View Full Version : HDv3 Feature Questions/Feedback
Simon
Jan 10th, '06, 05:21 PM
Well, I've finally had time to get back to serious work on v3.
First off, here's what is done at this point:
Full refactoring of the codebase over to Java 5. The does provide some performance enhancements for you guys, but the main effect that I suspect folks will see is that the code will be a lot easier for me to work with and expand/support going forward.
Fixing of several rather esoteric rules issues
All information is now bundled into the hdc character files (no more need for an HDZ file). Still XML format. If an image has been assigned, the image data is included (as CDATA) in the file. If a custom template is used, the template is included in the file. If custom campaign rules are used, the rules are included in the file. When a character is loaded, HD will check your system for the original files. If the original files are newer than the character file (indicating that they have been updated), you'll be prompted to see if you want to update the relevant information from the new file. Much easier to deal with characters and transferring characters between people/systems. HDZ files will still be supported for reading, just not for saving.And here's what's nearly completed
A fully-revised new character "wizard". Too many people seem to have problems with the current template selection process....so the wizard will guide you through the process (do you want to create a new character using standard hero system rules or custom rules....etc.). I'm likely going to expand this wizard to include such things as checking if you want to create a character from an existing character file (starting point) or start fresh by simply selecting the template.
Changing the menuing system (slightly) to be a bit more streamlined and to help newer users to keep from making simple mistakes. In particular, moving the "Template" menu into the Tools menu (as Tools -> Change Character Template).And here's what I still have to do:
Create a new file type: HPK. This will be a "package". A package can contain prefabs as well as a character definition. If nothing is defined on the character, then the package file will simply be a way of loading in a pre-defined list of prefabs to the app. If any of the characteristics have been modified on the package's "character" then those levels will be applied to the character that you are loading the package into. So if you've set the character STR to 12, when you apply the package to a character, the character's STR will be raised by 2. Abilities that have been set on the package's "character" will be added into the character that the package is being applied to.....which brings up a fairly sticky point:
what to do when the ability already exists? If the ability is a custom ability, then it will simply be added onto the character (potential for duplicates, but not much to be done there). If the ability is a standard ability (frex: Criminology), then, by default, the higher value ability will be used (the higher cost). This means that a police officer package with Criminology at 11- will be trumped by a detective package with Criminology at 13-. So a character that takes both police officer and detective will end up with a single purchase of Criminology at 13-. Disads are a different story...I suspect that the default will be to prompt the user which version of the disad to use (since Disads will often overlap in type and both should be used). I plan on creating a group of application preferences to allow users to change this default behavior.
So that should take care of folks' desire to apply multiple package deals to characters as well as the desire to load in pre-defined lists of prefabs.
Allow for the "association" of character files. This will be used for things like Multiform, Vehicles, Bases, Followers, DNPCs, etc.
My initial thought on this was to have all of the characters grouped into the same file (group files)....but I'm thinking that this will be both too cumbersome to use as well as adding in a rather large drain on system resources (slowing the whole app down). So I'm looking at something a bit different:
When purchasing one of the abilities that normally uses a separate character file (Vehicle/Base, Follower, Multiform, Duplication, etc.) there will be a new field where you can preset the values for the ability based on an existing character file. The name/location of the file that you use will be saved with the ability, so that the next time you load the character, it will check the date of the file and, if newer than the character file, will prompt you to see if you want to recalculate the ability's levels based on the new character file definition. Of course, if HD doesn't find the referenced file, it will just use the levels as defined in the ability and go on its merry way.
This should give people the functionality that they're looking for (with abilities automatically updating their levels/cost when the associated characters are changed/edited), without slowing the application down appreciably.
The new character wizard and menuing system changes should be done in the next day or so.
Of the features that I have yet to implement, the package deal is going to require the most work. I'm hoping to be able to work a little magic to streamline the implementation....but we shall see ;)
That pretty much covers the core functionality that I want to work into v3. Once that's done, I'll be comfortable releasing the application (under the new service contract model). I've got a list of (much more minor) additions to take care of immediately post-launch (frex: "Requires Multiple Charges" on MP slots when the MP has Charges applied, changes to Extra Dimensional Movement, etc.)
Simon
Jan 10th, '06, 05:25 PM
Sigh..as soon as I posted, I realized that my idea for the "package file" can be done a lot more cleanly by simply using the existing "Save As Template"/"New Character From Template" functionality. I'll relabel it (to be a bit clearer) and add in the aforementioned functionality....but there shouldn't be any need for a new file type -- just more capabilities in the hdt template files (like containing prefab definitions) and a change in how the character information in a template file is applied to existing characters.
Teflon Billy
Jan 10th, '06, 06:30 PM
Will there be any functionality to cover Package Deals that have "Pick X Points worth in FOO Skill or Y points worth in BAR Martial Arts"?
TB
Simon
Jan 10th, '06, 06:36 PM
Will there be any functionality to cover Package Deals that have "Pick X Points worth in FOO Skill or Y points worth in BAR Martial Arts"?
TB
More or less the same way you do now:
When you apply the package deal, any prefabs defined for that package will be loaded. Among those prefabs, you can have items like a list titled "pick X of the following Y..."
kave99
Jan 10th, '06, 08:40 PM
Will There Be A Way To Have A Association Character File That Dos Not Cost Point So That You Could Keep Say The Same Character From A Teen Champions Game And A Standard Champions Game Linked Together
Simon
Jan 10th, '06, 10:20 PM
Will There Be A Way To Have A Association Character File That Dos Not Cost Point So That You Could Keep Say The Same Character From A Teen Champions Game And A Standard Champions Game Linked Together
Ummm....read above. File associations are used only for abilities that require them.
If you have two otherwise unrelated files that you would like to keep together, then just keep them together....I'm really not clear on what you're trying to accomplish.
RPMiller
Jan 11th, '06, 07:22 AM
These sound really great Dan! :thumbup: I'm eagerly awaiting handing over money for the new version. Will any of the export tags be changed/enhanced/altered/etc? Just curious if I need to go back and rework any of the export templates.
Simon
Jan 11th, '06, 07:26 AM
These sound really great Dan! :thumbup: I'm eagerly awaiting handing over money for the new version. Will any of the export tags be changed/enhanced/altered/etc? Just curious if I need to go back and rework any of the export templates.
All current export templates will continue to function as they do now.
I will likely add in a fair number of new tags and capabilities to the export after the initial launch of v3....but that (as always) is primarily dependent on need (as expressed by requests).
Simon
Jan 13th, '06, 06:53 AM
Continued development updates:
1. I've completed the new character "wizards" -- actually wizard is a bit too strong of a term....first level magic user is probably more apt. I went with a nested menuing system to allow you to quickly select what type of character you want to create (while making it clear to inexperienced users whether they are using built-in, standard hero system rules, or going with custom rule sets).
2. I've enhanced the "save as template" functionality to ask you if you want to save any loaded prefabs with the template. If you do, whenever that template is used, those prefabs will be automatically loaded into the application (and will remain there while the template is in use, going away automatically when the template is changed).
3. I've improved the memory management within the app, including the addition of a meter/monitor in the lower right corner of the status bar showing current memory usage.
4. I've finished the changes to the menuing system (moving the template menu, and other changes to help improve clarity for inexperienced users).
Despite my revelation after the initial post, upon further review, I will be creating a new file type to account for package deals. The HPK files will essentially be character files without template/rules/image information, but with the addition of prefabs. I'll be working on finishing the implementation of these files over the course of this weekend.
keithcurtis
Jan 13th, '06, 08:29 PM
Will the package file be dynamic? In other words, If I go back and change the package to have 13 STR, will that update a character associated with it next time I open it?
Not really requesting a feature, just trying to understand the function.
Keith "Mr. Curious" Curtis
Simon
Jan 14th, '06, 04:08 AM
Will the package file be dynamic? In other words, If I go back and change the package to have 13 STR, will that update a character associated with it next time I open it?
Not really requesting a feature, just trying to understand the function.
Keith "Mr. Curious" Curtis
Not the way I'm implementing it, no. When you apply the package to a character, the package definition will be pulled into the character file.
If the package defines a STR of 13, it equates to "+3" STR, by the way -- 3 levels will be added onto the character's STR, whereever it is currently set at, when the package is applied to the character. So if you have a Dwarf package with a 12 STR and a fighter package with a 13 STR and you apply both to a blank/new character, the result will be a 15 STR.
At least, that's the way I'm currently planning on implementing it....I'd be up for ideas on alternatives.
On the original question, one thing that I may do (since I will be giving the ability to remove a package deal from a character after it has been applied) is to work in similar functionality to what I'm doing with the character templates, rules, and image files -- on character load, check if the original file exists and, if so, check the date on the file against the save date on the character file. If the character file is older, prompt you to see if you want to load in the new definition.
Tiree
Jan 16th, '06, 01:24 PM
Not the way I'm implementing it, no. When you apply the package to a character, the package definition will be pulled into the character file.
If the package defines a STR of 13, it equates to "+3" STR, by the way -- 3 levels will be added onto the character's STR, whereever it is currently set at, when the package is applied to the character. So if you have a Dwarf package with a 12 STR and a fighter package with a 13 STR and you apply both to a blank/new character, the result will be a 15 STR.
At least, that's the way I'm currently planning on implementing it....I'd be up for ideas on alternatives.
On the original question, one thing that I may do (since I will be giving the ability to remove a package deal from a character after it has been applied) is to work in similar functionality to what I'm doing with the character templates, rules, and image files -- on character load, check if the original file exists and, if so, check the date on the file against the save date on the character file. If the character file is older, prompt you to see if you want to load in the new definition.
I think you should have this apply the highest bonus to the package instead of adding them together.
Otherwise you might have someone who has a package of Circus Performer, and another Package Street Juggler. Both will be able to juggle chainsaws as a skill, but the Street Juggler would have a higher level.
Maybe it is too simplistic. But I thought I read something official where you have package skill deals to take the one with the most points, and drop the rest.
Tiree
Jan 16th, '06, 01:25 PM
Also - one thing I really liked on HDv1 was the breakdown of character starting templates (Low Super Heroic, Super Heroic, High Super Heroic). Could we bring those back? Or am I missing it in HDv2
Simon
Jan 16th, '06, 01:28 PM
I think you should have this apply the highest bonus to the package instead of adding them together.
Otherwise you might have someone who has a package of Circus Performer, and another Package Street Juggler. Both will be able to juggle chainsaws as a skill, but the Street Juggler would have a higher level.
Maybe it is too simplistic. But I thought I read something official where you have package skill deals to take the one with the most points, and drop the rest.
It will be doing precisely that for abilities....what I was referring to above was Characteristics, which generally operate differently in the logic from abilities/Powers.
I suspect that the default handling for Characteristics will be to have the levels add together from multiple packages (assuming they both specify levels in the same characteristic)
Simon
Jan 16th, '06, 01:30 PM
Also - one thing I really liked on HDv1 was the breakdown of character starting templates (Low Super Heroic, Super Heroic, High Super Heroic). Could we bring those back? Or am I missing it in HDv2
Those went away because they really had no effect.
The current template selection allows you to define the rules by which you will be constructing the character (Normal, Heroic, Superheroic, AI, etc). Each template has its own rules defined in the system.
How many points you have available for the character is really up to the GM. Superheroic, Cosmically Powerful Superhero, etc. are all just suggested levels/starting points in 5ER, not rules.
Hierax
Jan 16th, '06, 04:13 PM
If the package defines a STR of 13, it equates to "+3" STR, by the way -- 3 levels will be added onto the character's STR, whereever it is currently set at, when the package is applied to the character. So if you have a Dwarf package with a 12 STR and a fighter package with a 13 STR and you apply both to a blank/new character, the result will be a 15 STR.
At least, that's the way I'm currently planning on implementing it....I'd be up for ideas on alternatives. Awesome!
So does this mean that you've reconsidered and figured out a way to merge packages like we talked about way back when -- in this thread:
http://www.herogames.com/forums/showthread.php?p=303272
So that we will actually be able to take a "Class" (Profession) "Pre-Fab" and snap it on to a "Race" (Species) "Template" without having to select each individual item? !
Simon
Jan 16th, '06, 05:43 PM
Awesome!
So does this mean that you've reconsidered and figured out a way to merge packages like we talked about way back when -- in this thread:
http://www.herogames.com/forums/showthread.php?p=303272
So that we will actually be able to take a "Class" (Profession) "Pre-Fab" and snap it on to a "Race" (Species) "Template" without having to select each individual item? !
That's certainly what I'm trying to do. It's looking very much like I'll be able to get it to work, it just takes a fairly large amount of new functionality to make it work right ;)
A good feature for a major version upgrade.
Jhamin
Jan 16th, '06, 06:19 PM
That's certainly what I'm trying to do. It's looking very much like I'll be able to get it to work, it just takes a fairly large amount of new functionality to make it work right ;)
A good feature for a major version upgrade.
Thats why you are our hero!
ghost-angel
Jan 16th, '06, 06:48 PM
Thats why you are our hero!
"Programmer HERO."
Tiree
Jan 17th, '06, 08:26 AM
Those went away because they really had no effect.
The current template selection allows you to define the rules by which you will be constructing the character (Normal, Heroic, Superheroic, AI, etc). Each template has its own rules defined in the system.
How many points you have available for the character is really up to the GM. Superheroic, Cosmically Powerful Superhero, etc. are all just suggested levels/starting points in 5ER, not rules.
I realise they are only suggested levels, and not defined. But people actually use them. It is a quick way to say - use this to build your character on.
Simon
Jan 17th, '06, 08:31 AM
I realise they are only suggested levels, and not defined. But people actually use them. It is a quick way to say - use this to build your character on.
Then set those limits as your campaign rules.
Or set them on a character and use the "Save As Template"/"New Character From Template" functionality.
Your pick.
The list of templates was changed to simplify the app and will not be changed back to the needlessly more complex case that you are looking for.
Simon
Feb 7th, '06, 06:15 AM
Just an update: the primary development for HDv3 is now complete.
Package deals are done. There is a new option when creating a character: Save As Package Deal. This will prompt you to see whether you want to include the loaded prefabs in the package deal.
When you apply a package deal to a character, the levels in the Characteristics are all applied. Additionally, I opted not to "overcomplicate" things by having the package deal worry about conflicts/overlap within the character. If the package deal has the Acrobatics Skill, then the Acrobatics Skill will be added to the character (even if it already exists). It's up to the user to go through the character after applying the package to clean up any overlap. This actually seemed like a cleaner implementation that wouldn't hide any conflicts with the character, making it clear what you need to resolve.
Additionally, when a package deal is applied to a character, any prefabs that are defined in that package deal are added to the character and will become a part of the prefab tabs whenever that character is active. This allows you to have lists along the lines of "Select X of the Following Y Skills" and the like....and to see those lists when working on the character down the road.
File associations have also been completed. Followers, Vehicles and Bases, Duplication, Multiform, and Summon all allow you to link the ability to an HDC file. Once linked, the levels in that ability will be automatically adjusted whenever the linked HDC file is edited. I'm going to spend a bit more time working on Duplication to ensure that things like "Altered Duplicates" are applied as needed (as the linked file changes).
Once a file has been linked into an ability, it will be checked whenever that ability is calculated by HD. If HD doesn't find the file in the original location, it will look in the last character save directory for it. If it doesn't find it there, it will simply keep the ability "as-is" and move on. When you edit the ability, you have the option to "unlink" it from the HDC file (if applicable).
I've also added in a popup definition on mouseover for the abilities in the available list. This can be turned on and off via the application preferences screen.
The app is now off to Rod for work on the documentation....while he's working on that, I'm going to get to work on the web site to support the service contract model (distribution of the installer, updates, etc.) and do some final polishing and addition of various abilities that have come up since the code freeze on v2.
mudpyr8
Feb 7th, '06, 11:04 AM
Hoody Frickin' Hoo!!!
Harakani
Feb 8th, '06, 01:51 PM
I suspect that the default handling for Characteristics will be to have the levels add together from multiple packages (assuming they both specify levels in the same characteristic)
I support that.
Out of curiousity, if I have NCM on, have a base of 10 Str, and get +8 Str and +7 Str from 2 different packages, what is my Str? 25, 22 or 22 (with an extra point spent)
Thanks
Harakani
Simon
Feb 8th, '06, 02:34 PM
I support that.
Out of curiousity, if I have NCM on, have a base of 10 Str, and get +8 Str and +7 Str from 2 different packages, what is my Str? 25, 22 or 22 (with an extra point spent)
Thanks
Harakani
25. The Package Deals apply the levels defined in them, regardless of cost to the character. NCM applies to the levels from the package deal just like anything else.
ProfessorM@ss
Feb 10th, '06, 05:31 PM
Perhaps a silly question, buuuuuut...
Will HDv3 be able to import HDv2 and/or HDv1 files?
--->M@ss
rjcurrie
Feb 10th, '06, 05:56 PM
Perhaps a silly question, buuuuuut...
Will HDv3 be able to import HDv2 and/or HDv1 files?
--->M@ss
Yes, it will.
Simon
Feb 10th, '06, 06:09 PM
Yes, it will.
Spoken like a man with an advance copy of the app ;)
As Rod said, HDv3 will open HDv2 files without a problem. It will also open HDv1 files (though with the same occasional tweak required as you have with HDv2 opening v1 files). The template and file structure for HDv3 is the same as is used in HDv2 -- I've just added onto the HDC xml structure to include things like the template data, rules, and image data (as well as prefabs, where applicable).
HDv3 files should open in HDv2....but there may be issues with that going forward. Time will tell....
Lord Quintus
Feb 13th, '06, 12:53 PM
I know it may have already been said, but as a student gamer, I'm interested in knowing how much it will cost me to upgrade my HDv2 to v3. Not to sound bitter, but I did fork over $40 for v2 a mere two years ago. . .
Simon
Feb 13th, '06, 12:58 PM
I know it may have already been said, but as a student gamer, I'm interested in knowing how much it will cost me to upgrade my HDv2 to v3. Not to sound bitter, but I did fork over $40 for v2 a mere two years ago. . .
The switch over to the service contract model is doing away with the difference between an "upgrade" and a "full version" -- there's going to be a single price point for the 2 year service contract for HDv3. While the price hasn't been set at this time, it will likely be between $25 and $30.
And there's no need to be bitter -- if the price seems too high for you to handle, stick with HDv2 -- it's not going to shut down on you.
keithcurtis
Feb 13th, '06, 01:01 PM
And it will still work. Nothing forces you to upgrade. I'm one release behind on Adobe CS because I can't afford the upgrade to CS2. But CS still works.
During that time, you got numerous upgrades for free. Adobe has sent me bug-fixes only.
Keith "The new pricing scheme is even more generous" Curtis
Lord Quintus
Feb 13th, '06, 01:29 PM
The switch over to the service contract model is doing away with the difference between an "upgrade" and a "full version" -- there's going to be a single price point for the 2 year service contract for HDv3. While the price hasn't been set at this time, it will likely be between $25 and $30.
And there's no need to be bitter -- if the price seems too high for you to handle, stick with HDv2 -- it's not going to shut down on you.
So, let me see if I understand this correctly. From now on, I'll pay between $25 and $30, let's say 30--I'm a half-empty glass kinda guy--and I get updates and support for HDv3 for two years, after which time I have to renew. Assuming I do not renew, does my version of HDv3 simply stop allowing me updates, bug fixes, etc., or does it stop working?
Meanwhile, v2.42's aspirations of 2.43-hood are forever dashed. However, I can use it indefinately, as it works perfectly fine for my purposes as is. Am I understanding?
Simon
Feb 13th, '06, 01:34 PM
So, let me see if I understand this correctly. From now on, I'll pay between $25 and $30, let's say 30--I'm a half-empty glass kinda guy--and I get updates and support for HDv3 for two years, after which time I have to renew. Assuming I do not renew, does my version of HDv3 simply stop allowing me updates, bug fixes, etc., or does it stop working?
Meanwhile, v2.42's aspirations of 2.43-hood are forever dashed. However, I can use it indefinately, as it works perfectly fine for my purposes as is. Am I understanding?
You purchase a service contract ($25-$30) and you get access to the installer for the application and any/all updates/upgrades which are released during the term of your contract.
At the end of your contract, should you choose not to renew, your copy of HD will continue functioning normally -- the contract just gives you access to the updates as they are released, it does not affect the functioning of your installation in any way.
As for 2.43, it will likely be released shortly before HDv3 comes out. It hasn't been released yet as there really isn't that much in it at this time. If you're very anxious to get your hands on it, just grab the interim build, it's pretty much what 2.43 is going to be.
Lord Quintus
Feb 13th, '06, 02:12 PM
Okay. That's all I needed to know. Thanks, Dan.
Vurbal
Feb 17th, '06, 06:50 AM
Very nice! Most of the changes won't affect me particularly, but they're exactly the kinds of enhancements that make sense at this stage in HD's development.
Since the new licensing model won't require that major changes wait until another monolithic major revision the only real issue on my wish list right now is to get it released. Using HD (on my computer) via terminal services from Nightshade's dialup connection is very frustrating :ugly: but I've advised him to wait for v3 before buying it.
dartnet
Feb 28th, '06, 07:50 PM
Question: Will HD 3 support the equipment pools from Dark Champs?
Also when can I expect this bundel of joy?
Jfry
Mar 6th, '06, 06:32 PM
Hiya. I know that HD3 will be able to import / open HD2 files. Will it also be able to generate files that HD2 can use?
I am planning on buying HD3 when it comes out. Not sure if my GM will. If he doesn't, will he be able to open my .hdc files?
Thanks,
Jeff
Simon
Mar 6th, '06, 06:40 PM
Hiya. I know that HD3 will be able to import / open HD2 files. Will it also be able to generate files that HD2 can use?
I am planning on buying HD3 when it comes out. Not sure if my GM will. If he doesn't, will he be able to open my .hdc files?
Thanks,
Jeff
He should be able to open them...but he will not see the image and may have to manually set the template and rules for the character. HDv3 character files will have all of the information included in them (image data, template information, rules files, prefabs, etc.) -- HDv2 doesn't know how to read that information in and will, therefore, not restore those properties when reading in the character. The actual character data (what abilities have been purchased, how many levels, what Modifiers/Adders have been applied, etc.) has not changed in structure at all and should be readable by HDv2 without problem.
Jfry
Mar 7th, '06, 08:27 AM
Thanks Simon,
Is there any plan to have a 'Save as HDv2 format' option in an upcoming release? I don't know how many people would want that, and have no idea how (non)trivial it might be, but it sounds like it would add value for me.
Thanks again,
Jeff
Simon
Mar 7th, '06, 08:30 AM
Thanks Simon,
Is there any plan to have a 'Save as HDv2 format' option in an upcoming release? I don't know how many people would want that, and have no idea how (non)trivial it might be, but it sounds like it would add value for me.
Thanks again,
Jeff
It's something that I'm still considering. While it wouldn't be too difficult to manage at first, the problem is in growing the application -- as new abilities are added in (like the recently-added Resource Pool), they will not restore properly under v2 (since v2 will have no idea what the ability is). This tends to lead to more problems than the "save as" is worth, as people don't realize that their characters aren't restoring properly under older versions of the software.
Better (IMO) to keep things "clean" and have a single save process. If your GM doesn't purchase HDv3, you can still send him exported characters without issue (obviously).
Simon
Mar 7th, '06, 09:53 AM
Question: Will HD 3 support the equipment pools from Dark Champs?
Also when can I expect this bundel of joy? Sorry....missed this post somehow.
Yes, HDv3 will support Resource Pools from DC. I've got them added into the Perks section (assuming that you have DC selected as an available resource under the app prefs).
Shooting for mid-late March for a release. It mainly depends on when the documentation is finished off.
Michael Hopcroft
Mar 7th, '06, 02:47 PM
Are there going to be any Hero Boards and/or wikifying templates available or usable with 3.0?
Simon
Mar 7th, '06, 03:34 PM
Are there going to be any Hero Boards and/or wikifying templates available or usable with 3.0?
All current export formats will function fine under v3. Going forward, additional export tags will be added into v3 as needed/requested, creating v3-only export formats.
Starwolf
Mar 8th, '06, 06:11 AM
So I understand that V3 will open V2 format characters...
and
V3 bundles all the neat stuff into its character files like the template, campaign rules, amd image file....
My question will we need to open each V2 file and add the campaign rules and such then re-save as a V3 file to update characters to this capability?
Simon
Mar 8th, '06, 06:14 AM
So I understand that V3 will open V2 format characters...
and
V3 bundles all the neat stuff into its character files like the template, campaign rules, amd image file....
My question will we need to open each V2 file and add the campaign rules and such then re-save as a V3 file to update characters to this capability?
v2 files contain path information on the associated rules/template/export format files. When you open a v2 character, those files will be read in as well.
When you save the v2 character under v3, the relevant information will be bundled into the hdc file, making it easier for you to transfer the file between systems.
Apart from saving the file under v3, no manual work should be needed on your end.
Starwolf
Mar 8th, '06, 06:52 AM
Tre Cool!
keithcurtis
Mar 8th, '06, 07:17 AM
Question on the bundling of templates in characters.
I create a custom (extension?) template that increases STR cost to 2.
I create a character that uses that template.
I save the character and the template info is saved with it.
That much I understand. Now my questions:
1) I send the character to someone who does not have my extension template. STR costs 2 on it, as it does on my home system, correct?
2) If I change my extension template so that STR costs 3 and re-open the local character, does it continue to associate with the file and is its STR cost adjusted automatically? Or do I need to re-apply the extension template manually?
3) If my friend edits that character I sent in question 1 (before I edited the template) character on his system, saves it and sends it back to me and I open it, does it re-associate with the revised local extension template (which my friend did not have) and charge it 3 points for STR?
4) If I send him the revised extension template, will it then charge his local copy of the character 3 points for STR, assuming the extension template is in the same place in the local file structure?
Keith "curious about associations" Curtis
Simon
Mar 8th, '06, 07:26 AM
Question on the bundling of templates in characters.
I create a custom (extension?) template that increases STR cost to 2.
I create a character that uses that template.
I save the character and the template info is saved with it.
That much I understand. Now my questions:
1) I send the character to someone who does not have my extension template. STR costs 2 on it, as it does on my home system, correct?
2) If I change my extension template so that STR costs 3 and re-open the local character, does it continue to associate with the file and is its STR cost adjusted automatically? Or do I need to re-apply the extension template manually?
3) If my friend edits that character I sent in question 1 (before I edited the template) character on his system, saves it and sends it back to me and I open it, does it re-associate with the revised local extension template (which my friend did not have) and charge it 3 points for STR?
4) If I send him the revised extension template, will it then charge his local copy of the character 3 points for STR, assuming the extension template is in the same place in the local file structure?
Keith "curious about associations" Curtis
1. Correct.
2. The next time you open the character, HD will notice the change to the original template file and prompt you to see if you want to load in the new definition. If you say yes, then the character will contain the newly updated information (STR cost of 3).
3. Same as 2 -- the character file retains the original file association until it is explicitly changed by the user. You would be prompted when opening the character to see if you wanted to load in the new template data.
4. So long as he either places the template in the same location/path as you have it on your system OR places it in the directory that he has specified as his character template directory, then HD will act as above (prompting him to load in the new definition).
The same goes for all other associated file types (images, rules, etc.)
keithcurtis
Mar 8th, '06, 07:30 AM
Thanks. I tried to delete my previous post, since I basically found the answer in post #1, but thanks for answering.
Keith "Needs to slow down. Or speed up." Curtis
Harry Canyon
Mar 17th, '06, 09:52 PM
Hi there,
I was trying to find 'Normal Characteristic Maxima' under the disadvantages tab and was surprised when it wasn't there. Then after some reading through the docs learned that it's on the Characteristic tab (along with Age). :confused:
Since these both appear as disads in the main book, I submit for your consideration that they be added to the disads list and removed from the Characteristic tab.
Thanks for your consideration.
Take care,
Derek
Enforcer84
Mar 17th, '06, 11:07 PM
*peeks in*
"Is it ready yet?"
*Runs away*
ghost-angel
Mar 18th, '06, 05:17 AM
Hi there,
I was trying to find 'Normal Characteristic Maxima' under the disadvantages tab and was surprised when it wasn't there. Then after some reading through the docs learned that it's on the Characteristic tab (along with Age). :confused:
Since these both appear as disads in the main book, I submit for your consideration that they be added to the disads list and removed from the Characteristic tab.
Thanks for your consideration.
Take care,
Derek
They appear there when selected.
I believe the choice to place that Disad on the Characteristics Tab is because it's the one Disad that affects Characterisitc Cost and therefore needed a checksum to see if it was active or inactive. Having the program check to see if the "Disad" were used on the Disad tabs would probably cost more in programming resources than it's worth.
Having a simple Check Box and Menu near characeristics allows for simple programming and for the User to see how the Point Total is effected when the Disad is chosen easily and immediately.
Simon
Mar 18th, '06, 06:49 AM
The choice to place them on the Characteristics tab was not for programming convenience -- it was done that way because NCM and Age are unique among the Disads in that they actively affect the cost for Characteristics. Having the selection on the Characteristics tab keeps them where they belong and allows you to see the effect of adding the Disad to the character.
Harry Canyon
Mar 27th, '06, 10:44 PM
Would it be possible to do both? User's could select it either from the current place or the disads? (I haven't checked yet... But does the disad appear in the disad list after checking it on the characteristic tab?)
From a UI perspective I think having it with the Characteristics is not unreasonable, but not very intuitive based on the layout of the rules. My 'issue' is that technically it's a disadvantage (regardless of its affect on characteristics) and a user can not access this disad through the disad tab.
Take care,
Derek
Simon
Mar 28th, '06, 03:00 AM
Once selected, it appears on the selected list of Disadvantages.
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