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#1026
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Target ![]() Group: Members Posts: 16 Joined: 15-September 11 Member No.: 38,070 ![]() |
Found an issue with thrown grenades. The ranges aren't correct. For my Strength 3 adept with Power Throw 1 the range for a non-aerodynamic grenade should be 0-8(Str x 2), 9-16 (x4), 17-24 (x6), 25-40 (x10). Chummer lists the ranges as 0-10, 11-20, 21-30, 31-50, which is totally wrong, whether they are aerodynamic or non. Could you also add a toggle to say whether the grenades are aerodynamic or non since that will affect ranges and scatter. Afaik Power Throw adds 2 to your effective Strength when using throwing weapons, so chummer has it right. |
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#1027
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Moving Target ![]() ![]() Group: Members Posts: 250 Joined: 22-December 09 Member No.: 17,988 ![]() |
Valnar, you remember correctly.
Mantis, Chummer does have it listed correctly. Your strength is effectively a 5 for purpose of range and damage of thrown weapons. |
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#1028
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Target ![]() Group: Members Posts: 6 Joined: 27-March 12 Member No.: 51,331 ![]() |
Hey there,
I don't know if it was addressed already, but Sprite names aren't being translated on the printed sheets, neither in French or German. Keep up the good work! |
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#1029
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,102 Joined: 23-August 09 From: Vancouver, Canada Member No.: 17,538 ![]() |
Dammit. I conflated rating with the effect. (IMG:style_emoticons/default/embarrassed.gif) On the upside, I can throw those grenades even further.
I'd still like a toggle to select whether the grenades are aerodynamic or not. Unless I missed that too. |
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#1030
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 ![]() |
are you planning on adding training cost for animals? It's Running Wild p.35
Maybe as "plugin" for animals in the gear section? |
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#1031
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,090 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 ![]() |
Most of the entries for missiles and grenades in the weapons.xml only have a 0 listed for price and Availability, the result is that most <weapon> entries in the printout .xml don't have this info, either. Would it be possible to copy the price and Avail info from the gears.xml into the weapons.xml (and thereby have it present in the <weapon> tag)?
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#1032
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Running Target ![]() ![]() ![]() Group: Banned Posts: 1,105 Joined: 23-August 10 Member No.: 18,961 ![]() |
A request, if possible. I'm not allowed to change the percentage cost of animals. I'd like to be able to, to represent trained or fertile animals.
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#1033
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Target ![]() Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 ![]() |
Hello Nebular,
just noticed a slight glitch. When adding a martial art advantage which adds DV to unarmed attacks this DV bonus is also added to unarmed attack weapons (like the shock glove or shock frills), I do not think that this is how this is supposed to be... |
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#1034
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Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 ![]() |
hello,
i try to add an off road suspension to an ares mobmaster (UCL25), and i have this error back: [ Spoiler ] |
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#1035
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Tested and got the same, and also an error when clicking to select the Off-Road Suspension mod or the vehicle itself (and other vehicles, if any are present). This doesn't happen with a vehicle that comes with the Off-Road Suspension mod (used the Tata Hotspur). It also did not happen when I added Off-Road Suspension to an Indian Pathfinder, though it showed up with the Entertainment Systems Papoose, and the BMW Trollhammer (and not the one with Metahuman Adaptation). I'm not sure if this is limited to just the vehicles from UCL or not (those are the only ones I tested), and errors seem to persist once they show until the Off-Road Suspension is removed from the affected vehicle.
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#1036
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Target ![]() Group: Members Posts: 2 Joined: 26-August 12 Member No.: 53,817 ![]() |
Howdy folks
I love this application BTW -- I have referred everyone I know to use this as the generator of choice. A quick issue/bug with the lastest release. I seems the BP cost for contacts is not calculating. I tried manually adjusting the BP cost for contacts on the options-BP cost menu, but it doesn't seem to work either. All the contacts are coming up free, both on the BP remaining balance and the BP summary tab. Anyone else having this issue? Regards ZP |
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#1037
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,648 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 ![]() |
Do you have the optional houserule active to give free contact points based on charisma?
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#1038
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Target ![]() Group: Members Posts: 2 Joined: 26-August 12 Member No.: 53,817 ![]() |
To answer your question, Bannock, No. However, we do use the house rule to give a free amount of BPs for contacts, which was activated. The issue was that no BP's were being charged for contacts under any circumstances.
Nevertheless, I closed the application completely and reopened a character. The BP's for contacts worked out correctly this time -- I suppose the contact BPs didn't update with the option change until the application was closed and re-opened. False alarm! --ZP |
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#1039
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,648 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 ![]() |
Yeah, I was about to suggest that next (IMG:style_emoticons/default/smile.gif)
You need to restart the program to commit changes (IMG:style_emoticons/default/smile.gif) |
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#1040
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Target ![]() Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 ![]() |
Hi Nebular,
a feature/content request: a few additions from Augmentations are missing: see p.46/47 Augmentations: some (if not all) modular plugins for cyberlimbs are not in the program. I was specifically looking for raptor cyberlegs, however also other things like the drone hand, jackhammer plugin etc. are missing. Furthermore adding the equipment / cyberware from Shadowrun 2050 would be great. Thanks and keep up the great work. |
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#1041
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Moving Target ![]() ![]() Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 ![]() |
a few additions from Augmentations are missing: see p.46/47 Augmentations: some (if not all) modular plugins for cyberlimbs are not in the program. I was specifically looking for raptor cyberlegs, however also other things like the drone hand, jackhammer plugin etc. are missing. These things are already in Chummer. They're just not easy to find... If you want to have raptor cyberlegs, add two full leg replacements to your character. Than add the "Modular Cyberlimb" plug-in to your leg (it's under Cyberlimb Accessory). Now, if you add another plug-in to the now modular cyberlimb, you will notice another available category named "Modular Plug-in" that contains the raptor legs and all the other modular plug-ins. -CJ |
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#1042
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Target ![]() Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 ![]() |
These things are already in Chummer. They're just not easy to find... If you want to have raptor cyberlegs, add two full leg replacements to your character. Than add the "Modular Cyberlimb" plug-in to your leg (it's under Cyberlimb Accessory). Now, if you add another plug-in to the now modular cyberlimb, you will notice another available category named "Modular Plug-in" that contains the raptor legs and all the other modular plug-ins. -CJ Thanks. I have now made more than 40 characters with chummer and wasn't aware o fhow to find these (IMG:style_emoticons/default/smile.gif) @nebular: ok, delete my first request, but adding Shadowrun 2050 equipment and cyberware would still be great. |
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#1043
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Target ![]() Group: Members Posts: 34 Joined: 22-July 12 Member No.: 53,078 ![]() |
I'd think Hero Labs has it wrong. Assensing an aura (as in, reading an aura for information and making a test on the chart on SR4a page 191) is not a perception test. The Perceptive quality would apply when you make an Assensing test to try and spot an astral entity that's trying to hide or otherwise sneak about, but not when you're trying to gauge someone's aura to see if their Magic is higher than your own. Assensing an aura is absolutely a perception test. Anything using the Assensing skill is, by definition, and Astral Perception test. |
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#1044
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Target ![]() Group: Members Posts: 34 Joined: 22-July 12 Member No.: 53,078 ![]() |
using <movementpercent>MAG * 50</movementpercent> in an adept power is still returning an error, while <movementpercent>100</movementpercent> is calculating fine.
error message: [ Spoiler ]
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#1045
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Assensing an aura is absolutely a perception test. Anything using the Assensing skill is, by definition, and Astral Perception test. Perception tests are used to detect what is hidden from the senses, not to decipher information of what is in front of you. Any further discussion on this should be taken to the Shadowrun discussion folder. |
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#1046
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Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 11-September 05 Member No.: 7,729 ![]() |
First off, big fan of the program. It's been a godsend after so many years away from the system. Thanks for putting in the effort, Nebular.
Anyway, an admittedly minor bug, but I didn't see it rep'd earlier in the thread. I'm using version 405. In the summary column in creation mode, the CF line is tallying the number of complex forms purchased, not the BP spent. Though the running tally in the info bar at the bottom appears to keep current and correct. I don't have any of the houserule cost adjustments toggled. |
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#1047
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 13-April 07 From: Houston, Texas Member No.: 11,448 ![]() |
This thread has become tl;dr and search didnt come up with this so:
New(?) issue: Cyberware Commlink allows you to add a custom commlink as gear. Aside from that, you cannot do anything else, even dictate the stats of the cyberware commlink. |
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#1048
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
The commlinks part has been brought up before, though I don't know if Nebular is going to expand the tree in that part or not.
What I do myself, and find it works just fine, is to create a new location in the gear section labeled something like "Implanted Commlink" and put all the guts of said commlink in that. |
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#1049
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 ![]() |
The commlinks part has been brought up before, though I don't know if Nebular is going to expand the tree in that part or not. What I do myself, and find it works just fine, is to create a new location in the gear section labeled something like "Implanted Commlink" and put all the guts of said commlink in that. There are already enough sub levels on a regular commlink. With everything in the cyber panel it would be crazy. Right now, it's just a place holder to pay for the essence (or capacity in a cyberpart) and it fine by me. Perharps adding an indication somewhere on the Cyberware Commlink could help people. |
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#1050
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
I wasn't trying to be a pain in the ass. If my post came off that way, all I can say is that I wasn't trying to be a dick. Neb, I understand you are doing this in your free time. It's all good. I asked why, you answered. Far as I'm concerned, this is a non-issue. No worries! I'm glad you pointed it out otherwise I might have missed them altogether. (IMG:style_emoticons/default/biggrin.gif) |
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