My Assistant
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Mar 2 2013, 07:38 AM
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#1676
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
Couple of bugs: There's an unhandled exception if you try to add an accessory onto a weapon accessory (like flare compensation on a guncam), and binoculars are showing up as 0 capacity (should have capacity times rating, R1-3)
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Mar 2 2013, 09:38 PM
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#1677
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 16-September 10 From: Moscow, Russia Member No.: 19,051 |
In the skillsoft category there are active skillsofts for skills linked to Magic, but SR4A rulebook states that there are no activesofts for spellcasting and the like. Is there a rule that I missed or is it a mistake?
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Mar 3 2013, 04:33 AM
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#1678
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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 |
There is no rule that you've overlooked, as the activesoft also picks up the Cracking & Electronics skills I have added to my chummer for technomancers, even though they also would not be available to activesofts either.
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Mar 4 2013, 07:15 AM
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#1679
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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 |
Found mention of this in another thread, and now I wish I had read this book.
Corporate Intrigue, page 102, baseline for Anaconda Shifters for PCs. |
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Mar 5 2013, 08:59 AM
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#1680
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
Hi, a small problem to report. The adept power Impoved Physical Attibute does not actually impact the attribute in the Common tab. That's true while creating a character or once he is validated. However, the skills are impacted and the value for the attribute is the Impoved one.
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Mar 7 2013, 02:51 AM
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#1681
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Target ![]() Group: Members Posts: 4 Joined: 25-September 12 From: Australia Member No.: 56,248 |
Thank you immensely for adding the PDF support. Works like a treat.
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Mar 8 2013, 01:55 AM
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#1682
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
I can't find a way to improve a headware commlink with upgrades. Is this possible?
[Edit:] Never mind, figured it out. It doesn't work like other upgrades; you have to right-click. |
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Mar 8 2013, 12:59 PM
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#1683
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Would be nice to be able to add plugins to gear on helmets. In particular commlinks.
Also be able to add matrix programs and program options. |
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Mar 8 2013, 04:38 PM
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#1684
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Moving Target ![]() ![]() Group: Members Posts: 428 Joined: 23-September 11 From: Vegas Member No.: 38,733 |
Another huge thanks for pdf support. You've made my life better, and more complete. (IMG:style_emoticons/default/smile.gif)
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Mar 8 2013, 09:40 PM
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#1685
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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 |
Would be nice to be able to add plugins to gear on helmets. In particular commlinks. For the later part, probably easiest to do the same as for implanted commlinks. If a gear category isn't created by adding a commlink to a helmet, make one and build up the commlink from there.Also be able to add matrix programs and program options. I honestly doubt there will ever be direct commlink support for any of the tabs outside of the Gear tab. Cyber/Bioware didn't get any outside of an automatic "Headware" category in the gear listing. |
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Mar 8 2013, 10:12 PM
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#1686
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
For the later part, probably easiest to do the same as for implanted commlinks. If a gear category isn't created by adding a commlink to a helmet, make one and build up the commlink from there. I honestly doubt there will ever be direct commlink support for any of the tabs outside of the Gear tab. Cyber/Bioware didn't get any outside of an automatic "Headware" category in the gear listing. The military helmet's have commlink's built in but no way to modify them including having the program Encryption. |
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Mar 8 2013, 10:30 PM
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#1687
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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 |
Yeah, I see that. And there's no support for the commlink in the armor tab at all. There are no attributes for the commlink, even if you add the gear yourself and add the appropriate items as plugins beyond that. I even added a custom commlink to a military helmet, was able to add Response to it, but it didn't matter as there was nothing to the right to track the commlink's attributes.
If you're in career mode, just delete the commlink stats and Encryption software from the military helmet and add them as appropriate in the gear tab (not forgetting to check the Free box so you're not spending more nuyen than you have to). It isn't really all that hard to do. |
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Mar 9 2013, 11:19 PM
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#1688
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
Hey, some folks have mentionned to me that High Power Ammo are in Gun Haven 2 (which I don't own to check out). The problem seems to be that when activating GH2 and not WAR, this kind of ammo is not available in Chummer.
Since I'm kinda doing the liason between here and that other forum, I'm reporting that and I'd like to know what's your take on that. (IMG:style_emoticons/default/smile.gif) |
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Mar 9 2013, 11:20 PM
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#1689
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,631 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
Deathdealer ammo is in GH2, High Powered is in War.
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Mar 9 2013, 11:42 PM
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#1690
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
Were there any plans to revisit the Special Machinery / Storage mods?
I recall they were problematic to implement due to their variable nature. -k |
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Mar 10 2013, 08:26 AM
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#1691
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Target ![]() Group: Members Posts: 11 Joined: 31-July 10 Member No.: 18,875 |
Possible bug:
It may be some fault on my side, but when calculating dicepool for weapon: Remington 950, Chummer seem to ignore the Specialization for Sporting rifles. So far I found nothing wrong. For Pistols it works OK... Also....when modifying Vehicles, it is Impossible to check the box that states: "Part of the base weapon" IMO it is to be "Part of the base vehicle" and if checked, this modifications should not count towards Capacity limit This post has been edited by Sichr: Mar 10 2013, 08:30 AM |
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Mar 10 2013, 08:27 AM
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#1692
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Target ![]() Group: Members Posts: 11 Joined: 31-July 10 Member No.: 18,875 |
And general question: Does anyone found the way how to add program options to Matrix programs?
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Mar 10 2013, 08:32 AM
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#1693
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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Mar 10 2013, 09:07 PM
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#1694
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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 |
Noticed something with a cybered character with the Move-By-Wire system (Augmentation, page 40), and in reading the description of this piece of cyberware I don't think the bonus to Dodge is a skill modifier as it is listed simply as a bonus.
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Mar 12 2013, 12:41 PM
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#1695
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,631 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
A feature request!
First thing: Would it be possible to add a graph to the karma and nuyen tab? I'm mostly interested in one for the nuyen expenses. Second: I've made a topic about the attitude clothing options here. Attitude states in the sidebar on p.160 that only the armor weaves (Carbon-boron, Kevlar threading and Delta-Amyloid) can only be added to regular or the generic armor clothing from SR4a p.326. No such limitation exists for AR enhanced, Color changing and Natural fiber. It would be nice to be able to add those to every piece of armor or clothing. It would also be nice to have a house rule to be able to add Natural fiber without a slot requirement, but I'm guessing that would be easier done with an override file? |
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Mar 12 2013, 05:33 PM
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#1696
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 27-January 13 Member No.: 71,108 |
First, I want to start by saying I love Chummer.
Bug Report Matrix initiative is not being calculated correctly. Per SR4A, page 236: QUOTE If you’re operating in cold sim virtual reality, your Matrix Initiative equals your commlink’s Response + your Intuition; you also get an extra Initiative Pass (two total). If you’re running with hot sim, your Matrix Initiative equals your commlink’s Response + your Intuition + 1, and you get two extra Initiative Passes (three total). My character has an INT of 5 and a Commlink with a Response of 5. Not counting the + 1 for Hot Sim, the Initiative should be 10. And while the tooltip on the Matrix Initiative is showing INT (5) + Commlink Response (5), the actual value being displayed is 7. I'm aware that the site does not display pictures, so if someone wants a screen shot emailed to them I'm more than happy to do that to show you what I'm seeing. As a side note, this character does have 2 commlinks - the primary with a Response of 5, and a secondary cheap-o model with a Response of 1. I wonder if Chummer is taking INT 5 + Response 1 + Hot Sim 1 for the value, but the tooltip is generating based on INT 5 + the commlink with the highest Response? |
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Mar 12 2013, 05:41 PM
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#1697
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,631 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
Did you check the box for 'active commlink' in your gear section?
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Mar 12 2013, 06:39 PM
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#1698
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 27-January 13 Member No.: 71,108 |
And that's a big "D'oh!" on my part. Checked the active one, and it calculates properly.
Thanks! |
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Mar 14 2013, 06:02 PM
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#1699
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,210 Joined: 5-September 05 From: Texas Member No.: 7,685 |
Have an issue that started a couple of weeks ago.
Now when I do a search with Omae (Character Exchange), only the name of the first NPC is visible. All the ones after the first cut off the top/name line (making Meta type first). I can just barely see the bottom of the first line if it is a letter like p or q. Running Windows 7 and Firefox 19.02 if it matters. |
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Mar 15 2013, 01:04 PM
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#1700
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 |
A couple of bugs I noticed as well as a suggestion for an improvement of sorts:
After trying to make some expensive armor for one of our groups combat specialists, I have found a few problems. The Armor is Medium Milspec, so it should follow the armor suit capacity rules. First up, there are several armor modifications that are explicitly listed as not taking up Armor Suit capacity (they have a dash in the capacity column), things like Shock Frills, Ruthenium Polymer Coating, Gel Packs. Each of these do not take up space in an armor suit. But they are listed as taking up 1 capacity (most likey due to the regular armor capacity rule). I'm not sure exactly how it should work, but when I added the Mortimer of London: Greatcoat to a character, the upgrades that came along with it for free took up capacity. I thought they would work similar to weapon and vehicle upgrades that come standard. When I added a camera to armor, and then added modifications to the armor, the mods became uneditable. I could not delete them from the camera. I also noticed that if you encumber a character that has Reaction enhancement (the example I used had Wired Reflexes), it didn't seem to affect the Reaction of the character. I think that was all the bugs I've noticed recently. I always enjoy chummer and hope to help make it even better. One of the ideas I had would be to add a "shopping mode" to the program. Every time I am mulling over what kind of stuff (particularly armor) I want to get, I have to open up the backup of the character sheet from create mode so that it doesn't create a nuyen log entry every time I add something and get rid of it... With a shopping mode, you could allow a character to buy multiple items, add/delete/edit the purchase, and then finalize the purchase and add it to the character officially. My suggestion would be to have a toggle that lets you add the entire purchase as one entry on the nuyen tracker (or when off, it adds everything as an itemized bill). This would let you, for instance, have an entry listed as "Infiltration Gear Purchased" that would represent a character buying that set of stealth rope, grapple gun, catalyst stick, chamo suit, etc. And not have the entire listing flooded with extra entries. It would also possibly help prevent issues with making purchases and then trying to change it, but needing to go through the trouble of undoing each purchase. |
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