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#1101
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 4-August 12 From: Cincinnati, OH Member No.: 53,107 ![]() |
It should do this already. I know it works for blades at least, I had a +1DV advantage for blades and it gave me the extra DV on all bladed weapons in the list. Hmmm. OK, doesn't look like this is occurring for one of my current characters. He is using custom martial arts (Iaido and Kendo) to get the DV bonus to blades, but the advantages are standard. I'll check it out w/ Ars Cybertechnica providing the advantage. |
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#1102
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 ![]() |
Hmmm. OK, doesn't look like this is occurring for one of my current characters. He is using custom martial arts (Iaido and Kendo) to get the DV bonus to blades, but the advantages are standard. I'll check it out w/ Ars Cybertechnica providing the advantage. I had it show the bonus from 2 sources - Arnis and Sangre |
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#1103
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Target ![]() Group: Members Posts: 34 Joined: 22-July 12 Member No.: 53,078 ![]() |
critterpowers.xml IIRC. You'd THINK that, but nope, the actual powers free spirits can take (and their costs) are listed in the metavariants.xml :x On that note, I'd like to make a BIG new request for a back-end overhaul: Nebular, could you re-work things so that the Free Spirit critter powers are listed in the critterpowers.xml the same way that adept powers are listed in powers.xml? I was hoping to make some custom changes to let Spirits take a could of different adept powers, but the way spirit powers are set up right now is just... strange. The Aura Masking power doesn't even seem to be in the critterpowers.xml at all, even though Free Spirits (and lots of critters in the critter file) reference it. :x |
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#1104
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
Going to add True Drakes to the list of Qualities? I'm just kind of curious. Hmm... or would they be in the critter section?
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#1105
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
I've just noticed a rather hideous issue with updating the language files that is the result of the recent change I made to download compressed versions of data files; it doesn't use compression with the language files which I thought would be OK (turns out I was wrong). I'll have a fix for this available this evening. If you update the application manually, everything will be OK. If you're using automatic updates, chances are the app will get stuck in an infinite loop trying to update the French language files that it will never successfully update. If you're encountering this issue, you can download the files manually using the links below. Once they're downloaded, place both files in your Chummer\lang directory and you should be back to normal. http://www.chummergen.com/dev/chummer/lang/fr.xml http://www.chummergen.com/dev/chummer/lang/fr_data.xml Build 409
The additional Spell from the new book Land of Plenty has also been added. |
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#1106
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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 ![]() |
Got a new error when trying to do the update. I think most of it actually got through with some repeated attempts.
CODE See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IO.InvalidDataException: The magic number in GZip header is not correct. Make sure you are passing in a GZip stream. at System.IO.Compression.GZipDecoder.ReadHeader(InputBuffer input) at System.IO.Compression.Inflater.Decode() at System.IO.Compression.Inflater.Inflate(Byte[] bytes, Int32 offset, Int32 length) at System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count) at System.IO.Compression.GZipStream.Read(Byte[] array, Int32 offset, Int32 count) at Chummer.OmaeHelper.Decompress(Byte[] gzip) at Chummer.frmUpdate.wc_DownloadFileCompleted(Object sender, AsyncCompletedEventArgs e) at System.Net.WebClient.OnDownloadFileCompleted(AsyncCompletedEventArgs e) at System.Net.WebClient.DownloadFileOperationCompleted(Object arg) |
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#1107
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Moving Target ![]() ![]() Group: Members Posts: 243 Joined: 15-July 12 From: Everywhere that's in the middle of nowhere. Member No.: 53,043 ![]() |
Got a new error when trying to do the update. I think most of it actually got through with some repeated attempts. CODE See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IO.InvalidDataException: The magic number in GZip header is not correct. Make sure you are passing in a GZip stream. at System.IO.Compression.GZipDecoder.ReadHeader(InputBuffer input) at System.IO.Compression.Inflater.Decode() at System.IO.Compression.Inflater.Inflate(Byte[] bytes, Int32 offset, Int32 length) at System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count) at System.IO.Compression.GZipStream.Read(Byte[] array, Int32 offset, Int32 count) at Chummer.OmaeHelper.Decompress(Byte[] gzip) at Chummer.frmUpdate.wc_DownloadFileCompleted(Object sender, AsyncCompletedEventArgs e) at System.Net.WebClient.OnDownloadFileCompleted(AsyncCompletedEventArgs e) at System.Net.WebClient.DownloadFileOperationCompleted(Object arg) Try pulling his zip file straight from the website and unpack it. This should give you a fresh copy. |
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#1108
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Target ![]() Group: Members Posts: 94 Joined: 28-July 11 From: NE Pennsylvania Member No.: 34,232 ![]() |
Is there a way to make Chummer display pre-installed cyber accessories in a custom file? Like the cyber eyes show an Image Link by default?
And has the processor load of commlinks been fixed yet? |
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#1109
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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 ![]() |
Try pulling his zip file straight from the website and unpack it. This should give you a fresh copy. Yeah, done. But the workaround of redownloading from the source zip file for any further updates makes having an update feature within the program pointless. |
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#1110
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 4-August 12 From: Cincinnati, OH Member No.: 53,107 ![]() |
Quick question: Is there an option for breaking a skill group at creation in Chummer? I can't seem to find it under Options\Optional Rules or House Rules.
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#1111
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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 ![]() |
Not that I can recall, but there are times that I'd like to have such an option during character creation.
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#1112
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 4-August 12 From: Cincinnati, OH Member No.: 53,107 ![]() |
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#1113
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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 ![]() |
Just had a thought for a functionality request. In SR4a, page 65, there's a section on "Rushing The Job", where a character can cut the time interval for a skill test in half, but then 1's and 2's count towards a glitch. Just wondering if a checkbox can be added to include this.
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#1114
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Moving Target ![]() ![]() Group: Members Posts: 243 Joined: 15-July 12 From: Everywhere that's in the middle of nowhere. Member No.: 53,043 ![]() |
Quick question: Is there an option for breaking a skill group at creation in Chummer? I can't seem to find it under Options\Optional Rules or House Rules. There's not an option for it nor needed. If you have a skill group reduce it to 0 then raise the individual skills. If you want to see the individual skills; put 1 point in the skill group, sort your view to see skills > 0 , reduce the skill group to 0. You can now put points in the individual skills where they are easy to see. |
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#1115
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 4-August 12 From: Cincinnati, OH Member No.: 53,107 ![]() |
There's not an option for it nor needed. If you have a skill group reduce it to 0 then raise the individual skills. If you want to see the individual skills; put 1 point in the skill group, sort your view to see skills > 0 , reduce the skill group to 0. You can now put points in the individual skills where they are easy to see. The scenario I was in was wanting to buy the skill group to 3, then break the group by either raising one of the skills in the group to 4 or adding a specialization to it while maintaining the other skills in the group at 3. This is mentioned as legal in SR4A subject to GM approval. There's a check box to allow regrouping after having previously broken a group on the Tools\Options\Optional Rules tab but none for allow the breakage during creation. |
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#1116
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Moving Target ![]() ![]() Group: Members Posts: 138 Joined: 10-July 12 Member No.: 53,016 ![]() |
The scenario I was in was wanting to buy the skill group to 3, then break the group by either raising one of the skills in the group to 4 or adding a specialization to it while maintaining the other skills in the group at 3. This is mentioned as legal in SR4A subject to GM approval. There's a check box to allow regrouping after having previously broken a group on the Tools\Options\Optional Rules tab but none for allow the breakage during creation. It's legal to do, but I don't think it's legal at character creation. I don't have my books within arms reach at the moment, but I believe that, at character creation, you can't do this. |
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#1117
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 ![]() |
Quick feature request :
We have the possibility to filter skills with different possibilities. Would it be possible to add one that only shows skills with a rating of 0 ? I'd like that to be sure I didn't forgot a useful skill. |
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#1118
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 12-October 03 From: Germany, Regensburg Member No.: 5,709 ![]() |
I see that all complex form cost 2 karma to learn and have to be increased then for more karma. This seems wrong for everything emulated, as it is stated there, that you thread it first and then simply pay it's rating in karma (+1 per option) to learn it. So, when emulating TacSoft, the costs should be 1 per rating and not 2 for getting it, 2 for increasing it to rating 2, etc. Same thing for SimRig, imho.
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#1119
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 12-October 03 From: Germany, Regensburg Member No.: 5,709 ![]() |
Additionally, I've got a strange problem: When trying to load a character on my XP Netbook, which works perfectly fine on my Windows 7 desktop machine, I get an error. I already downloaded the latest chummer .zip file and reinstalled it, but that doesn't seem to help. Installing the latest .NET Updates also doesn't seem to change anything.
CODE See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Chummer.frmCareer.cboStream_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e) at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value) at System.Windows.Forms.ListControl.set_SelectedValue(Object value) at Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.409 Win32 Version: 0.0.0.409 CodeBase: file:///D:/Programme/Chummer/Chummer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.278 built by: RTMGDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.282 built by: RTMGDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.269 built by: RTMGDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
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#1120
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Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 11-September 05 Member No.: 7,729 ![]() |
Maybe I'm just not seeing how to do it, but a feature request: the ability to put notes on the vehicle sensor location or the ability to indicate an added sensor in the tree is free if the player and GM have hashed-out what, exactly, came standard in a given vehicle's specific sensor package.
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#1121
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 ![]() |
It's legal to do, but I don't think it's legal at character creation. I don't have my books within arms reach at the moment, but I believe that, at character creation, you can't do this. It could, perhaps, go under house rules? My campaign is doing that too. Apart from that, I love Chummer! Just starting using it, and it's great. |
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#1122
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Moving Target ![]() ![]() Group: Members Posts: 138 Joined: 10-July 12 Member No.: 53,016 ![]() |
Potential bug found:
When calculating Matrix Initiative, you use INT + Commlink Response, which is all fine and dandy. Unless you do what I do when creating hackers, and have multiple commlinks with upgraded Response. In the case of my current character, I've got an INT of 4 and 2 commlinks, both with a Response of 4. Furthermore, both Commlinks have Hot Sim added to them, and per SR4A page 236: QUOTE If you’re running with hot sim, your Matrix Initiative equals your commlink’s Response + your Intuition + 1. However, the Matrix Initiative is not adding the 1 for Hot Sim being added to the commlink. This character's Matrix Initiative, total, should be 9 (INT 4 + Commlink Response 4 + Hot Sim 1), but is coming across currently as 12. |
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#1123
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Moving Target ![]() ![]() Group: Members Posts: 243 Joined: 15-July 12 From: Everywhere that's in the middle of nowhere. Member No.: 53,043 ![]() |
Optional Rule: Break up skill groups during character creation.
SR20A Pg 68 This is the rule being employed by lorechaser and Sid Nitzerglobin; in line with their request. |
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#1124
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Moving Target ![]() ![]() Group: Members Posts: 243 Joined: 15-July 12 From: Everywhere that's in the middle of nowhere. Member No.: 53,043 ![]() |
Maybe I'm just not seeing how to do it, but a feature request: the ability to put notes on the vehicle sensor location or the ability to indicate an added sensor in the tree is free if the player and GM have hashed-out what, exactly, came standard in a given vehicle's specific sensor package. Right click the sensor and select notes |
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#1125
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 4-August 12 From: Cincinnati, OH Member No.: 53,107 ![]() |
It's legal to do, but I don't think it's legal at character creation. I don't have my books within arms reach at the moment, but I believe that, at character creation, you can't do this. I think I was applying my own set of circumstances for this particular game in my interpretation of the text and the way I worded my post (I was about 4 Bells Two Hearteds into the night/morning at the time as well (IMG:style_emoticons/default/biggrin.gif) ): SR4A p.84 To acquire a skill group for your character, you must pay 10 BP per level of expertise you wish to acquire. (Since skill groups contain three or four skills together, this is actually cheaper than purchasing each skill individually.) Starting characters may raise purchased skill groups to a maximum rating of 4. Skill groups may not be broken up into individual skills for further improvement and specializations may not be taken for skill group skills at character creation—although, as always, individual gamemasters are free to allow this option. This GM allows it. Would be nice to have a way to enable it in Chummer but no biggy. Haven't really looked into the possibility or effort level to create my own house rule. I'm probably not going to need it any time soon unless one of my characters get whacked. |
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Lo-Fi Version | Time is now: 19th May 2025 - 08:20 PM |
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