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Nebular
post Aug 7 2011, 09:35 PM
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QUOTE (longbowrocks @ Aug 7 2011, 03:51 PM) *
Sorry to bug you again. Previously Chummer allowed optimization for all devices. I just want to see if that feature is coming back.

Optimization has only ever been available for Commlinks (UN 198) and as a Program Option (UN 115). What optimizations are you referring to?
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Crazy Ivan
post Aug 8 2011, 12:46 AM
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Hey Nebular, hate to ask and be a pest, but any progress on the cyberzombie layout?
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Nebular
post Aug 8 2011, 12:58 AM
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QUOTE (Crazy Ivan @ Aug 7 2011, 07:46 PM) *
Hey Nebular, hate to ask and be a pest, but any progress on the cyberzombie layout?

Not yet. (IMG:style_emoticons/default/nyahnyah.gif)
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Bobby
post Aug 8 2011, 04:49 AM
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QUOTE (Nebular @ Aug 7 2011, 09:07 PM) *
Ah, I see what you're saying now. Yeah, I was never happy with having that the way it was. It started out as just Weapons, then the ability to add Accessories and Mods for Vehicle Weapons came later and it just sort of went that way. That's an easy enough change and will likely be in the next update then. (IMG:style_emoticons/default/biggrin.gif)


Will you be fixing all menus and sub-menus this way? I've been confused by this myself in the past and had to put a 'how do I do 'x' post earlier in the thread for drones and autosofts for exactly the same reason.

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longbowrocks
post Aug 8 2011, 02:44 PM
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QUOTE (Nebular @ Aug 7 2011, 02:35 PM) *
Optimization has only ever been available for Commlinks (UN 198) and as a Program Option (UN 115). What optimizations are you referring to?

Ah, I was just being finicky because all the mods in Unwired that seem to make sense for devices other than commlinks, use the term "device" rather than "commlink" in their descriptions.

Anyway, a more realistic problem is that taser darts can be bought for sniper rifles atm.

Also, it seems improved ability isn't being limited. I can currently buy it up to six for a skill I have zero points in.
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Aku
post Aug 8 2011, 06:02 PM
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How about a new houserule option of "Encumbrance factor is Str +bod" instead ofg the RAW bodx2?
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ggodo
post Aug 9 2011, 05:31 AM
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QUOTE (longbowrocks @ Aug 8 2011, 07:44 AM) *
Ah, I was just being finicky because all the mods in Unwired that seem to make sense for devices other than commlinks, use the term "device" rather than "commlink" in their descriptions.

Anyway, a more realistic problem is that taser darts can be bought for sniper rifles atm.

Also, it seems improved ability isn't being limited. I can currently buy it up to six for a skill I have zero points in.

Yeah, but if you look it gives you no benefit past half your skill. You've got six ranks of improved, and none in the skill, you get no bonus from improved in the Dice Pool area.
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longbowrocks
post Aug 9 2011, 02:28 PM
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QUOTE (ggodo @ Aug 8 2011, 10:31 PM) *
Yeah, but if you look it gives you no benefit past half your skill. You've got six ranks of improved, and none in the skill, you get no bonus from improved in the Dice Pool area.

Alright, I just checked and that works fine. It should still be restricted to rank three though so people don't waste magic.
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TP13
post Aug 9 2011, 09:51 PM
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Some more stuff


AR 146 Reinforced size turrets with normal turret flexibility should be deleted from vehicle mods. Likewise normal size turrets with heavy turret flexibility should be deleted.

SR4A 349 Two normal weapon mounts should be added to the Morgan Cutlass

SR4A 349 The vehicle trait Sail Power should be added to the Marine Tech Sea Nymph

War 126 Edgecrusher Experimental Combat Bike should be added to vehicles.

War 157 Cluster minigrenades should be deleted

War 157 Gecko modified grenades should be added

War 172-173 All the naval vessels in War should be added to vehicles.

War 176 The various Heavy Mortar and Howitzer rounds should be added as vehicle munitions as they have different stats than the regular mortar rounds and are vehicle only.

The Esprit RMM 6, Fleche Armamants FA XM-407 and the Fleche Hail Barrage Rocket Launcher are vehicle weapons but they take standard/man portable ammunition for their type (missiles, minigrenades and rockets respectively). Right now I cannot figure out a way to plug in any type of ammunition.

AR/War/DW/US/MST. Vehicle missiles and cruise missiles should attach directly to weapon mounts. All of the named (with one exception) vehicle missiles and cruise missiles are both ammunition and weapon systems at the same time. They do not plug into other missile launchers, they are themselves one shot missile launchers. In the case of vehicle missiles the ammunition should be attachable directly to weapon mounts. In the case of cruise missiles the Vertical Launch System (standard and automated) vehicle modifications should be treated as a weapon mount and the cruise missiles should attach to them..
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Socinus
post Aug 10 2011, 07:17 AM
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Running into a bit of a technical issue and not entirely sure how to remedy it.

When attempting to open the program, I get the error code

"To run this application, you must first install one of the following versions of the .NET Framework.
v.4.0.30319"

I've installed the .NET Framework linked to in the OP and that didnt seem to remedy the problem.
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Nebular
post Aug 10 2011, 12:51 PM
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QUOTE (Socinus @ Aug 10 2011, 02:17 AM) *
Running into a bit of a technical issue and not entirely sure how to remedy it.

When attempting to open the program, I get the error code

"To run this application, you must first install one of the following versions of the .NET Framework.
v.4.0.30319"

I've installed the .NET Framework linked to in the OP and that didnt seem to remedy the problem.

That's weird. The download should be for the latest version of .NET 4. You could always try using the web installer version, or better yet, run Windows Update which should automatically find all of the available updates for .NET 4.
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KarmaInferno
post Aug 10 2011, 02:22 PM
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1) How difficult would it be to add a nuyen modifier box to gear?

Like, if I wanted to add a piece of gear at 120% markup or at a set lower price instead of the standard price.

I was trying to add a piece of gear at a 50% markup to reflect sapient critter sizing but I don't see a way to do that.

2) Also, is there a reason the Ballistic Mask is an armor mod instead of in the Helmets category? As an armor mod it can't take modifications, even though War states it can have helmet or vision mods.

3) I notice modifying the sensors on vehicles does not adjust the vehicle's Sensor Rating. Is just not implemented yet?

4) The various ammo capacity modifications to weapons do not appear to actually be modifying the ammo capacity.

Thanks!



-k
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McDougle
post Aug 11 2011, 10:22 PM
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AntidotePatch has no < /selectname>
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Nebular
post Aug 11 2011, 10:52 PM
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QUOTE (TP13 @ Aug 9 2011, 04:51 PM) *
Some more stuff

AR 146 Reinforced size turrets with normal turret flexibility should be deleted from vehicle mods. Likewise normal size turrets with heavy turret flexibility should be deleted.

War 157 Cluster minigrenades should be deleted

I'm not seeing anything that says you cannot have a Reinforced Flexible or Heavy Flexible turrets. Am I overlooking something? Same thing with Cluster minigrenades. Minigrenades are supposedly available with the same modifications as standard grenades, so they should also be available as Cluster from what I can see.
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Nebular
post Aug 11 2011, 11:26 PM
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QUOTE (KarmaInferno @ Aug 10 2011, 09:22 AM) *
1) How difficult would it be to add a nuyen modifier box to gear?

Like, if I wanted to add a piece of gear at 120% markup or at a set lower price instead of the standard price.

I was trying to add a piece of gear at a 50% markup to reflect sapient critter sizing but I don't see a way to do that.

2) Also, is there a reason the Ballistic Mask is an armor mod instead of in the Helmets category? As an armor mod it can't take modifications, even though War states it can have helmet or vision mods.

3) I notice modifying the sensors on vehicles does not adjust the vehicle's Sensor Rating. Is just not implemented yet?

4) The various ammo capacity modifications to weapons do not appear to actually be modifying the ammo capacity.

Thanks!

-k

1) I'll take a look at adding this.
2) Bah. This is an artifact from what all of the Helmets were Armor Mods instead of actual pieces of Armor, and I forgot the Ballistic Mask was actually a Helmet. I'll hopefully be updating some of the data files and making them available tomorrow, and this will be corrected.
3) Also added to the list o' stuff.
4) Uh, they should be working. What Weapon/Mod combination are you using?
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McDougle
post Aug 12 2011, 01:24 AM
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Camouflage Armor should have a < /selecttext>, too.
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Humbug Hermit
post Aug 12 2011, 03:13 AM
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Having attempted to build a number of NPCs from scratch I've found this software to be incredibly helpful. Thanks a lot for the hard work Nebular. A couple of things I noticed though. These might have already been addressed but not implemented yet but I didn't see anything while reading through the thread.

I'm running a game currently using Karma-gen and I noticed that although the Karma-gen option exists in Chummer and allows you to set the cost values it doesn't track the metatype cost as per the errata (in the karmagen option all metatypes and other "race" options don't cost anything in and of themselves regardless of their BP cost).

Also with an aptitude skill, the cost for raising the skill above 6 should be doubled (it should cost 28 karma to raise it from 6 to 7 but Chummer only tracks it as costing 14).
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TP13
post Aug 12 2011, 04:11 AM
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QUOTE (Nebular @ Aug 11 2011, 05:52 PM) *
I'm not seeing anything that says you cannot have a Reinforced Flexible or Heavy Flexible turrets. Am I overlooking something? Same thing with Cluster minigrenades. Minigrenades are supposedly available with the same modifications as standard grenades, so they should also be available as Cluster from what I can see.


I may not have communicated effectivly on the turrets. Reinforced Size indicates a main gun (vehicle only weapon). normal turret flexibility cannot have a main gun. Reinforced size can have the follwing flexibilityies (None, Flexible, Heavy Turret). You could theoretically have a numal size gun (LMG or smaller) on a heavy flexibility turret, but you would be paying more in size and nuyen for less overall flexibility (Heavy turrets have a smaller firing arc than normal turrets). I consider this a very minor issue as the program currently allows you to make everything. I just thought it would be nice to get rid of clutter.

Cluster minigrenades are specifically disallowed in their text description. Fluff wise Cluster grenades are giant grenades made up of a bunch of small grenades.
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Nebular
post Aug 12 2011, 01:39 PM
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QUOTE (Humbug Hermit @ Aug 11 2011, 10:13 PM) *
Having attempted to build a number of NPCs from scratch I've found this software to be incredibly helpful. Thanks a lot for the hard work Nebular. A couple of things I noticed though. These might have already been addressed but not implemented yet but I didn't see anything while reading through the thread.

I'm running a game currently using Karma-gen and I noticed that although the Karma-gen option exists in Chummer and allows you to set the cost values it doesn't track the metatype cost as per the errata (in the karmagen option all metatypes and other "race" options don't cost anything in and of themselves regardless of their BP cost).

Also with an aptitude skill, the cost for raising the skill above 6 should be doubled (it should cost 28 karma to raise it from 6 to 7 but Chummer only tracks it as costing 14).

I'll have the Aptitude thing fixed for the next update. This was already working properly in Career Mode, I apparently never applied the logic to Create Mode. (IMG:style_emoticons/default/nyahnyah.gif)

From what I can see, Karma and Metatype are working correctly. If I take an Ork (normally 20 BP) and build a character with 200 Karma, I should be able to buy up to 140 Karma worth of Attributes (1/2 starting Karma + (Metatype BP * 2)). The Metatype's BP is never deducted from the character's Karma total. I cannot find any errata for Runner's Companion or anything in the FAQ that says it should work any differently. Am I missing something?
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KarmaInferno
post Aug 12 2011, 02:26 PM
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QUOTE (Nebular @ Aug 11 2011, 06:26 PM) *
QUOTE (KarmaInferno @ Aug 10 2011, 09:22 AM) *
4) The various ammo capacity modifications to weapons do not appear to actually be modifying the ammo capacity.

4) Uh, they should be working. What Weapon/Mod combination are you using?


Okay, I double checked, it's working on weapons normally, but not on weapons mounted in vehicles.

I was experimenting with adding the "Underbarrel Weapon" mod from Arsenal into the data file, but I could not figure out how to force it to specify a weapon to use as the underbarrel weapon. So I created a separate "Underbarrel Conversion" mod that simply halves the ammo capacity of whatever it is applied to, with the intention of just sticking both weapon and underbarrel weapon in the same turret to indicate they were connected.

But when I applied the Conversion mod to a turret-mounted weapon, the ammo count remained unchanged. I double checked by adding in the Extended Clip mod instead, still no change to the ammo count for the vehicle-mounted weapon. Going back and modifying a non-mounted weapon (in the Gear tab instead of the Vehicle tab) works normally.

- Also, is there any way to modify "stock" mechanical arms on vehicles? I select, say, a Ford LEBD that comes with a mechanical arm, but the arm is greyed out and trying to add modifications to the arm results in either the modification being added to the vehicle instead, or an error message that I need to select a piece of gear first. If I delete the stock arm and add one in as a modification, that arm can have gear added to it, but obviously now it takes up mod slots. But even then it won't let me add cyberlimb accessories or enhancements.

- Hm. Actually, how difficult would it be for Chummer to lookup a "custom.xml" file along with the regular data files, so users can add their own stuff and be able to locate it easily, and without their stuff being overwritten by later official updates?



Thanks!



-k
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Argent
post Aug 12 2011, 02:29 PM
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Got a couple issues. Currently in career mode, build 169.

1. Light Military Grade Armor with mobilty 3 should not encumber a character with body of 3. Currently I have a -2 armor penalty. Effective body would be 3*3=9+3= 12 for encumberance calculations.

2. Adding contacts in career mode after the fourth starts increasing the space in between them after each new contact addition. Did not try in build mode.

3. Can you make it so that we can adjust the dates of starting cash and all gear purchases. Trying to enter my missions charcter from gencon and the dates are not matching up.

4. How do we delete cost of gear on the karma/nuyen tab? Deleting gear in the gear tabs after purchasing does not take it out of the expense log.

Thanks.
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Nebular
post Aug 12 2011, 03:43 PM
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QUOTE (Argent @ Aug 12 2011, 09:29 AM) *
Got a couple issues. Currently in career mode, build 169.

1. Light Military Grade Armor with mobilty 3 should not encumber a character with body of 3. Currently I have a -2 armor penalty. Effective body would be 3*3=9+3= 12 for encumberance calculations.

2. Adding contacts in career mode after the fourth starts increasing the space in between them after each new contact addition. Did not try in build mode.

3. Can you make it so that we can adjust the dates of starting cash and all gear purchases. Trying to enter my missions charcter from gencon and the dates are not matching up.

4. How do we delete cost of gear on the karma/nuyen tab? Deleting gear in the gear tabs after purchasing does not take it out of the expense log.

Thanks.

1) This should work correctly. You may need to remove the Armor Mod from the character, then re-add it. It was changed recently to actually include information on reducing the Armor Encumbrance.
2) This will be fixed in the next update.
3) I'll add this to my list.
4) Undo information is now saved with Exepenses as of the last update, however, it only applies to Expenses created after the update was applied. I'll look at adding support for just deleting items (which will not undo anything - just remove the entry from the log).
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Nebular
post Aug 12 2011, 03:58 PM
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QUOTE (KarmaInferno @ Aug 12 2011, 09:26 AM) *
4) Uh, they should be working. What Weapon/Mod combination are you using?


Okay, I double checked, it's working on weapons normally, but not on weapons mounted in vehicles.

I was experimenting with adding the "Underbarrel Weapon" mod from Arsenal into the data file, but I could not figure out how to force it to specify a weapon to use as the underbarrel weapon. So I created a separate "Underbarrel Conversion" mod that simply halves the ammo capacity of whatever it is applied to, with the intention of just sticking both weapon and underbarrel weapon in the same turret to indicate they were connected.

But when I applied the Conversion mod to a turret-mounted weapon, the ammo count remained unchanged. I double checked by adding in the Extended Clip mod instead, still no change to the ammo count for the vehicle-mounted weapon. Going back and modifying a non-mounted weapon (in the Gear tab instead of the Vehicle tab) works normally.

- Also, is there any way to modify "stock" mechanical arms on vehicles? I select, say, a Ford LEBD that comes with a mechanical arm, but the arm is greyed out and trying to add modifications to the arm results in either the modification being added to the vehicle instead, or an error message that I need to select a piece of gear first. If I delete the stock arm and add one in as a modification, that arm can have gear added to it, but obviously now it takes up mod slots. But even then it won't let me add cyberlimb accessories or enhancements.

- Hm. Actually, how difficult would it be for Chummer to lookup a "custom.xml" file along with the regular data files, so users can add their own stuff and be able to locate it easily, and without their stuff being overwritten by later official updates?

Thanks!

-k

The Underbarrel Weapon Mod should probably be removed since there's an Underbarrel Wepaon option when you right-click on a Weapon. This isn't currently available for Vehicles and is something I'll have to add. I've also found that you're currently not allowed to add Weapon Mods and Accessories to Underbarrel Weapons, even though you should be able to. Not sure if these will be in the next update, but they'll get done.

You can create custom data files as describe in the Chummer Wiki. The only catch is that content from the core data files supercedes anything in custom files with the same name, so if you want a variation on some core item, you'll need to give it a unique name in your custom data file.

The Mechanical Arm mod is a pain in the butt. The problem is that Vehicle Mods don't actually allow anything to be added to them except in this one case. It wouldn't be so bad if it was just Gear, but now a Vehicle Mod needs to be aware of Cyberware. This one is going to take some work if it ends up happening. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Aug 12 2011, 05:18 PM
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QUOTE (KarmaInferno @ Aug 10 2011, 09:22 AM) *
3) I notice modifying the sensors on vehicles does not adjust the vehicle's Sensor Rating. Is just not implemented yet?

I did a little bit of looking into this and noticed a huge problem with trying to do this: The only Sensor that has any sort of Sensor Rating is the Extra-Large Vehicle Sensor (AR 138 says it's 6). However, Vehicles with an Extra-Large Vehicle Sensor (like the Celebrian Striker (AR 115) has a fixed Sensor Rating that does not match the 6 that Extra-Large Vehicle Sensors supposedly have. To make things even more complicated, all of the Vehicles/Drones have their own Sensor Rating and do not lend anything to trying to figure out what the Sensor Ratings should be (for example, select 5 random Vehicles with a Vehicle Sensor and you'll find that they have a range of Sensor Ratings). I don't think this will be happening.
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LG117
post Aug 12 2011, 05:50 PM
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QUOTE (Nebular @ Aug 12 2011, 12:18 PM) *
I did a little bit of looking into this and noticed a huge problem with trying to do this: The only Sensor that has any sort of Sensor Rating is the Extra-Large Vehicle Sensor (AR 138 says it's 6). However, Vehicles with an Extra-Large Vehicle Sensor (like the Celebrian Striker (AR 115) has a fixed Sensor Rating that does not match the 6 that Extra-Large Vehicle Sensors supposedly have. To make things even more complicated, all of the Vehicles/Drones have their own Sensor Rating and do not lend anything to trying to figure out what the Sensor Ratings should be (for example, select 5 random Vehicles with a Vehicle Sensor and you'll find that they have a range of Sensor Ratings). I don't think this will be happening.


Yes, vehicle sensors are an ugly area of Shadowrun. On the plus side, they do leave lots of room for customization. A single rating is fine for NPC gear, where you just need a quick roll, the more granular individual sensors are preferable for a PC.

For example, you my have a Camera Rating 6 and Ultrawideband Radar Rating 4. The camera, at Rating 6, would be what you use for Sensors most of the time. If you are trying to spot through smoke or walls, you then drop down to the Ultrawideband at Rating 4. You simply have to select the sensor that is most appropriate for the target being viewed.
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