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#501
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Well I can no longer reproduce the problem. May be it was related to the weapon having been added before the changes to add grenade launchers to weapons that have them as a default. But all seems to be working correctly now. I was wondering though. Was there not a change a while back that added the ammo's location as part of the reload window? I noticed while I was trying to reproduce this problem that my ammo wasn't showing it's location. Is it possible that this is because I have the ammo linked to spare clips? Makes it easier for me to keep track of how many clips a character has, and how much ammo is in each one as the clips are swapped. It does show the Location, just not if the Ammo is contained in something like a Spare Clip. I'll have this added in the next update. It will show both the container's name and Location (if it has one). |
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#502
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
In making a new character I found something that I'd call an error in mechanics. The character was planned on having a holdout pistol in a hidden arm slide. Now I know that holdouts are listed in Arsenal as being unable to mount any accessories, but would it be possible to group a few non-mounted kind of accessories in another fashion? A quick-draw holster, concealable holster, and hidden arm slide are some that seem would be quite natural to use with holdout pistols. I've updated the Weapons file so that all Holdouts can mount Accessories, provided they don't use an actual slot (so things like Holsters, Slides, etc. are now available to them). |
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#503
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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 ![]() |
Thanks a bunch.
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#504
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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#505
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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, any chance to restore the ammo so you can buy less than 10 at character generation?
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#506
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Oh, any chance to restore the ammo so you can buy less than 10 at character generation? Yup! I'll have it in the next update. Probably put out the next one tomorrow before my game night. It'll be a small one, but a it'll have something new at least. (IMG:style_emoticons/default/smile.gif) |
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#507
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Target ![]() Group: Members Posts: 33 Joined: 23-March 11 From: Prague, Czech Republic Member No.: 25,463 ![]() |
First: great work!
Second: I don't know if it was already reported, but during character creation, armor lists capacity correctly, but after purchasing it shows zero everywhere. |
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#508
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
First: great work! Second: I don't know if it was already reported, but during character creation, armor lists capacity correctly, but after purchasing it shows zero everywhere. In order to actually put the Armor Capacity stuff to use, you need to turn on the Optional Rules for it. Go to the Tools menu and select Options. Click on the Optional Rules tab. Put a check next to Use Maximum Armor Modification (AR 44) and Use Armor Suit Capacity (AR 44). Click OK, close and re-open your character, and you should be set! (IMG:style_emoticons/default/biggrin.gif) |
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#509
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Target ![]() Group: Members Posts: 33 Joined: 23-March 11 From: Prague, Czech Republic Member No.: 25,463 ![]() |
aaaah, got it. Somehow I've missed that in options, thanks.
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#510
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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 ![]() |
A couple of new things I've found. One, the Targeting and Maneuver autosofts no longer asks for additional text when selecting them. Two, pressing the Delete key to remove a vehicle sensor (like a drone's installed camera) sometimes throws an error that can recurs when you try to delete something else (the same sensor, or something else), and when it does persist the character has to be reloaded to clear it. Sadly this is inconsistent.
And a thought for a little expanded functionality of the program, how about an option to directly reload a character sheet without closing and re-opening it? |
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#511
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
A couple of new things I've found. One, the Targeting and Maneuver autosofts no longer asks for additional text when selecting them. Two, pressing the Delete key to remove a vehicle sensor (like a drone's installed camera) sometimes throws an error that can recurs when you try to delete something else (the same sensor, or something else), and when it does persist the character has to be reloaded to clear it. Sadly this is inconsistent. And a thought for a little expanded functionality of the program, how about an option to directly reload a character sheet without closing and re-opening it? Agh. The Targeting/Maneuver thing has to do with Improvements not actually being applied to Vehicles. There was a problem before where if you added something that typically gives a Character a bonus, like a Hot Sim, then the character would receive the +2 IP even though it's being added to the Vehicle, not the character. I'm going to have to think about this one. I can't seem to get that other bug to happen either. I'll keep an eye out for it. In Career Mode at least, the character sheet automatically refreshes every time the character has a change. I'll add this for Create Mode as well. |
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#512
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 377
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#513
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Agh. The Targeting/Maneuver thing has to do with Improvements not actually being applied to Vehicles. There was a problem before where if you added something that typically gives a Character a bonus, like a Hot Sim, then the character would receive the +2 IP even though it's being added to the Vehicle, not the character. I'm going to have to think about this one. I can't seem to get that other bug to happen either. I'll keep an eye out for it. In Career Mode at least, the character sheet automatically refreshes every time the character has a change. I'll add this for Create Mode as well. Targeting and Maneuver should really have you select the skill instead of text. Targeting should be one of the weapon skills, including the melee ones. Hmm after reading the description of Maneuver it says vehicle type, and then gives examples as ground vehicles and anthroform. So maybe that one should stay as free form text. Although I would probably do it as the pilot skills, or maybe as the items listed in the specializations of each of the piloting skills. May be have it as a drop down that includes the pilot skills specializations, but also allow for the ability to enter your own entry? The Targeting would need to include text entry as well, since it's possible the weapon being used is an exotic one. Just like the ability to select something from the list rather than have to type it in. (IMG:style_emoticons/default/smile.gif) |
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#514
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Build 377
Going along with the ammo in a clip, would it be possible to be able to select the weapon instead of type it in? Clips are supposed to be weapon specific, and that's what the request for text is for, but it would be nice if it included suggestions in a drop down. Then when you reload it could include just the clips that are associated with that weapon. As for vehicles, and characters, make vehicles a character, like critters, but with different types of stats. Would probably make the character sheet for them easier to do. (IMG:style_emoticons/default/smile.gif) |
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#515
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Target ![]() Group: Members Posts: 46 Joined: 14-November 11 Member No.: 43,525 ![]() |
Upgraded to latest version, having a problem printing when a character has a pet/cohort entry. Tried it with several different characters, same error each time.
Error message: [ Spoiler ] Additional request: when printing, if a weapon has the additional clip mod, would it be possible to show the ammo info for both clip slots instead of just the 'active' one? Thanks for all the work. |
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#516
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Upgraded to latest version, having a problem printing when a character has a pet/cohort entry. Tried it with several different characters, same error each time. I've updated the language file to correct this. Just run the update, grab the new file, and you should be good! (IMG:style_emoticons/default/smile.gif) |
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#517
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Target ![]() Group: Members Posts: 46 Joined: 14-November 11 Member No.: 43,525 ![]() |
Looks like that fixed it. Thanks! (IMG:style_emoticons/default/smile.gif)
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#518
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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 found a conflict in the Options during character creation. If you're using a rule set that has "Characters can spend any number of points on Nuyen" enabled and you set the BP/Karma to 0 (zero) for the purpose of creating an open ended character, you then actually cannot spend any points at all on nuyen unless you also checked the "Ignore Character Creation Rules" box. On top of that, if you try to edit the character file to change the <nuyenbp> value, the character sheet errors out at loading.
This can be fixed by putting the <ignorerules>True</ignorerules> tag directly into the character sheet's code, and also seems to fix the load error if the <nuyenbp> value was changed. |
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#519
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Target ![]() Group: Members Posts: 1 Joined: 27-April 12 Member No.: 52,041 ![]() |
A couple of quick ones, if I could, centring around cyberlimbs.
Firstly, I think the display for the dice pool of a cyber-holdout is erroneously using the pistols skill, instead of the Exotic Ranged Weapon (Holdout Pistol) that it should. Also, I wanted to ask if there was any way to set a skill or piece of equipment to only use the stats of an augmented limb when calculating its dice pool, other than just using custom improvements for everything? This especially makes sense when calculating the dice pools of cyberweapons that are literally impossible to wield with any other limb. |
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#520
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
A couple of quick ones, if I could, centring around cyberlimbs. Firstly, I think the display for the dice pool of a cyber-holdout is erroneously using the pistols skill, instead of the Exotic Ranged Weapon (Holdout Pistol) that it should. Also, I wanted to ask if there was any way to set a skill or piece of equipment to only use the stats of an augmented limb when calculating its dice pool, other than just using custom improvements for everything? This especially makes sense when calculating the dice pools of cyberweapons that are literally impossible to wield with any other limb. The copy of my book has the following on page 316: QUOTE Hold-Outs
Use the Pistols skill when firing a hold-out pistol. |
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#521
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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 ![]() |
Check the Exotic Ranged Weapons skill in SR4a, 122. It lists cyber-implant guns specifically.
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#522
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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 ![]() |
Came across an interesting glitch in the program. Working with a character file in career mode, and selected a specialization for a skill in a group. I cannot recall where I clicked off, but first said "No" because it would break the group, but later went back and did it again, and not only did the karma not get deducted but the program believes that the skill group is intact. I was able to do this a second time, first saying "No" at the karma expenditure, went back and set a specialization, and clicked in the Skill Category dropdown, and again the specialization was applied without any cost or consequence.
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#523
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
Free Spirit PCs and Power Points
Free Spirits have a Power Point total equal to its Edge. It can also get Power Points through initiation. For some reason, when a Free Spirit increases Edge in Chummer, it doesn't get the additional Power Points it should. :\ |
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#524
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Moving Target ![]() ![]() Group: Members Posts: 228 Joined: 30-July 09 Member No.: 17,450 ![]() |
I have run into a something odd. I've created an adept with 5.21 essence and a Magic of 5. When I have the "Essence loss only reduces MAG/RES maximum" checked I have 10 BP, but when that house rule is not checked, I lose that 10 BP (meaning I have 0 BP left). At first, I was pretty sure it was just some math I wasn't getting, but when I lower the MAG from 5 to 4, I gain 25 BP either way. Not entirely sure what's going on here, help?
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#525
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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 ![]() |
House rule disabled, your magic range is 0-5.
House rule enabled, your magic range is 1-5. The point difference between 4 and 5 in this case is 25, just like for maximizing any attribute. |
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