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> Chummer Character Generator
ShadowWalker
post Oct 26 2011, 06:02 PM
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Just noticed something really strange.
When I have ammo selected on the gear tab and I change to another item the quantity doesn't change.
It stays at 240 instead of showing the quantity for the newly selected item.
As soon as I change to another item the quantity changes to the correct quantity for the newly selected item.
It only seems to not update properly when changing from Ammo to another item.
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Nebular
post Oct 26 2011, 06:09 PM
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QUOTE (ShadowWalker @ Oct 26 2011, 12:55 PM) *
Would it be possible to filter the knowledge skill list based on what is selected in the drop down? Academic, Interest, Professional, Street, Language

I'm going to say no to this, largely because the Category for a given skill is the suggested Category, not the only possible one. What might be an Academic skill for one character might be a Professional or Interest for another. The Knowledge Skill list basically works the other way: select a Skill and it changes the Category list to the most likely one. Changing this around so that the Category limits the Skill list would mean you'd need to keep changing Categories to see if a particular Skill exists in the pre-defined list since their Categories aren't always that intuitive.
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ShadowWalker
post Oct 26 2011, 06:36 PM
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QUOTE (Nebular @ Oct 26 2011, 02:01 PM) *
I'll have to look into it. If anything it would probably be restricted to just Vehicles and Commlinks since they're the only devices with all of the listed ratings.

I have to level with you - A.I.s are a massive pain in the ass. They're forcefully shoe-horned into the existing system but don't follow most of the creation rules and make trying to support them programatically a nightmare. I don't know how much more I'm actually willing to do for them given their "make our own rules" stauts and their extremely limited use as characters.


I'm working on making one right now. The character is basically going to be played like it's an android instead of as a hacker. Going to be using an anthroform drone as it's home, use firearms the way others do, etc. Data like instead of a roving piece of software. I think this is probably the best way to play an AI character. Not the only way, but I think it fits better into a group than anything else.

Most likely physical attributes will end up being based on the way cyborgs work

Overall I think the only things that are missing is Inherent programs, and designating a home node.
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ShadowWalker
post Oct 26 2011, 06:41 PM
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QUOTE (Nebular @ Oct 26 2011, 02:09 PM) *
I'm going to say no to this, largely because the Category for a given skill is the suggested Category, not the only possible one. What might be an Academic skill for one character might be a Professional or Interest for another. The Knowledge Skill list basically works the other way: select a Skill and it changes the Category list to the most likely one. Changing this around so that the Category limits the Skill list would mean you'd need to keep changing Categories to see if a particular Skill exists in the pre-defined list since their Categories aren't always that intuitive.


Sounds good.
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Jazz
post Oct 26 2011, 07:14 PM
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QUOTE (deurk @ Oct 26 2011, 02:56 PM) *
One more check to remove from the "Verify data" option from mentors.xml and paragons.xml.

You shouldn't ask for that : this is our job to make that disappear. Otherwise, I told you how to use Xpath to remove that, you can use ctrl+H too in the result.xml.
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Jazz
post Oct 26 2011, 08:11 PM
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(I agree for / have nothing to say about other items)
QUOTE (Nebular @ Oct 25 2011, 10:00 PM) *
[*]Camera Neutralizer is already there.
Not in AR, the source is SR4 I think (in monday's gear.xml I even couldn't find it for SR4, but before maybe deurk asked you a removal)
QUOTE (Nebular @ Oct 25 2011, 10:00 PM) *
[*]Expendable Jammer, Hardening appears on AR 57 in the table on the side. The item in the table is just called "Hardening", but it's a plugin for the Expendable Jammer.
Ok, this one is errated out in french version. "hardened" is the hardening electronic option from p.58, so if you put it for these ones, you could put it for all electronic items I think, and having the difficult task to have two rating on the same item.
QUOTE (Nebular @ Oct 25 2011, 10:00 PM) *
[*]Extra-Large Vehicle Sensor is described under Improved Sensor Array on AR 138. Because all Sensors are Gear that can accept plugins, this is where the Extra-Large Vehicle Sensor needed to be placed. So I'm not making it up. (IMG:style_emoticons/default/wink.gif)
Ok, but it is "buyable" from the gear tab. Maybe it should be hidden and only callable by Chummer when the mod "Improved sensor arry" and replace only a large sensor.
QUOTE (Nebular @ Oct 25 2011, 10:00 PM) *
[*]The items listed for moving to Armor are not Armor, cannot accept Armor Mods, and do not have Capacity like Armor as they have no Armor Ratings on their respective tables. They are simply worn Gear.
I don't think that : in that case, the item named "clothes" is not an armor aswell. And you could wear like 10 swiming suits without a malus.
I think you should put them there just for the ease of use and solving questions like : "what items are destroyed if somebody shoot me" and "hey I can't use an armor, I'm wearing my desert suit".
QUOTE (Nebular @ Oct 25 2011, 10:00 PM) *
[*]One of these days I'll finally spell Esprit right! I don't know how 6 letters can screw me up so much.
Esprit means "spirit" in french. It means also ghost, but never alcohol as in english.
Remember it from ghost meaning : think of it as a sprite. Take the last E, put it front (IMG:style_emoticons/default/smile.gif)
It's a male word, btw : "un esprit" or "l'esprit".

Wich word comes from wich langage, I don't know. I think this comes from french and got to english but I'm not sure (hundreds years of war quite shuffled our languages (IMG:style_emoticons/default/smile.gif)
QUOTE (Nebular @ Oct 25 2011, 10:00 PM) *
[*]AR 37 Fragmentation Rounds: This is an anti-personnel warhead
I think this is like the rocket of SR4, not a chummer/WAR! warhead. If it were a warhead as in your warhead category (chummer/WAR! -made), it would have a '+' in front of some of its caracteristics. It got an own damage code, I think it would be ridicoulous to roll twice the damages. It comes with a static price. The seeker warhead have a '+' price, as all add-on. And War! got released way back after Ars.

Flavour text says : "This is an anti-personnel warhead for use against people. It is similar in function to fragmentation grenades and rocket warheads."
SR4 324 (nades) says "Fragmentation Grenades: These are designed to spread a cloud
of deadly shrapnel over a large area, seriously injuring soft targets. Their
damage value reduces by –1 per meter from the point of the explosion’s
origin."
SR4 325 (rocket/missiles) says "Fragmentation: Used principally against people, the warhead discharges high-speed metal or plastic-metal fragments designed to tear into unprotected flesh. These rockets/missiles are very effective against unprotected individuals, but fairly ineffective against barriers, structures, and vehicles."
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ShadowWalker
post Oct 26 2011, 08:12 PM
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Would it be possible to have "Standard Electronics" added to vehicle/drones mods and have it standard on all of them.
Then allow both "Standard Electronics" and "Modular Electronics" have plugins added to them?
The plugins being: Upgrades to Pilot, Firewall, Response and Signal. As well as Autosofts, Drone Autosofts, and Matrix Programs
The "Standard Electronics" would only allow for upgrades of up to +2 and "Modular Electronics" would allow for any upgrade.

Having things this way would help clean up some of the clutter that can develop with vehicles and drones.

Would it be possible to have a separate vehicle/drone character sheet? Since they have their own damage tracks.
Also if you upgrade the Pilot rating of a vehicle or drone it has no affect on the character sheet's list for the pilot rating. It still displays the default.

Maybe adding something to the xml to vehicles that lists the defaults for the Pilot and related attributes and then treat that node within the xml like a commlink. just add a new attribute to the xml that is modular and have it as a checkbox for modular electronics. If it's checked the vehicle has one less mod slot and can have comm upgrades greater than 2, otherwise it doesn't.
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Nebular
post Oct 26 2011, 08:22 PM
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QUOTE (Jazz @ Oct 26 2011, 03:11 PM) *
Flavour text says : "This is an anti-personnel warhead for use against people. It is similar in function to fragmentation grenades and rocket warheads."
SR4 324 (nades) says "Fragmentation Grenades: These are designed to spread a cloud
of deadly shrapnel over a large area, seriously injuring soft targets. Their
damage value reduces by –1 per meter from the point of the explosion’s
origin."
SR4 325 (rocket/missiles) says "Fragmentation: Used principally against people, the warhead discharges high-speed metal or plastic-metal fragments designed to tear into unprotected flesh. These rockets/missiles are very effective against unprotected individuals, but fairly ineffective against barriers, structures, and vehicles."

You're right. Not sure what I was thinking. They are a separate item. Mortar, Fragmentation was already in Gear and Weapons. Not sure why I thought and had a separate mortar head for it as well. Updated the Gear file to correct this.

The Extra-Large Vehicle Sensor, along with the other Sensors, can still be purchased on their own for gear-heads who want to have swappable sensors, salvage sensors from a wreck, etc.

Camera Neutrlaizer has been in the file for a long time. In the English book at least, it's on AR 59 and not in the SR4A book.
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Jazz
post Oct 26 2011, 08:32 PM
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QUOTE (Nebular @ Oct 26 2011, 08:22 PM) *
The Extra-Large Vehicle Sensor, along with the other Sensors, can still be purchased on their own for gear-heads who want to have swappable sensors, salvage sensors from a wreck, etc.
For 0Y ? My rigger player will takes 100's of them if that's free.

QUOTE (Nebular @ Oct 26 2011, 08:22 PM) *
Camera Neutrlaizer has been in the file for a long time. In the English book at least, it's on AR 59 and not in the SR4A book. If it's in a different book for French then it would be an ideal item to use the alternate book code and page number tags. (IMG:style_emoticons/default/biggrin.gif)
I was speaking about gear.xml. It's ok on today's gear.xml.
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ShadowWalker
post Oct 26 2011, 08:42 PM
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QUOTE (Jazz @ Oct 26 2011, 04:32 PM) *
For 0Y ? My rigger player will takes 100's of them if that's free.

I was speaking about gear.xml. It's ok on today's gear.xml.

The Sensor package cost nothing and people are required to be honest with the way they are used.
Within the rules, to have a sensor package that is larger than the size of the drone you need to have the Improved Sensor Array vehicle mod.
The cost of the Improved Sensor Array does cost (IMG:style_emoticons/default/nuyen.gif)
Chummer doesn't check to see if the Sensor package added is too large for the vehicle or drone or for that matter too small.

What I would like to see is the sensors put in it's own xml that includes it's rating along with a boolean called improved. Have that boolean be a checkbox for improved sensor array.
Have the sensor show up as a seporate node within the tree with it's size either be equal to the vehicle or drone size and have it be that +1 if improved is true.
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ShadowWalker
post Oct 26 2011, 08:55 PM
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Would you please add the same options for price to Mods as are available for gear.
That being Free! and Markup. The base item that's being modded might not be free or have a different cost but the mod itself might.
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ShadowWalker
post Oct 26 2011, 09:05 PM
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QUOTE (Nebular @ Oct 26 2011, 12:39 PM) *
I've updated the Gear file to include the Ammo Box/Drum. Both it and the Spare Clip now ask for a piece of text to identify what they're supposedly for when added.

How do you change it's capacity? It's defaulting to 10 and the weapon it's being used in has a capacity of 24.
Also when you buy ammo as a plugin for the Ammo Box/Drum or Spare Clip the Quantity is set to 10 and you can't change it.
On top of that it also changes the quantity of the Ammo Box/Drum or Spare Clip to be 10 if the quantity is less than 10.
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Nebular
post Oct 26 2011, 09:20 PM
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QUOTE (ShadowWalker @ Oct 26 2011, 04:05 PM) *
How do you change it's capacity? It's defaulting to 10 and the weapon it's being used in has a capacity of 24.
Also when you buy ammo as a plugin for the Ammo Box/Drum or Spare Clip the Quantity is set to 10 and you can't change it.
On top of that it also changes the quantity of the Ammo Box/Drum or Spare Clip to be 10 if the quantity is less than 10.

The Ammo Drum/Box and Spare Clips are just meant to be placeholders to show that you have them. Adding actual Ammo to them isn't a good idea since Career Mode can't find them in there (it looks for Ammo items on their own). Trying to associate Clips/Drums/Bins with Ammo for a specific Weapon makes things rather complicated.

You can always set the quantity of an item to whatever number you'd like. A lot of the ammo increments in 10s when you click the arrows, but it will allow you to type any number into the field and calculate appropriately.

I believe the number going back up to 10 is part of the same problem you mentioned earlier of the quantity field not updating properly. That should be fixed in the next update.
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ShadowWalker
post Oct 26 2011, 09:22 PM
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QUOTE (Nebular @ Oct 26 2011, 04:20 PM) *
The Ammo Drum/Box and Spare Clips are just meant to be placeholders to show that you have them. Adding actual Ammo to them isn't a good idea since Career Mode can't find them in there (it looks for Ammo items on their own). Trying to associate Clips/Drums/Bins with Ammo for a specific Weapon makes things rather complicated.

You can always set the quantity of an item to whatever number you'd like. A lot of the ammo increments in 10s when you click the arrows, but it will allow you to type any number into the field and calculate appropriately.

I believe the number going back up to 10 is part of the same problem you mentioned earlier of the quantity field not updating properly. That should be fixed in the next update.


Right now, both these items let you add things to them as a plugin, so maybe that should be disabled for these items.
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Nebular
post Oct 26 2011, 09:22 PM
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QUOTE (ShadowWalker @ Oct 26 2011, 03:55 PM) *
Would you please add the same options for price to Mods as are available for gear.
That being Free! and Markup. The base item that's being modded might not be free or have a different cost but the mod itself might.

The latest build has Markup and Free! for Vehicle and Weapon Mods when in Career Mode like the other windows.
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CitM
post Oct 26 2011, 09:44 PM
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Thanks for fast update! There is another thing i've found.

For the "Latent Awekening" quality there is no option to aktually "awake". Even if I just swap the quality against the quality i want (Adept, Mystic-Adept and so on) there is no option to improve the magic-attribute if - and here comes the point - you have already lost essence. I guess the chargen relais on that the char has not gained a magic-attribute during char-creation and flags the char as mundane.

greetings from germany, CitM
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Jazz
post Oct 26 2011, 09:59 PM
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Nebular, we are close to a new release for french fr.xml and fr_data.xml. What is missing is adv/disadv for mentor/paragon and there's a few remaining problems with cyberware.
(@skinlink : it's a strict item (SR4 p.328, no ess loss) and @Shotgun w/ Flechettes : this comes from the shotgun ammo. There's no implant that comes with flechettes and one without. The given stats SR4 p.345 (flavour p.344) are for combat (no price, no ess loss).

QUOTE (CitM @ Oct 26 2011, 09:44 PM) *
greetings from germany, CitM
Are you a courageous man and / or have courageous friends ? (IMG:style_emoticons/default/nyahnyah.gif)
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ShadowWalker
post Oct 26 2011, 10:00 PM
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QUOTE (Nebular @ Oct 26 2011, 04:22 PM) *
The latest build has Markup and Free! for Vehicle and Weapon Mods when in Career Mode like the other windows.

Other gear has it in creation mode, but vehicle and weapons mods do not.
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ShadowWalker
post Oct 26 2011, 10:04 PM
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Could you please add the ability to move items on a vehicle around, say using Ctrl+Up or Ctrl+Down or something similar. This would help with keeping items together as you add/remove mods, gear etc.
or holding down the Ctrl key when dropping an item there by placing it before or after the item it's dropped on. or something similar
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deurk
post Oct 27 2011, 12:08 AM
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How about having translation files under a language subfolder with separate xml for each category, just like in US?
Maybe under lang/fr/ for example?
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JonathanC
post Oct 27 2011, 12:18 AM
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QUOTE (Dakka Dakka @ Oct 25 2011, 02:32 PM) *
You are mistaken. Every single piece of armor encumbers the wearer. There is however an optional rule in Arsenal that you can ignore the effect of encumbrance if you only wear a single piece of armor. You can even turn on this optional rule in Chummer under Tools->Options->Optional Rules.

I stand corrected! I had actually played this way initially, and at some point there was errata or something (maybe player outcry?) that lead me to believe this had changed. I actually like this rule much better, as it makes more sense than it would otherwise, and explains why everyone doesn't just start the game with an armor jacket.
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Nebular
post Oct 27 2011, 12:39 AM
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QUOTE (ShadowWalker @ Oct 26 2011, 05:00 PM) *
Other gear has it in creation mode, but vehicle and weapons mods do not.

Nothing should have it in Create Mode, although I see right now that Vehicles does. The problem with it being in Create Mode is that markups should not affect the item's actual market value, only the amount of Nuyen you spend on it. Create Mode only knows to look at an item's cost and deduct that from the character's starting Nuyen amount, as items never record what their markup amount is. I'll be removing the Markup field from Vehicles in Create Mode.
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Nebular
post Oct 27 2011, 12:46 AM
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QUOTE (deurk @ Oct 26 2011, 07:08 PM) *
How about having translation files under a language subfolder with separate xml for each category, just like in US?
Maybe under lang/fr/ for example?

Jazz and I had talked about that before and we figured that since the core data doesn't change a whole lot in terms of adding new items (unless I miss an item or screw up a name or a new book comes out), it simply wasn't worth it to break them into 25 smaller translation files. That's a lot of extra files to manage for whomever is translating, and a lot of extra files for me to track, version, and deploy. It gets even worse if more languages get thrown into the mix. It would also me re-writing most of the Language Manager and a considerable chunk of the XML Manager and the validator.
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Nebular
post Oct 27 2011, 02:40 AM
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QUOTE (ShadowWalker @ Oct 26 2011, 05:04 PM) *
Could you please add the ability to move items on a vehicle around, say using Ctrl+Up or Ctrl+Down or something similar. This would help with keeping items together as you add/remove mods, gear etc.
or holding down the Ctrl key when dropping an item there by placing it before or after the item it's dropped on. or something similar

This one isn't doable because Vehicles are mixed content: Vehicles, Vehicle Mods, Weapons (plus Weapon Mods and Weapon Accessories), Gear, and Cyberware. Each of those primary object types is its own self-contained list of its own object type. The best it would be able to do is reorder within a given type, and even then it's only direct children of the Vehicle itself. (This is also why when a save file is loaded, the Vehicle list shows all of the Mods first, then all of the Gear, etc.)
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CeeJay
post Oct 27 2011, 07:12 AM
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There's a bug when equipping the Analyze program with program options.
Somehow the capacity for options is allways zero regardless of the Analyze program rating. Funny, because it works correctly for all the other program types...

-CJ

Edit: Sorry, if that has been answered before, but how can I run a commlink with a custom OS? When I buy Firewall and System as plugins to a commlink from the Matrix Programs tab the ratings aren't used in the commlink stats. And when I buy them from the Commlink OS Upgrade tab the ratings are used for the commlink, but a firewall rating 6 now has an availability of 16, which is also wrong...
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