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LG117
post Jul 12 2011, 07:01 PM
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QUOTE (ShadowWalker @ Jul 12 2011, 10:12 AM) *
Right click the vehicle and click on Add Gear.
Then use the drop down list to find Autosofts.

I am hoping to see a tree node that will look like the sensor package but is the Pilot/Comm for Vehicles and Drones.
The idea being remove Pilot as a base attribute and instead add it as a grouped item to the vehicles and drones.
This way the Response, Pilot, Signal, Firewall and Autosofts all get attached to this item in the tree.
You could have the current <Pilot> entry as the base of a node in the vehicles entry in the tree just like a commlink. Then allow for other things to be added to it.


Thank you. That did the trick. I keep forgetting that I can select the top item before it expands into a sub category. In this case, I kept skipping "Select Gear" since I thought I could only choose the sub categories of "Add as Plugin" or "Add Nexus".

As I'm learning the program, I keep stumbling on things that I know I'll want later, or somewhere else, then loosing them when I need them. (IMG:style_emoticons/default/smile.gif)

Thanks everyone.
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McDougle
post Jul 12 2011, 09:03 PM
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Connection is one of the two ratings contacts have. (IMG:style_emoticons/default/smile.gif)

My face will get to know a lot of people and i want to add them as contacts(starting with loyalty at 1 and making notes regarding those contacts in that function u added, yay (IMG:style_emoticons/default/smile.gif) ), but I donīt want to bug my SL for connection-ratings every time. (IMG:style_emoticons/default/wink.gif)

And not all of them(hopefully!) will have connection:1, so connection:? would fit way better until its necessary to ask my gm for that info. (IMG:style_emoticons/default/wink.gif)
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Arkiya
post Jul 12 2011, 09:05 PM
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I noticed that hawk eye (perception +1) and nasty vibe (intimidation +3) aren't figuring in as dice pool modifiers over in the skills total. I wasn't sure if this was intentional on the part of hawk eye, since it is technically related to distance perception, but I thought I'd check.

Thanks so much!
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ShadowWalker
post Jul 12 2011, 09:42 PM
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QUOTE (McDougle @ Jul 12 2011, 04:03 PM) *
Connection is one of the two ratings contacts have. (IMG:style_emoticons/default/smile.gif)

My face will get to know a lot of people and i want to add them as contacts(starting with loyalty at 1 and making notes regarding those contacts in that function u added, yay (IMG:style_emoticons/default/smile.gif) ), but I donīt want to bug my SL for connection-ratings every time. (IMG:style_emoticons/default/wink.gif)

And not all of them(hopefully!) will have connection:1, so connection:? would fit way better until its necessary to ask my gm for that info. (IMG:style_emoticons/default/wink.gif)


When you click on Add Contact it will give you a place to enter Connection and Loyalty as a rating for contacts.
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McDougle
post Jul 12 2011, 09:58 PM
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I know, SW... But i canīt enter "?" for connection, which is exactly what Iīd like to do. (IMG:style_emoticons/default/wink.gif)

And another suggestion:

While reviewing a character i noticed, that the special attribute Magic counts towards the "Build Point Summary" total. It would be great to count:
Attributes X(X+Y+Z)BP
X=normal attributes y=magic or resonance z=Edge
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ShadowWalker
post Jul 12 2011, 10:57 PM
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QUOTE (McDougle @ Jul 12 2011, 04:58 PM) *
I know, SW... But i canīt enter "?" for connection, which is exactly what Iīd like to do. (IMG:style_emoticons/default/wink.gif)

And another suggestion:

While reviewing a character i noticed, that the special attribute Magic counts towards the "Build Point Summary" total. It would be great to count:
Attributes X(X+Y+Z)BP
X=normal attributes y=magic or resonance z=Edge


If you don't know the rating you should be able to just leave it blank.

They are not counting towards the limit on base attributes. Magic, Resonance and Edge are counted separately but displayed as part of the total for all attributes.
Having it display them individually in the manner you suggest would be nice though.
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McDougle
post Jul 13 2011, 12:43 AM
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QUOTE (ShadowWalker @ Jul 13 2011, 12:57 AM) *
If you don't know the rating you should be able to just leave it blank.

They are not counting towards the limit on base attributes. Magic, Resonance and Edge are counted separately but displayed as part of the total for all attributes.
Having it display them individually in the manner you suggest would be nice though.


I know they donīt count. Its only to have a faster insight(to check if a player used all available GP for attributes for example).



The connection-rating for new contacts always starts at "1". (IMG:style_emoticons/default/biggrin.gif) I canīt leave it blank in the current version.
But that is exactly what Iīd like to do, because not everyone i meet on the streets will turn out as connection=1. (IMG:style_emoticons/default/wink.gif)



p.s.:
Please reorganize/better resize the contacts column. My face got so many contacts, that itīs really hard to manage/keep track with the current installation(on my gaming laptop at least).

[img]http://imageshack.us/f/829/contactsd.png[/img]
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LG117
post Jul 13 2011, 01:32 AM
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Just a couple small bugs that I have noticed recently:

1 - Pilot Program Rating 5 costs only 1,250 instead of 12,500.

2 - When adding the Maneuver Autosoft to a vehicle, if you do not type in something when the dialog box prompts you for a vehicle type, it will cause an error. The Maneuver Autosoft will be added, but without that text field. You can not delete the Maneuver Autosoft, because it will cause the same error as when you added it.

3 - (not sure if this is a bug or me not knowing) There seems to be no way to tie the Optimization (UN 198) of a Commlink to a particular program. I can add things like Advanced Materials, Camouflage, Laser Link and Personality Software to it though. Maybe it got flagged for the wrong sub-category? It appears to be Commlink General now.

Again, this program is great work. I am amazed how far it has come since the original post only a couple of months ago.
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Wizard_Thoarin
post Jul 13 2011, 02:47 AM
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When a character has a particularly long Condition Track... like say a Troll with a 9 body... the character sheet is breaking at an odd place. It also happens if the skill list of a character is long enough to push the condition track down so that one or two lines of the condition track end up on the next page.

Also, for some reason some Condition tracks say "OVR" and "Dead" for overflow damage on the character sheet while others do not (a couple different characters). Even though it looks like the overflow damage boxes are added onto the end of the Physical Condition Track. The ones that don't seem to say "OVR" and "Dead" seem to have quite a few overflow damage boxes like the Troll with a 9 body mentioned above.

I've also got one character where the Armor table and the last part of the condition track seem to break across pages and another where the tables for Ranged Weapons and Melee Weapons break across pages.

I updated the program Sunday morning (roughly 8:00 am Pacific Time) just before starting to update my players characters for a game later that day.
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SpellBinder
post Jul 13 2011, 06:45 AM
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Found a glitch with the new free knowledge/karma skills setup. First time something like this happened for me where the program completely froze when setting the rating for knowledge skills beyond the free points in the karma build.

I isolated this to happening when the character has a specialization in a knowledge skill and has not yet used up the free knowledge skill points and upping a rating moves into spending karma, but as a work-a-round the specialization can be added after using up the free points and going on to karma.

Otherwise I am liking this change for the knowledge skills.

Added: Just found that chummer will also freeze if there's a knowledge skill with a specialization and you reduce the ratings to below that threshold of free points as well.

Added: Also noticed an error in the math, though I think it stems from how languages work. Noticed that when I had a character with the knowledge skill points used up and upped a knowledge skill from a 1 to a 2, with all but one at 2 and that one at 3, instead of 3 karma being spent 5 were spent. Now if the singular native language was changed to 1, then only 3 karma was spent instead. In monkeying around a little more, I think that if a character were Bilingual (or had multiple native languages by some house rule), this is really going to mess things up in the math. Probably related to how you have chummer recognize a language at a rating of N so it'll show up in the printouts. . o O ( I hope this makes sense, it's late and my thinking isn't too linear. )
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Nebular
post Jul 13 2011, 02:21 PM
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QUOTE (Arkiya @ Jul 12 2011, 04:05 PM) *
I noticed that hawk eye (perception +1) and nasty vibe (intimidation +3) aren't figuring in as dice pool modifiers over in the skills total. I wasn't sure if this was intentional on the part of hawk eye, since it is technically related to distance perception, but I thought I'd check.

Thanks so much!

Hawk Eye grants a situational bonus (+1 to Perception to spot something at a distance) which doesn't apply to all Perception Tests in general. Chummer only applies non-situational bonuses to Skills. If it was a flat +1 to Perception, it would have been added, but in this case it was omitted since it doesn't apply to all of your Perception Tests.

Nasty Vibe, however, applies a straight +3 modifier to Intimidation so it should have been included, but I accidentally left it out. I've updated the qualities.xml file to correct this.
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Nebular
post Jul 13 2011, 02:26 PM
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QUOTE (McDougle @ Jul 12 2011, 07:43 PM) *
I know they donīt count. Its only to have a faster insight(to check if a player used all available GP for attributes for example).

The connection-rating for new contacts always starts at "1". (IMG:style_emoticons/default/biggrin.gif) I canīt leave it blank in the current version.
But that is exactly what Iīd like to do, because not everyone i meet on the streets will turn out as connection=1. (IMG:style_emoticons/default/wink.gif)

Even Contacts who are squatters who know only other squatters have a Connection Rating of 1 (see SR4A 286). Connection 1 is the lowest it can go - they know very few people of social influence, if any, and is really only good for their Knowledge Skills. If a Contact's Connection is "unknown", it should be assumed they're a Connection 1 until they've proven otherwise.
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McDougle
post Jul 13 2011, 02:29 PM
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QUOTE (Nebular @ Jul 13 2011, 04:26 PM) *
Even Contacts who are squatters who know only other squatters have a Connection Rating of 1 (see SR4A 286). Connection 1 is the lowest it can go - they know very few people of social influence, if any, and is really only good for their Knowledge Skills.

U donīt understand what i mean! (IMG:style_emoticons/default/sleepy.gif)

My char met a Vory-Soldier for example and heīs going to meet lots of people of that sort. I donīt always want to ask my gm for every person: "So, does he have connection 2,3,4 or even 5?"
I just want to put a "?" so i can ask him when its really necessary. XD (A wellknown Vory-Soldier wonīt have a connection=1 rating (IMG:style_emoticons/default/wink.gif) )

Its also way more interesting to see: Oh, Iīve got 5 contacts which I donīt know well enough.

Than only seeing: Gawd damnit, all my contacts have connection 1... I suck at making contacts. ^^

At least on first sight. Do you catch my drift now? (IMG:style_emoticons/default/twirl.gif)
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Nebular
post Jul 13 2011, 02:39 PM
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QUOTE (LG117 @ Jul 12 2011, 08:32 PM) *
Just a couple small bugs that I have noticed recently:

1 - Pilot Program Rating 5 costs only 1,250 instead of 12,500.

2 - When adding the Maneuver Autosoft to a vehicle, if you do not type in something when the dialog box prompts you for a vehicle type, it will cause an error. The Maneuver Autosoft will be added, but without that text field. You can not delete the Maneuver Autosoft, because it will cause the same error as when you added it.

3 - (not sure if this is a bug or me not knowing) There seems to be no way to tie the Optimization (UN 198) of a Commlink to a particular program. I can add things like Advanced Materials, Camouflage, Laser Link and Personality Software to it though. Maybe it got flagged for the wrong sub-category? It appears to be Commlink General now.

Again, this program is great work. I am amazed how far it has come since the original post only a couple of months ago.

1 - Fixed. Vehicles data file has been updated.

2 - Argh. I thought I caught these. This will be fixed in the next update.

3 - The Gear data file has been updated so that Optimization (appears in the Commlink Option Category) asks for a Program Name when it is added.
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Nebular
post Jul 13 2011, 02:41 PM
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QUOTE (McDougle @ Jul 13 2011, 09:29 AM) *
U donīt understand what i mean! (IMG:style_emoticons/default/sleepy.gif)

My char met a Vory-Soldier for example and heīs going to meet lots of people of that sort. I donīt always want to ask my gm for every person: "So, does he have connection 2,3,4 or even 5?"
I just want to put a "?" so i can ask him when its really necessary. XD (A wellknown Vory-Soldier wonīt have a connection=1 rating (IMG:style_emoticons/default/wink.gif) )

Its also way more interesting to see: Oh, Iīve got 5 contacts which I donīt know well enough.

Than only seeing: Gawd damnit, all my contacts have connection 1... I suck at making contacts. ^^

At least on first sight. Do you catch my drift now? (IMG:style_emoticons/default/twirl.gif)

The field need to be a numeric value. Would 0 be OK?
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Nebular
post Jul 13 2011, 02:42 PM
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QUOTE (ShadowWalker @ Jul 12 2011, 05:57 PM) *
They are not counting towards the limit on base attributes. Magic, Resonance and Edge are counted separately but displayed as part of the total for all attributes.
Having it display them individually in the manner you suggest would be nice though.

Attributes BP will be broken out into Primary Attributes BP and Special Attributes BP in the next update to make this clearer.
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McDougle
post Jul 13 2011, 03:17 PM
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0 would be great. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 13 2011, 03:19 PM
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QUOTE (McDougle @ Jul 13 2011, 10:17 AM) *
0 would be great. (IMG:style_emoticons/default/smile.gif)

k. In the next update then. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 13 2011, 03:25 PM
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QUOTE (McDougle @ Jul 12 2011, 07:43 PM) *
p.s.:
Please reorganize/better resize the contacts column. My face got so many contacts, that itīs really hard to manage/keep track with the current installation(on my gaming laptop at least).

[img]http://imageshack.us/f/829/contactsd.png[/img]

This will be fixed in the next update. The Delete button is just a bit too wide and wants to scroll horizontally when that vertical scroll bar appears. (IMG:style_emoticons/default/nyahnyah.gif)
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McDougle
post Jul 13 2011, 03:41 PM
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QUOTE (Nebular @ Jul 13 2011, 05:25 PM) *
This will be fixed in the next update. The Delete button is just a bit too wide and wants to scroll horizontally when that vertical scroll bar appears. (IMG:style_emoticons/default/nyahnyah.gif)


If youīve got the time on your hand(that doesnīt have high priority) it would also be great to be able to enable a seperate contacts-section(like "Character Info") in the options.

That would be awesome for faces with 10+ contacts. (IMG:style_emoticons/default/biggrin.gif) If thatīd be possible you could also add in those neat note-windows underneath or on the side of each contactīs info.

(IMG:style_emoticons/default/cyber.gif)

*contacts for the win!*
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Nebular
post Jul 13 2011, 04:40 PM
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QUOTE (SpellBinder @ Jul 13 2011, 01:45 AM) *
Found a glitch with the new free knowledge/karma skills setup. First time something like this happened for me where the program completely froze when setting the rating for knowledge skills beyond the free points in the karma build.

... etc.

Both of these will be fixed in the next update. It was getting stuck in an infinite loop trying to calculate free the Karma cost when there was a Specialization. The math error you found was because it was incorrectly marking 0-Rating Knowledge Skills as costing 2 Karma. Oops.
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McDougle
post Jul 13 2011, 04:57 PM
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Umm... I already suggested alot again... but one thing more for the list(not important, but a would-be-nice):

There are many different categories for vehicles, but only one for drones. It would be cool to split them into the listed micro,mini,small,large ec.. (IMG:style_emoticons/default/smile.gif)



Keep going Nebular, you sir, are awesome! (IMG:style_emoticons/default/notworthy.gif)

EDIT:
Bone Density Augmentation(Bioware) isnīt counted in when Chummer calculates melee damage(with hardliner gloves for example).
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Nebular
post Jul 13 2011, 07:40 PM
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QUOTE (McDougle @ Jul 13 2011, 11:57 AM) *
There are many different categories for vehicles, but only one for drones. It would be cool to split them into the listed micro,mini,small,large ec.. (IMG:style_emoticons/default/smile.gif)
Bone Density Augmentation(Bioware) isnīt counted in when Chummer calculates melee damage(with hardliner gloves for example).

Yeah, that Drone list was getting a little unruly when you had all of the books turned on. I've updated the Vehicles data file to break the Drones out into different categories.
The Bioware file has been updated as well to make Bone Density Augmentation do Physical damage.
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SpellBinder
post Jul 13 2011, 07:50 PM
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QUOTE (Nebular @ Jul 13 2011, 09:40 AM) *
Both of these will be fixed in the next update. It was getting stuck in an infinite loop trying to calculate free the Karma cost when there was a Specialization. The math error you found was because it was incorrectly marking 0-Rating Knowledge Skills as costing 2 Karma. Oops.

Kinda figured that on both, but having been in the tech support industry figured you'd like the extra details of the circumstance causing it all in the first place. To me, it makes it easier to track the issue down.

And it looks like I'll have to update my custom vehicles file for the drones.

Oh, and a couple things on qualities, particularly the negative ones. For Geas, can you add in a <selecttext />? Would be nice to be able to track the Geas condition on the character sheet. Also, on metagenetic qualities, as the negative ones cannot be bought off with karma (RC, page 110), I would think that the normal negative qualities that can be acquired by SURGE should be marked differently, like "Nano Intolerance (SURGE)" to indicate this (unless there's a way to have chummer tell that a quality cannot be removed in career mode). I know I can certainly do a custom file to cover this for my personal uses, but as this isn't exactly a RAI thing (like the concealable holster bit before), I'd think this would be part of the base program itself.

And thanks for putting up with my ramblings in doing such a great job, Nebular.
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McDougle
post Jul 13 2011, 07:52 PM
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Youīre the boss. (IMG:style_emoticons/default/smile.gif) Boss-MVid
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