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Mar 16 2009, 10:30 PM
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#501
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 24-July 08 From: Resonance Realms, behind the 2nd Star Member No.: 16,162 |
DamienKnight: I see. Well then i have to declare it a fail, because for me it seems like the numbers are all over without any order. It lacks the "pointing" to the value you'd need.
But i understand the necessity so i'd stick with it if i have to in future releases (hey, it's the best chargen tool i know for SR4). Since i'm just an Excel user and no programmer, i will relay some of my brainpower to the seeking of a good name. |
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Mar 17 2009, 07:27 PM
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#502
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
DamienKnight: I see. Well then i have to declare it a fail, because for me it seems like the numbers are all over without any order. It lacks the "pointing" to the value you'd need. Could you elaborate on this complaint? The difference in 9g is simply the colors/borders, not the layout. It sounds like you have an issue with the layout. While it is unrelated to the question I am posing with this version, it is certainly something I would like to take into consideration. So, could you explain what you mean when you say 'the numbers are all over without any order' and 'It lacks the "pointing" to the value you'd need'. Please give specifics examples about what could be changed to improve the sheet. |
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Mar 17 2009, 07:47 PM
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#503
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
Many thanks; I hate having to do Essence calculations by hand! [Edit:] Any word on incorporating the new (and massive!) erratra from the Anniversary Edition? [Edit 2:] Exceptional Attribute is still adding +2 to the max instead of 1, as of 9g. [Edit 3:] Availabilities over 12 are getting highlighted as illegal even with Black Market Pipeline: Wares. This did not happen in 9c; I don't have any of the versions between those 2. I'm also not getting the Nuyen cost reduction; the BMP doesn't seem to be working at all (IMG:style_emoticons/default/frown.gif) Fixed the exceptional attribute issue for 9h. Fixed the pipeline problem. When I revised the qualities data sheet I added a column for sourcebook, and removed the sourcebook reference from the names, which threw off many of my qualities detecting formulas. IE. 'Black Market Pipeline - Wares (rc)' is now 'Bleck Market Pipeline - Wares', with the rc being an attribute in the qualities table, instead of in the name. Corrected the Black Market Pipeline issues. There may be other Qualities related issues in 9g, let me know if you see anything else. Thanks for the help Tyro. When I was not updating the sheet I was not really keeping track of SR forums at all, so the Anniversary Errata is new information to me. Without knowing anything about the errata, I am guessing that I WILL be including it, as I am guessing most players will use it. As always, for any rule that I personally dont enjoy, I am going to create a switch to disable the rule if it is convenient. |
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Mar 17 2009, 08:47 PM
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#504
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 24-July 08 From: Resonance Realms, behind the 2nd Star Member No.: 16,162 |
I try to elaborate *grin*
Layout includes borders, colors and the position of everything in my language bubble. What i mean't is that the missing borders confuse me and i find it hard to track down the right numbers. It just looked "more right" with the borders, or i should really go and see my oculist. *scratches his head* Probably just my eyes, i think. I'd try to make the borders more prominent, just for my eyes sake but maybe it's just me and i make a fuss about nothing. I try to create a character before the end of the week to test the technicalities. |
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Mar 17 2009, 10:09 PM
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#505
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
Fixed the exceptional attribute issue for 9h. Fixed the pipeline problem. When I revised the qualities data sheet I added a column for sourcebook, and removed the sourcebook reference from the names, which threw off many of my qualities detecting formulas. IE. 'Black Market Pipeline - Wares (rc)' is now 'Bleck Market Pipeline - Wares', with the rc being an attribute in the qualities table, instead of in the name. Corrected the Black Market Pipeline issues. There may be other Qualities related issues in 9g, let me know if you see anything else. Thanks for the help Tyro. When I was not updating the sheet I was not really keeping track of SR forums at all, so the Anniversary Errata is new information to me. Without knowing anything about the errata, I am guessing that I WILL be including it, as I am guessing most players will use it. As always, for any rule that I personally dont enjoy, I am going to create a switch to disable the rule if it is convenient. Thanks very much for making the sheet, updating the sheet, listening to input from non-contributors... the list goes on. I don't have l33t excel skillz, so I do what I can by pointing out problems when I see them (IMG:style_emoticons/default/smile.gif) On a related note, I actually preferred the old (non-dropdown) gear sheet (for miscellaneous gear only - I'm very happy with how you've handled vehicles, armor etc.) Would it be possible to include that as a hidden tab, so I can just choose one or the other (or use a combination of both)? Right now I'm saving gear on one of the older sheets :-/ |
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Mar 17 2009, 10:13 PM
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#506
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Target ![]() Group: Members Posts: 3 Joined: 17-March 09 Member No.: 16,987 |
First off I would like to say that I love this. Kudos to Everyone that has worked on this.
Did find a few issues. When trying to do a Custom weapon with the Ares Viper Slivergun, the Smartgun System is being flagged as invalid. Also none of the Tasers will accept the Smartgun System either. In fact now that I have tried several other guns, even SMGs and Assault Rifles, the Smartgun System doesn't seem to like to be an added option to anything. Any chance of putting the various melee weapons into the customization section to be able to add mods like Personalize Grip in? For Armor, it seems only the first 3 lines have code in them. Any selections made in the 4th or lower lines just list the item, but cost or protection values don't come up. Under Qualities it is totalling up the traits from Surge into the total BP of Qualities and causing it to be flagged as invalid (due to too many points in Qualities). It does this both for the Positive and Negative values. For Bioware the Synaptic Booster doesn't seem to be adding the modifier to Reaction in correctly to the Attributes, just shows ## #. It is showing the correct number of Initiative Passes. Will add more once I find anything else. Still playing around with it. |
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Mar 18 2009, 04:54 AM
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#507
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
For Bioware the Synaptic Booster doesn't seem to be adding the modifier to Reaction in correctly to the Attributes, just shows ## #. It is showing the correct number of Initiative Passes. Ah, I was reworking the formula to block incompatible reaction/init boosting cyber and left it broken. It is working now in 9h. Does the Reaction Enhancer ware stack with anything else?I currently have the following as not stacking in wares: Reaction Enhancer (1-3) Wired Reflexes I Wired Reflexes II Wired Reflexes III Move-by-Wire System Rating 1 Move-by-Wire System Rating 2 Move-by-Wire System Rating 3 Synaptic Booster (1-3) I know the reaction enhancer stacks with something, I do not know what. Do any of these other items stack with each other? |
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Mar 18 2009, 02:51 PM
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#508
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Moving Target ![]() ![]() Group: Members Posts: 175 Joined: 5-May 08 From: Matt, GA Member No.: 15,959 |
Hm, the rules are a mess...
Reaction Enhancers are compatible with other Initiative Boosters. [sr4.334] Wired Reflexes are NOT compatible with ANY Initiative enhancement. [sr4.335] Synaptic Boosters are NOT compatible with ANY Initiative enhancement. [sr4.340] So, who wins? I have ruled that Reaction Enhancers CANNOT be used with Wired Reflexes or Synaptic Boostersin my game, but an errata to Reaction Enhancers would be nice, ie. "Reaction Enhancers are compatible other Initiative-boosters IF NOT EXPLICITLY DISALLOWED BY THAT INITIATIVE-BOOSTER." With this rule, however, what good are Reaction Enhancers, since they are not valid with ANY of the Cyber/Bio Initiative-boosters? They end up being stand-alone Initiative boosters (which is not as good as getting extra passes!), or they are only useful with Move By Wire, which usually adds so many Reaction attribute bonuses that the augmented max is reached before the Reaction Enhancers can be used. Also, what exactly IS an Initiative-booster anyway? I can see why you left it alone on the sheet! ARRRGGH!!! Move By Wire is only compatible with Reaction Enhancers. [aug.41] |
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Mar 18 2009, 05:01 PM
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#509
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Target ![]() Group: Members Posts: 58 Joined: 17-August 07 Member No.: 12,700 |
Ok, two items.
1. In the gear section, armor slots 4-8 have many of their 'pointers' shifted by one column. So, instead of slot 4 looking up C7 it's looking at D7. Which means that the value of the armor doesn't get deducted, and none of its stats show up. This is irritating if you want to have more than 3 pieces of armor. 2. I have no optional rules selected, and yet when I take any cyberware it increases the availability of alphaware by 2, betaware by 4, and deltaware by 10. I can't find any mention of higher grade cyber increasing availability in the BBB nor in Augmentation. Augmentation even has a table, and it lists a -- (which is a zero) under all but second hand cyber. I've checked the errata for both augmentation and the BBB, and neither changes cyberware grades. So, either there is an error (perhaps it's adding in someone's houserule?), or There's something that changes the availability of cyberware grades somewhere else that I don't know about. (In which case, could someone point out where?) Thanks. |
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Mar 18 2009, 05:12 PM
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#510
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
Hm, the rules are a mess... Reaction Enhancers are compatible with other Initiative Boosters. [sr4.334] Wired Reflexes are NOT compatible with ANY Initiative enhancement. [sr4.335] Synaptic Boosters are NOT compatible with ANY Initiative enhancement. [sr4.340] So, who wins? I have ruled that Reaction Enhancers CANNOT be used with Wired Reflexes or Synaptic Boostersin my game, but an errata to Reaction Enhancers would be nice, ie. "Reaction Enhancers are compatible other Initiative-boosters IF NOT EXPLICITLY DISALLOWED BY THAT INITIATIVE-BOOSTER." With this rule, however, what good are Reaction Enhancers, since they are not valid with ANY of the Cyber/Bio Initiative-boosters? They end up being stand-alone Initiative boosters (which is not as good as getting extra passes!), or they are only useful with Move By Wire, which usually adds so many Reaction attribute bonuses that the augmented max is reached before the Reaction Enhancers can be used. Also, what exactly IS an Initiative-booster anyway? I can see why you left it alone on the sheet! ARRRGGH!!! Move By Wire is only compatible with Reaction Enhancers. [aug.41] I think the RAI is that the IP boosters aren't supposed to be compatible with each other, but reaction enhancers can be combined with them. Reaction enhancers are NOT initiative boosters in that they don't directly boost IP OR Initiative (see the Increase Reflexes spell for a direct Initiative increase). Even if that's not what they intended, it would make more sense. Maybe a checkbox for the option of allowing them to stack? |
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Mar 18 2009, 08:57 PM
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#511
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Moving Target ![]() ![]() Group: Members Posts: 175 Joined: 5-May 08 From: Matt, GA Member No.: 15,959 |
Tyro,
Sounds more reasonable. The wording needs to be more clear for Wired Reflexes, Synaptic Booster to allow Reaction Enhancers only, as Augmentation does. The text in Reaction Enhancers mentions indirectly adding to Initiative, which is what led me astray from the RAI. My sammie players have all upgraded to Move By Wires now, so it is moot. Their Reactions are all about equal already to their augmented maximums, so Reaction Enhancers are of no help to them. My rigger has turned into a sammy now with MBW, last session was his first time out of the gate. Freaking Frightening! (IMG:style_emoticons/default/eek.gif) |
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Mar 19 2009, 05:55 AM
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#512
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Moving Target ![]() ![]() Group: Members Posts: 321 Joined: 4-April 08 From: Detroit, MI Member No.: 15,844 |
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Mar 19 2009, 08:53 AM
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#513
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
According to the wording reaction enhancers could be initiative boosters as well, because they boost initiative by enhancing the reaction. If the devs only meant ware/magic/drugs that give additional initative passes, they should have said so. The FAQ, however official they may be, actually say that Reaction Enhancers are not really compatible as only the highest Reaction Increase applies.
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Mar 19 2009, 09:45 AM
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#514
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Moving Target ![]() ![]() Group: Members Posts: 321 Joined: 4-April 08 From: Detroit, MI Member No.: 15,844 |
Here's a small bug report:
the GMC Bulldog van registers as a haveing a delivery van appearance, that would be the Hermes van. The Doberman drone registers as a medium walker drone, but it's a crawler. Putting armor on a vehicle/drone doesn't increase the price. The Rover 2068 displays as a Rober 2068. A small feature request: Is it possible to either increase the number of vehicles on the sheet, or to put an editable multiplier in front of the vehicle name so that I can purchase several vehicles of the same kind with the same mods? It would be nice for riggers. |
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Mar 19 2009, 04:41 PM
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#515
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
Here's a small bug report: the GMC Bulldog van registers as a haveing a delivery van appearance, that would be the Hermes van. The Doberman drone registers as a medium walker drone, but it's a crawler. Putting armor on a vehicle/drone doesn't increase the price. The Rover 2068 displays as a Rober 2068. A small feature request: Is it possible to either increase the number of vehicles on the sheet, or to put an editable multiplier in front of the vehicle name so that I can purchase several vehicles of the same kind with the same mods? It would be nice for riggers. - Moved description from Bulldog to Hermes - Changed Doberman to 'Medium Crawler Drone', description still says 'Crawler' - Changed Rober to Rover - Added armor costs (500 per rating, just guessing) Thanks for the bug finding Werewindlefr. There already is a multiplier to the left of Vehicle names. It was only multiplying base costs, but I changed it to mulitply the total. Added in text next to base/upgrade costs to highlight mulitplier effects. Could you look up the costs for Armor for vehicles. If it is convinient, I need to know the maximums also. (I think its based on vehicle body?) Also, does everyone think that the Black Market Pipeline - Vehicles quality should affect vehicle upgrade costs too? |
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Mar 19 2009, 04:47 PM
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#516
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
- Moved description from Bulldog to Hermes - Changed Doberman to 'Medium Crawler Drone', description still says 'Crawler' - Changed Rober to Rover - Added armor costs (500 per rating, just guessing) Thanks for the bug finding Werewindlefr. There already is a multiplier to the left of Vehicle names. It was only multiplying base costs, but I changed it to mulitply the total. Added in text next to base/upgrade costs to highlight mulitplier effects. Could you look up the costs for Armor for vehicles. If it is convinient, I need to know the maximums also. (I think its based on vehicle body?) According to Arsenal: Normal armor (rating 1-20) - 1 slot, cost is rating x 200, avail. 6R. Concealed armor (rating 1-20) - 2 slots, cost is rating x 1,000, 12R. Smart armor (rating 1-20) - 2 slots, cost is rating x 2,000, 16R. According to the Arsenal errata (1.3.2): "When either of the Armor totals exceeds the vehicle's Body, reduce the vehicle's Acceleraction and Speed by 20% (round up). Could anyone tell me if any of this has been changed in SR4A? [Edit:] I believe BMP: Vehicles should affect upgrades. My $0.02. |
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Mar 19 2009, 04:52 PM
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#517
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
Ok, two items. 1. In the gear section, armor slots 4-8 have many of their 'pointers' shifted by one column. So, instead of slot 4 looking up C7 it's looking at D7. Which means that the value of the armor doesn't get deducted, and none of its stats show up. This is irritating if you want to have more than 3 pieces of armor. 2. I have no optional rules selected, and yet when I take any cyberware it increases the availability of alphaware by 2, betaware by 4, and deltaware by 10. I can't find any mention of higher grade cyber increasing availability in the BBB nor in Augmentation. Augmentation even has a table, and it lists a -- (which is a zero) under all but second hand cyber. I've checked the errata for both augmentation and the BBB, and neither changes cyberware grades. So, either there is an error (perhaps it's adding in someone's houserule?), or There's something that changes the availability of cyberware grades somewhere else that I don't know about. (In which case, could someone point out where?) Thanks. Yeah, fixed the Armor slots in 9h based on another request. That problem affected a few other things, but its fixed in the new beta that is yet to be released. 2. In version 9g, there is an option house rule [b/]that is enabled as a default[/b] which modifies availability based on grades. I believe strongly in this house rule.. without it secondhand wares are too out of wack. I have modeled after the 3rd edition rules. If you want to follow the canon availability for wares, just change the option on the main sheet, cell AF6 to 'FALSE'. 9h is coming soon. |
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Mar 19 2009, 04:56 PM
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#518
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
If you use the karma build system the cost for bonding foci seems off. If you mark it as bonded with karma it charges you 2 times, and even if you don't the costs seem off, I got a F2 Reach 1 wpn focus should be (3+1)*2 or 8 but it said 10, I got R 3 sust foci should be 6 it said 12. Looks like the Karma bonding formula was pointing to the Foci availability column instead of the karma cost column. Fixed in 9h. |
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Mar 19 2009, 06:59 PM
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#519
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
According to Arsenal: Normal armor (rating 1-20) - 1 slot, cost is rating x 200, avail. 6R. Concealed armor (rating 1-20) - 2 slots, cost is rating x 1,000, 12R. Smart armor (rating 1-20) - 2 slots, cost is rating x 2,000, 16R. According to the Arsenal errata (1.3.2): "When either of the Armor totals exceeds the vehicle's Body, reduce the vehicle's Acceleraction and Speed by 20% (round up). Could anyone tell me if any of this has been changed in SR4A? [Edit:] I believe BMP: Vehicles should affect upgrades. My $0.02. Thanks for looking that up Tyro. Updated in 9h. Also fixed the vehicle description to correctly include all mods, turrets and custom notes, and fixed calculations on vehicle speed based on armor and upgrades. |
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Mar 19 2009, 08:46 PM
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#520
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
Thanks for looking that up Tyro. Updated in 9h. Also fixed the vehicle description to correctly include all mods, turrets and custom notes, and fixed calculations on vehicle speed based on armor and upgrades. No problem. I want to be able to build my drone army OF DOOM!(IMG:style_emoticons/default/silly.gif) |
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Mar 19 2009, 09:19 PM
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#521
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
No problem. I want to be able to build my drone army OF DOOM!(IMG:style_emoticons/default/silly.gif) I unlocked the cells where the 'Mount 1' and 'Mount 2' etc were. Those cells end up in the final description, so you can rename those 'Mounted LMG' or whatever you would like. You will still have to purchase the guns separately on the Weapons page, or add them in as a custom item on the Gear page. I am considering making those cells a drop-down list of guns accessible to vehicles, but I would want it to only include weapons that are viable for the selected vehicle. Are there any weapons that are incompatible with all vehicle/drones? If not I can simply use the Ranged_Weapons_List as my base. Weapon sizes are relative to drone sizes, correct? I may be able to use the vehicle category to limit the selectable weapon mounts. In my opinion, weapons should be kept track of seperately from mounts, since mounts can easily have the weapon changed out... you really just need the weapon name in the description, and the actual weapon somewhere else on the sheet. Any opinions on this? |
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Mar 20 2009, 01:58 AM
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#522
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Moving Target ![]() ![]() Group: Members Posts: 321 Joined: 4-April 08 From: Detroit, MI Member No.: 15,844 |
Armor maximum for a vehicle is 2*Body, 3*body for drones up to large drones.
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Mar 20 2009, 02:03 AM
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#523
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
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Mar 20 2009, 05:00 AM
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#524
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 |
Version 9h is now available.
http://www.mediafire.com/?2vyvzc2n2yn Includes fixes in Martial Arts, Magic Focus costs, Wares, Weapons, Gear and Vehicles. |
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Mar 20 2009, 05:15 AM
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#525
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Target ![]() Group: Members Posts: 58 Joined: 17-August 07 Member No.: 12,700 |
2. In version 9g, there is an option house rule [b/]that is enabled as a default[/b] which modifies availability based on grades. I believe strongly in this house rule.. without it secondhand wares are too out of wack. I have modeled after the 3rd edition rules. If you want to follow the canon availability for wares, just change the option on the main sheet, cell AF6 to 'FALSE'. I'm glad you believe in the house rule. The problem is that the sheet won't (tried it in 9h) allow you to turn it off. You have a checkbox for it, but the checkbox doesn't do anything. |
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