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> Chummer Character Generator
KarmaInferno
post Aug 12 2011, 07:08 PM
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QUOTE (Nebular @ Aug 12 2011, 10:58 AM) *
The Underbarrel Weapon Mod should probably be removed since there's an Underbarrel Wepaon option when you right-click on a Weapon. This isn't currently available for Vehicles and is something I'll have to add. I've also found that you're currently not allowed to add Weapon Mods and Accessories to Underbarrel Weapons, even though you should be able to. Not sure if these will be in the next update, but they'll get done.

Ahah, since I was working from the Vehicle tab I had not realized this. Thanks!

QUOTE (Nebular @ Aug 12 2011, 10:58 AM) *
You can create custom data files as describe in the Chummer Wiki. The only catch is that content from the core data files supercedes anything in custom files with the same name, so if you want a variation on some core item, you'll need to give it a unique name in your custom data file.

Nifty, I'll look into this.

QUOTE (Nebular @ Aug 12 2011, 10:58 AM) *
The Mechanical Arm mod is a pain in the butt. The problem is that Vehicle Mods don't actually allow anything to be added to them except in this one case. It wouldn't be so bad if it was just Gear, but now a Vehicle Mod needs to be aware of Cyberware. This one is going to take some work if it ends up happening. (IMG:style_emoticons/default/nyahnyah.gif)

What's odd is that standard vehicle mods that come stock (as opposed to user-added mods) seem to be treated differently. I can currently add gear to a user added Mechanical Arm, for example, but not one that comes standard on a vehicle.

QUOTE (Nebular @ Aug 12 2011, 12:18 PM) *
Vehicles with an Extra-Large Vehicle Sensor (like the Celebrian Striker (AR 115) has a fixed Sensor Rating that does not match the 6 that Extra-Large Vehicle Sensors supposedly have. To make things even more complicated, all of the Vehicles/Drones have their own Sensor Rating and do not lend anything to trying to figure out what the Sensor Ratings should be (for example, select 5 random Vehicles with a Vehicle Sensor and you'll find that they have a range of Sensor Ratings). I don't think this will be happening.

Hm. I hadn't been aware that the vehicle and drone sensor packages themselves had sensor ratings, those are usually part of the individual vehicle stats.

Hmm. I dunno how the code logic goes on this program, but perhaps something like:
IF "User Added Sensors" THEN "Average of added Sensors that have ratings",
OTHERWISE IF ("Improved Sensor Capacity" AND "Sensor Size" = "Vehicle") THEN 6,
OTHERWISE "Listed Vehicle Sensor Rating"

Hm?




-k
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McDougle
post Aug 12 2011, 07:52 PM
Post #1752


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To clarify:
1. Too bad, that Camouflage Suits canīt choose their pattern at the start(I just remembered, that this doesnīt work as of now(custom clothing ^^ ) )

2. Antidotes should choose a value, because normal antidotes are only for one type of toxin.

Unwired: p.94
A new idea:
CHoose if a program is bought HACKED(a checkbox would be sufficient, calculating the prize to a 10th).
Afterwards their could be this dialogue:
->Check "Regular Updates"? Yes/No(it degenerates, but Chummer has no way to calculate that... or does it? XD )
->Yes= Choose Lifestyle(Dropdown menu) and add the monthly update-cost OR Create a new "lifestyle"(create one lifestyle for the sumup-cost of all chosen monthly program-updates(to calculate the cost of one prog, just take 10 percent of the difference between the bought (cracked) price and the price of the prog minus 1rating-point) which is handled seperately).

... I am certain, that this can be implemented... why does it sound so fraggin complicated? (IMG:style_emoticons/default/ninja.gif)

a=rating of the bought cracked prog
price for a monthly program-update(in a lifestyle)=0.1*(a-(a-1))


/Unwired: p.94
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Humbug Hermit
post Aug 12 2011, 08:35 PM
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QUOTE (Nebular @ Aug 12 2011, 10:09 AM) *
From what I can see, Karma and Metatype are working correctly. If I take an Ork (normally 20 BP) and build a character with 200 Karma, I should be able to buy up to 140 Karma worth of Attributes (1/2 starting Karma + (Metatype BP * 2)). The Metatype's BP is never deducted from the character's Karma total. I cannot find any errata for Runner's Companion or anything in the FAQ that says it should work any differently. Am I missing something?


Officially, no, there's no rule in the English version that states that characters pay their metatype cost in karma. However there's this little snippet floating around online:

http://forum.rpg.net/showthread.php?543683...10#post13008310

Supposedly one of the original authors of the karma gen system for 4th edition posted errata which has been adapted into the German release (I can't say for sure, this might just be a rumor as I've never seen any of the German editions). The big differences listed are that attributes cost 5x new rating (instead of 3x in the earlier Runners Companion releases) and that metatypes pay their BP cost in karma.

Granted it's not official but I've heard of a few people using these rules and they are the ones I go with for my game. It would be nice to have the option to toggle metatype cost on or off in the options karma cost tab.

Again though, a great piece of software. I rarely bother with character builders as they tend to be more trouble then they are worth or really clunky and awkward to use but Chummer is proving to be very helpful in building npcs.
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McDougle
post Aug 12 2011, 10:21 PM
Post #1754


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I own the german 2009 print of RunnersCompanion and can certify Humbugīs post.

A metatype is paid with karma regarding the BP-cost and attributes their new rating*5. (IMG:style_emoticons/default/smile.gif)



*at least when it comes to SR its sometimes good to be german (cuddles his "Berlin 2073") (IMG:style_emoticons/default/nyahnyah.gif) *
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Nebular
post Aug 13 2011, 01:34 AM
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QUOTE (McDougle @ Aug 12 2011, 05:21 PM) *
I own the german 2009 print of RunnersCompanion and can certify Humbugīs post.

A metatype is paid with karma regarding the BP-cost and attributes their new rating*5. (IMG:style_emoticons/default/smile.gif)



*at least when it comes to SR its sometimes good to be german (cuddles his "Berlin 2073") (IMG:style_emoticons/default/nyahnyah.gif) *

This one's going to be an Optional Rule then, since the English version says they cost nothing. Attributes are already set to New Rating * 5 for their Karma Cost and can be set in Options to another value if desired. *sigh* Be nice if they'd actually standardise things. (IMG:style_emoticons/default/ohplease.gif)
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McDougle
post Aug 13 2011, 02:43 AM
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QUOTE (Nebular @ Aug 13 2011, 03:34 AM) *
Be nice if they'd actually standardise things. (IMG:style_emoticons/default/ohplease.gif)

And donīt promote "new" books, which are actually only a compilation of... kinda lame... pdfīs. ^^

Lets just hope 2012 is a better Shadowrun-Year( with novels XD ). (IMG:style_emoticons/default/smile.gif)
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Socinus
post Aug 13 2011, 05:09 AM
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QUOTE (Nebular @ Aug 10 2011, 01:51 PM) *
That's weird. The download should be for the latest version of .NET 4. You could always try using the web installer version, or better yet, run Windows Update which should automatically find all of the available updates for .NET 4.

That worked, thank you (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Aug 13 2011, 08:39 AM
Post #1758


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Found a glitch in the modified Magic attribute maximum during character creation in karmagen. If you Initiate to a higher level then downgrade the Initiation, the Magic maximum does not recalculate until you go to add an initiation level that was lower than it was previously. For example, if you Initiate to level three your maximum Magic goes up to 9, but if you drop the Initiation down the maximum Magic remains at 9; add an Initiation level again and as long as it was lower, the maximum Magic then recalculates properly.

Don't know if the same is for Resonance and Submersion, but it might be worth taking a look into that as well.
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McDougle
post Aug 13 2011, 12:41 PM
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p. 160 Attitude

(Armor/Clothing Mod) Color Changing ->165Ĩ

maybe there are some others on that page not yet implemented. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Aug 13 2011, 02:39 PM
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QUOTE (McDougle @ Aug 13 2011, 07:41 AM) *
p. 160 Attitude

(Armor/Clothing Mod) Color Changing ->165Ĩ

maybe there are some others on that page not yet implemented. (IMG:style_emoticons/default/smile.gif)

Armor data file has been updated to add the 4 missing items. (IMG:style_emoticons/default/wink.gif)
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Nebular
post Aug 13 2011, 02:39 PM
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Build 175
  • reducing a character's Initiate/Submersion Grade in Career Mode now reduces the Attribute's Maximum accordingly
  • Skills now properly use their Skillsoft's Rating when printing
  • revised Vehicle context menu so that Add Gear and Add Weapon appear in the Gear and Weapons menus respectively and is more intuitive
  • added a tooltip to DV on the Spells tab which shows the base DV for the selected Spell at all of the Forces the Magician can cast the Spell at
  • increasing a Skill to Rating 7 now correctly doubles the cost in Create Mode
  • Foci with <selecttext /> now appear in the Focus list properly
  • fixed an issue where attempting to bond a Weapon Focus in Career Mode would throw an error
  • added missing Vehicles from War!
  • added Grenade Plugin: Gecko from War!
  • added missing Heavy Mortar and Howitzer Ammo from War!
  • added range information for Heavy Mortar and Howitzer
  • new Contacts are placed in the correct location when the list is scrolled
  • new Enemies are placed in the correct location when the list is scrolled
  • date can now be changed when editing an Expense Entry
  • added support for Cyberzombies (Special > Convert to Cyberzombie)
  • added an optional rule for Metatypes cost Karma equal to their BP (disabled by default) to accommodate the German books which say that Metatypes cost Karma whe
Outstanding Items
  • Vehicle Mod Cyberware
  • Vehicle Underbarrel Weapons
  • Underbarrel Weapon Mods and Accessories
  • Delete Expenses
  • Gear Cost % Adjustment
  • Weapon Firing Modes
  • Omae Character Feedback
  • GM Character Management/Karma/Nuyen/Gear Distribution
  • Multiple Clips and Different Ammo
  • A.I. Inherent Programs
  • Cheat Sheets?
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Sengir
post Aug 13 2011, 05:54 PM
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QUOTE (Nebular @ Aug 12 2011, 05:18 PM) *
I did a little bit of looking into this and noticed a huge problem with trying to do this: The only Sensor that has any sort of Sensor Rating is the Extra-Large Vehicle Sensor (AR 138 says it's 6).

Not a Sensor rating, a Signal rating (IMG:style_emoticons/default/wink.gif)

The Signal rating (which determines range and possibly jamming) and Capacity are fixed for each category of sensor package (micro, mini, vehicle...). What is different for each vehicle and can be upgraded is the Sensor rating, which determines how good the sensors are.
How exactly sensors are upgraded is covered in the Arsenal errata (those were the days...)

Each vehicle and drone has a Sensor rating that acts as an abstract composite of all of the sensors in the vehicle combined. This rating represents the fact that only a combined array of 4 or more sensors can provide effective multidirectional maneuvering, tactical solutions, and spatial awareness to a vehicle.
Individual sensors in an off-the-lot vehicle’s sensor package have a default rating equal to the vehicle’s base Sensor rating. This Sensor rating should be used for most situations and is equal to the average rating of all the sensors in a package (rounded up.) Sensors that do not possess ratings are treated as if they had a rating equal to the vehicle’s default Sensor rating.
Under certain circumstances, a gamemaster may decide that certain vehicle sensors may not apply, or that only one specific type of sensor is relevant to the situation at hand. Some sensors might just not be suitable for the given task, may be pointing into the wrong direction, and so on. Alternately, the character may elect to use only one sensor for a particular job (such as taping a nearby conversation with a camera or audio mike). In these cases consider the applicable sensor to have the same rating as the vehicle’s Sensor rating, though if the character has previously modified the sensor package, the individual sensor may use its own rating (if higher.)
If a character improves the ratings of all of the individual components in a sensor package, the overall Sensor rating of the vehicle should also be improved accordingly. For the purpose of improvement, sensors that do not have a rating are considered to be automatically upgraded, when all the remaining sensors in a package are improved to a higher rating.
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Nebular
post Aug 13 2011, 06:00 PM
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QUOTE (Sengir @ Aug 13 2011, 12:54 PM) *
Not a Sensor rating, a Signal rating (IMG:style_emoticons/default/wink.gif)

The Signal rating (which determines range and possibly jamming) and Capacity are fixed for each category of sensor package (micro, mini, vehicle...). What is different for each vehicle and can be upgraded is the Sensor rating, which determines how good the sensors are.
How exactly sensors are upgraded is covered in the Arsenal errata (those were the days...)

Look, it was a Friday, it was a slow day, waiting for a 3-day weekend, wanting to get home and play Civ V, I was tired and lazy, and some other excuses that I'll make up to cover for my brain not picking up on that difference! (IMG:style_emoticons/default/biggrin.gif)
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LG117
post Aug 13 2011, 09:31 PM
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I'm having trouble marking my character as "Created" since it complains I have 3 more items with Avail higher than 12 than allowed. As near as I can find, I have one item (concealed turret on a van) and I have the Restricted Gear quality for that.

I do have 2 drones which have Improved Takeoff and Landing L2 (16 Avail), but those are integrated into the chassis by default. The Drone's availability is 6R and that should include its innate takeoff and landing.

With the Turret and 2 Drones, that's a total of 3 things above 12. The drones themselves should be less than 12 and the Turret should be covered by the Restricted Gear quality. Is there something I am missing? Is there a way to display what exceeds 12? Even when I change the rating limit in the options it does not allow me to publish the character.

Thanks.
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Nebular
post Aug 13 2011, 10:05 PM
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This should take care of it!

Build 176
  • Weapon Modifications and Accessories can now be added to Underbarrel Weapons
  • Vehicle Mods that come pre-installed with a Vehicle are no longer considered for Availability restrictions when marking a character as Created
  • Weapon Modifications and Accessories are no longer considered for Availability restrictions when marking a character as Created
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KarmaInferno
post Aug 13 2011, 10:14 PM
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Minor error: The GM Mr. Fix-it 2071 should be a Medium drone, not a Small drone.

Hm. Could there be a way to name vehicles, like you can weapons? Aside from customizing reasons, it would let you name a vehicle one of the variant models listed. (Like naming the above drone "Evo MetaAssistant")



-k
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Nebular
post Aug 13 2011, 10:36 PM
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QUOTE (KarmaInferno @ Aug 13 2011, 05:14 PM) *
Minor error: The GM Mr. Fix-it 2071 should be a Medium drone, not a Small drone.

Hm. Could there be a way to name vehicles, like you can weapons? Aside from customizing reasons, it would let you name a vehicle one of the variant models listed. (Like naming the above drone "Evo MetaAssistant")

-k

Vehicles file has been updated. I'll add the naming thing to the list.
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LG117
post Aug 13 2011, 10:44 PM
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QUOTE (Nebular @ Aug 13 2011, 05:05 PM) *
This should take care of it!

Build 176
  • Weapon Modifications and Accessories can now be added to Underbarrel Weapons
  • Vehicle Mods that come pre-installed with a Vehicle are no longer considered for Availability restrictions when marking a character as Created
  • Weapon Modifications and Accessories are no longer considered for Availability restrictions when marking a character as Created


Thanks. I updated Chummer, then removed my Restricted Gear quality and added it back. I was able to publish the character with no issues after those steps.

Keep up the fantastic work!
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TP13
post Aug 14 2011, 12:03 AM
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DG 18. There should be Supernatural Toughness(stun) and Supernatural Toughness (physical) as seperate adept powers.

AG 113 Dynamic Handprints, Retinal Adjusters and Voice Mimic Nanocybernetics do not have ratings limitations. Chummer currently limits them to rating 6.

War 126. The edgecrusher combat bike should have a rienforced weapon mount with a Stoner Ares M202 already equiped. The text says its a unique autocannon but the stats match the M202 exactly.

War 163. Emergency Field Dressing should be added to survival gear

War 162. Anti Aircraft Assist, MRSI softawre, Tactical Satellite Mapping and Mark 74 Smartlink could all be added as complex forms maybe?.

UN 114. the Chaser drone autosoft should go up to rating 4

UN 149. The karma cost and method for aquiring skillsoft complex forms is incorrect. Skillsoft CFs are bought all at once and cannot be improved later by karma per the unwirred errata. Also Skilsoft CFs should be eligable for simsense program options. The cost of skillsoft CFs is one karma per rating point +1 karma for each program option or program option rating.

UN 176 Dissonant Streams could be added with a selectable fading attribute and selectable sprites

UN 189 Reality Amplifier Software/Chip should specify which type ( Breakdown, Focus, Oracle, or Red Alert). These may also be available as Complex Forms?

SM 57. If or when you decide to, it would be nice to add the Great Form Spirit options to the critter section.

Thanks again for all of your great work on this program.
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McDougle
post Aug 14 2011, 01:14 AM
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QUOTE (Nebular @ Aug 13 2011, 04:39 PM) *
[*]added a tooltip to DV on the Spells tab which shows the base DV for the selected Spell at all of the Forces the Magician can cast the Spell at


Nice, but not done yet.

DV should display as "Drain" and ratings, which need to be rounded should be rounded down(so drain for F/2-rating 3 should show as 2, not as 35 (IMG:style_emoticons/default/wink.gif) ).

EDIT;
Thx for the updates from Attitude so fast... I *love* customization. (IMG:style_emoticons/default/biggrin.gif)
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KarmaInferno
post Aug 14 2011, 04:34 AM
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-Back on the Underbarrel Weapon again, it correctly halves the underbarrel weapon's ammo capacity in the program, but in the Character Viewer it's at full non-halved value.

-When I add Sapient Education to a Pixie, it costs 20 BP as it should, but it also counts it against the 35 BP Positive Quality limit.

-Also, forgive me if this has been covered before, but where to race-inherent qualities/powers show up? Like Vanishing, Uneducated, Concealment, etc.


Thanks for all the work!




-k
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Humbug Hermit
post Aug 14 2011, 09:38 AM
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QUOTE (Nebular @ Aug 13 2011, 11:09 AM) *
Build 175

Damn, nice work.

Another thing I noticed, Redmond isn't in the specialty list for Area Knowledge: Seattle. I added it to my own file but I just wanted to give a heads up.

Any word on if cyborgs / cranial containment units will be included? I couldn't find it in the gear or cyberware sections.
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Bobby
post Aug 14 2011, 10:26 AM
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QUOTE (Nebular @ Aug 13 2011, 03:39 PM) *
Build 175
    ...
  • added a tooltip to DV on the Spells tab which shows the base DV for the selected Spell at all of the Forces the Magician can cast the Spell at


This is a wonderful feature but throws an exception for Heal and Antidote. I suspect it will for the other odd drain spells like Cure Disease, Decomtamination, Detox, resist pain, and Stabilize

Not sure if there's any outside Healing.
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McDougle
post Aug 14 2011, 01:18 PM
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[Quality] Black Market Pipeline needs to be defined( < /selecttext> please).
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McDougle
post Aug 14 2011, 01:22 PM
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Another way to implement hacked programs:

Add a checkbox "Hacked" to all programs/software. Clicking the box would reduce the prize to a tenth, but also mark the bought program as "Hacked"(users can check and calculate their monthly expenses for updates themselves).
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