unique npcs such names people would you prefer as is and just the name or I thought it could be helpful if the names had the Tag "Unique" at the end of the name. For example:
"Han Solo (Unique)" This would let you see at a glance which NPCs aren't generic NPCs.
Let me know what you all think.
Hi John.
First of all, happy new year and congrats on the amazing job on Star Wars. I can't see the Edge of the Emire module, only Age of Rebellion and Force & Destiny. Am I doing something wrong?
I understand. Thanks for the prompt response and good luck with the new power supply!
What updates are in the new libraries? Unique NPCs would be nice. I noticed none of the main characters were in there in the last version.
Im pretty sure that "main characters" screams copyright.
If main characters are Stats only they should be fine. But if the main characters include the main characters names they are unlikely to be unprotected.
Let me see if I understand. In Adversaries and allies page 45 is Emperor Palpatine with a stat block. The way I understand it descriptions or protected by copyright law, which is why I haven't added any. But suddenly because NPC has the name of someone from the movies you cant add their name but you can still add the stats?
If this is the case could add an NPC with the name "Palps" and add the stat block minus the descriptions? You see my confusion.
Maybe I am not understanding what you mean by "main characters." There are alot of names in star wars, which ones are considered "main"?
In my mind there is no confusion - Emperor Palpitane is a character unique to the Star Wars universe. It is absolutely Product identity.
Every Fantasy Game has Dwarves, Elves, Goblins, Orcs and Dragons. No one can lay claim to these. Only licensed games have Hobbits in them. Everyone else has halflings.
There is no hard and fast rule that you can just apply to everything. Some things are blatantly obviously not protected and others obviously protected. But in between is where most things lie.
I think Palps without a description would be perfectly ok. Someone else might even argue against that. Either way Id love to see those stats!
I guess what I am try get clear is what is and isn't off limits. As I said before what consists of main characters? I mean even Bantha is unquie to star wars. How am to know which names of characters I can or cannot add to the libraries.
I would like to just add the name of the NPC as is with the stat block, without the descriptions, but I need to know where the line is so I don't accidentally upload somthing I am not supposed to.
Also if it was unclear before I am not try to sell this library or make money off it in anyway shape or form. Also this not going on the Forge site.
Unfortunately it is not 100% clear in most cases.
In my opinion named characters would be off limits.
That would mean Boba Fett is off limits. But perhaps Mandalorian is ok? Well "The Mandalorian" has been trademarked. Twenty one times.
Not selling and not making money do not change the situation.
If I was making the module I would not use any named characters.