My Assistant
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Jul 20 2011, 10:37 PM
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#1476
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Clothing and armor donīt have Capacity, but armor modifications like insulation have Slot-Ratings(i am just reviewing a chameleon-suit with a capacity of -11 ^^)... did I miss a rule, or do clothes have a capacity-rating? Only Armor found in Arsenal has a Capaicty, plus Full Body Armor and Urban Explorer Jumpsuit (and their helmets) from SR4A (which is described in Arsenal - AR 44 to be exact). Clothing and other armors technically do not have any Capacity. |
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Jul 20 2011, 11:45 PM
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#1477
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
I just found something on that matter on Arsenal,p.44:
Itīs either 6, or the highest armorvalue(ballistic or impact)*1.5(round up). (IMG:style_emoticons/default/smile.gif) |
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Jul 21 2011, 12:39 AM
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#1478
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I just found something on that matter on Arsenal,p.44: Itīs either 6, or the highest armorvalue(ballistic or impact)*1.5(round up). (IMG:style_emoticons/default/smile.gif) Ah, there we go. I was looking at the Armor Suit Capacity section right below that. Duh. (IMG:style_emoticons/default/nyahnyah.gif) I'll have that put in for the next update. |
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Jul 21 2011, 05:13 AM
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#1479
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Don't forget that both capacity rules are optional. You may want to flag them as such, if you implement them.
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Jul 21 2011, 05:22 AM
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#1480
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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 |
Might not have to worry too much about that, since the capacity of weapons and vehicles can be exceeded without an error or pop-up alert from Chummer. I would think that armor can be over-modded as well, with GM imposed penalties.
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Jul 21 2011, 05:50 AM
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#1481
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Moving Target ![]() ![]() Group: Members Posts: 228 Joined: 30-July 09 Member No.: 17,450 |
I don't remember seeing this, but is there a way to easily remove a PACK during character creation? I keep finding it easier to delete a character and start over than find and erase individual skills.
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Jul 21 2011, 08:02 AM
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#1482
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
Infected Qualities are there, such as Infected: Vampire, Infected: Ghoul, and Infected: Bandersnatch. They're only available to Metatypes that can actuall gain that Infected Quality. (So Bandersnatch is only available to Sasquatch, Ghouls is open to most Metatypes, and Vampire is restricted to Human) I'm sure I read in Runner's Companion that although rare there were examples of Vampire's for the other metahuman races. I'll have to check to see if the Vampire table said Human only while the text of how the virus works suggested you could have other races on rare occasions also become vampires instead of the respective variant of HMVV. never mind, can't find the one line I remember reading in the text of the descriptions on the various HMHVV strains... and the Quality does say Human only. |
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Jul 21 2011, 08:26 AM
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#1483
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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 don't recall reading that in RC, but RW (page 57) has a claim by the "author" on the article of HMHVV I that he is "personally acquainted with a vampire dwarf." because "every now and again the disease throws us a curve ball."
Honestly I'd say it's GM's call on non-human vampires. How to have Chummer handle this I'd leave to Nebular. Oh, and a glitch I found for a character in career mode, the lifestyle qualities details doesn't clear itself out when switching between one advanced lifestyle to another, and just keeps adding rows of text. Also, on the same bit, would it be possible to make it so an advanced lifestyle can be edited without having to recreate it from scratch? |
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Jul 21 2011, 12:52 PM
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#1484
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,272 Joined: 22-June 10 From: Omaha. NE Member No.: 18,746 |
Couldn't find Mook/Unrestricted Agent (Unwired, pg 100)
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Jul 21 2011, 02:04 PM
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#1485
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
I knew I saw it in the HMHVV I description somewhere... thanks SpellBinder.
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Jul 21 2011, 02:05 PM
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#1486
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
The Burnout's Way gives the same essence-discount and choice as Biowarecompatabilty.
Edit: I think the whole Magic loss through Essence loss calculation is completely wrong. At chargen one has to FIRST buy up the Magic/Res attribute, and will THEN loose some points according to the lost essence. what the calc does: Essence 4=> max magic 4 => Magic 3 costs 20 BP (this also seems to be an Option in the House Rules section) how it is supposed to be: Magic 5 costs 40 BP => Essence 4 => Magic drops to 3 |
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Jul 21 2011, 04:13 PM
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#1487
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 |
The Burnout's Way gives the same essence-discount and choice as Biowarecompatabilty. Edit: I think the whole Magic loss through Essence loss calculation is completely wrong. At chargen one has to FIRST buy up the Magic/Res attribute, and will THEN loose some points according to the lost essence. what the calc does: Essence 4=> max magic 4 => Magic 3 costs 20 BP (this also seems to be an Option in the House Rules section) how it is supposed to be: Magic 5 costs 40 BP => Essence 4 => Magic drops to 3 Actually, I tried Way of the Burnout without Biocompatibility, and got no discount at all, so I think that simply isn't working yet. |
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Jul 21 2011, 04:38 PM
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#1488
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Edit: I think the whole Magic loss through Essence loss calculation is completely wrong. At chargen one has to FIRST buy up the Magic/Res attribute, and will THEN loose some points according to the lost essence. what the calc does: Essence 4=> max magic 4 => Magic 3 costs 20 BP (this also seems to be an Option in the House Rules section) how it is supposed to be: Magic 5 costs 40 BP => Essence 4 => Magic drops to 3 This is a flaw with the way I had this working in my head. (IMG:style_emoticons/default/nyahnyah.gif) The idea was that I was leaving MAG at whatever you had it set to because you'd really just put it back to that number after the ESS loss, completely forgetting that it should still cost you the points because you'd effectively go from 5 -> 4, then buy back up to 5 (and that in reality, modifiers like ESS loss aren't applied to the character until the very end in the Finishing Touches: Final Statistics phase of character development - SR4A 88). This will be fixed in the next update. |
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Jul 21 2011, 08:08 PM
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#1489
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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 |
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Jul 21 2011, 08:41 PM
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#1490
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Moving Target ![]() ![]() Group: Members Posts: 269 Joined: 25-September 06 Member No.: 9,467 |
A rigger friend of mine is having trouble with his drone mounted Ingram Smartgun Xs. He keeps trying to load ammo for them and it tells him he does not have any Submachine Guns ammo left - even though he has 500 rounds of Ex-explosive (Submachine Guns) sitting in his gear. The guns have an External Source listed under ammo. It works fine if you add it to a weapon in the weapons section, but not if you attempt to under the vehicle / drones tab
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Jul 21 2011, 08:52 PM
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#1491
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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 |
A rigger friend of mine is having trouble with his drone mounted Ingram Smartgun Xs. He keeps trying to load ammo for them and it tells him he does not have any Submachine Guns ammo left - even though he has 500 rounds of Ex-explosive (Submachine Guns) sitting in his gear. The guns have an External Source listed under ammo. It works fine if you add it to a weapon in the weapons section, but not if you attempt to under the vehicle / drones tab I came across that issue too, but found the solution. Right click on the weapon mount itself, and choose Gear from the menu that appears. It's the standard gear list, so you need to go to the top for ammo. The rest you should already know how to do. The problem I found with this is that belt fed weapons, like LMGs, are still limited to their maximum instead of 250 rounds that Arsenal says can be loaded. Others that use magazines, like the Ingram Smartgun X, are limited to their normal magazine payload. |
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Jul 21 2011, 11:08 PM
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#1492
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
The negative quality "Delusion" canīt be specified.
EDIT: Is it possible(custom content) to add a DV-modifier to a specialization(my custom martial art is supposed to only add DV to blades attacks with cyberimplants)? EDIT2: Because a spur is considered not only a cyber-, but a bladeweapon, it should benefit from a martial arts "+1DV on Blades attacks". |
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Jul 21 2011, 11:58 PM
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#1493
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Moving Target ![]() ![]() Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Tried to add the Lockheed Vulcan Large Drone and I got this Exception:
System.NullReferenceException: Object reference not set to an instance of an object. Did a little "shopping spree". So far, that's the only Large Drone that threw that Exception. The Cyberspace Design Wolfhound (Medium Drone) also did. It should probably be "Designs" as well. Exceptions: Large - Lockheed Vulcan Medium - Cyberspace Design Wolfhound Micro - None found Mini - Ferret RPD-1X Small - The Ares Sentinel R Series is listed twice, no Exceptions found Thanks for the quick addition of the Electronic Firing variant btw! EDIT: Also, I can't seem to find the Desktop Forges (Arsenal, p130). |
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Jul 22 2011, 12:06 AM
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#1494
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Note-fields(yes once again) would be even better, when the icon shows if something is already written.
I donīt really know how to code, but could there be added some kind of <check if text inside=>ifyes=dark;ifno=light> ? This would be even more useful when u start to add more note-fields. (IMG:style_emoticons/default/wink.gif) A user would see to which items he made notes quite easily that way. (IMG:style_emoticons/default/smile.gif) Please comment if this is possible, even if it is low priority. (IMG:style_emoticons/default/wink.gif) |
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Jul 22 2011, 12:54 AM
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#1495
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Tried to add the Lockheed Vulcan Large Drone and I got this Exception: ... etc ... EDIT: Also, I can't seem to find the Desktop Forges (Arsenal, p130). I've updated the Vehicles and Gear files to fix the little quirks and add the missing items. Thanks for catching these. (IMG:style_emoticons/default/smile.gif) |
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Jul 22 2011, 12:55 AM
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#1496
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Note-fields(yes once again) would be even better, when the icon shows if something is already written. I donīt really know how to code, but could there be added some kind of <check if text inside=>ifyes=dark;ifno=light> ? This would be even more useful when u start to add more note-fields. (IMG:style_emoticons/default/wink.gif) A user would see to which items he made notes quite easily that way. (IMG:style_emoticons/default/smile.gif) Please comment if this is possible, even if it is low priority. (IMG:style_emoticons/default/wink.gif) Should be doable since I'm able to colour the Qualities. |
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Jul 22 2011, 01:03 AM
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#1497
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Burnout's Way gives the same essence-discount and choice as Biowarecompatabilty. The Qualities data file has been updated to correct this. Since you can choose either Bioware or Cyberware, the Quality has been split into The Burnout's Way (Bioware) and The Burnout's Way (Cyberware). |
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Jul 22 2011, 01:04 AM
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#1498
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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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Jul 22 2011, 01:06 AM
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#1499
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Is it possible(custom content) to add a DV-modifier to a specialization(my custom martial art is supposed to only add DV to blades attacks with cyberimplants)? EDIT2: Because a spur is considered not only a cyber-, but a bladeweapon, it should benefit from a martial arts "+1DV on Blades attacks". No, DV bonuses can only be applied to weapon categories like Hold-Outs or Blades. One potential way around this is to apply a DV bonus to Weapons that belong to the Cyberware category. |
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Jul 22 2011, 01:11 AM
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#1500
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I don't remember seeing this, but is there a way to easily remove a PACK during character creation? I keep finding it easier to delete a character and start over than find and erase individual skills. No, there is no way to remove a PACKS Kit from a character once it has been applied. |
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