Valkyrie Module |
Valkyrie Module |
Jun 9 2004, 04:12 PM
Post
#1
|
|
Target Group: Members Posts: 78 Joined: 16-March 02 From: Haifa, Israel Member No.: 2,387 |
A new CCOC 1.5 was released, together with a new Valkyrie-Module 2.5. Apart from several bug-fixes and little tweaks, these two programs are now as-much-as-possible-tested to work together (!!!).
So, download both new versions (CCOC 1.5 and Valkyrie Module 2.5) and then read this; this will start you off. |
|
|
Jun 9 2004, 05:12 PM
Post
#2
|
|
Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Nice! Good to see these programs being updated.
The interface(s) take a little geting used to. Once you do it's a powerful way to build something as complicated as a street sam. One thing to think about, though, is that these modules may be too independent from the program(s) they link too. For example, the Valkyrie module requires data on the metahuman body, mostly the race and a few attributes. Are there any provisions yet for taking this data by default from the client that calls it as a plug-in? I'd hate to click on "Advanced Augmentatios" in the NSRCG and be forced to manually input this data, when the program should remember it for me (as that's kinda the point here.) Re: CCOC. Another thing I noticed is that the "Import Skills" button doesn't find everything properly. The base skills are just fine, but it doesn't seem able to pull spacializations out of base skills (for instance, it does not know that Computer 6 means your Computer(Programming) is at least 6). Also, none of the gear imports correctly. These are other things, btw, that I think should optimally be imported from the client app. (Edit) What exactly is SIFF, btw? I know I've read something about it before, but I can't remember where. |
|
|
Jun 10 2004, 09:20 AM
Post
#3
|
|
Target Group: Members Posts: 78 Joined: 16-March 02 From: Haifa, Israel Member No.: 2,387 |
I'll think about this. Though the "Independance Paradigm" says that NSRCG should not handle any part of the metahuman body, because Valkyrie Module does this.
About CCOC->Import Skills, I'll check this as well, but as far as I remember it's very simple importing, which should affect only the Character which is used to make the Tasks. And... SIFF ? it's an initiative to make Shadowrun programs work together. It's based on Microsoft Automation and COM. I'll someday write something more throughoutfulll about it... |
|
|
Jun 10 2004, 06:16 PM
Post
#4
|
|||
Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
What, you mean that Valkyrie Module should handle physical Attributes? No offense intended, but the program just doesn't handle them at all, really; they're just sort of there at the root level for whatever reason. Another thing to think about for Skills is that, in theory anyway, you should be able to use Hacking Pool on most or all of your Programming tests, and certain kinds of Task Pool on other int-lonked skill tests too. Any way to include that? Last thing: is either CCDC or Valkyrie Module going to be able to handle stock cyberterminals/decks and their cranial counterparts? |
||
|
|||
Jun 10 2004, 06:26 PM
Post
#5
|
|
Target Group: Members Posts: 78 Joined: 16-March 02 From: Haifa, Israel Member No.: 2,387 |
Valkyrie Module should handle physical attributes, if it doesn't do it that's another entry to the 2do.txt file.... :)
About pools, could anyone please sum a list of tests they can be used ? something I can readily use ? thanks ? :) And... I'll do something about stock decks in CCOC. |
|
|
Jun 19 2004, 02:31 PM
Post
#6
|
|
Moving Target Group: Members Posts: 345 Joined: 10-February 03 From: Leeds, UK Member No.: 4,046 |
I love these programs...
However - in Valkyrie when adding a smartlink processor it's only listed as .05 essence cost - shouldn't that be .2 as listed in M&M? |
|
|
Jun 24 2004, 05:16 PM
Post
#7
|
|
Target Group: Members Posts: 78 Joined: 16-March 02 From: Haifa, Israel Member No.: 2,387 |
The "Smartlink" cyber-system consists of a processor, an eye link, an induction pad and a simsence rig. Add all of these and you'll see it costs you more essence :). Check out Tools -> Wizards -> Smartlink.
|
|
|
Jun 24 2004, 06:44 PM
Post
#8
|
|
Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Er, maybe he didn't make that clear. The "Smartlink Ballistics Processor" component is supposed to take up .2 Essence, as per MM. In Valkyrie Module it only takes up .05 Essence. In other words, the full SL package, which should come out to .5 Essence, is turning out to be .35 in Valkyrie.
Other problems: -The SL wizard chokes when there is already an existing SL ballistics processor installed. -There is no support for adding/taking away "books" from Valkyrie Module. That is, there is no way to easily restrict players to certain equipment sets, as is possible under the NSRCG's current system. -There doesn't appear to be a way to limit 'ware by Availability or grade (eg. only basic/alpha for new characters). -A lot of cyberware has the "DNI-ed" option available, even in cases where it's almost certainly inappropriate, like dermal sheathing and SL processors. As well, from what I can remember most cyberware is DNI-enabled by default (and for no extra charge); it's kinda hard to get to manual controls when the thing's embedded in your skull (you hope, anyway :D) |
|
|
Jun 25 2004, 07:17 AM
Post
#9
|
|
Target Group: Members Posts: 78 Joined: 16-March 02 From: Haifa, Israel Member No.: 2,387 |
I couldn't reproduce the problem with the SL wizard. Tell me what version you use and how you make it choke.
The DNI-ed option allows users to add DNI support where they see it fit; VM does not think here for the player. About the other 2 things, I'll check it into. Thanks for the feedback :) |
|
|
Jun 25 2004, 08:19 PM
Post
#10
|
|
Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Ah, I think I see the problem. I tried to have it create a second SL processor inside the body, which I suppose Valkyrie didnt like. Of course, it's a pretty common houserule to allow a second processor+induction pad allow for firing two guns at the same time (and receive SL bonuses), so it'd be nice if that were allowed.
(Edit): One thing that could be a good idea is to have Valkyrie's cyberware data come from a .DAT file, much as mcmackie's CYBER.dat works. Making something easily extendable like that would make it possible to add functionality like including/excluding books later on. Even better, though, it would allow other people to add customized cyber, or do some of your future work for you when Fanpro comes out with new books. |
|
|
Jun 26 2004, 01:51 AM
Post
#11
|
|
Target Group: Members Posts: 78 Joined: 16-March 02 From: Haifa, Israel Member No.: 2,387 |
I'll check it out. In the meanwhile, a second SL processor can be installed manually.
About .DAT files, it's a farily good idea, but when I programmed VM for the first time it simply wasn't powerful enough. Adding this capability is a very old 2do item... |
|
|
Jun 26 2004, 11:26 AM
Post
#12
|
|
Target Group: Members Posts: 78 Joined: 16-March 02 From: Haifa, Israel Member No.: 2,387 |
Here's a thought, Eyeless - add a single Smartlink Processor, then add to it another Induction Pad Link. Now you can connect two Induction Pads to the same (only) SL processor.
You see, I myself forgot how to use the damn thing :) I started to conceive a list of things that should be explained in some kind of documentation. Please add more things other than : 1) How to use Wizards 2) HOWTO: A Smartlink system which serves two (or more) guns 3) Connectivity in VM (routers and so on) 4) How to use Routers |
|
|
Oct 2 2004, 12:54 PM
Post
#13
|
|
Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
It also calculates the Essence cost incorrectly for me in regards to the SL Processor. I have tried a few different configurations, but they all come up short.
|
|
|
Lo-Fi Version | Time is now: 22nd November 2024 - 09:02 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.