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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Surukai
post Jun 9 2011, 07:18 AM
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The way of the adept discount is easily done using the existing "house rule" adept geas option in the form. (OOT: 25% of warrior abilities is a good 1 power point or more worth of discount while most of the others can save maybe half a power point, horrible)
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Xenefungus
post Jun 9 2011, 12:40 PM
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Yup, Critias (the author) himself said that he didnt put in the "pick 3" at first but play playtesters said it would be broken without it. I personally call bullshit. Just drop that limitation. As others said, the ways are not balanced with it.

@Surukai: If you say it's a geas you can't combine way+geas für a hefty 50% discount! (IMG:style_emoticons/default/wink.gif)


Another thing, could we see the "Code of Conduct" Qualities added perhaps? Shouldn't be much of a hassle (IMG:style_emoticons/default/smile.gif)
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Chymos
post Jun 10 2011, 05:51 PM
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I've noticed a couple of things wrong:

the positive metagenetic quality Keen ears should be 5 points, not 10.

Also, in BP chargen, knowledge skill costs are calculated improperly. It's using the maximum knowledge points as the free points rather than (logic+intuition)*3 with the maximum as double that. (the character I'm building has logic 3, int 3 and 32 rating points of knowledge skills. it's showing 32 points of knowledge skills out of a maximum of 36. the BP cost for this should be 14, but it's showing BP cost of 0. This is with the RAW setting on the settings page)

I'm going to go through and double-check all the gear costs and ratings for my character (I did BP spending manually to verify those, and doublechecked costs on the qualities my character has, but haven't checked all qualities, etc). I'll let you know if I find anything else among the stuff this character has.
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Draco18s
post Jun 10 2011, 08:43 PM
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QUOTE (Chymos @ Jun 10 2011, 12:51 PM) *
Also, in BP chargen, knowledge skill costs are calculated improperly. It's using the maximum knowledge points as the free points rather than (logic+intuition)*3 with the maximum as double that. (the character I'm building has logic 3, int 3 and 32 rating points of knowledge skills. it's showing 32 points of knowledge skills out of a maximum of 36. the BP cost for this should be 14, but it's showing BP cost of 0. This is with the RAW setting on the settings page)


Actually, it's not. It's calculating the BP cost of your knowledges, not the Knowledge Point cost.

So if you have 3 int 3 logic, you should have 18 points, but the sheet shows 36. HOWEVER, if you buy rank 1 in a knowldge skill (1 knowledge point) it will deduct 2 points from your 36. So it works out the same in the end (excepting specializations in knowledges, which has been fixed for the next version)
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Chymos
post Jun 10 2011, 11:41 PM
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QUOTE (Draco18s @ Jun 10 2011, 02:43 PM) *
Actually, it's not. It's calculating the BP cost of your knowledges, not the Knowledge Point cost.


Ahhhh, ok. for some reason I got mixed up with BP vs Knowledge Points.

But the Keen Ears cost being wrong still applies.
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Draco18s
post Jun 11 2011, 08:13 AM
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QUOTE (Chymos @ Jun 10 2011, 06:41 PM) *
Ahhhh, ok. for some reason I got mixed up with BP vs Knowledge Points.


Yeah, we tried to confuse them last week ourselves. It was easier to look at the sheet than it was to look it up in the book.
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DamienKnight
post Jun 13 2011, 01:16 PM
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QUOTE (Chymos @ Jun 10 2011, 06:41 PM) *
Ahhhh, ok. for some reason I got mixed up with BP vs Knowledge Points.

But the Keen Ears cost being wrong still applies.

Fixed in q.
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DamienKnight
post Jun 16 2011, 07:06 PM
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I have added the features from 'The Way of the Adept' book into version q. I am going to release the latest version soon, so please submit any bug fixes/ideas now if you want them to make it into version q.
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Mäx
post Jun 16 2011, 10:28 PM
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Well if you have Gun Heaven, then the guns from that would be nice.
Mostly cos i have 2 character build in planning that both use some of those (IMG:style_emoticons/default/wink.gif)

But even having the way of the adept stuff helps the first one of those (IMG:style_emoticons/default/love.gif)

Also nice work with all the other resent addition/fixes
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Tyro
post Jun 17 2011, 12:09 AM
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QUOTE (Mäx @ Jun 16 2011, 03:28 PM) *
Well if you have Gun Heaven, then the guns from that would be nice.
Mostly cos i have 2 character build in planning that both use some of those (IMG:style_emoticons/default/wink.gif)

But even having the way of the adept stuff helps the first one of those (IMG:style_emoticons/default/love.gif)

Also nice work with all the other resent addition/fixes

Gun Heaven?
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bobbaganoosh
post Jun 17 2011, 01:33 AM
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QUOTE (Tyro @ Jun 16 2011, 04:09 PM) *
Gun Heaven?


Catalyst's Webpage for Gun Heaven
From what I can tell, it looks like it adds some flavor, but doesn't have anything that jumps out as very good. I think that the BBB and Arsenal do a good job of providing guns.
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CanRay
post Jun 17 2011, 01:37 AM
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The Vintage weapons add a nice bit of history if you're a gun nut like me.
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Mäx
post Jun 17 2011, 07:02 AM
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QUOTE (bobbaganoosh @ Jun 17 2011, 04:33 AM) *
From what I can tell, it looks like it adds some flavor, but doesn't have anything that jumps out as very good.

Well good is subjective and it does add a whole lot of flavor.
For example i was planning on building a hacker/sniper using the Ogre Hammer (IMG:style_emoticons/default/cool.gif)
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DamienKnight
post Jun 17 2011, 04:13 PM
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I dont have Gun Heaven yet. Did not even realize they had released another PDF book. I will look into it tonight, and postpone version q release to next week.
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naga-nuyen
post Jun 17 2011, 05:19 PM
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DamienKnight, thank you so much for this product. I have one question though.....When I put more than one ATT increasing quality or genetic feature on a PC then his modified MAX goes up higher then what it should. I have P version, and for example I will open it up right now take human Meta type and add Exceptional ATT Agility and it goes up 1-7 norm and Max goes to 10 as it should. Add either the meta-genetic or the genetic Optimization (agility) and you get Modified max now of 12....and if I am getting the rules right it should only be 11 for two increases, 12 if you combine all 3...not 12 and 13 Modified max? Thank you for all the time you put into this….I use it often making different NPC I can use in my games as well as my own PC’s.

With some help I have found the error of my ways.....sorry for bringing up a none issue. Thanks for your time
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bobbaganoosh
post Jun 17 2011, 05:40 PM
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QUOTE (naga-nuyen @ Jun 17 2011, 09:19 AM) *
DamienKnight, thank you so much for this product. I have one question though.....When I put more than one ATT increasing quality or genetic feature on a PC then his modified MAX goes up higher then what it should. I have P version, and for example I will open it up right now take human Meta type and add Exceptional ATT Agility and it goes up 1-7 norm and Max goes to 10 as it should. Add either the meta-genetic or the genetic Optimization (agility) and you get Modified max now of 12....and if I am getting the rules right it should only be 11 for two increases, 12 if you combine all 3...not 12 and 13 Modified max? Thank you for all the time you put into this….I use it often making different NPC I can use in my games as well as my own PC’s.

Modified max is 1.5 * natural max, rounding down. So if you take both Exceptional ATT Agility and Metagenetic Improvement Agility, then your natural max is 8, and thus your modified max is 12. The sheet is right.
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naga-nuyen
post Jun 17 2011, 05:49 PM
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wow no kidding.....love it. I have been messing that up for awhile now. Thank you so much for pointing out my mistake.
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Draco18s
post Jun 19 2011, 11:04 PM
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Charsheet page, cell X11 is showing #REF! for Armored Clothing, no mods. It's the third part of the formula (the bit that should say "[0]") that's bugging out, but I can't figure out why.
(Next line below it is a (Mods) line that I haven't filled anything in for yet, if that may be influencing it)
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DamienKnight
post Jun 20 2011, 01:33 PM
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QUOTE (Draco18s @ Jun 19 2011, 06:04 PM) *
Charsheet page, cell X11 is showing #REF! for Armored Clothing, no mods. It's the third part of the formula (the bit that should say "[0]") that's bugging out, but I can't figure out why.
(Next line below it is a (Mods) line that I haven't filled anything in for yet, if that may be influencing it)


I am not able to replicate this issue. When I put armored clothing on that line, it correctly shows 6 in cell x11.

In the latest version there was a fix to the first line of armor for armor outfit encuberance total. Other than that, it should be the same as the version you are using.


What other gear items are you using? Do you experience the problem when all you have on the sheet is the armor clothing on row 11?
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DamienKnight
post Jun 20 2011, 03:08 PM
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Version q is now available.

http://www.filedropper.com/sr4cgdk1qfix

Updates in version q:
Added content from 'The Way of the Adept'
Added switch for only paying divided roomate cost for lifestyles.
Added Naga Hide as a selectable armor if character is Race of Naga
Added macro for clearing basic user data from the Settings and Main_Sheet, added option to call it when switching to production mode
Fixed word wrapping in printable sheets concept section
Fixed weapons page smart link dependency checking
Fixed weapon mods not adding to total weapon cost
Fixed issue where bottom third of contacts list was not calculating properly
Fixed Paranoia quality value
Fixed foregrip so it was compatible with Sling
Fixed issue where the Vehicle page was not adding costs for the last few vehicles
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Stormdrake
post Jun 20 2011, 06:29 PM
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Filedropper is only downloading part of the zip file.
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Xenefungus
post Jun 20 2011, 06:41 PM
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Download worked for me, reupped it here for you Stormdrake: http://www.mediafire.com/?prexyapp1q996s5

Damien, thanks for the work as always. As soon as i switch to Karmagen however (which is always the first thing i do with a new version), i get "Err:508" in the "Contacts" field on the Main_Sheet. Can we see a fix please? (IMG:style_emoticons/default/smile.gif)

Thanks in advance!
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Chymos
post Jun 20 2011, 08:33 PM
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The karma build contacts error: verified. It's there on my copy also.

Also, on the settings page, the true/false dropdown list for karma build is missing.
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Socinus
post Jun 21 2011, 07:13 AM
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As always, excellent work Damien.

Found a small problem, there are no qualities associated with the various Adept ways and selecting one of the ways on the Magic tab doesnt reduce the cost for any of the relevant powers.
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Dakka Dakka
post Jun 21 2011, 10:37 AM
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The RC of the Ares Alpha still (or again) does not stack with other RC, when it should.

Could you change Restricted Gear to theree entries like Restricted Gear (Rating)? Getting it three times takes up a lot of space in the CharSheet.

[edit]The Cyber-/Bioware filed in Character Sheet 3 is empty.[/edit]

As always keep up the good work. We all appreciate it very much.
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