Chummer Character Generator, Thread #2 |
Chummer Character Generator, Thread #2 |
Jul 16 2012, 10:55 PM
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#826
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Sorry, things have been stupidly busy lately (and taking interesting, unexpected turns) and I haven't had anywhere near as much time to work on this as I had hoped. Nothing really new this release, but it does take care of a crash which always takes top priority and one nutty ammo issue. I'm hoping to get back to a regular/semi-regular development and release cycle soon.
Build 398
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Jul 17 2012, 02:17 PM
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#827
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
5. I purchased an Ares Antioch-2 grenade launcher, and 12 grenades. When I go to load the grenade launcher, the system gives me the message that I have not purchased any grenade launcher ammo. SpellBinder already went over the other points, so I'll just address this one. Grenade Launchers do not use standard Grenades or Ammo; they instead use Minigrenades. |
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Jul 17 2012, 02:35 PM
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#828
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Moving Target Group: Members Posts: 138 Joined: 10-July 12 Member No.: 53,016 |
Ah... I'll have to purchase mini-grenades then. Ok, thanks for the update on that one.
I've still got questions on Knowledge Skills. I realize that it was pointed out that I was attempting to use specializations which was throwing my count off, but it was never addressed that if I selected, say, Area Knowledge twice, and then put 2 different specializations in, when I saved the character they both switched to be the same thing. Also, I've seen where I've done the Knowledge skills, then saved the character, and then when I view the knowledge skills again they are gone. It normally happens when I move the character to career mode, which causes me to have to re-create the character from scratch, but then when I move the new character to career mode it happens again. I've tried altering the XML file directly to correct this, but that doesn't help either. Finally, I've been playing around with the knowledge skills, and some times I'll get to the end of the skill selection and decide to make some changes. So I make the changes, but then I've got to delete some skills as the records don't belong there. If I start deleting in the middle of the list, the subsequent records don't keep the same spacing - they shift upwards, eventually running into the lines above them, and then finally disappearing altogether. |
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Jul 17 2012, 02:37 PM
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#829
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Shooting Target Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
Concerning Area Knowledge: There are no specializations. For different cities, it's different skills. You can only ever have one specialization for any skill (such as Area Knowledge: Seattle (Redmond +2)).
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Jul 17 2012, 03:14 PM
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#830
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Moving Target Group: Members Posts: 138 Joined: 10-July 12 Member No.: 53,016 |
Concerning Area Knowledge: There are no specializations. For different cities, it's different skills. You can only ever have one specialization for any skill (such as Area Knowledge: Seattle (Redmond +2)). Well, that takes care of the specialization thing. thanks! |
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Jul 17 2012, 04:40 PM
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#831
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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 |
SpellBinder already went over the other points, so I'll just address this one. Grenade Launchers do not use standard Grenades or Ammo; they instead use Minigrenades. So that's what I did wrong. Just looking at the name I thought those were miniature grenades and not ammo. Added: I've removed the Ford Americar from my custom content. I'd suggest those using it to redownload it. Not sure if there'll be problems with the UCL content, but it doesn't hurt to make sure. |
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Jul 17 2012, 10:18 PM
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#832
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Moving Target Group: Members Posts: 251 Joined: 7-September 10 Member No.: 19,020 |
I might be blind, but. Was there an option added utilizing the rules on UCL page 15 to update Obsolete vehicles to modern standards?
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Jul 18 2012, 12:29 AM
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#833
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Former Member Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 |
I might be blind, but. Was there an option added utilizing the rules on UCL page 15 to update Obsolete vehicles to modern standards? There was, and unfortunately it hasn't been added yet. I looked through the vehicle mods for five minutes trying to find it. |
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Jul 18 2012, 02:57 AM
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#834
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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 |
Depending on how quick Nebular is to implement something, I think I can write something to fill the gap for the Obsolete removal.
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Jul 18 2012, 11:24 PM
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#835
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Could you shift 'Shadow Spirit' into its own category, and split it by Shadow Spirit type? As it stands, you can make a 'generic' Shadow Spirit, and then have to pay for the powers related to the individual types. Much appreciated. (This is for making a critter as summoned / adversary). I've updated the Critters data file to split the different Shadow Spirits into their own category. |
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Jul 18 2012, 11:32 PM
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#836
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I might be blind, but. Was there an option added utilizing the rules on UCL page 15 to update Obsolete vehicles to modern standards? This unfortunately isn't as simple as I'd like it to be. My initial idea was to just add a Vehicle Mod for it, but that is both counter-intuitive and, perhaps more importantly, simply doesn't work. (IMG:style_emoticons/default/smile.gif) I'm going to build this into the behaviour of the delete button when Obsolete is selected. I should have this in the next update. EDIT: Have this working now. When you delete the Obsolete Mod, you're asked to select a percentage as per UCL 15. The Obsolete Mod is replaced by a Retrofit Mod (to show that the Vehicle has been retrofitted) and given a price equal to the cost of Retrofitting the Vehicle (this allows it to work properly in Create Mode as well). |
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Jul 18 2012, 11:35 PM
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#837
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Also, different issue. Is there a way to program in additional Echos? A player of mine requested an echo which raises your effective Logic for the purposes of how many complex forms you can have. Is there a way that I could program that in? If not, I'll just use the special expenses section and add it to the character notes so its fine. I'll have proper support for this in the next update. <complexformlimit /> will adjust the number of Complex Forms a character is allowed to have during character creation (so <complexformlimit>1</complexformlimit> will increase the number of allowed Complex Forms by 1). I'll have one for <spelllimit /> as well to adjust the number of Spells a character can have during character creation just to balance things out on the magic side. (IMG:style_emoticons/default/smile.gif) |
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Jul 18 2012, 11:37 PM
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#838
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Plus another thing, though I'm not sure if it's a bug or feature: For a character in Career Mode, the starting money can't be changed via the "Edit Expense" button. Probably does not come up often, but I just had a situation where I wanted to correct the starting cash...and it would probably be useful for groups with houserules on starting money. EDIT: Two more issues 1.) When the filter field for spell names contains a string which yields results, then one letter is added which results in an unknown name, and then the last letter is deleted, an exception occurs For example Click "Add Spell" and type in "feri", then hit backspace. Or "controll" and delete the last l. I'll have both of these addressed in the next update. Unfortunately the editing of staring Karma/Nuyen will only apply to characters that move to Career Mode after this update is available; it won't affect current save files since the starting Expenses don't have undo information attached to them. |
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Jul 19 2012, 12:18 AM
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#839
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Moving Target Group: Members Posts: 138 Joined: 10-July 12 Member No.: 53,016 |
What about knowledge skills disappearing when you save the character? Will this also be addressed?
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Jul 19 2012, 12:34 AM
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#840
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
- All the camera upgrade firearm modifications should cost one mod slot (AR p. 147.). Right now they cost zero mod slots. - When I select one of the new Shiawase Arms Tactical firearms in the "Select Weapon" window the text listing all the built-in modifications and accessories is so long that it continues "under" the source information. Looks like the layout of the "Included Accessories and Modifications" field was designed to have max 4 entries. But now there are firearms that come with up to 6 or 7 built-in features... -CJ I've updated the Weapons file to correct the Camera slots issue. The other one will be fixed in the next update. |
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Jul 19 2012, 12:35 AM
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#841
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Jul 19 2012, 01:02 AM
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#842
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
- I added Firing Selection Change (FA) to an Ares HVBR, but in Career Mode the "FIRE!" drop-down menu only allows me to select single shot and short burst. The long burst and full-auto are greyed out. Also, despite being an HV weapon the full auto selection in that menu indicates 10 rounds would be expended, instead of the 12 it should show. - Enhanced Protein Exchange: Adapsin does not seem to be reducing the Essence costs of implants added after it is applied. Adapsin is working properly from what I can see. Adapsin ended up being a real pain in the butt to work with; quite some time back I broke it out into its own Grade for Cyberware. If you have Adapsin on your character, the Grade list in the Select Cyberware window will have a series of additional, special Grades, such as Standard (Adapsin), Alphaware (Adapsin), etc. which will handle the ESS adjustments for it. It was just getting to be a real headache and this was about the only way I could keep things playing together nicely. I'll have the firing mode thing fixed in the next update. |
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Jul 19 2012, 01:25 AM
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#843
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 399
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Jul 19 2012, 02:26 AM
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#844
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Former Member Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 |
Did you just do it for the vehicles that say they have 'Obsolete'? I ask because those are in the minority in the supplement, most list the word 'Obsolescent' listed, and deleting that one didn't charge the 25%. One would assume the retrofit would apply to both.
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Jul 19 2012, 02:31 AM
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#845
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Moving Target Group: Members Posts: 251 Joined: 7-September 10 Member No.: 19,020 |
This unfortunately isn't as simple as I'd like it to be. My initial idea was to just add a Vehicle Mod for it, but that is both counter-intuitive and, perhaps more importantly, simply doesn't work. (IMG:style_emoticons/default/smile.gif) I'm going to build this into the behaviour of the delete button when Obsolete is selected. I should have this in the next update. EDIT: Have this working now. When you delete the Obsolete Mod, you're asked to select a percentage as per UCL 15. The Obsolete Mod is replaced by a Retrofit Mod (to show that the Vehicle has been retrofitted) and given a price equal to the cost of Retrofitting the Vehicle (this allows it to work properly in Create Mode as well). Awesome. Been looking forward to playing around with this. |
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Jul 19 2012, 02:58 AM
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#846
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Moving Target Group: Members Posts: 138 Joined: 10-July 12 Member No.: 53,016 |
I'm sure this has been said before, but I want to thank you guys for providing Chummer to the community. And FOR FREE, no less. This is a wonderful application, and I'm shocked that it is free. The work you put into this thing is amazing, and I truly appreciate that you have put this out there.
Thank you, thank you, thank you! |
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Jul 19 2012, 07:38 AM
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#847
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Moving Target Group: Members Posts: 251 Joined: 7-September 10 Member No.: 19,020 |
Did you just do it for the vehicles that say they have 'Obsolete'? I ask because those are in the minority in the supplement, most list the word 'Obsolescent' listed, and deleting that one didn't charge the 25%. One would assume the retrofit would apply to both. Obsolescent is an entirely different trait, though, with less ramifications than Obsolete. Obsolescent is just one-two generations behind, whereas Obsolete are close to double digits. One would assume that the Retrofit wouldn't be required for obsolescent, since all it takes are some fairly cheap upgrades for sensors and control modules, frequently way below the 25% price increase that UCL 15 would have you pay. |
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Jul 19 2012, 02:10 PM
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#848
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Did you just do it for the vehicles that say they have 'Obsolete'? I ask because those are in the minority in the supplement, most list the word 'Obsolescent' listed, and deleting that one didn't charge the 25%. One would assume the retrofit would apply to both. RelentlessImp pretty much covered it. Used Car Lot only describes retrofitting as applying to the Obsolete Mod and makes no reference to modernising something that has Obsolescent. |
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Jul 19 2012, 04:24 PM
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#849
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Former Member Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 |
I guess I consider that to be too literal an interpretation for my tastes. Might I at least suggest a selection in your 'house rule' section of the program for it?
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Jul 19 2012, 04:58 PM
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#850
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Moving Target Group: Members Posts: 993 Joined: 26-February 02 Member No.: 313 |
I have a small issue, it keeps trying to use logic + hacking instead of program + hacking, I've tried the house rules window, what did i do wrong?
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