My Assistant
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Oct 3 2012, 10:32 PM
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#1201
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,210 Joined: 5-September 05 From: Texas Member No.: 7,685 |
This is a great aid. Please keep up the good work.
On the Game Master Summary, could you add in the martial arts info if any If it would also be great if a Firearm's AP and Damage code would be adjusted due to the ammo being used. Say AK97 (Base 6P Damage -1 AP) with APDS ammo would show up as 6P Damage -6 AP. It would really help any GM trying to run a game. A second Print button or a Print Preview button that you could set to the character viewer to always use a particular character sheet would also be nice. A GM would usually want to see the character using the Game Master Summary for example. Thanks |
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Oct 3 2012, 11:43 PM
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#1202
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Still does not seem to work for semi-automatic pistols, for example Ares Predator IV Also equipment dice pool modifiers from Laser Sight and Red Dot Sight are also omitted. Could you please add them in the same way as the smartgun dice pool modifier. Looks like I missed the Semi-Automatics and Revolvers specializations. I'll have these and the Dice Pool modifiers added in the next update. |
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Oct 3 2012, 11:57 PM
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#1203
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I noticed the Securetech Ensemble with Helmet still had 9 capacity. I assume this is because it is taking the impact of 6, x1.5, and yielding 9. However, Securetech does not have the ( c ) tag for components, and thus the total ratings don't "combine" into "one" item like clothing outfits do (the outfit tag is on Arsenal p45, and is absent from Securetech on p49). As such the "Ensemble" entry for Securetech should be limited at 6 capacity. However, it should probably be capacity 6 for each individual piece, same as modifying a series of helmets or shields would be. I realize the entire Ensemble entry is basically a point of convenience, meaning how this is ultimately handled is open to interpretation. But it seems to me that something should not be possible on the Ensemble which is not actually possible on the individual parts (for fact-checking purposes). As such, allowing 9 capacity of modifiers, when none of the items can actually get that mechanically, seemed worth mentioning. If you want to keep it how it is, I understand. It is your program, and an area where "GM-calls" are basically being made. I just wanted to outline my thinking so it was not misunderstood as simply doing 6x1.5 incorrectly. Thank you for the opportunity to offer feedback. Edit: Found something else. Gel-Packs, Ruthenium Polymer Coating, Shock Frills, and YNT Softweave cost zero capacity when taken as "clothing" upgrades, but consume one capacity when taken as "armor" upgrades. For example, on a Lined Coat, they take 1, but on an Armante Designer Fashion item they take 0. I don't know of any reason why that would be the case, so reporting it as suspect. Likewise, Runflat Sandals take up one capacity, when perhaps they should be zero as they are independent footwear rather than a modification to another item (technically, they're a base armor item with rating 0/0, and should maybe be moved off the modification table and show up as a base fashion item so they can receive their own modifications). I see what you mean. That had never even crossed my mind. I'll have the ensemble Capacities increased to be 6 per component (24 for non-Helmet, 30 for Helmet versions) in the next update. I'll also fix up the Capacity for the Armor Mods you mentioned; I think those came from a misunderstanding of the rules for Capacity when applied to Clothing (it should be 1 or Rating, not 0). I'll also move the Runflat Sandals to the Clothing Category. |
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Oct 3 2012, 11:58 PM
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#1204
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Just a small niggle I have spotted. The Cartel Courier is listed at 530K but book price is 53K? (IMG:style_emoticons/default/ohplease.gif) Whoops! Fixed in the next update. (IMG:style_emoticons/default/smile.gif) |
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Oct 4 2012, 12:19 AM
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#1205
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
First off, you misspelled Karma in the House Rules option you just added. In the program it says "Karama". Thanks for catching this! I'll have this fixed in the next update. The other items will take some time. (IMG:style_emoticons/default/wink.gif) |
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Oct 4 2012, 12:19 AM
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#1206
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Also with the latest version you are still able to select magical skills (counterspelling, spellcasting, summoning etc.) for the adept power "improved ability", which shouln't be allowed as per power description (only technical, vehicle, physical and social) I never noticed that until you pointed it out. I'll have this fixed in the next update. |
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Oct 4 2012, 12:42 AM
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#1207
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 418
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Oct 4 2012, 06:03 AM
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#1208
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,102 Joined: 23-August 09 From: Vancouver, Canada Member No.: 17,538 |
Cool. Thanks for the quick update. Now the bad news. I noticed a typo in sniper rifles. The Walther WA-2100 is listed as Walter. Missing an h. Also the Diving Armour should have Insulation 1 as the wet suit in the core book does. At least, I assume the reference (p336 SR4A) to giving +1 dice to resist cold means a wet suit has insulation 1. Last, I think Sensor RFID tags should have a capacity of 1 so you can install micro cameras or microphones into them (pg 334 SR4A) or other 1 capacity sensors into them.
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Oct 4 2012, 08:15 AM
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#1209
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 |
Oh, I remembered something else that came up when I was helping one of my players set up their gear.
I noticed you add the Sensor Package automatically to a vehicle/drone when it is added. Don't the vehicles come with a set of actual sensor functions by default as well? In Arsenal it gives the example for a full 12 Capacity Vehicle Sensor, and doesn't really give advice as to what smaller drones get automatically, but is there a way to add these default functions for free to the base package so my players can see the listings and know what they have on their vehicles? |
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Oct 4 2012, 06:06 PM
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#1210
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Target ![]() Group: Members Posts: 6 Joined: 1-October 12 Member No.: 56,516 |
Whoops! Fixed in the next update. (IMG:style_emoticons/default/smile.gif) YAY three cheers for Nebular! |
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Oct 4 2012, 09:20 PM
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#1211
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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 |
Oh, I remembered something else that came up when I was helping one of my players set up their gear. I noticed you add the Sensor Package automatically to a vehicle/drone when it is added. Don't the vehicles come with a set of actual sensor functions by default as well? In Arsenal it gives the example for a full 12 Capacity Vehicle Sensor, and doesn't really give advice as to what smaller drones get automatically, but is there a way to add these default functions for free to the base package so my players can see the listings and know what they have on their vehicles? These can be added in career mode by adding them as free options. Works fine if a player is going to go with the default sensor package. When it comes to drones, though, things are quite a bit sketchy as there's next to nothing to suggest what a drone's sensors are in most cases. |
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Oct 5 2012, 09:08 AM
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#1212
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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 found an interesting glitch in the weapons mods while messing around with Underbarrel Weapons and the Additional Clip mods. Some combinations of weapons not only add an additional ammo slot to the primary weapon, but also add three additional ammo slots to the underbarrel weapon. I found this when I took an Ares MP Laser 3, underslung a Shiawase Blazer, and added the Additional Clip mod to the Blazer. Trying an Ares Antioch-2 grenade launcher as an underslung weapon did the same. Different primary weapons (like a Barrett Model 121 and other conventional weapons) did not do this.
On top of that, while experimenting around I noticed that the second ammo slot on the primary weapon (I was doing this on a Doberman drone's weapon mount) did not properly clear out after a point when the weapon was removed, and I think it happened when I removed a weapon with an additional clip mod and replaced it with a weapon that did not have this mod (replacing the mod added a third slot, and removing it did not clear this). All testing was done on a character in career mode. |
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Oct 5 2012, 02:09 PM
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#1213
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,210 Joined: 5-September 05 From: Texas Member No.: 7,685 |
Thanks!
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Oct 5 2012, 09:43 PM
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#1214
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Cool. Thanks for the quick update. Now the bad news. I noticed a typo in sniper rifles. The Walther WA-2100 is listed as Walter. Missing an h. Also the Diving Armour should have Insulation 1 as the wet suit in the core book does. At least, I assume the reference (p336 SR4A) to giving +1 dice to resist cold means a wet suit has insulation 1. Last, I think Sensor RFID tags should have a capacity of 1 so you can install micro cameras or microphones into them (pg 334 SR4A) or other 1 capacity sensors into them. I've updated the Weapons, Armor, and Gear files to correct these. While Diving Armor doesn't actually say it receives the Insulation Mod, it says it gets the same benefits as the Diving Suit which has +1 to resist Cold and was written before Armor Mods were allowed, so it's essentially the same thing. I've added it since that seems to be the intended effect. |
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Oct 6 2012, 07:40 AM
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#1215
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Target ![]() Group: Members Posts: 7 Joined: 26-September 12 Member No.: 56,286 |
I see what you mean. That had never even crossed my mind. Glad to be of help. Certainly many eyes makes a much easier job of this, and its great to see it updated so quickly. Build 418 Case in point, thanks for the quick update! Few more corrections, though haven't had as much time this week as previous ones, but its progress I suppose. - Optimized Cyberlimb options (Evo Kali, Louisville Slugger, etc) show "rating 4" in the selection window, but have no rating (and you can't change the value). It then displays as "rating 4" on the printout as well. These options have no rating, and there is no reason to have rating 4 on the printout as clutter either. If possible the rating selection, and the associated printout, should be removed for clarity. The capacity and availability changes work correctly, its just the un-editable rating 4 placeholder showing up thats an issue. - Related, Partial Cyberlimbs, Skulls and Torsos etc show those Optimizations as possible plug-ins. The Optimizations should only be available for Full Limbs (so no skulls/torsos/hands/feet/partials/etc). I am unsure if its possible to filter them to not display, but if it is that should be fixed. Currently it seems to filter for things with capacity; I am unsure if a second level of filtering can also be added to only allow a subset of things with capacity. If not, no worries, as with any program some level of user responsibility is okay. Like many things, it can be looked for during GM proofing. - The Techonmancer Smartlink Complex Form is not being recognized as the "non gun half" of a Smartlink system. Using the cybereyes mod works, sunglasses work, contacts work, etc... but the Complex Form doesn't register as completing the system, resulting in the bonus dice not applying. For example, a Technomancer with the Pistols Skill, the Smartlink Complex Form, and an Ares Predator IV should get bonus dice but does not (but then does when he adds cybereyes or contacts etc). - The "Armor", "Ranged Weapon", and "Melee Weapon" sections of the printout don't gray in the last cells in the lower right when displaying multi-line entries. For example, if you cue up several armors, firearms, and melee weapons, and hit the printout, it will alternate white/gray highlighting for each entry. But, the lower right-hand cell won't finish graying in completely (so under the book reference page, it remains white instead of gray for the gray lines). This does not always occur in all three sections on each character, but it does always occur in at least one section on every character. Ranged Weapons is the most consistent offender, I don't believe I ever saw that one working correctly. I am not sure precisely what is causing it, and I am sorry I don't have more information on it, but I hope it is not too difficult to fix so the printouts look top notch. It can help to drag the window sizing when viewing this, the "incorrect" cells will maintain their pattern no matter how many lines they take, so it seems related to the auto-fill gray feature for multi-line entries thinking the cells end 1 column shorter than they do, or something. Again, thank you for your continued work. The positive responsiveness and timeliness is impressive and appreciated. |
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Oct 6 2012, 08:47 AM
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#1216
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Target ![]() Group: Members Posts: 6 Joined: 1-October 12 Member No.: 56,516 |
Hmm I might of missed an obvious rule or house rule but maxing out vehicle armour on chummer impacts the max speed and accel slightly. Is this intentional? (IMG:style_emoticons/default/question.gif)
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Oct 6 2012, 09:21 AM
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#1217
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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 |
It's not a house rule, but it's also not in Arsenal. It's in the Arsenal Errata v1.3.2, page 3, where it states to add "When either of the Armor totals exceeds the vehicle’s Body, reduce the vehicle’s Acceleration and Speed by 20% (round up)." between the 4th & 5th paragraphs to the Armor Modification entry on pages 132-133.
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Oct 7 2012, 05:19 AM
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#1218
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Target ![]() Group: Members Posts: 1 Joined: 23-July 09 Member No.: 17,422 |
I hope this is the right place to put this...
So...Chummer...simply put, the absolute best SR4 generator ever written, hands down, nothing else comes even close. Thank you for your efforts. I find myself creating spirits that my mage summons so as to input them into the character sheet quick links. His spirits are greater forms, via the Invoking metamagic. A couple things I noticed: 1) Greater forms are automatically given their respective "super power" as if they had 5 hits on the invoking test. (although I guess I could delete it - I haven't tried that) 2) Even with being given their super power (as above) their quantity of extra powers gained does not include the power gained at 3 hits on the invoking test. (although I can add more and simply mark them as free) 3) I cannot implement the "6+ hits" ability fully as the program does not allow me to increase their attributes beyond their natural maximums, while the invoking test specifically allows me to go up to their augmented maximums. (adding the Improvements screen to critters, as per characters, would help this) 4) I cannot implement their dice pool bonuses against banishing attempts beyond making a note (although this is really not much of a problem). Any ideas? |
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Oct 7 2012, 07:40 AM
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#1219
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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 |
1: You certainly can, but there is then the problem of not being able to add it back again if said spirit is later improved further to actually gain it. This can probably be fixed by Nebular altering the necessary XML files (haven't looked).
2: Pretty much why there's the Free option to begin with, as far as I know. 3a: As a work around, in career mode you can use the Improvements tab to give the spirit Attribute bonuses equal to the bonus from Invoking, and go off of the augmented attribute stat. 3b: As another work around, you can use the same tab to increase their racial maximum, and then give said spirit a ton of free karma (noted by the check box that doesn't add extra karma to its career total) to improve their attributes to match; you can later remove said improvements (if you want) and the attributes remain where they are, even if they exceed the racial maximum. 3c: As yet another work around, you can use a text editor to alter the values of the attribute tags necessary within the Chum file itself to let you raise the spirit's attributes accordingly. I have tried changing the maximums to 99 while in creation mode and Chummer runs normally. |
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Oct 8 2012, 11:28 AM
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#1220
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Target ![]() Group: Members Posts: 2 Joined: 21-August 12 Member No.: 53,410 |
Hi,
It seems to me that the packs cannot be translated, do you confirm? |
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Oct 8 2012, 09:57 PM
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#1221
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Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 27-April 08 Member No.: 15,932 |
I receive this bug whenever I try to load my saved character: http://pastebin.com/8FvUFia2
Any idea what it's about, and if I can somehow save my data? |
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Oct 9 2012, 01:17 AM
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#1222
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Target ![]() Group: Members Posts: 7 Joined: 26-September 12 Member No.: 56,286 |
Another round of feedback:
- The Pistol Crossbow should be AP -, not AP -1 - Crossbow Ammo on the Light/Medium/Heavy Crossbows should be 4(m), not 1, per page 316 SR4. (This may apply to the pistol crossbow as well, but it is not explicitly stated as such one way or the other). - There is no way to notate Cased ammo or Caseless Ammo. Perhaps adding a checkbox for Cased to the ammo entries would work, or having it ask which kind in a window similar to how it asks which category to use, or if neither of those works just adding more entries for caseless versions. - Related, theres no way to specify Cased or Caseless Ammo Use for Firearms. Again, a checkbox would be great (and it could be locked on firearms which automatically require one type or the other). - There is no Pistol Bolt (for the crossbow pistol) listed under ammo, only Regular Bolts. Its from Arsenal. - The Injection Bolt should cost 30, not 50. - Question, was it intentional to not display 'Street', 'Professional', etc tags with the knowledge skills? It does for Languages, but not the other categories. In our games we enjoy this notation because it allows for much better adjudication during the game (ie, Corporate Politics as a Street skill playing differently than Corporate Politics as a Professional Skill, or knowing which skills to change if attributes go up and down, etc). Let me be clear: it is very easy to simply type them in with the skill name, so I would not make any request to change its function unless it was intended for them all to act like Languages do. Only you know what you wanted it to do, just observing its behavior. Again, I'd rather not create any extra work here since its so easy to work around if desired, so please don't feel any obligation, but felt it was worth mentioning any non-uniform operations in case it helps. - The PJSS Rifle and Shotgun both only list SS as a firing type. However, they are SS/BF mechanically, the same as the Walther Palm Pistol. Why Catalyst chose to list them inconsistently in the books is beyond me, but I am confident it would be considered correct to adjust the PJSS entries to be SS/BF parallel to the Walther entry, as the rules are identical. If you opt not to, I understand, that is how they are presented in the books (certainly not the first inconsistency heh). - Commlinks are stated to come with Earbuds on p327-328 SR4. However, there is no way to make an Earbuds accessory free when selecting one (thus allowing the commlink to have audio modifications etc). Perhaps a "free" checkbox should be added to the Earbuds to allow for this, or entries added to the Commlinks dropdown for "integral accessories" like "integral earbuds", "integral holoprojector", etc. There is a whole list of built-in features on those pages this could apply to, but Earbuds is by far the one which comes up most commonly. - Same issue with a Rating 1 Scan program. All wireless devices come with this for free by default, per p233 SR4 under Scan. It is useful to notate this one the character sheet so players are aware they can undertake actions which require it even if they miss the note on p233, and also so they don't forget to count it as a running program towards Response load. Again, a "free" checkbox, or "integral scan" listing in the programs would work. My favorite solution here is just a second Integral Scan program, stuck at rating 1 with Copy Protection and Registered, with a cost of 0... I am sure it is easier to add a single Gear listing than modify checkboxes in multiple places etc. Also, it would be easier to have one entry to add to anything wireless, than check to be sure no accidental free boxes were checked on other programs, at least in my opinion. - The Chemical Seal item has 10 uses, but displays as 1 item making it difficult to keep track of expenditures. I would suggest dividing the cost by 10, and adding the "Quantity" box (similar to something like ammo, or slap patches). Then, you can mark off uses as they are used, and let the "Qty" entry show the amount remaining, just like other things which are 'use and lose'. Still going through some things, but wanted to get these up awhile. The more I use this program the more I enjoy it, and am impressed with what it can handle. I hope my observations can help improve it. Thank you again. |
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Oct 9 2012, 01:57 AM
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#1223
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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 |
My custom content batch has caseless ammo entries.
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Oct 9 2012, 04:04 PM
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#1224
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
I search a bit in the option but didin't find anything concerning that optionnal rule from AUG p23
QUOTE Implant Maintenance For ease of play and to deter unnecessary bookkeeping, Augmentation does not feature any rules requiring characters with implants to undergo regular maintenance or checkups. If you want a game where enhancement comes with consequences, however, characters with body modifications must pay extra lifestyle costs equal to 1% of their total implant costs each month. A character with 10,000¥ worth of implants, for example, must pay a 100¥ upkeep fee each month. Gamemasters might also wish to make the character roleplay regular visits and checkups, perhaps requiring a street doc contact as well. If a character fails to maintain his implants, consequences should apply. For instance, the Buggy ’Ware negative quality could be applied until the character gets his required checkup. It would be nice if you could add it on the occasion. Howerver, I'm wondering how to treat higher grade implants (alpha and higher). Should the maintenance cost be higher (hi-tech stuff) or lower (super efficient tech) or the same as standard cyberware ? (same thing for second hand stuff I guess). |
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Oct 10 2012, 02:31 PM
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#1225
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Target ![]() Group: Members Posts: 3 Joined: 7-October 12 Member No.: 56,795 |
I just found a mistake in the spells database: Shockwave is noted with DF: (F/2)+5
This should be (F/2)+2, according to my SR4 Rulebook (p. 244) and the Street Magic book(p. 172). The pages are only approximated, since I only own the german versions. |
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