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cndblank
post Mar 18 2013, 03:56 PM
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QUOTE (bannockburn @ Mar 16 2013, 02:53 PM) *
Your work is awesome, Nebular (IMG:style_emoticons/default/smile.gif)



Ditto!!!
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Tyro
post Mar 19 2013, 10:47 AM
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QUOTE (Nebular @ Mar 16 2013, 11:12 AM) *
I cannot seem to reproduce the first one at all. Weapon Accessories cannot take other Accessories as plugins, and there shouldn't be a way for you to drop one Accessory onto another. You can add Gear to some Accessories as plugins, but it looks like the Guncam doesn't allow them. Attempting to do that doesn't seem to throw an error either. Does it happen with all of your characters or only a particular one?

Standard Binoculars are showing their Capacity properly with a Capacity equal to their Rating. "Binoculars, Optical", on the other hand, have a Capacity of 0 as shown on the table on SR4 332 (at least according to my copy - I'm hoping it's not yet another misprint).


If I remember right I right-clicked on the guncam & clicked accessory. Might have been fixed in a more recent version; I haven't tried it with the latest release.

I didn't realize optical binocs were zero capacity; sorry for the false bug report.
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cndblank
post Mar 19 2013, 05:13 PM
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Is anyone else using Omae and finding when they do a search, that only the first character has a name?
The rest of the characters don't show the top line.


QUOTE (cndblank @ Mar 14 2013, 01:02 PM) *
Have an issue that started a couple of weeks ago.

Now when I do a search with Omae (Character Exchange), only the name of the first NPC is visible.

All the ones after the first cut off the top/name line (making Meta type first).
I can just barely see the bottom of the first line if it is a letter like p or q.

Running Windows 7 and Firefox 19.02 if it matters.

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Severus Snape
post Mar 19 2013, 10:01 PM
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When selecting Owl as the Mentor Spirit, I'm getting a bonus of +2 dice to Counterspelling. Per Street Magic, page 183, this bonus to Counterspelling isn't listed. It's only +2 dice to Perception and Assensing, as well as +2 dice to Spirits of Man or Guidance (player's choice).

Am I missing a rule somewhere on this?
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Mantis
post Mar 19 2013, 10:50 PM
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No, you didn't miss a rule. There appears to be an error in the Traditions xml for Owl which gives a +2 bonus to counter-spelling if you pick Spirits of Man and a +2 bonus to banishing tests if you pick Guidance spirits. Probably a simple copy/paste error that just hasn't been noticed yet. If you have some sort of xml editor you can fix this yourself until Nebular can get to it.
Just find the Owl entry and delete the following bits of code and it should fix the problem. If you aren't comfortable doing that then I can send you the corrected file and you can use that until Nebular gets a chance to fix it. Or you can just wait until he fixes it.

QUOTE
<bonus>
<specificskill>
<name>Counterspelling</name>
<bonus>2</bonus>
</specificskill>
</bonus>
and
<bonus>
<specificskill>
<name>Banishing</name>
<bonus>2</bonus>
</specificskill>
</bonus>
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KnightAries
post Mar 20 2013, 05:25 AM
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I was wondering what ever came of the idea of making comm links their own tab?
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SpellBinder
post Mar 20 2013, 06:26 AM
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Apparently replaced by the checkbox to isolate and show only commlinks in the Gear tab. There's also an option to flag one commlink as your active commlink so your matrix initiative & IPs are properly calculated.
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Novocrane
post Mar 21 2013, 10:57 AM
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QUOTE (SpellBinder @ Mar 20 2013, 04:26 PM) *
Apparently replaced by the checkbox to isolate and show only commlinks in the Gear tab. There's also an option to flag one commlink as your active commlink so your matrix initiative & IPs are properly calculated.

What about the commlinks that are part of cyber suites? (and currently don't factor in, unless you add them yourself)
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Nebular
post Mar 21 2013, 06:40 PM
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QUOTE (Severus Snape @ Mar 19 2013, 04:01 PM) *
When selecting Owl as the Mentor Spirit, I'm getting a bonus of +2 dice to Counterspelling. Per Street Magic, page 183, this bonus to Counterspelling isn't listed. It's only +2 dice to Perception and Assensing, as well as +2 dice to Spirits of Man or Guidance (player's choice).

Am I missing a rule somewhere on this?
QUOTE (Mantis @ Mar 19 2013, 04:50 PM) *
No, you didn't miss a rule. There appears to be an error in the Traditions xml for Owl which gives a +2 bonus to counter-spelling if you pick Spirits of Man and a +2 bonus to banishing tests if you pick Guidance spirits. Probably a simple copy/paste error that just hasn't been noticed yet. If you have some sort of xml editor you can fix this yourself until Nebular can get to it.
Just find the Owl entry and delete the following bits of code and it should fix the problem. If you aren't comfortable doing that then I can send you the corrected file and you can use that until Nebular gets a chance to fix it. Or you can just wait until he fixes it.

I'm going to put out a small update very shortly and will include the updated Mentors file with it to correct this.
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Nebular
post Mar 21 2013, 06:44 PM
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QUOTE (KnightAries @ Mar 19 2013, 11:25 PM) *
I was wondering what ever came of the idea of making comm links their own tab?
QUOTE (SpellBinder @ Mar 20 2013, 12:26 AM) *
Apparently replaced by the checkbox to isolate and show only commlinks in the Gear tab. There's also an option to flag one commlink as your active commlink so your matrix initiative & IPs are properly calculated.
QUOTE (Novocrane @ Mar 21 2013, 04:57 AM) *
What about the commlinks that are part of cyber suites? (and currently don't factor in, unless you add them yourself)

SpellBinder is correct. After a lot of thought, I decided against doing it as a tab because it would mean duplicating most of the Gear tab functionality and meant twice as much code to maintain for Gear (which is a lot). I decided to instead allow the Gear tab to be filtered to show only Commlinks and Commlink Locations (such as the Headware: Commlink Category that should show up when you add the Commlink Cyberware item - there's currently an issue with it not showing up until you select the "Only show Commlinks" checkbox once after adding it but is fixed in the next update (IMG:style_emoticons/default/nyahnyah.gif) ). It meant I could keep all of the Gear stuff in one place and still only show Commlinks which was the original desire from my understanding. You can then add any desired Commlink to the Headware: Commlink Location on the Gear tab. This keeps everything together and lets it take full advantage of everything that a Commlink can do.
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Nebular
post Mar 21 2013, 06:53 PM
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QUOTE (cndblank @ Mar 19 2013, 11:13 AM) *
Is anyone else using Omae and finding when they do a search, that only the first character has a name?
The rest of the characters don't show the top line.

I can't seem to get this to happen at all... It doesn't have anything to do with your browser since it's all custom controls and doesn't use any web browser components. Could you either post a link to a screenshot or email me a screenshot (nebular@shaw.ca) so I can see what it's currently looking like? That might help me figure out what's going on. Right now it sounds like a font size issue, but that should have been corrected ages ago with all of the other font size/scaling fixes I made.
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Nebular
post Mar 21 2013, 07:12 PM
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Build 458
  • added support for Anaconda Shifters from Corporate Intrigue
  • added an optional rule to allow any Detection Spell to be taken as an Extended version (see below)
  • fixed an issue where Adept Powers that affected the base Rating of an Attribute would not be properly reflected in the Attribute's Augmented value on the Common tab
  • fixed an issue where adding a Cyberware Commlink would not automatically create the Headerware: Commlink Location on the Gear tab
  • added support for Aerodynamic Grenades which appears as a checkbox in the Select Gear window when a throwable Grenade is selected
  • SR4 character sheet now shows the Power Point cost and total Power Point cost for each Adept Power
Extended range Spells Optional Rule
When the Allow any Detection Spell to be taken as Extended range version (SM 165) optional rule is enabled, the Extended versions of Spells are no longer shown in the Spell list. Instead, an Extended version of each Detection Spell can now be selected by checking the Extended Spell checkbox. If this optional rule is disabled, the Extended versions of the Spells still appear in the list as normal.

New Strings
  • Checkbox_Aerodynamic
  • Checkbox_SelectSpell_ExtendedSpell
  • Checkbox_Options_ExtendAnyDetectionSpell
  • Tip_SelectSpell_ExtendedSpell
  • String_SpellExtended
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Mantis
post Mar 21 2013, 10:03 PM
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QUOTE (Nebular @ Mar 21 2013, 12:12 PM) *
Build 458[list]

[*]added support for Aerodynamic Grenades which appears as a checkbox in the Select Gear window when a throwable Grenade is selected


Yay! My last request has be filled. Now my grenade throwing monster get into some serious action.
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taeksosin
post Mar 21 2013, 11:13 PM
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Any chance of adding a weapon to stand in as a stats holder for miscellaneous thrown objects usable by the adept power Missile Mastery? Would be nice to be able to just look at a weapon in the gear list instead of having to think and do some simple math (IMG:style_emoticons/default/biggrin.gif)
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SpellBinder
post Mar 21 2013, 11:32 PM
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Weapons tab > Create Natural Weapon > set Active Skill to "Throwing Weapons" & name whatever strikes your fancy.
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Novocrane
post Mar 22 2013, 12:51 AM
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QUOTE (Nebular @ Mar 22 2013, 04:44 AM) *
SpellBinder is correct. After a lot of thought, I decided against doing it as a tab because it would mean duplicating most of the Gear tab functionality and meant twice as much code to maintain for Gear (which is a lot). I decided to instead allow the Gear tab to be filtered to show only Commlinks and Commlink Locations (such as the Headware: Commlink Category that should show up when you add the Commlink Cyberware item - there's currently an issue with it not showing up until you select the "Only show Commlinks" checkbox once after adding it but is fixed in the next update (IMG:style_emoticons/default/nyahnyah.gif) ). It meant I could keep all of the Gear stuff in one place and still only show Commlinks which was the original desire from my understanding. You can then add any desired Commlink to the Headware: Commlink Location on the Gear tab. This keeps everything together and lets it take full advantage of everything that a Commlink can do.

Like my earlier query about biodrones (the Esiban Infiltrator), attempting to put this together yourself means you can't match the costs.

The Shiawase Executive Silverline, for example. Alphaware - 47,700nY / 0.74 Essence.
29,700nY / 0.6 Essence by Chummer. Purchasing a fairlight caliban / alphaware sim module separately leaves you at 41,700nY / 0.76 Essence.

This applies to the Aztech Cipactli, NeoNet / Spin-X Sternschutz, & Saeder-Krupp Cyberlogician, too. It's more accurate to put together your own custom cyber suite, but only in terms of essence.

QUOTE
fixed an issue where adding a Cyberware Commlink would not automatically create the Headerware: Commlink Location on the Gear tab
I'm also not seeing this after purchasing the above mentioned suites, either. At least, not before saving / reloading. (IMG:style_emoticons/default/cyber.gif)
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taeksosin
post Mar 22 2013, 01:31 AM
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QUOTE (SpellBinder @ Mar 21 2013, 03:32 PM) *
Weapons tab > Create Natural Weapon > set Active Skill to "Throwing Weapons" & name whatever strikes your fancy.


Thanks for making me feel like an idiot Spellbinder. (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Mar 22 2013, 02:37 AM
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QUOTE (Novocrane @ Mar 21 2013, 05:51 PM) *
Like my earlier query about biodrones (the Esiban Infiltrator), attempting to put this together yourself means you can't match the costs.

...
Considering that a DV 8 commlink costs over 120,000¥ on its own (as opposed to the critter's cost of 97,000¥), should have an Essence of 3.3 instead of the listed value of 6, says to me that someone dropped the ball when proofing that part of WAR!

On a hunch I tried to replicate the Makwa Miskozi and found that its Adrenal Pump 2 and Damage Compensators 10 implants (both Alpha) alone already exceed its 290,000¥ price tag. Not only were all of the implants more than twice the biodrone's listed cost in WAR!, but the essence calculation is off as the biodrone's listed with less Essence than chummer calculates (actually found it to be exactly half the true bioware Essence cost, so someone forgot to halve that value).

Yeah, several balls were dropped when it comes to WAR.
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Novocrane
post Mar 22 2013, 09:51 AM
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QUOTE (SpellBinder @ Mar 22 2013, 12:37 PM) *
(snip)

The same logic goes into various weapons, vehicles and items - this combination of things is worth X / has availability X, while it's individual parts consist of Y, Z, and E. Some things have rules for why the cost is not the sum of the parts, some do not. Some have fluff descriptions covering it, some do not. Dissecting subjective failure of SR isn't relevant, if the intent is just to stick to RAW and allow for optional rules / common house rules.

/2 (IMG:style_emoticons/default/nuyen.gif)
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Sengir
post Mar 22 2013, 02:16 PM
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QUOTE (Novocrane @ Mar 22 2013, 01:51 AM) *
The Shiawase Executive Silverline, for example. Alphaware - 47,700nY / 0.74 Essence.
29,700nY / 0.6 Essence by Chummer. Purchasing a fairlight caliban / alphaware sim module separately leaves you at 41,700nY / 0.76 Essence.

Chummer is missing the Sim Module, once that is included the prices match:
CODE
Commlink    0.2
Sim Module    0.2
Image Link    0.1
Datajack        0.2
Attention SPU    0.3
Math SPU        0.15
------------
            1.05


Per the errata published in the German Augmentation the Essence modifier for cybersuites is added to everything else, so for Alphaware the reduction is 20% + 10% = 30%. 1.05*0.7 = 0.735 -> 0.74

QUOTE
This applies to the Aztech Cipactli, NeoNet / Spin-X Sternschutz, & Saeder-Krupp Cyberlogician, too.

The problem seems to be the cost of the commlinks and how that factors into the calculation. I've just tried to figure out how they factored into the prices given in the books (increased by cyberware grades, benefit from suite discount, both, neither), but nothing would yield the given numbers (IMG:style_emoticons/default/wobble.gif)
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Machine Ghost
post Mar 24 2013, 03:04 AM
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Some collected [mostly minor] bugs.

Environment: Windows 7 64 bit; Chummer 0.0.0.458

Created fresh character files from scratch to verify the issues were not something left over from old data file corruptions, or upgrade changes.

Buying a Faraday Cage UN62 gets a 'stack' with the quantity specified, but should (also / alternatively) have a way to specify the size of a single item. *Works* to just leave as a stack, but does not make sense to be able to split a single 8 cubic meter Faraday cage into 8 1 cubic meter cages, or to merge smaller cages to make a larger one. Especially since a cage is purchased by volume, but would be 'built' based on surface area: 6 1 x 1 meter squares create 1 1 m^3 cage; an 8 cubic meter cage *could* be 4 1 x 8 meter side panels plus 2 1 x 1 meter ends. As a cube it would be 6 2 x 2 meter squares {cube root of 8}

Wi-fi Negation on SR4 256 and SR4A 264 talking about paint and wallpaper and point to jammers SR4 321 (should be 320), SR4A 329. SR4A 330 (price table) shows area and directional jammer rating to be from 1 to 10. UN 62 only gives availability and price based on rating, and which points to SR4 256.
Wireless Negation Paint, and Wireless Negation Wallpaper in (Chummer) reference UN 62, but both limit the rating to a maximum of 6. I think that should be 10.

Similar sensors 'moved' from street gear to vehicles merge into a stack. I had 2 motions sensors in street gear, named front and rear. When I moved them to a vehicle, they became a stack of 2 sensors without a name. The sensors show up in the main vehicle, not in the vehicle sensor package, and can not be moved, named, or unstacked. Sensor added directly to a vehicle sensor package can not be named. They do not stack, unless a quantity was specified when they were purchased.

Vehicles & Drones : vehicle : Add Modification shows System 4,5,6 and Firewall 4,5,6 with avail 8,12,16 and references SR4 232: That shows no / zero avail for System and Firewall. Add Modification shows response 4,5 upgrades with correct 8,12 avail, but is missing response 6 with avail 16.

Pluscode program option description is on pg 118 unwired, not 117

Career Mode: Vehicles & Drones : Vehicle : Gear : Add Gear : Commlink Option : Optimization (Targeting) does not change the dice pool for the weapon specified with Targeting.

Adding [as plugin] Pepper Punch to a stack of 15 gas grenades is only charging 5Y, instead of 5 * 15 (both in gear and Vehicles & Drones), but splitting the stack keeps the Pepper Punch on each stack.
- Best way to currently get the numbers to come out right (in career mode), seems to be to add a single pepper punch to the stack, then purchase 14 pepper punch outside the stack, then delete the 14 leaving the expense transaction behind.

What is needed to be able to Reload a grenade launcher? Experimenting with Areas Alpha, with integrated underbarrel Grenade Launcher, I have not found a way to load ammunition.
- You do not have any Grenade Launchers Ammunition remaining!
'Grenade' does not seem to count.
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Mantis
post Mar 24 2013, 03:30 AM
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QUOTE (Machine Ghost @ Mar 23 2013, 08:04 PM) *
What is needed to be able to Reload a grenade launcher? Experimenting with Areas Alpha, with integrated underbarrel Grenade Launcher, I have not found a way to load ammunition.
- You do not have any Grenade Launchers Ammunition remaining!
'Grenade' does not seem to count.


Did you try Mini Grenades? Those work fine for me with Ares Alpha. A grenade launcher uses mini grenades, not regular grenades.
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Machine Ghost
post Mar 24 2013, 04:25 AM
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QUOTE (Mantis @ Mar 23 2013, 08:30 PM) *
Did you try Mini Grenades? Those work fine for me with Ares Alpha. A grenade launcher uses mini grenades, not regular grenades.
Mini Grenades!! Yep that worked.
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SpellBinder
post Mar 25 2013, 08:33 PM
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I think the Panzer (Way Of The Samurai, page 10) needs an adjustment. The quality states that a character must have a Body of 5 or better for damage soaking purposes, and I interpret this (in Chummer's way of displaying info) as a Dmg Resistance Pool of 5 or greater, meaning that Bone Lacing, Bone Density Augmentation, and the Toughness quality (which does not seem to add as it should) should count towards meeting the Body requirement for Panzer.

Added the next morning: Found an error with the Evo Kali cyberlimb optimization (AU 45) in that it adds a DP bonus to the Blades skill in Chummer when the description is limited to just the so optimized arm. Its bonus is conditional in that you're actually using a blade with that particular cyberarm. Made a SURGE Shiva with four such optimized cyberarms and found a +4 bonus to Blades I intially couldn't figure.
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Thanee
post Mar 27 2013, 04:40 AM
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Why does the 5th Grade of Initiation cost 16 Karma with Group and Ordeal?

10 + 3 x 5 = 25 - 40% = 15

Bye
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RSS Lo-Fi Version Time is now: 27th June 2025 - 11:24 AM

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