Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Mobile-Friendly gear catalog

19 posts / 0 new
Last post
eaton eaton's picture
Mobile-Friendly gear catalog
It's extremely rough, the data for a lot of the bots, vehicles, and explosives are still incomplete, and the formatting is nonexistant — it's basically a peek at the raw data model for storing all the gear information right now: http://eldrich.host/ But... it's coming along. And my local gaming group is already starting to find it useful for quickly looking up a particular piece of equipment. Further updates as events warrant. (And, if anyone's poking around, http://eldrich.host/node/1467 is a good example of a more complex record — the full profile for a Titan Warbot. Links to info on all the augmentations, traits, skills, and so on; don't yet have weapon details working yet, because that's complicated, but it's coming) Next steps include getting complex weapon handling nailed down — creatures, vehicles, and robots can all have a given weapon + mods + ammo + smart ammo features equipped and recorded as a single piece of data, but none of them actually have that information filled out yet. Once that's in place, formatting individual gear records to look tidy will be the big priority. After that, outputting printable quick reference cards using the RPG-Cards tool… https://crobi.github.io/rpg-cards/generator/generate.html
CordialUltimate2 CordialUltimate2's picture
Wow. Just the thing we need.
Wow. Just the thing we need. If you need help with formating, checking, sourcebook to .csv transfer. Perhaps writing short summaries of equipment descriptions. For example: In warbot description: "Taking advantage of their mobility and repower" If you want I can send you some of my partially done excel sheets in which for example traits are already transfered to quite readable form.
Exurgents wanna eat your ass and you are low on ammo? Register to mobile gear catalogue at [url=http://eldrich.host]eldrich.host.mesh[/url]! ORDER NOW! FOR FREE PLASMA MINIMISSILE PACK! *explosive delivery options included
eaton eaton's picture
Thanks! I just might take you
Thanks! I just might take you up on that… Right now I'm trying to get the initial data load complete, and everything is stored in a giant pile of CSV files. Once I have complex weapon inventory working, I'll start focusing on presentation and formatting — and that's when having some extra hands correcting errors, adding "short summaries" of equipment effects, and so on, would be really helpful. Long term I also want to get the stuff from the Farcast and Seedware yearblogs entered in, too. The site's schema accounts for non-canon sources like conversions from other RPGs, homebrew, etc — so those things could be added without polluting the "canon" inventory…
eaton eaton's picture
For those who are following
For those who are following along at home, a fair number of updates were added over the weekend. Cleaned-up versions of some gear, the addition of many creatures from the X-Risks bestiary, and the weapon inventory tweaks that I mentioned in the earlier post. Although it's not super obvious, http://eldrich.host/gear/defense-platform has a set of "equipped weapons" that also includes the specific type of ammo that's being used by each weapon (smart ammo features and weapon mods are also included). The formatting stuff I mentioned *is* now top priority, so that things like gear lists, robots, and creatures are a little nicer to look at.
eaton eaton's picture
Further updates
More fun stuff happened over the holidays with the gear catalog — among other things, NPCs are now pretty clean and tidy, and include stuff like auto-calculating of gear and augmentation bonuses (as well as display of 'conditional' bonuses in the INT: 15 (20) style that the core books use. http://eldrich.host/world/npcs/assassin is a decent example.
eaton eaton's picture
For extra fun, I'll be adding
For extra fun, I'll be adding pre-calculation of the "Challenge Rating" mentioned in another thread (http://eclipsephase.com/eclipse-phase-challenge-rating) to all of the robot, creature, and NPC records on the site. mmMmmmm.
eaton eaton's picture
Progress marches on! Within
Progress marches on! Within the next week or two I'll be rolling out the ability for it to host player-created NPCs and character sheets, along with campaign-specific grouping of links, resources, and player charsheets for GMs. An example of a traditional core EP NPC in "classic" NPC mode: http://eldrich.host/world/npcs/firewall-eraser An example of the same information displayed in the new "charsheet" mode: http://eldrich.host/world/npcs/firewall-eraser/charsheet — among other things, it breaks out morph bonuses for easier resleeve calculations during play, and lets you click-sort skills by skill type, name, linked aptitude, and skill level. On smaller screens it hides some of the less essential columns so that phones can be used for quick reference during sessions. Woo! Still a lot of visual tweaks to work on, but it's coming along nicely and the deep underlying data structures that the site uses to store stuff like skill information and gear-based bonuses are finally paying off.
SquireNed SquireNed's picture
Awesome!
Awesome!
eaton eaton's picture
Welp, this weekend's round of
Welp, this weekend's round of updates includes some nice features: The gear catalog is a little better organized — in particular, the "tree" of equipment actually makes sense now, although some of the augmentations from later sourcebooks need to be recategorized to avoid cluttering up the general "augmentations" section. There there are overview pages for a couple of the more popular categories of gear, like http://eldrich.host/gear/weapons and http://eldrich.host/gear/morphs — although the morphs page in particular feels like it doesn't include *enough* information to make the overview useful. We'll see. The Stats section, with sleights and traits and mental trauma info and skills, has been tidied up and now lends itself better to browsing. The "World" section doesn't look too much different, but the Character Sheet view that was mentioned in the previous update is now accessible from the normal NPC page — on http://eldrich.host/world/npcs/jovian-soldier for example, the link is now in the sidebar. Printer-friendly versions of the stylesheets are in place as well, hiding extraneous info so that printing off a quick copy of a character sheet results in something that's actually useful at the gaming table. What's coming next? Finally fleshing out the "Games" section, with pages for in-progress campaigns, links and downloadable resources for each campaign's players, and the ability to clone an existing NPC as the starting point for a new campaign-specific character. Mmmmmmm.
eaton eaton's picture
It's been a while!
Over the last few weeks, a bunch of stuff has finally firmed up: * The full bestiary of Eclipse Phase creatures is finally in place at http://eldrich.host/world/bestiary * NPCs and pregen characters are all in place at http://eldrich.host/world/npcs * A number of nice-to-haves are finally in place, like Unarmed Attacks being listed for weaponless characters and Psi Assault skills showing up in the list of attacks. (Witness the Lunar Ego Hunter's charsheet: http://eldrich.host/world/npcs/lunar-ego-hunter) * The ugly-as-sin first pass at information for a specific campaign is online. http://eldrich.host/games/whiskey is the campaign I've been running for a while, and it's possible to quickly to initiative tracking and a "skill sheet" for all the characters in the campaign for quick reference. More work on the Games section is coming shortly, at which point I'll be asking around for possible beta testers — anyone interested in experimentally adding their own NPCs, or adding a campaign with their own PCs charsheets? The backend editing interface is a little clunky, but functional, and it allows GMs to add homebrew gear, NPCs, creatures, locations, and factions that don't show up on the general listings for "canon" information.
eaton eaton's picture
Oh hai friends.
More updates! Huzzah! Most of the work over the last few weeks has gone into the groundwork for real users using the site, and adding their own homebrew content to support their campaigns or just for kicks. Features that have been added:
  • New listing of known exsurgent strains at http://eldrich.host/world/strains
  • Campaigns now list any homebrew materials associated with them on their landing page for easy reference
  • Logged in users can choose what materials they'll see when they browse the site: Canon only, Canon + Stuff I've Created, Canon + Stuff from games I'm playing, or Literally Everything.
  • Logged in users can create new charsheets by cloning an existing character, or an NPC or pregen character.
  • When creating content, contributors can mark most stuff as 'GM Only'. Only logged in users with GM accounts, or the original creators of the content, can see them — and they're flagged visually to ensure that they aren't shown to players by accident. This makes it safer to enter in campaign-specific NPCs, viral strains, and so on for reference even if you don't want your players seeing them yet.
  • "In-character" network chatter about factions, locations, types of gear, and so on can be posted by players to duplicate the fun "flavor conversations" in the core books. See http://eldrich.host/gear/armor/mods/ablative-patches
  • Assorted data fixes have corrected problems with a few morphs and creatures.
  • Creatures now show their special non-weapon attacks and unique abilities. (See http://eldrich.host/world/bestiary/alien-factor-ambassador)
  • Scorchers, Psi attacks, and unarmed fallback attacks are displayed in the 'Weapons/Attacks' blocks to ensure everyone gets a change to knock heads. (See the last item in the attacks list for http://eldrich.host/world/npcs/firewall-vector)
  • Printer-friendly versions of more pages have been tweaked, and less web-cruft appears when you print, making it much easier to prep for a game session by grabbing some NPCs, printing them out, and hoping for the best. Lazy GMs represent.
CordialUltimate2 CordialUltimate2's picture
Great resource :-)
Great resource :-) The only caveat i found so far is that the search results are sorted from the least accurate to the most accurate instead of the other way. Check it out :-) EDIT: I used the desktop browser version.
Exurgents wanna eat your ass and you are low on ammo? Register to mobile gear catalogue at [url=http://eldrich.host]eldrich.host.mesh[/url]! ORDER NOW! FOR FREE PLASMA MINIMISSILE PACK! *explosive delivery options included
eaton eaton's picture
Hah. Nice catch! That fix is
Hah. Nice catch! That fix is now deployed. Turns out, changing the sort direction is... easy, if easily overlooked. ;-)
Lu-Ka Lu-Ka's picture
Eidolons
Eidolons Hot Shot and Wirehead have Speed: 3
eaton eaton's picture
Actually! They have a base
Actually! They have a base speed of 2 but come standard with the increased speed plugin. Final speed calculations are done on the mind + shell + augmentations. Do you think it would make sense to display the baseline, or the final with-gear results when listing morphs?
Trappedinwikipedia Trappedinwikipedia's picture
I'm pretty sure infomorphs
I'm pretty sure infomorphs have 3 speed base, so the ones with Increased Speed should be speed 4.
eaton eaton's picture
Hmmm. Technically I'm storing
Hmmm. Technically I'm storing and displaying the speed *modifier*, same as any other morph bonus, which is how it's shown in Transhuman. (p 142 in particular has the Eidelons). The Hot Shot and Wirehead, for example, show: Speed Modifier: +3 (includes Increased Speed) If you look at the full list of morphs and infomorphs, there aren't actually ANY that have inherent speed faster than human baseline or infomorph baseline; they just include gear like Neurachem and/or Increased Speed and display the rolled up final number as the morph/eidelon stat. …Which makes me think that I should probably make sure those are displayed when browsing the morphs/eidelons on the site, not just after you add one to an NPC or character, since it's not obvious to those who aren't familiar with it.
Lu-Ka Lu-Ka's picture
Ok, It's not "Speed: 2", it's
Ok, It's not "Speed: 2", it's "Speed: +2" For me, "Speed: 2" indicate a total and "Speed: +2" a modifier
UnitOmega UnitOmega's picture
Okay, so, all Informorphs are
Okay, so, all Informorphs are +2 speed, for Speed 3 total. This is in both the core AND is referenced again in morph creation ("treat the inherent speed bonus for infomorphs as Neurachem" talking about cost). Increase speed makes them speed 4, and thus total is like +3 speed. This is kind of weird because the language of Infomorphs/Eidolons doesn't make it seem like a bonus (and neurochem, for instance, is a temporary function) and more like a flat rule, they intrinsically have that speed - but if you're building a catalog system for the sake of consistency the formatting would be like a total +2/+3 Speed over the default.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/