Update Underhive Tools Development

So Gang War 2 Orlocks will be different than Gangs of Legacy Orlocks?
Profiles are different, Weapon list is different, costs are different... I don't think it's safe to assume skillsets will be the same.

Also, I just realized I "missed" the Versatile Trait (because it was not in Gang War):
If the wielder of a Versatile weapon is Engaged, it counts as a Melee weapon. Otherwise, it counts as a Ranged weapon.
And the Demolition trait is written either 'Demolition' or 'Demolitions' depending on the book so... choose one ;)
 
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Could you update it using the Ganger id's as Specialist?
Sorry if I wasn't clear: that's already what I did. Since there was no specific IDs for Specialist, I used the Ganger ones.

If you change some labels, there is also a 'p' missing from the Cawdor 'Chamion'.
 
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@Malo , here's teh territories all typed up... Hope they are in an acceptable format (you and @Thorgor lost me serveral posts ago with csv files and clever look up shenanigans!)

I also assumed the typo was in fact a typo and 33 doesnt get you both a Tunnel and a Vent Network.
 

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So my plan is that once each of the gangs is available in their official form, the existing gang in the tools will be updated instead of having 2 versions.
 
Are you still looking for UI design support?
Sure! I'm not very good at UI design and far from artistic so anyone who wants to create something new for gang and ganger layouts to go with the new designs of Underhive, please go ahead! Couple of caveats; I'm not big into masses of imagery, I prefer flat designs of mostly css and web font icons to ensure the page loads and renders fast on any device. Responsiveness is also a big factor, it must be able to dynamically adjust to various device widths. Understanding of Bootstrap grids is highly advisable.

Thanks @Loriel for providing the rest of the wargear and such, that is now loaded. I've added Flak and Mesh armor as it will need to be available as a wargear item for automatically adding to the ganger types that get them. Once we have them available in the armory, the costs etc can be adjusted.
 
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Next task that would be very helpful but is rather time-consuming is equipment association with gangs. I've attached the current equipment list if someone could create an association sheet with 2 fields for equipment ID and gang type ID. Gang IDs can be found in this post.
 

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Don't you also need the cost, as some things are cheaper when they are on a gang HWL (Escher lasgun is 5 creds instead of 15, Goliath grenade-launcher is 55 instead of 65, etc.)
Also, it's currently unclear whether Ammo and Weapon Attachment can be taken by starting gangs or are solely found in the Trading Post (they are not on any HWL, so probably the second, but it's strange that dum-dum bullets aren't available from the start)
 
Don't you also need the cost, as some things are cheaper when they are on a gang HWL (Escher lasgun is 5 creds instead of 15, Goliath grenade-launcher is 55 instead of 65, etc.)
Also, it's currently unclear whether Ammo and Weapon Attachment can be taken by starting gangs or are solely found in the Trading Post (they are not on any HWL, so probably the second, but it's strange that dum-dum bullets aren't available from the start)

I think I remember reading that Common equipment and weapons were available to purchase from the start, but the Rare items required an action later in the campaign. I will try to find where I read that though.
 
I think I remember reading that Common equipment and weapons were available to purchase from the start, but the Rare items required an action later in the campaign. I will try to find where I read that though.
I'm interested if you can find it as I don't remember that. Also, wouldn't it defeat the point of having common stuff like autoguns in HWL with no discount?

Anyway: here you go @Malo (what you want is in the yellow columns from the 'Gear' sheet. You can ignore the rest)
 
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Don't you also need the cost, as some things are cheaper when they are on a gang HWL (Escher lasgun is 5 creds instead of 15, Goliath grenade-launcher is 55 instead of 65, etc.)
Yes I forgot about that part, thank you for including the house specific cost. Much appreciated!
 
Some significant modifications from the Necromunda table construction, apart from the obvious extra stats, is the addition of equipment sections field and equipment max cost field which will allow me to restrict the equipment sections available for purchase down to the ganger type as well as allow for the Juve's 20 credit max. I've also added a starting skills field to provide an alert prompt to add a Primary skill for Leaders and Champions.
 
You're welcome @Malo. As usual, if you need anything else listed, don't hesitate to ask.

Do you also intend on enforcing gang composition rules (can't hire a champion if you don't have enough reputation — can't hire a champion/juve if you don't have enough gangers/specialists) and the "only one ganger can have a special weapon at the start" rule?
 
Do you also intend on enforcing gang composition rules (can't hire a champion if you don't have enough reputation — can't hire a champion/juve if you don't have enough gangers/specialists) and the "only one ganger can have a special weapon at the start" rule?
The tools have never been a complete replacement for the rulebook (and never should be), and I generally don't write these tools for specific if/then's. If I was only working with official gangs and rules only, that might be viable but I must keep custom entries in mind so there must be some kind of mechanism triggered from a db table entry that isnot based on any kind of labels.

For example, the 20 credit rule is simply if the value is present for the ganger type then when outputting equipment, restrict to that value or lower. So if someone wants to create a "Juve" in customize that has a limit of 30, they can do that and it will function the same. So I prefer not doing checks for x gangers/specialists as I would need a flag on ganger types to "count as" a ganger in that regard. Something like the champion rule could be possible by adding a required reputation field to the ganger types. I just don't want to go too crazy with additional fields to check for and code to write when I'd prefer the player to do those parts.

tl;dr Maybe, no promises :)
 
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I just don't want to go too crazy with additional fields to check for and code to write when I'd prefer the player to do those parts.
Totally agree with that. I'm actually relieved that you don't plan to spend too much time trying to implement and future-proof those rules :p

Even the champions rule is not that simple (as, on top of the reputation requirement, you would also need at least another field to indicate the number you can take "for free" before checking said requirement. And if a future gang (outlanders or custom) ends up having several fighter types that "count as" champions, it will get real complicated real fast.)
 
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  • Injuries added
  • Gang page:
    • Name, campaign, credits, rep, turf details editor
    • Special Territories editor
    • Notes editor
    • Rating calculator
    • Advances and injuries stat adjustments
    • History browser
 
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  • Ganger page
    • Stats editor with additional stats
    • Equipment integrated w/restrictions, adding, buying, stash and removal
    • Skills tested w/restrictions and primary/secondary
    • Injuries editor
    • Advances editor
    • Notes editor
    • Status functions
 
@Malo

What can I do to help? What spreadsheets haven't been done that you need help with, for example?

-Is there going to be a ganger pic upload and gang pic upload option?
-Definitely will want Customization as an option to create home-fixes for messed up weapon profiles.