IPB

Welcome Guest ( Log In | Register )

86 Pages V  « < 45 46 47 48 49 > »   
Closed TopicStart new topic
> Chummer Character Generator, Thread #2
Mantis
post Sep 16 2012, 05:00 AM
Post #1151


Running Target
***

Group: Members
Posts: 1,102
Joined: 23-August 09
From: Vancouver, Canada
Member No.: 17,538



Are biodrones supported in Chummer? I just got one (New York Missions) and wanted to add it. I tried a search but this thread is 47 pages long.
Go to the top of the page
 
+Quote Post
SpellBinder
post Sep 16 2012, 11:23 PM
Post #1152


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



I honestly don't know about Biodrones. Haven't tried making one.

On another note, I found a glitch in math when making a character. As a mystic I gave a character Agility 5 and Improved Ability Infiltration at 2. I had not yet actually given it any ranks in Infiltration and saw it at a DP of 6; the mouse-over said 0 - Defaulting (1) + Agility (5) + Rating Modifiers (0 of 2), which should've been at 4 instead. Funny thing, when I actually set the skill at a rating of 1 it actually does the math correctly, as does removing the adept power entirely (setting the power to 1 does change the DP to 5).
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 18 2012, 09:21 AM
Post #1153


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



Still a slight glitch with Power Throw adept power:

when adding the power it indeed does change the range of throwing weapons (adding a virtual +2 to STR for range calculation), however the damage of STR dependent weapons is not NOT increased, checked it with Shuriken.

Furthermore the virtual STR increase of Power Throw is not used when calculating the range for thrown grenades, even though it should be.
Go to the top of the page
 
+Quote Post
KarmaInferno
post Sep 18 2012, 02:32 PM
Post #1154


Old Man Jones
********

Group: Dumpshocked
Posts: 4,415
Joined: 26-February 02
From: New York
Member No.: 1,699



Found a, um, 'firearm' in Corporate Intrigue:

[ Spoiler ]

Only problem is the book isn't clear whether to treat it as a pistol or a grenade launcher, nor the actual size to determine what Conceal it should have.



-k
Go to the top of the page
 
+Quote Post
IridiosDZ
post Sep 18 2012, 10:23 PM
Post #1155


Target
*

Group: Members
Posts: 94
Joined: 28-July 11
From: NE Pennsylvania
Member No.: 34,232



QUOTE (KarmaInferno @ Sep 18 2012, 09:32 AM) *
Only problem is the book isn't clear whether to treat it as a pistol or a grenade launcher, nor the actual size to determine what Conceal it should have.


I would treat it as an exotic weapon, similar to using a supersquirt. For size, probably equivalent to a light pistol. Not sure how to handle range as it is designed for zero G operation. But earthbound, I would probably make it equal to a hold out or light pistol.
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 19 2012, 06:57 AM
Post #1156


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



QUOTE (IridiosDZ @ Sep 18 2012, 11:23 PM) *
I would treat it as an exotic weapon, similar to using a supersquirt. For size, probably equivalent to a light pistol. Not sure how to handle range as it is designed for zero G operation. But earthbound, I would probably make it equal to a hold out or light pistol.


a holdout or light pistol that fires 6 grenade-size microrockets?
I would rather make it the size of a large pistol or SMG, more in range with the "classic" pistol grenade launcher Ares MGL-6
Go to the top of the page
 
+Quote Post
IridiosDZ
post Sep 19 2012, 09:06 AM
Post #1157


Target
*

Group: Members
Posts: 94
Joined: 28-July 11
From: NE Pennsylvania
Member No.: 34,232



QUOTE (Hellfire @ Sep 19 2012, 02:57 AM) *
a holdout or light pistol that fires 6 grenade-size microrockets?
I would rather make it the size of a large pistol or SMG, more in range with the "classic" pistol grenade launcher Ares MGL-6


First, they were "micro-rockets (treat as grenades)" not grenade sized. Second I said light pistol for size and holdout or light pistol for earthbound range.

Remember, this was designed for use in zero G on the Z-O. It doesn't need a lot of the extra mass that terrestial weapons need.
Go to the top of the page
 
+Quote Post
ntwi
post Sep 19 2012, 12:40 PM
Post #1158


Moving Target
**

Group: Members
Posts: 494
Joined: 9-April 08
From: Seattle
Member No.: 15,868



I would treat it closer to the FN-AAL Gyrojet pistol from SR3 (CC pg31) which also shot miniature 6mm rockets, although it was designed for underwater use. It was between Light and Heavy Pistol in concealment and used Heavy Pistol ranges underwater and Shotgun ranges on land.

Because it's designed for use in zero-gravity, I would call the ranges at least Heavy Pistol in zero-grav but Hold-out on earth due to the significantly differing environmental factors. I would probably reduce the effective radius of the narcojet when used in airburst mode on earth as well.
Go to the top of the page
 
+Quote Post
McDougle
post Sep 19 2012, 04:18 PM
Post #1159


Moving Target
**

Group: Members
Posts: 206
Joined: 21-November 09
Member No.: 17,893



Just noticed something that bugs me every time I open a Char in Chummer(or took the time to mention it ^^ ):

When you open up a tab(like Gear) the Locations are always expanded... It would be grand if they would be collapsed(or if we could choose our favorite option in the options (IMG:style_emoticons/default/wink.gif) ).

Thx for listening! (IMG:style_emoticons/default/smile.gif)

EDIT:

And Glamour currently boosts Intimidation. It shouldn´t (RC 113).
Go to the top of the page
 
+Quote Post
Nebular
post Sep 19 2012, 10:51 PM
Post #1160


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (KarmaInferno @ Sep 18 2012, 08:32 AM) *
Found a, um, 'firearm' in Corporate Intrigue:

Only problem is the book isn't clear whether to treat it as a pistol or a grenade launcher, nor the actual size to determine what Conceal it should have.

Since this does damage as Grenade and has an Airburst Link which explicitly states it's for Grenade Launchers, and since everything else that does Grenade damage is in the Grenade Launchers category, I'm going to put this in the Grenade Launchers category. If anyone feels the need to change its category or associated Skill, there's always support for override files. (IMG:style_emoticons/default/wink.gif) I'll have this bundled in with this evening's update.
Go to the top of the page
 
+Quote Post
Nebular
post Sep 19 2012, 10:57 PM
Post #1161


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (McDougle @ Sep 19 2012, 10:18 AM) *
And Glamour currently boosts Intimidation. It shouldn´t (RC 113).

Glamour should be working correctly from what I can see. When I add it to a new character, all Social Active Skills with the exception of Intimidation receive the +3 bonus. I give a character with CHA 1 all Social Active Skills at Rating 1, they all show at a total pool of 2. Add Glamour; Intimidation still shows as 2 while all others jump to 5.
Go to the top of the page
 
+Quote Post
Nebular
post Sep 19 2012, 11:43 PM
Post #1162


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Sengir @ Sep 13 2012, 06:01 AM) *
Out of technical curiosity: It appears that Chummer is now downloading the data in .zip files and decompresses them locally....why that effort instead of just serving the files with Content-Encoding: gzip?

Two reasons I suppose: One is that I don't think I can modify the compression settings on the web server since it's through a hosting provider. The other is that I was able to just use the compression class that Omae uses by modifying 3 lines of code in the Update window. So the time it took to change that was probably less than it would have taken me to find those settings in the host's web UI. Also the thought had never occurred to me since Omae's compression class was what immediately came to mind as the solution. (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
Nebular
post Sep 19 2012, 11:45 PM
Post #1163


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Build 413
  • added support for <throwstr /> to the Improvement Manager which effectively raises a character's STR for the purpose of determining the DV of Thrown Weapons
  • Copy, Paste, Create Bioware Suite, and Add Bioware Suite menu items are now properly translated
  • when updating, if a file fails to decompress properly (usually because of a downloading error), the update window will attempt to re-download the file
  • added an option to show only Active Skills whose Rating is 0
  • added <dicepool /> to Weapons in the printout XML
  • Shadowrun 4, Game Master, and Text-Only sheets now show the Dice Pool for character Weapons
  • Weapon Dice Pool tooltip now only shows Weapon Mods that affect the Dice Pool instead of all Weapon Mods
  • Dice Pool Modifiers portion of a Skill's tooltip has been replaced by the full list of items that affect the Skill's Dice Pool Modifier
  • corrected Commlinks to have a Processor limit equal to their total System Rating
  • added a Rushed Job checkbox to the Dice Roller window (see SR4 65)
New Strings
  • String_SkillFilterRatingZero
  • Checkbox_DiceRoller_RushedJob
Go to the top of the page
 
+Quote Post
Scarecrow
post Sep 20 2012, 03:01 PM
Post #1164


Moving Target
**

Group: Members
Posts: 138
Joined: 10-July 12
Member No.: 53,016



This must have gotten lost in the 3 pages of stuff between builds:

QUOTE (Scarecrow @ Sep 9 2012, 06:17 PM) *
Potential bug found:

When calculating Matrix Initiative, you use INT + Commlink Response, which is all fine and dandy. Unless you do what I do when creating hackers, and have multiple commlinks with upgraded Response. In the case of my current character, I've got an INT of 4 and 2 commlinks, both with a Response of 4.

Furthermore, both Commlinks have Hot Sim added to them, and per SR4A page 236:



However, the Matrix Initiative is not adding the 1 for Hot Sim being added to the commlink. This character's Matrix Initiative, total, should be 9 (INT 4 + Commlink Response 4 + Hot Sim 1), but is coming across currently as 12.

Go to the top of the page
 
+Quote Post
Sid Nitzerglobin
post Sep 20 2012, 04:46 PM
Post #1165


Moving Target
**

Group: Members
Posts: 171
Joined: 4-August 12
From: Cincinnati, OH
Member No.: 53,107



QUOTE (Nebular @ Sep 19 2012, 07:45 PM) *
Build 413[list]

[*]added <dicepool /> to Weapons in the printout XML
[*]Shadowrun 4, Game Master, and Text-Only sheets now show the Dice Pool for character Weapons
[*]Weapon Dice Pool tooltip now only shows Weapon Mods that affect the Dice Pool instead of all Weapon Mods
[*]Dice Pool Modifiers portion of a Skill's tooltip has been replaced by the full list of items that affect the Skill's Dice Pool Modifier


Looks good, Thanks!

One issue I'm seeing though is that specialization dice pool bonuses don't appear to be applied in the Street Gear\Weapons or the Character Sheet dice pool value for some weapons I'm pretty sure should receive them.

The ones I've seen specifically so far on the 3 characters I've looked at are Katana not receiving the specialization dice for Blades\Swords and the Savalette Guardian not receiving the specialization dice for Pistols\Semi-Automatics. Another one that I suppose is more of a GM/situational judgment call is the Shock Glove with the Unarmed\Martial Arts specialization.
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 21 2012, 07:47 AM
Post #1166


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



a small glitch detected: when creating a critter and you first click on "spirit" then on any other type of critter (for example paranormal or sprites) the selection field "Blood Spirit" remains visible and selectable.

Furthermore a feature request:
it would be great if you could add the possibility to create a free sprite, in the same way that you added the free spirit.
Currently you can only select specific sprites which have limited options of possible complex forms (for example you cannot create a machine sprite with a spoof complex form, a free sprite could however have such a combination).
Go to the top of the page
 
+Quote Post
SpellBinder
post Sep 22 2012, 01:11 AM
Post #1167


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Just thought of another functionality bit, something that can help for those characters that have tons of gear with sub-menus (like a rigger with a dozen different vehicles/drones). Would it be possible to have Chummer remember if a parent item has an expanded or compressed list when a file is saved and/or loaded? Would it also be possible to have vehicles/drones put into categories, like the gear & weapons & armor & such can be?

And I know this could mean a lot of work, but I too am all for an expanded functionality of tracking commlinks. Maybe even a new tab just for commlinks between Gear & Pets and Cohorts. Just a thought.
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 22 2012, 10:55 AM
Post #1168


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



bug:

when adding a custom PACKs gear pack with a deep menu structure (4+ levels), all deeper levels are just deleted when adding the PACKs kit.

For example I made a custom Comlink with the comlink on the parent level, then a plugin (software package like FTL Wizard), which contains on the third level the individual programs and the forth level were the automatically added registration and copy protection program options of each individual program.
When adding the PACKS kit to a new character, all program options were omitted.

Furthermore the price of the software was deducted twice from the character account: 1. the software suite itself + 2. each individual program also.
This seems to be the case with all items that include a substructure of individual items that can be bought separately. This is the worst part I think.

Moreover, when adding a customs PACKS kit that includes programs with the Optimization option (to let it run at full rating despite lower system rating), chummer seems to interpret it as the COMLINK optimization option (I would guess due to name similarity): you have to insert a specific string/name, and the optimization rating is greyed out, so cannot further be modified. And I also think that the price for the COMLINK optimization is deducted from the Character account and not the program optimization option.

Also a feature request: could you add the option to delete custom PACKS kits in the program?, because once they are in there you are stuck with them, even if you made some errors or the gear does not work as intended (see above). Of course you can delete the whole custom file, however that means you have to start from scratch with everything custom.
Go to the top of the page
 
+Quote Post
Qurahn
post Sep 24 2012, 01:30 PM
Post #1169


Target
*

Group: Members
Posts: 9
Joined: 3-September 12
Member No.: 54,512



QUOTE (Qurahn @ Sep 12 2012, 02:29 AM) *
Hello. I don't know if this was ever brought up.

I found something that is missing in Chummer Character Generator.

Military Helmet

found in AR 51
"Military Helmet: Each helmet incorporates a wireless
military commlink (Firewall, Response, Signal, System, and
Encryption Rating 4), a camera, and fl are compensation, image
link, and smartlink enhancements. The helmet’s military commlink
can be upgraded to hardware ratings of 5 (+2,500¥) or 6
(+8,500¥). These helmets can also be upgraded with any of the
vision or audio enhancements or sensors detailed on pp. 58–60
or pp. 323–326, SR4."


What is missing is the military commlink. I can not find a militarty commlink in chummer at all.
Currently the helmet does have the camera, and flare compensation, image
link, and smartlink enhancements but no military commlink.

An idea.

Exchangeable Weapon Modification

found in AR 150
"Exchangeable Weapon Modification: Th is is a special
option that can be chosen for many of the modifications described
in this list (underbarrel weapons are the most likely
candidates, but with the gamemaster’s permission a character
may also choose other modifications to become exchangeable).
When designing a new modification, the player character has to
announce that this will be an exchangeable modification. Once
built, this special type of modification does not become a fixed
part of the weapon but rather a standalone object that can only
be attached to a weapon via a powered slide mount (p. 152). Th e
number of slots mentioned in the modification’s description becomes
the slot size of the exchangeable weapon modification."


Can we get a flag or modification option to put on the modification or weapon?

Thanks!


An idea to help with the coding.

I think all we need is to have 3 entries under the helmets section for the Military Helmet. My ideas is to have Military Helmet Rating 4, 5, and 6.
Example:
Military Helmet Rating 4
Military Helmet Rating 5
Military Helmet Rating 6

The Military helmet got every minus the Military commlink, so i would just suggest to add the missing commlink information for each entry. This would allow users to add accessories to the commlink.

Hope this helps.
Go to the top of the page
 
+Quote Post
Makki
post Sep 24 2012, 05:28 PM
Post #1170


Running Target
***

Group: Members
Posts: 1,373
Joined: 14-January 10
From: Stuttgart, Germany
Member No.: 18,036



can you add an option that eliminates the cost for special attributes (Edge, mag, Res) from the 50% limit in karmagen?

there's a big community, that thinks this is just poorly worded and not as intended. In BP gen, your 200BP-for-attributes limit only counts for the eight physical and mental attributes. It should be the same in karmagen.

I know there's the option to allow exeeding the 50%, but that's not exactly what we're looking for here (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Mantis
post Sep 25 2012, 03:52 AM
Post #1171


Running Target
***

Group: Members
Posts: 1,102
Joined: 23-August 09
From: Vancouver, Canada
Member No.: 17,538



Nebular, I've got a weird bug that has shown up. When I increase my Intuition, and so far, only my Intuition, with karma, it changes my career karma by the amount that increase costs (4>5 25 karma). I've got 85 career karma and when I apply the Intuition increase on the Common tab it changes the career karma to 110. I've added some more karma to the character to do other stats and they all behave correctly except Intuition. I've rebuilt the character and reapplied all his gear and karma from the ground up and this still happens. Any ideas? Can I message you my CHUM file to take a look at?
UPDATE: Tried this with other characters and same result. Increasing Intuition results in career karma going up by whatever amount the Intuition increase costs. Does not happen with other attributes though.
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 26 2012, 10:48 AM
Post #1172


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



QUOTE (Sid Nitzerglobin @ Sep 20 2012, 05:46 PM) *
Looks good, Thanks!

One issue I'm seeing though is that specialization dice pool bonuses don't appear to be applied in the Street Gear\Weapons or the Character Sheet dice pool value for some weapons I'm pretty sure should receive them.

The ones I've seen specifically so far on the 3 characters I've looked at are Katana not receiving the specialization dice for Blades\Swords and the Savalette Guardian not receiving the specialization dice for Pistols\Semi-Automatics. Another one that I suppose is more of a GM/situational judgment call is the Shock Glove with the Unarmed\Martial Arts specialization.


This seems to be the case for almost all specilizations for weapons, unless the specilization is named exactly like the used weapon. For example it does not work if you select the specilization "Throwing knives" in throwing weapons for (of course) throwing knives. But if you rename the specilization to "Throwing Knife" (singular) it DOES work correctly.
The same is true for all semi-auto pistols.
Obviously, there is no data for all semi-auto pistols in the data file showing the program that this specific pistol should profit from the "semi-automatic" specialization in the pistols skill.
Go to the top of the page
 
+Quote Post
Sid Nitzerglobin
post Sep 26 2012, 03:02 PM
Post #1173


Moving Target
**

Group: Members
Posts: 171
Joined: 4-August 12
From: Cincinnati, OH
Member No.: 53,107



QUOTE (Hellfire @ Sep 26 2012, 05:48 AM) *
This seems to be the case for almost all specilizations for weapons, unless the specilization is named exactly like the used weapon. For example it does not work if you select the specilization "Throwing knives" in throwing weapons for (of course) throwing knives. But if you rename the specilization to "Throwing Knife" (singular) it DOES work correctly.
The same is true for all semi-auto pistols.
Obviously, there is no data for all semi-auto pistols in the data file showing the program that this specific pistol should profit from the "semi-automatic" specialization in the pistols skill.

On the three characters I've checked out, one gets the 2 dice bonus for his Automatics\Battle Rifles specialization on his Ultimax 150 and another gets the specialization dice for Longarms\Sniper Rifles on his HK PSG Enforcer and Automatics\Assault Rifles for his Onotari Arms Room Sweeper.

Seems like categorization info is being passed successfully for at least these 3 weapons, just not sure how this is being done since there's nothing obvious in the entries in the weapons XML. I would agree that whatever categorization bits are being used for the weapons that do receive their specialization bonus, they don't appear to be implemented universally at this point.
Go to the top of the page
 
+Quote Post
Hellfire
post Sep 26 2012, 04:23 PM
Post #1174


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



Found another small bug:

the new PPP Armor ensemble without helmet was reduced from 2/6 to 2/4, so far so good, however the price remained unchanged. The ensemble should cost 900 NY and not 1000 NY.
This ensemble contains: forarm guards 200 NY, leg and arm casings 350 NY, shin guards 150 NY, vital protectors 200 NY = total 900 NY,
the ensemble WITH helmet for 1000 NY is correct.
Go to the top of the page
 
+Quote Post
OpiumHerz
post Sep 26 2012, 08:25 PM
Post #1175


Target
*

Group: Members
Posts: 6
Joined: 26-September 12
Member No.: 56,296



Greetings,
I have just the downloaded Chummer and am so far pleased with it. But: I am playing an SR3 (3.01D to be specific) round soon. I want to use Chummer for it, which is SR4. I saw screenshots where you apparently could just chose the edition you want to use, but it seems the game has updated since then because I am missing this field. In the options I only have to configuration file for "default" and so far, Google has turned up nothing useful either. Is it possible to user Chummer with 3. Edition items/stats?
Go to the top of the page
 
+Quote Post

86 Pages V  « < 45 46 47 48 49 > » 
Closed TopicStart new topic

 



RSS Lo-Fi Version Time is now: 23rd May 2025 - 09:58 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.