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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
GrimWulf
post Mar 25 2010, 05:34 PM
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QUOTE (last_of_the_great_mikeys @ Mar 25 2010, 01:35 AM) *
I noticed the karma cost for attributes calculates wrong. It says I spent 365 points when I actually only spent 324.

It's a human with stats of 3, 3, 3, 4, 4, 4, 5, 6 and 8 for edge (he's lucky).


Not sure where either math is coming from actually...

With Karmagen errata'd (ability X5) base cost of attributes (the main 8 ) comes to 380, then add you edge of another 160 karma.
Karmagen unerrata'd (ability X3) I come out to a total of 327 including edge...

I'm sure I'm missing something here...
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SpellBinder
post Mar 25 2010, 09:19 PM
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You and I got almost the same results in the numbers, GrimWulf. The only one I don't agree with is the 8 Edge karma cost, which I calculate at 165,

Version 1h adds correctly for me. The only things I can think of is a) there's a number in the Group Skill Expand Karma box (which deducts from the total karma spent), or b) the sheet did not finish all of its calculations (I've noticed an occasional lag in adding or removing skills and the total being changed).
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GrimWulf
post Mar 25 2010, 10:27 PM
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Yeah, just redid math, think I added 35 twice instead of 40 for the last, so yeah 165 for Edge.
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Dakka Dakka
post Mar 26 2010, 03:24 PM
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I almost forgot: mods included in off-the rack vehicles don't show up properly. For instance the Steel Lynx does not seem to have a weapon mount which could be modified (choice of weapon, gyrolink, ammo bins), only the description mentions it. The included autosofts are missing altogether (Defense 3, Targeting 3). The Dobermann has a similar problem and as of the Errata it should have a turret instead of a fixed mount.
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DamienKnight
post Mar 26 2010, 07:31 PM
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QUOTE (estradling @ Mar 18 2010, 07:56 PM) *
I found a few things on the Hacking Tab. Under Common Use Programs.

The Purge Program Cost is not included in the Programs Cost Summary Cell

For all Common Use Programs except Purge (Could not test it) the cost of the Option 1 is incorrect

For example if you buy Analyze at 6 it cost 600. If you and something like Ergonomic it should only up by 300 more for a total of 900. However it goes to 1400.


Thanks for finding both of these estradling. Playtesting on the hacking page is always appreciated. Fixed both of these issues.
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SpellBinder
post Mar 26 2010, 07:53 PM
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QUOTE (GrimWulf @ Mar 25 2010, 04:27 PM) *
Yeah, just redid math, think I added 35 twice instead of 40 for the last, so yeah 165 for Edge.

No worries, we're all here to help each other out.

And I hope we can hear from last_of_the_great_mikeys on this to see what's up

@DamienKnight: Just something to let you know about, if you don't already. There's been talk in this thread regarding the calculation of essence loss, particularly when it comes to stuff like suites, grades, and other stuff.
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Dakka Dakka
post Mar 27 2010, 09:30 PM
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Another thing with weapon mounts: a visible fixed, remote-controlled normal sized one should cost 1 slot, not zero. There seems to be no way to differentiate whether your mount packs something bigger than an LMG or not, unless the mount is a turret.
Worst case scenario heavy internally-concealed armored turret should be 11 slots, not 10. See Arsenal p.145-148.

EDIT: There is no sidecar mod in the vehicle mod list. (Arsenal p. 143)
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DamienKnight
post Mar 29 2010, 02:30 PM
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QUOTE (SpellBinder @ Mar 26 2010, 02:53 PM) *
There's been talk in this thread regarding the calculation of essence loss, particularly when it comes to stuff like suites, grades, and other stuff.

The only rules quote in that thread mentioned the example in Augmentation where it explicitly showed that modifiers are multiplied together against the base cost, rather than added and then multiplied. This is the basis for how the sheet multiplies modifiers to essence and money.

The vehicle rules are the exception. According to the books the modifiers to speed and accel are added then multiplied, which version i supports.

Until errata specify that essence modifiers are added before being multiplied, they will stay as they are in the sheet.

QUOTE (Dakka Dakka @ Mar 27 2010, 04:30 PM) *
Another thing with weapon mounts: a visible fixed, remote-controlled normal sized one should cost 1 slot, not zero. There seems to be no way to differentiate whether your mount packs something bigger than an LMG or not, unless the mount is a turret.
Worst case scenario heavy internally-concealed armored turret should be 11 slots, not 10. See Arsenal p.145-148.

EDIT: There is no sidecar mod in the vehicle mod list. (Arsenal p. 143)


If you have gone through the trouble of figuring out the slot cost without the sheet, then could you find which specific part of the turret has the wrong cost on the sheet. Totals are nice, but the actual part that you think is off would be more helpful.

Also, just a note. I read the newest FAQ released and have updated the 'i' version of the sheet so that Cyberware/Bioware armor mods have no encumberance (like mystic armor).

By the way, Catalyst has followed their trend of trashing old mechanics in favor of ease of play, completely ignoring game balance. For example, they maintain that there is no limit to the number of targets a mage can extend their counter-spelling to... because tracking 'int' number of targets is too cumbersome (LoL!).

They also confirmed the Super Cyber Tank Armor Rule in the FAQ. Basically a starting character can have a 4 body and 20+ armor without any encumberance. w00-h00!

Thats right... if you save up for the right wares, you could even have a body of 1 and 22 armor while naked, with no encumberance! That is just smart rule writing. Period. I applaud their wisdom.

This confirmed feature will continue to be available on the SR4CG_DK, because I believe in peoples right to ruin their game balance and still enjoy a time-saving excel chargen. If people should have the freedom to drink themselves to death, then they should have the right to Gimp their games with broken rules.

In the words of William Wallace... FREEEEEEDOOOOOMMM!
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Marston
post Mar 29 2010, 03:53 PM
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I am noticing a problem upon starting up this sheet.
If I set Karma Build immediately then move into the the main sheet, the active skills section only has one rating's box area that can be filled.
This is after the first active skill row. The ratings are red, but they do show up on the character sheet.
Please inform.
Thanks.
-Marston
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DamienKnight
post Mar 29 2010, 04:30 PM
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QUOTE (Marston @ Mar 29 2010, 10:53 AM) *
I am noticing a problem upon starting up this sheet.
If I set Karma Build immediately then move into the the main sheet, the active skills section only has one rating's box area that can be filled.
This is after the first active skill row. The ratings are red, but they do show up on the character sheet.
Please inform.
Thanks.
-Marston


I am not sure I understand your question. One rating column is for BP, the other is for Karma. When using the Karma build system, you cannot purchase skills with BP.
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Dakka Dakka
post Mar 29 2010, 05:11 PM
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QUOTE (DamienKnight @ Mar 29 2010, 04:30 PM) *
If you have gone through the trouble of figuring out the slot cost without the sheet, then could you find which specific part of the turret has the wrong cost on the sheet. Totals are nice, but the actual part that you think is off would be more helpful.
As I see it, the placement part is wrong. It should be 1 for the mount itself or 2 if the mount is reinforced (i.e. for weapons larger than an LMG), +0 for external, +2 for internal and +3 for concealed visibility. The flexibility and part is OK, but there should be a mention that heavy turret flexibility only works with a reinforced mount and a vehicle of Bod 14 or greater.
The control part is off as well. it should be +0 for remote-control, +1 for manual, +2 for armored manual. Combining manual with remote-controlled operation does not add any slots, since the whole package is the sum of the parts. There would only be an increased slot cost if you wanted to have unprotected manual and armored manual (+3), but at least to me that sounds silly.

The torpedo launcher adds another slot to the total of the above options, and is also used for underwater-capable weapons other than torpedoes.

I hope that was more helpful.

QUOTE (DamienKnight @ Mar 29 2010, 04:30 PM) *
By the way, Catalyst has followed their trend of trashing old mechanics in favor of ease of play, completely ignoring game balance. For example, they maintain that there is no limit to the number of targets a mage can extend their counter-spelling to... because tracking 'int' number of targets is too cumbersome (LoL!).
Having to maintain LOS with all characters to be protected and needing to use a free action to include or exclude people from counterspelling is enough of a restriction for me.
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imrtlcomp
post Mar 29 2010, 05:48 PM
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DamienKnight,

I have yet to see this addressed and if I missed it I appoligise for duplicating a bug report.
On the weapons page you can not add a quanity to any weapon you are buying so the cost shows up as 0

If you are doing a cusom weapon it adds the costs just fine.
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Thirty Second Ar...
post Mar 29 2010, 05:56 PM
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I think I may have noticed a cyberware cost error. Specifically, raptor cyberlimbs. Augmentation lists the modular lower-leg version at 25,000¥ for both legs, and the entry for them in the "you have modular limbs, buy them here" section is correct at 12,500¥ per leg, for a total of 25,000¥. However, the non-modular version in the spreadsheet (i.e., you bought raptor cyberlegs instead of normal cyberlegs) lists the lower leg version for 25,000¥ per leg, and the full leg version for 30,000¥ per leg. To contrast, plain ol' "I lost it in 'Nam" obvious cyberlegs are 10,000¥ for lower and 15,000¥ for full.

Unless there's a book I don't know about that says the permanent versions of raptor cyberlegs are that much more expensive than regular cyberlegs (which I'd be perfectly accepting of!), someone might want to take a look at that.

(one hell of an ambitious first post from a lurker, ain't it?)
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DamienKnight
post Mar 29 2010, 06:30 PM
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QUOTE (imrtlcomp @ Mar 29 2010, 12:48 PM) *
I have yet to see this addressed and if I missed it I appoligise for duplicating a bug report.
On the weapons page you can not add a quanity to any weapon you are buying so the cost shows up as 0
Thanks for bringing that up. One of my gaming group pointed that out to me, but I dont know if anyone mentioned it in the forums. I unlocked the quantity cells in version i.

QUOTE (Thirty Second Artbomb @ Mar 29 2010, 12:56 PM) *
I think I may have noticed a cyberware cost error. Specifically, raptor cyberlimbs. Augmentation lists the modular lower-leg version at 25,000¥ for both legs, and the entry for them in the "you have modular limbs, buy them here" section is correct at 12,500¥ per leg, for a total of 25,000¥. However, the non-modular version in the spreadsheet (i.e., you bought raptor cyberlegs instead of normal cyberlegs) lists the lower leg version for 25,000¥ per leg, and the full leg version for 30,000¥ per leg. To contrast, plain ol' "I lost it in 'Nam" obvious cyberlegs are 10,000¥ for lower and 15,000¥ for full.

Unless there's a book I don't know about that says the permanent versions of raptor cyberlegs are that much more expensive than regular cyberlegs (which I'd be perfectly accepting of!), someone might want to take a look at that.

(one hell of an ambitious first post from a lurker, ain't it?)

Welcome, thanks for posting. I agree with your assessment. I will change the full obvious raptor leg to 17500 per leg, and the obvious lower leg to 12500 per leg.
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Marston
post Mar 29 2010, 06:36 PM
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QUOTE (DamienKnight @ Mar 29 2010, 12:30 PM) *
I am not sure I understand your question. One rating column is for BP, the other is for Karma. When using the Karma build system, you cannot purchase skills with BP.

Something like this shows up.
This is with only the Karma Generation set TRUE, all other settings were left as default.
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SpellBinder
post Mar 29 2010, 08:40 PM
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I noticed that too, but as the cells aren't flagging as an error (yellow field with red text) and everything calculates as normal, I just brushed it off as a display change.

And DK, in the thread I linked, there was talk about a German re-printing of Augmentation that changes how essence loss is calculated as well as an English errata that (for some reason) is yet to be released. Was just trying to give you a heads up about that.
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Maelwys
post Mar 29 2010, 11:27 PM
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This may seem like an odd sort of question, but is there any trick to the weapon selection screen?

I'm able to choose the weapons with no problem, but the "Quantity" column seems to be locked, and I can't select it to choose how many of the weapon the character possesses. Since I assume the Nuyen cost is based on quantity, with these rows remaining empty, the cost is stuck at 0.

Under Excel, the spreadsheet doesn't even let me click on the cell. Open office however allows me to click on the cell, but when I try to enter a value, it pops up a message stating 'Protected cells can not be modified."
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imrtlcomp
post Mar 30 2010, 06:29 AM
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QUOTE (Marston @ Mar 29 2010, 01:36 PM) *
Something like this shows up.
This is with only the Karma Generation set TRUE, all other settings were left as default.


To fix that error you need to enable your macros. If you look below the ribbin bar you will see a security wanring. you need to enable the macros to fix this issue.
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Dakka Dakka
post Mar 30 2010, 10:13 AM
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Character Sheet 2 is missing the Augmented Attributes.

There are four implants called Nephritic Screen (1) instead of Nephritic Screen (1-4)

EDIT: In which book can I find the hunted (1-3) quality?
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DamienKnight
post Mar 30 2010, 02:19 PM
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Version i is now available.

http://www.mediafire.com/file/4r2ammtcemm/SR4CG_DK_1i.zip

This is a minor update, including:

- Removed Cyberware/Bioware Encumberance
- Revised Adapsin to work from the 'Grade' column.
- Fixed Weapon qty column
- Various other tweaks and fixes

Martial arts does not define unique traits of a character, but a learned skill. Because of this, my group does not count martial arts towards the quality limit. To facilitate this, I have added an Option house rule called 'Martial Arts is Not a Quality'. When set to TRUE, the Martial Arts quality will no longer be available to select on the list, and all characters will have access to the Martial Arts area of the Main Sheet. Simply select a style and advantage, and you will pay either 5 BP or 10 Karma per advantage, and will be allow to purchase up to 2 maneuvers per Style/Advantage.
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Sombranox
post Mar 31 2010, 03:32 AM
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Very awesome to see this project still going. Way back in the day I modded the blackie sheet to add various stuff, so it's cool to see someone else having picked it up and done it a lot better than I ever did.

Just wanted to point out a few things I've noticed when I was tweaking around with it though.

1) AI's quality list doesn't include the Pilot Origins 5/10 BP quality for selection (it was an easy hack to add it in to the list on the hidden quality's page)

2) Chem - Drugs gear section doesn't include a number of the base book drugs (at least Jazz and Deepweed that I noticed)

3) The Hacking section mods dropdown doesn't include the 1-slot Customized Interface mod, but instead it's found in the Commlink-Accessory section as a 0 cost item for some reason.

4) When you select the Aptitude quality and set a skill to 7, it highlights it in yellow with red text. It'd be nice if that conditional formatting could be modified to check for the aptitude quality selected and not freak if there's a 7.

5) I'm not quite sure about this one, but I noticed today that the price in SR4A pg 232 for autosofts went up from SR4 pg 228 (rating 1-3 is now x500 instead of x200 and 4-6 is x1000 instead of x500). You're using the x10,000 cost for Activesofts that came from SR4A so thought you may want to use the cost for autosofts as well. (unless this is some sort of errata/faq bug that I've missed)


Anyways, thanks again for all your hard work in keeping this going. It's an awesome resource.
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DamienKnight
post Mar 31 2010, 02:43 PM
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QUOTE (Sombranox @ Mar 30 2010, 10:32 PM) *
1) AI's quality list doesn't include the Pilot Origins 5/10 BP quality for selection (it was an easy hack to add it in to the list on the hidden quality's page)

2) Chem - Drugs gear section doesn't include a number of the base book drugs (at least Jazz and Deepweed that I noticed)

3) The Hacking section mods dropdown doesn't include the 1-slot Customized Interface mod, but instead it's found in the Commlink-Accessory section as a 0 cost item for some reason.

4) When you select the Aptitude quality and set a skill to 7, it highlights it in yellow with red text. It'd be nice if that conditional formatting could be modified to check for the aptitude quality selected and not freak if there's a 7.

5) I'm not quite sure about this one, but I noticed today that the price in SR4A pg 232 for autosofts went up from SR4 pg 228 (rating 1-3 is now x500 instead of x200 and 4-6 is x1000 instead of x500). You're using the x10,000 cost for Activesofts that came from SR4A so thought you may want to use the cost for autosofts as well. (unless this is some sort of errata/faq bug that I've missed)


1) Book and Page reference please
2) Complete list of missing drugs?
3) Book and page reference, or at least list what the cost should be. Commlink-Accessory is a good place for it, but 0 is a bad price, I agree.
4) No, I like having 7s highlighted. Its like restricted gear... its a big deal, so it needs to be easy for a GM to spot when reviewing a character.
5) Thanks for finding this error, and the page reference. Auto-soft prices will be updated in the next version.

QUOTE (Sombranox @ Mar 30 2010, 10:32 PM) *
Anyways, thanks again for all your hard work in keeping this going. It's an awesome resource.

Thanks! I wouldve quit a long time ago except for the bugfinding and feedback I get from Dumpshock users.
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Delarn
post Mar 31 2010, 06:26 PM
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QUOTE (DamienKnight @ Mar 31 2010, 10:43 AM) *
1) Book and Page reference please
2) Complete list of missing drugs?
3) Book and page reference, or at least list what the cost should be. Commlink-Accessory is a good place for it, but 0 is a bad price, I agree.
4) No, I like having 7s highlighted. Its like restricted gear... its a big deal, so it needs to be easy for a GM to spot when reviewing a character.
5) Thanks for finding this error, and the page reference. Auto-soft prices will be updated in the next version.


Thanks! I wouldve quit a long time ago except for the bugfinding and feedback I get from Dumpshock users.


1) Was in the document I sent you over wave.
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Gmoz
post Mar 31 2010, 11:41 PM
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Love the sheet. I don't know what I would do with out it. Something I have noticed while building a demolitions character. The Enfield GL-67 Grenade Launcher seems to be missing from the weapons sheet. I could have sworn I remember being able to select it in earlier versions.
-edit-
Also the off-road suspension vehicle mod sends the price of vehicles skyrocketing. It is adding 100,000+ to the cost.
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Thirty Second Ar...
post Apr 1 2010, 12:11 AM
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QUOTE (Gmoz @ Mar 31 2010, 04:41 PM) *
Love the sheet. I don't know what I would do with out it. Something I have noticed while building a demolitions character. The Enfield GL-67 Grenade Launcher seems to be missing from the weapons sheet. I could have sworn I remember being able to select it in earlier versions.
-edit-
Also the off-road suspension vehicle mod sends the price of vehicles skyrocketing. It is adding 100,000+ to the cost.


The ArmTech MGL-6 seems to be missing from the weapons sheet as well. Arsenal p.31 for both.

Edit: It seems that naming custom guns breaks the first and third character sheets on the CharSheet tab; the Ranged Weapons "Type" column throws #N/A instead of the weapon's type in both. The second character sheet on that tab is unaffected, though.

This post has been edited by Thirty Second Artbomb: Apr 1 2010, 01:16 AM
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