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#1251
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Being able to add options to a matrix program attached to a commlink would also be nice.
Also, attaching ammo to guns is... "available" once you're in career mode. There's a button labeled Reload, and the DV and AP values adjust according to the type of ammo chosen. |
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#1252
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 ![]() |
This is a stupid thing, but I haven't been able to find operating systems, where are they?
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#1253
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
This is a stupid thing, but I haven't been able to find operating systems, where are they? You can either type out the name of the OS in the gear search box, or choose "Add As Plugin" on a commlink already in your gear and you'll see a "Commlink Operating System" option (which won't show up for the standard gear) that lists all of the current OS's. |
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#1254
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
I just got back from my vacation...
I bet I´ve already got 3 kids from you, but i have to scream again: NEBULAR, I LOVE U MATE! Charactersharing is an awesome idea. The way i see it lots of people already use chummer, numbers rising. With this feature we will have dozens of fresh n funny nsc´s ec. at hand within days, maybe a couple hundred within few months. (IMG:style_emoticons/default/biggrin.gif) I going to share some of my nscs, too, I´d say. ^^ Suggestions for charsharing: A more complex search engine. Examples: +make an "advanced search" with multiple possible search options -author -metatype(variant/hmvv/surge/drake/ai ec.) -ethnicity(type it urself n see if u find something;most users should be able to type "german" or "french" without typos during creation (IMG:style_emoticons/default/nyahnyah.gif) ) -magician/adept/mundane/technomancer ec. -MAYBE even a wanted quality(using a dropdown) -by a piece of gear? -MAYBE occupation(start with some examples like "ganger" or "Konsec" and let users add additional ones(maybe review them first or choose a mod for that(we don´t want "Fucktard" or "Mofucker" as an occupation, do we?)) Those would be the most important thinks i can think of... OH! Not quite. (IMG:style_emoticons/default/biggrin.gif) BIG IDEA: When charexchange works you could enable a vehicle/weapon-exchange(not everyone knows how to build an effective/deadly/awesome drone or stuff (IMG:style_emoticons/default/nyahnyah.gif) ) ->in combo with an option to attach notes/smugshots to vehicles/weapons that would be hawt! ... that could lead to a loads of pg-gear on many charsheets, but a gm would just have to review more carefully... or it could be noted inside chummer, that a certain item was downloaded Now I can´t think of anything else for the moment. ^^ EDIT: Alright... I may have another suggestion. (IMG:style_emoticons/default/nyahnyah.gif) Some players/chars r fast to meet many nsc´s and maybe get them to become contacts. But not every gm wants his players to know those contacts connection-rating on the spot. It would be great to add a "?"-rating(going down from "1") as a possibility for nsc´s added in carrier-mode. EDIT2: The knight errant skillsoft-cluster isn´t supported yet. My char has move-by-wire1, which would provide enough skillwire for both internal skillsofts to run on rating2(my gm allowed the skillwire to "cut" the rating of the activesofts in the cluster). |
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#1255
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Target ![]() Group: Members Posts: 24 Joined: 30-November 09 Member No.: 17,921 ![]() |
Where is the post with the latest download links? I've checked the last ~10 pages or so and can't find a link to anything, only one I've found is the one in the first post.
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#1256
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
Where is the post with the latest download links? I've checked the last ~10 pages or so and can't find a link to anything, only one I've found is the one in the first post. The file in the first post is always kept up2date. (IMG:style_emoticons/default/wink.gif) @Nebular: U should probably edit the first post and make a BIG hint regarding this ever-occuring question. (IMG:style_emoticons/default/grinbig.gif) |
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#1257
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Where is the post with the latest download links? I've checked the last ~10 pages or so and can't find a link to anything, only one I've found is the one in the first post. As McDougle said, it's in the first post on the first page. Or it's right here (IMG:style_emoticons/default/smile.gif) http://www.dndjunkie.com/dev/chummer/Chummer.zip |
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#1258
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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#1259
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
The knight errant skillsoft-cluster isn´t supported yet. My char has move-by-wire1, which would provide enough skillwire for both internal skillsofts to run on rating2(my gm allowed the skillwire to "cut" the rating of the activesofts in the cluster). This will be fixed in the next update. The only catch is that you'll need to remove your Move-by-Wire, then re-add it so it picks up the knowledge of Skillwire Ratings. |
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#1260
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Target ![]() Group: Members Posts: 5 Joined: 5-July 11 Member No.: 32,774 ![]() |
Quick question... one of the players last night was trying to use reload and fire to keep track of her bow ammo (using a collapsible bow, rating 5). When she hit reload, the arrow ammo showed up listed as current ammo (or gave her the choice for more than one type), but ammo remaining stayed at 0. Hitting fire just results in the out of ammunition message.
I wasn't sure if this was an issue or if we were doing something wrong here. Thanks! |
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#1261
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Quick question... one of the players last night was trying to use reload and fire to keep track of her bow ammo (using a collapsible bow, rating 5). When she hit reload, the arrow ammo showed up listed as current ammo (or gave her the choice for more than one type), but ammo remaining stayed at 0. Hitting fire just results in the out of ammunition message. I wasn't sure if this was an issue or if we were doing something wrong here. Thanks! Ah, I see. The problem is that Bows have their Ammo set to 0, so when you reload, it refills the Bow with 0 arrows, and Fire think you're out of ammo. I've updated the Weapons file to mark Bows and Crossbows as SS with 1 Ammo which takes care of the problem. Just have her update the file, remove the Bow (since it has the inaccurate information), then buy the Bow back for free. |
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#1262
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Was just looking for a way to clear a loophole in karma costs at character creation, as I'd expect going from rating 3 to 4 would cost 4 karma if the limit is exceeded, yet it only costs 2 karma per rating no matter what in chummer. I'm wondering if this is why they didn't include free Knowledge Skills in the Karma build system. The catch is that you can't identify which Ratings were acquired for free, and which ones weren't, which is important since the cost of each successive Rating is higher than the last. Were the free points spent on the higher Ratings? Lower Ratings? Middle ones? Which Skills? In this case, I'd think it would be fairest to say that it spreads as evenly as possible amongst the low Ratings first. So if you had 9 free Knowledge and 4 Knowledge Skills at Rating 4 it would look something like: Skill 1 Rating 4: 3 free from Knowledge. Paying for Rating 4. (4 Karma) Skill 2 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Skill 3 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Skill 4 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Does this seem right? |
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#1263
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
I'm wondering if this is why they didn't include free Knowledge Skills in the Karma build system. The catch is that you can't identify which Ratings were acquired for free, and which ones weren't, which is important since the cost of each successive Rating is higher than the last. Were the free points spent on the higher Ratings? Lower Ratings? Middle ones? Which Skills? In this case, I'd think it would be fairest to say that it spreads as evenly as possible amongst the low Ratings first. So if you had 9 free Knowledge and 4 Knowledge Skills at Rating 4 it would look something like: Skill 1 Rating 4: 3 free from Knowledge. Paying for Rating 4. (4 Karma) Skill 2 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Skill 3 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Skill 4 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Does this seem right? This does seem complicated... I always thought that the points u spend first r for free(but then chummer would have to check in which order the skills were chosen, right?). |
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#1264
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,272 Joined: 22-June 10 From: Omaha. NE Member No.: 18,746 ![]() |
Would it be a good idea to grey out a skill group if an individual skill is purchased? (i.e. if you buy Pistols, you can no longer invest in Firearms).
Reload: I like the feature, but it doesn't allow for additional clip with two ammo types or simply switching out clips. Would a list of purchased ammo for that firearm type under it be more useful or over complicate things? |
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#1265
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
This does seem complicated... I always thought that the points u spend first r for free(but then chummer would have to check in which order the skills were chosen, right?). It doesn't know anything about the order that things were chosen in Create Mode. It just knows it has been told that Skill X is now Rating Y. (IMG:style_emoticons/default/smile.gif) |
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#1266
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
The Operating System can be changed on a commlink, but right now the only software that can be attached to it is the Matrix Specific Software. Being able to attach Tacsoft, Sensor Software, and Skillsofts to a commlink would be nice. Gear has been updated to add these. |
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#1267
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
Omg, we are already keeping you busy for 4 months now. XD
8 more months to go to be really proud about it. (IMG:style_emoticons/default/nyahnyah.gif) |
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#1268
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Would it be a good idea to grey out a skill group if an individual skill is purchased? (i.e. if you buy Pistols, you can no longer invest in Firearms). Reload: I like the feature, but it doesn't allow for additional clip with two ammo types or simply switching out clips. Would a list of purchased ammo for that firearm type under it be more useful or over complicate things? The clip thing is something I'll have to work on later. I'm not entirely sure how I'm going to handle that yet. I was originally looking at disabling Skill Groups if you took one of the Skills, but went with what I'm currently doing instead. If you take something like Pistols, then realise you'd rather have the Firearms Group, you can just put points into Firearms instead, and it will automatically refund the points you spent on Pistols without having to go back and remove them yourself. It becomes a little more convenient if you have 2 or 3 of the Skills from that Group already and realise you'd just rather take the Group and don't have to hunt down and decrease each of those Skills to do it. (IMG:style_emoticons/default/smile.gif) |
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#1269
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
The clip thing is something I'll have to work on later. I'm not entirely sure how I'm going to handle that yet. I was originally looking at disabling Skill Groups if you took one of the Skills, but went with what I'm currently doing instead. If you take something like Pistols, then realise you'd rather have the Firearms Group, you can just put points into Firearms instead, and it will automatically refund the points you spent on Pistols without having to go back and remove them yourself. It becomes a little more convenient if you have 2 or 3 of the Skills from that Group already and realise you'd just rather take the Group and don't have to hunt down and decrease each of those Skills to do it. (IMG:style_emoticons/default/smile.gif) Works in build mode but in career mode I think the skill group should only be available if all the skills that make up the skill group have the same rating. |
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#1270
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Works in build mode but in career mode I think the skill group should only be available if all the skills that make up the skill group have the same rating. In Career Mode they shouldn't be available if you've put a single Rating into any Skill in that Group since you've essentially broken a Group with Rating 0 by putting a point into the Skill, though that's not how Chummer currently handles it I see. (IMG:style_emoticons/default/smile.gif) |
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#1271
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
I would like to see mods being allowed on items that can be both a mod and modded. I'm thinking that <capacity></capacity> should be changed to <capacity uses="" available=""/> If uses is not there then it can't be put in things, and if available is zero or not there then things can't be put in it. This is finally being worked on! (IMG:style_emoticons/default/biggrin.gif) |
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#1272
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
I'm wondering if this is why they didn't include free Knowledge Skills in the Karma build system. The catch is that you can't identify which Ratings were acquired for free, and which ones weren't, which is important since the cost of each successive Rating is higher than the last. Were the free points spent on the higher Ratings? Lower Ratings? Middle ones? Which Skills? In this case, I'd think it would be fairest to say that it spreads as evenly as possible amongst the low Ratings first. So if you had 9 free Knowledge and 4 Knowledge Skills at Rating 4 it would look something like: Skill 1 Rating 4: 3 free from Knowledge. Paying for Rating 4. (4 Karma) Skill 2 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Skill 3 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Skill 4 Rating 4: 2 free from Knowledge. Paying for Rating 3 and 4. (7 Karma) Does this seem right? It could be the reason why it wasn't included. As for the karma costs, though what I suggested looks like would give characters more free karma for knowledge skills, your solution looks good too (using your example and my suggestion, the knowledge skills would have cost 8 karma after the free points were used instead of 25 as your method would calculate; maybe x6 would be better instead in my original request). And I'd agree to spreading the free points across the lower ranks first as you suggested. As for the weapon mod "Additional Clip", I don't know how much reworking it would take, but if chummer somehow registered all weapons with something like "Magazine1" for their ammo, and the Additional Clip mod added "Magazine2" to the weapon with their own Fire! & Reload buttons... Or something, I'm just kinda rambling half thoughts here on this subject. |
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#1273
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
In Career Mode they shouldn't be available if you've put a single Rating into any Skill in that Group since you've essentially broken a Group with Rating 0 by putting a point into the Skill, though that's not how Chummer currently handles it I see. (IMG:style_emoticons/default/smile.gif) Although, if you put 1 point in each skill you can start to buy them as a group. So if you buy pistols at 1 during character creation and then during play you buy automatics, and longarms at 1 you can now buy Firearms at 2. |
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#1274
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,272 Joined: 22-June 10 From: Omaha. NE Member No.: 18,746 ![]() |
Although, if you put 1 point in each skill you can start to buy them as a group. So if you buy pistols at 1 during character creation and then during play you buy automatics, and longarms at 1 you can now buy Firearms at 2. SR4A Pg 270: QUOTE Skill Groups: If a character improves any skill in a skill group individually instead of improving the group, the remaining skills are treated as individual skills with individual levels from that point—in other words, the skill group no longer exists. I'm not sure what rule you're using that supersedes the above rule. |
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#1275
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
As for the weapon mod "Additional Clip", I don't know how much reworking it would take, but if chummer somehow registered all weapons with something like "Magazine1" for their ammo, and the Additional Clip mod added "Magazine2" to the weapon with their own Fire! & Reload buttons... Or something, I'm just kinda rambling half thoughts here on this subject. My understanding, based on what I have seen people write about clips is thus. Each clip is specific to a weapon, they are not interchangeable. If this is the case then a specific weapon would need to be selected when the clip is purchased. This means that each clip as a capacity based on the weapon selected. Allow for ammo to be placed in the clip, attached. Allow for a clip to be attached to a weapon. Only one clip can be attached, unless the weapon is modded for multiple clips (there is one as I recall). When you fire a weapon it removed ammo from the clip. Have a swap clip option on the weapon. This would take the attached clip and put in in general gear (unattach it from the weapon), and give the option to select which non-attached clip to attach to the weapon. Give the clips an load and unload button. Could use the reloading firearms table on page 324 of SR4A to determine how much to add. Might need to allow for selecting of ammo listed in gear for what to add to the clip. Thinking of this also makes me think that gear could use to broad categories. Instead of Selected Gear being the base of the tree, have two items Stored Gear and Carried Gear. That way you can differentiate between gear the character has on them and that which is back in storage at home. |
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Lo-Fi Version | Time is now: 10th March 2025 - 06:16 PM |
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