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Machine Ghost
post Oct 21 2012, 08:13 AM
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QUOTE (SpellBinder @ Oct 20 2012, 10:58 PM) *
A vehicle can have up to twice it's Body in armor (or three times Body rating for drones), up to a maximum of 20 for regular armor. This is right in the Armor mod entry, on page 133.

The Horizon-Doble Revolution has a Body of 6.
So the min/man range is correct. That does not account for letting me set it higher than that through one path, then crashing.
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Nebular
post Oct 24 2012, 01:22 AM
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Build 420
  • fixed an issue where plugins would not be properly added to a Commlink when adding a PACKS Kit and selecting them would throw an error
  • when adding Armor to a Vehicle, the Vehicle now reduces the selected Rating to the maximum allowed value before accepting the Mod to avoid invalid configurations and throwing errors when the misconfigured Mod is selected
  • fixed an issue where Weapons that did not specify an ammo type after their number (such as 4 instead of 4(cy)) that received the Additional Clip Weapon Mod would believe it had more Ammo slots than it actually should
  • fixed an issue where Underbarrel Weapons that had more than one Ammo slot could not select anything beyond Ammo Slot 1
  • Spirits that Possess/Inhabit an Inanimate Vessel now receive the Immunity (Natural Weapons) Critter Power
  • Spirits Possessing/Inhabiting a Vessel now correctly add their MAG to the Vessel's Physical Attributes instead of adding the Spirit's own Physical Attributes
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Machine Ghost
post Oct 24 2012, 02:32 AM
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QUOTE (Nebular @ Oct 23 2012, 07:22 PM) *
Build 420
Awesome!
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Hellfire
post Oct 24 2012, 07:23 AM
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Thanks for the latest update,
however adding PACKS gear kits with multilevel equipment (for example a comlink with a program package (Basic+ program suite)) still adds up the prices of the suite as well as each individual item in the suite, so instead of costing 400 NY for the basic+ program suite it costs 3100 NY (400 for the suite and 2700 for all programs in it).

This seems to be true for all "package items" that include items that can also be purchased seperately.

Also the bug with the Optimization program option in a PACKS kit is still there: when you add a PACKS kit which includes a program with the optimization program option Chummer interprets it as the COMLINK optimization option, costing 500 NY (without rating) instead of 100 NY per rating.

Many thanks if you could correct this too. (IMG:style_emoticons/default/smile.gif)
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phlapjack77
post Oct 24 2012, 10:09 AM
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Feature request:

Just noticed in Arsenal that it says this for Manual Control Override:

"Note that all motorcycles come with manual controls."

So maybe all motorcycles could list the Manual Control Override, Manual Controls modification?
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RedeemerofOgar
post Oct 25 2012, 03:36 AM
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No solutions or suggestions on why I can't save to career mode, eh? *frown*

QUOTE (RedeemerofOgar @ Sep 12 2012, 11:19 PM) *
Sure thing, it is as follows:

Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Input string was not in a correct format.

Details:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at Chummer.frmCreate.GetAvailInt(String strAvail)
at Chummer.frmCreate.ValidateCharacter()
at Chummer.frmCreate.ConfirmSaveCreatedCharacter()
at Chummer.frmCreate.SaveCharacter()
at Chummer.frmCreate.tsbSave_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.409
Win32 Version: 0.0.0.409
CodeBase: file:///C:/Stuff/Shadowrun/Old%20Characters/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.278 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.282 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.269 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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Qurahn
post Oct 25 2012, 04:15 AM
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I have confirmed on different vehicles but my setup I am using is a M-173 (APC).

I have a GE Vindicator Minigun with an weapon modification Additional Clip.
Here I notice it allow me to load a 250 rounds now that I added that Additional Clip option.
I can use 50 round clip or a 250 belt? with it.
I can load a 250 belt twice just fine when I add the Additional Clip when it is a weapon under the street gear > weapons section.

I am trying to use the Ammo bin option to on the vehicle,
When I move the weapon to the weapon mount on the APC, a (Normal, External, Turrent, Remote), it only allows me to 50 clip only.
The reload screen flashes and does not display the reload screen while weapon is mounted.
I can see the reload screen on the street gear > weapons section.

I tried with a GE Vindicator Minigun without an weapon modification Additional Clip also. No Joy.
I even tried to remove the Additional Clip and even the Ammo bin, Nada.
I still see I can load a 250 rounds after removing the items under the street gear > weapons section.

I am out of ideas.

Plus, if it is possible, can we get a unload weapon ammo option too!
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Parsimony
post Oct 25 2012, 05:42 AM
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QUOTE (Nebular @ Oct 23 2012, 07:22 PM) *
Build 420

Thank you for another update. The following issues still appear to be present. I have edited them for clarity from the original posts, but the full details remain there to reference if needed.

QUOTE (Parsimony @ Oct 6 2012, 01:40 AM) *
- Optimized Cyberlimb options (Evo Kali, Louisville Slugger, etc) show "rating 4" in the selection window, but have no rating as they provide a static effect. It then displays as "rating 4" on the printout as well. These options have no rating, and there is no reason to have rating 4 on the printout as clutter either. If possible the rating selection, and the associated printout, should be removed for clarity.

- The Techonmancer Smartlink Complex Form is not being recognized as the "non gun half" of a Smartlink system. Using the cybereyes mod works, sunglasses work, contacts work, etc... but the Complex Form doesn't register as completing the system, resulting in the bonus dice not applying. For example, a Technomancer with the Pistols Skill, the Smartlink Complex Form, and an Ares Predator IV should get bonus dice but does not (but then does when he adds cybereyes or contacts etc).

- The "Armor", "Ranged Weapon", and "Melee Weapon" sections of the printout don't gray in the last cells in the lower right when displaying multi-line entries. Description of the issue is in the original post, I can also provide screen shots if desired.

QUOTE (Parsimony @ Oct 8 2012, 07:17 PM) *
- The Pistol Crossbow should be AP -, not AP -1

- Crossbow Ammo on the Light/Medium/Heavy Crossbows should be 4(m), not 1, per page 316 SR4. (This may apply to the pistol crossbow as well, but it is not explicitly stated as such one way or the other).

- There is no way to notate Cased ammo or Caseless Ammo. Perhaps adding a checkbox for Cased to the ammo entries would work, or having it ask which kind in a window similar to how it asks which category to use, or if neither of those works just adding more entries for caseless versions.

- Related, theres no way to specify Cased or Caseless Ammo Use for Firearms. Again, a checkbox would be great (and it could be locked on firearms which automatically require one type or the other).

- There is no Pistol Bolt (for the crossbow pistol) listed under ammo, only Regular Bolts. Its from Arsenal.

- The Injection Bolt should cost 30, not 50.

- The PJSS Rifle and Shotgun both only list SS as a firing type. However, they are SS/BF mechanically, the same as the Walther Palm Pistol. Why Catalyst chose to list them inconsistently in the books is beyond me, but I am confident it would be considered correct to adjust the PJSS entries to be SS/BF parallel to the Walther entry, as the rules are identical. If you opt not to, I understand, that is how they are presented in the books (certainly not the first inconsistency heh).

- Commlinks are stated to come with Earbuds on p327-328 SR4. However, there is no way to make an Earbuds accessory free when selecting one (thus allowing the commlink to have audio modifications etc). Perhaps a "free" checkbox should be added to the Earbuds to allow for this, or entries added to the Commlinks dropdown for "integral accessories" like "integral earbuds", "integral holoprojector", etc. There is a whole list of built-in features on those pages this could apply to, but Earbuds is by far the one which comes up most commonly. Note: I am referring to the character generation portion here, as there most certainly is a free button in career mode (but its hard to pay for the modifiers to something in creation mode when the base item is not yet there from career mode).

- Same issue with a Rating 1 Scan program. All wireless devices come with this for free by default, per p233 SR4 under Scan. It is useful to notate this one the character sheet so players are aware they can undertake actions which require it even if they miss the note on p233, and also so they don't forget to count it as a running program towards Response load. Again, a "free" checkbox, or "integral scan" listing in the programs would work. My favorite solution here is just a second Integral Scan program, stuck at rating 1 with Copy Protection and Registered, with a cost of 0... I am sure it is easier to add a single Gear listing than modify checkboxes in multiple places etc. Also, it would be easier to have one entry to add to anything wireless, than check to be sure no accidental free boxes were checked on other programs, at least in my opinion. Note: as above, referring to during creation.

- The Chemical Seal item has 10 uses, but displays as 1 item making it difficult to keep track of expenditures. I would suggest dividing the cost by 10, and adding the "Quantity" box (similar to something like ammo, or slap patches). Then, you can mark off uses as they are used, and let the "Qty" entry show the amount remaining, just like other things which are 'use and lose'.

I have been busy with another project, but I hope to have more information soon. Currently, I am looking at a few inconsistencies with critter powers (the fragile power and a few others, I am not sure its not user error yet, but it appears the condition monitors are not being changed properly), and I had also noticed the "innate vehicle signal 5" issue others had mentioned (from what I have found it should be 3, but I wanted to check a few other books first). Again, I'll have more specifics later, and appreciate all the updates. Thank you.
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Machine Ghost
post Oct 25 2012, 07:42 AM
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Technomancers can not use autosoft, but character build allows them

Context: build 420, Windows 7 64 bit

After creating a brand new character with build 420, adding the technomancer quailty, and going to the compex forms and sprites page. It is possible to add autosoft complex forms to the build, although the rules do not allow that.
QUOTE (Complex Forms SR4A239)
Agents, IC, and autosofts may not be learned or used by technomancers.
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Hellfire
post Oct 25 2012, 01:17 PM
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QUOTE (Machine Ghost @ Oct 25 2012, 09:42 AM) *
Technomancers can not use autosoft, but character build allows them

Context: build 420, Windows 7 64 bit

After creating a brand new character with build 420, adding the technomancer quailty, and going to the compex forms and sprites page. It is possible to add autosoft complex forms to the build, although the rules do not allow that.


Actually that is not quite correct. As per Unwired p. 145 with the Biowire Echo they may emulate Skillsofts as complex forms like they had a skillwire cyberware. And as you could get echos at character creation using the Karma generation system, this option should remain in Chummer.
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Machine Ghost
post Oct 25 2012, 06:25 PM
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QUOTE (Hellfire @ Oct 25 2012, 07:17 AM) *
QUOTE (Machine Ghost @ Oct 25 2012, 01:42 AM) *
Technomancers can not use autosoft, but character build allows them

Context: build 420, Windows 7 64 bit

After creating a brand new character with build 420, adding the technomancer quailty, and going to the compex forms and sprites page. It is possible to add autosoft complex forms to the build, although the rules do not allow that.
QUOTE (Complex Forms SR4A239)
Agents, IC, and autosofts may not be learned or used by technomancers.

Actually that is not quite correct. As per Unwired p. 145 with the Biowire Echo they may emulate Skillsofts as complex forms like they had a skillwire cyberware. And as you could get echos at character creation using the Karma generation system, this option should remain in Chummer.

Skillsoft not equal autosoft
from RAW, autosoft never allowed, though as you say skillsoft is.
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RelentlessImp
post Oct 25 2012, 08:39 PM
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The Bows section in Weapons only lists bows up to Strength 8, when SR4A20 list them as having a maximum Strength of 12.
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Kiirnodel
post Oct 25 2012, 09:26 PM
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QUOTE (RelentlessImp @ Oct 25 2012, 03:39 PM) *
The Bows section in Weapons only lists bows up to Strength 8, when SR4A20 list them as having a maximum Strength of 12.


Actually the max of 8 is correct. If you look at the SR4A changes doc you'll see it referenced on the top right of page 4. You can find the document here: SR4A changes

Off hand I don't know where to find it on the Shadowrun site, I googled for it. But it is hosted on the real shadowrun website...

I checked my actual SR4A books (pdf and physical) and I know where you have the confusion. My physical book says 8, but the pdf says 12. I've heard that one of the original pdf's that was sent out had a few changes made to it before they even printed the first run of the actual book. For instance the Object Resistance Table has the same problem.
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Nebular
post Oct 25 2012, 10:38 PM
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QUOTE (RedeemerofOgar @ Oct 24 2012, 09:36 PM) *
No solutions or suggestions on why I can't save to career mode, eh? *frown*

Sorry, I apparently missed this entirely. Could you email me the save file that is having this issue so I can see what's happening? (nebular@shaw.ca)
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Nebular
post Oct 25 2012, 10:42 PM
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QUOTE (Machine Ghost @ Oct 25 2012, 12:25 PM) *
Actually that is not quite correct. As per Unwired p. 145 with the Biowire Echo they may emulate Skillsofts as complex forms like they had a skillwire cyberware. And as you could get echos at character creation using the Karma generation system, this option should remain in Chummer.

Skillsoft not equal autosoft
from RAW, autosoft never allowed, though as you say skillsoft is.

Allowing a Technomancer to take an Autosoft was actually requested by someone quite a while back. As you mentioned though, this is not intended to be allowed by the rules, even with the Bioware Echo, so allowing Technomancers to select Autosofts should (and will) be turned into a House Rule.
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Nebular
post Oct 25 2012, 10:46 PM
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QUOTE (Kiirnodel @ Oct 25 2012, 03:26 PM) *
Actually the max of 8 is correct. If you look at the SR4A changes doc you'll see it referenced on the top right of page 4. You can find the document here: SR4A changes

Off hand I don't know where to find it on the Shadowrun site, I googled for it. But it is hosted on the real shadowrun website...

I checked my actual SR4A books (pdf and physical) and I know where you have the confusion. My physical book says 8, but the pdf says 12. I've heard that one of the original pdf's that was sent out had a few changes made to it before they even printed the first run of the actual book. For instance the Object Resistance Table has the same problem.

Yeah, this was a great source of confusion for a while. The printed SR4A book and the changes doc that's linked say they should be capped at STR 8. My pre-physical release copy of the book had them at max STR 12 as well. It appears though that they should be 8. If you want them to go up to 12, they can be easily added by creating a custom Weapons data file that just adds them in. (IMG:style_emoticons/default/smile.gif)
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Machine Ghost
post Oct 25 2012, 11:52 PM
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Context: Build 420, Windows 7, 64bit

The Extreme Environment Mod for vehicles and drones should prompt for the associated environment. Or like the Special Armor Modifications, should have multiple entries for the different environments. Right now the generic mod is simply added, with no way to add a description.
QUOTE (Extreme Environment Modification (All) AR135)
This prepares a vehicle to work in extreme environments, where unprepared vehicles will cease to function after a while or wouldn’t work at all (see Hazardous Environments, p. 163). The modification can be taken more often than once, each time for another environment (desert, polar, etc.). This adaptation is usually combined with an appropriate special armor modification (see p. 144). Note that adaptation for space or deep sea environments requires the life support modification (p. 138).
The Horizon LeafMan (Medium) Drone is missing the standard upgrades
Holding Tanks (5 liters), Autosofts (Gardening 3, Pest Control 1), Special Machinery (lawnmower, clippers, sprayer)

I think this was mentioned before but: the Clearsight Autosoft 'description' should default to the vehicle/drone it is being added to.

Given the 'custom' autosofts for things like the LeafMan, a way of specifying a name for an autosoft would be good. Or just allow a rename, maybe with one additional 'generic' autosoft to use as a base. Adding a note 'works' but is not very visible.
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RelentlessImp
post Oct 26 2012, 12:13 AM
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QUOTE (Nebular @ Oct 25 2012, 05:46 PM) *
Yeah, this was a great source of confusion for a while. The printed SR4A book and the changes doc that's linked say they should be capped at STR 8. My pre-physical release copy of the book had them at max STR 12 as well. It appears though that they should be 8. If you want them to go up to 12, they can be easily added by creating a custom Weapons data file that just adds them in. (IMG:style_emoticons/default/smile.gif)


Ah. Thanks. I was actually confused. I *did* look at the Changes Document, but since the actual book (well, pre-physical-release PDF) didn't have these changes I assumed it was an oversight and had been reverted for the actual book. Well, there goes my friend's attempt at a stealth troll...
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Hellfire
post Oct 26 2012, 05:55 AM
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Just noticed a slight miscalculation when the response is calculated/reduced due to programs running:
Programs with the ergonomic option should not be calculated when counting the number of programs running (at least number of programs with ergonomic option equal to response)

Furthermore I think the number of programs allowed to run WITHOUT reducing the response should be equal to response, otherwise as it currently is, you cannot even run a single program on a response/system 1 device without reducing it to response 0 and therefore to a crawl according to fluff.
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IridiosDZ
post Oct 26 2012, 08:58 AM
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QUOTE (Hellfire @ Oct 26 2012, 01:55 AM) *
Just noticed a slight miscalculation when the response is calculated/reduced due to programs running:
Programs with the ergonomic option should not be calculated when counting the number of programs running (at least number of programs with ergonomic option equal to response)

Furthermore I think the number of programs allowed to run WITHOUT reducing the response should be equal to response, otherwise as it currently is, you cannot even run a single program on a response/system 1 device without reducing it to response 0 and therefore to a crawl according to fluff.


By RAW Response is reduced by 1 for every multiple of System. So if you have System of 1, then running any program will reduce Response.
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SpellBinder
post Oct 26 2012, 09:01 PM
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Well, you get what you pay for when you run such a low end commlink.

As for the Response/System bit, if there's enough demand for it (and I'm not asking) then I'd suggest it be a houserule instead.
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RedeemerofOgar
post Oct 26 2012, 09:11 PM
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QUOTE (RedeemerofOgar @ Oct 24 2012, 10:36 PM) *
No solutions or suggestions on why I can't save to career mode, eh? *frown*


Fixed! Thanks for the awesome customer service, Nebular!

In case someone else experiences this, it was caused by (somehow) a blank item being created, or perhaps not fully deleted. I'm still unsure how it got there, but there was a little blank line entry under the Weapons tab. If your Chummer is kicking out "can't save" errors, check your gear list for a blank entry, and delete it.
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SpellBinder
post Oct 27 2012, 04:08 AM
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Came across this error when trying to create a rating 6 Assembler A.I. critter. It doesn't happen if I select 5 or lower for the A.I.'s rating.
CODE
System.ArgumentOutOfRangeException: Value of '7' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
   at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
   at Chummer.SkillGroupControl.set_GroupRating(Int32 value)
   at Chummer.frmCreate.frmCreate_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I think I found some contributing factors in trying to make the A.I. rating 6 from a rating 5 start. The Electronics skill group cannot be set to 7, and the Homeground autosoft (which starts at rating 7 for a rating 5 assembler A.I.) throws an error whenever it's clicked on (which also cannot be set to the requisite rating 8 for the A.I.).
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Kiirnodel
post Oct 27 2012, 09:13 AM
Post #1274


Moving Target
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I noticed when I was teaching one of my players about Street Cred that Chummer doesn't round correctly for Karma divided by ten whose decimal is .1 through .4. It always rounds up, when it should be rounding to nearest integer.

QUOTE (SR4A pg. 265)
Street Cred is based on a chracter's total earned Karma (see Karma, p. 269), divided by 10 and rounded normally. A character who has earned 35 Karma in the course of a game will have a Street Cred of 4 (35 ÷ 10 = 3.5, rounded up to 4).

Underlining emphasis Mine.

Rounding normally usually refers to rounding to the nearest integer. The second sentence specifically states round up, which I could see as causing the confusion. But I think that sentence is there to clarify the .5 case; showing that in the case of equal distance between integers that we round up.
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taeksosin
post Oct 27 2012, 10:09 AM
Post #1275


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Fun bug reporting is fun! Made an adept with a good chunk of cyber, may have saved the original file with an adept power set at zero, I don't quite remember. On further thinking, I also changed the race via the special menu twice. Anyways, I closed the file, and when I attempt to re-open, I get the following error.

Running Win 7 64bit, build 420
QUOTE
************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
at Chummer.PowerControl.set_PowerLevel(Int32 value)
at Chummer.frmCreate.frmCreate_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Chummer file is located at https://dl.dropbox.com/u/88794/adepthacker.chum if you need it to run this down.
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