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Jan 10 2005, 06:51 AM
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#826
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
You might want to look at the SURGE benefits of Goblination again. The rules state that humans can goblinize into orks or trolls, while other metahumans can goblinize into one of their metavarients. There is no cross-race goblinization, nor does anyone change from human to either drawf or elf, or change from any race back to human. This is applicable throughout canon history, including SURGE.
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Jan 14 2005, 07:07 PM
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#827
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Moving Target ![]() ![]() Group: Members Posts: 243 Joined: 26-February 02 Member No.: 774 |
Sorry people, I had a minor update planned incorporating all of the found bugs but find I no longer have access to FTP on my site. This does not have MJBB rules incorporated yet... working on it.
Somebody asked how hard it would be to change the code. Answer: very hard. It's currently hard coded in. I'm working to make it more flexiable using a DAT file to hold the changes. That way, people could change the values for themselves to tweak the settings.... attribute points, skill points, etc NOT race settings as they don't change between the various campaign levels (high/low). Board Moderators: Could you please contact the appropriate people? I've tried email and had it bounced back as dumpshock@dumpshock.com does NOT work. |
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Jan 15 2005, 09:16 PM
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#828
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,582 Joined: 6-August 04 Member No.: 6,546 |
With the exception of Preying for Keeps. |
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Jan 18 2005, 05:35 PM
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#829
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
This might already have been brought up and fixed, but in case it's not I'll mention it. Cyber eye replacements appear to be counted against the 1.2 essence allowable in a pair of cyber eyes. Seeing as how the limit is on the accessories installable in a pair of cyber eyes, then it doesn't make too much sense that the optics count against it.
EDIT: There is also no good reason why the SL-II rangefinder should be an eye modification. Making it one has always been a logical jump that's not backed up by the rules, but the last round of M&M errata made it even more unlikely with the requirement for the weapon to have a rangefinder device. Most likely, the rangefinder is just a subprocessor that interprets rangefinder data. Make it an option (or put both versions in there), but it shouldn't be the default. |
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Jan 19 2005, 05:15 PM
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#830
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 14-March 04 From: Cal Poly: SLO Member No.: 6,155 |
Ok, I got your's Jetmaster. I'll compile tonight. Fix-it, any update on shotguns, pistols, and snipers yet?
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Jan 19 2005, 06:41 PM
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#831
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Target ![]() Group: Members Posts: 67 Joined: 18-March 02 From: Saskatoon Saskatchewan Canada Member No.: 2,412 |
Fix-it if there's a section that you're not on yet, fire it to me. I've got a pile of free time right now and I'm bored out of my skull. Otherwise, if we're done: Good job guys.
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Jan 21 2005, 08:10 AM
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#832
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Target ![]() Group: Members Posts: 96 Joined: 7-January 05 From: Ultra wideband Member No.: 6,944 |
Found another thing to repair, DAT-wise. The Impulsive flaw is listed as requring a Willpower (4) Test, but the SRComp states that it requires a Willpower (6) Test.
LordHaHa |
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Jan 21 2005, 05:29 PM
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#833
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 14-March 04 From: Cal Poly: SLO Member No.: 6,155 |
Fixed |
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Jan 22 2005, 09:02 AM
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#834
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 14-March 04 From: Cal Poly: SLO Member No.: 6,155 |
I went ahead and did the sniper rifles too. Wasn't many of them. I don't even want to start on handguns though.
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Jan 23 2005, 03:08 AM
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#835
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Did you already fix the SURGE Goblinization errors (form YotC)?
Could you add the 'Dossier on File' Flaw (from SotA63?)? |
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Jan 23 2005, 06:41 AM
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#836
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Resident Legionnaire ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 |
64
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Jan 23 2005, 06:44 AM
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#837
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
D'oh, right. Thanks. :)
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Jan 23 2005, 08:15 AM
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#838
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Resident Legionnaire ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 |
No problem!
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Jan 23 2005, 09:58 AM
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#839
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Target ![]() Group: Members Posts: 96 Joined: 7-January 05 From: Ultra wideband Member No.: 6,944 |
Another thing I just noticed is that it seems that the cyberware file does not contain any information on Cortex/Cranial Bombs, aside from Kink Bombs.
EDIT: Sorry, it does have full Cranial Bomb info. My bad. It just isn't showing up when I generate a character for some reason. I did notice, however, that the Cranial Bomb flaw does not "award" a free Cortex Bomb to the character (although all things considered, it could be done by shutting off legalities momentarily). EDIT2: It seems I left the Max Availability setting a tad on the low side, which explains why nothing was showing up. Grr. LordHaHa |
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Jan 23 2005, 08:31 PM
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#840
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 870 Joined: 6-January 04 From: Idaho Member No.: 5,960 |
Hey McMackie, just wanted to say you and whoever else helped out on this program, you all have my undying graditute for what you've done. I don't want to seem like I'm only bitching about bugs in this thread. You can't even imagine how much stress and time you have saved GMs. Thanks.
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Jan 23 2005, 09:37 PM
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#841
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Target ![]() Group: Members Posts: 96 Joined: 7-January 05 From: Ultra wideband Member No.: 6,944 |
OK, now that I am actually awake and it's 3:30 in the afternoon, I feel coherent enough to report something else. In the ammunition section of the Gear.dat file, regular ammunition prices are based off the sum of 25 nuyen per 10-round magazine. The cost of the ammunition is listed as 20 nuyen per 10 rounds in the BBB and the back of CC.
EDIT: Arrg. I forgot to factor in the cost of the magazine. The prices make sense now. LordHaHa |
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Jan 24 2005, 01:00 AM
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#842
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Target ![]() Group: Members Posts: 96 Joined: 7-January 05 From: Ultra wideband Member No.: 6,944 |
I just noticed something, in the Rigger/Vehicle section. Is it just me, or do the costs for the Autosofts look a bit on the low side? For example, the cost for the Sharpshooter program at, say, Rating 1 is listed in the program as 2000 nuyen. But if I use the stated price calcuation method in R3 (MP size times 250), the price ends up being 16000 nuyen (64 times 250).
EDIT: OK, I'm taking a break from reporting things for a little bit. This is the third time today that I've cried wolf. I was reading the Program Multiplier table wrong. I mixed up the Program Rating and Multiplier rows (which explains why I got a 64MP program size). LordHaHa |
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Jan 24 2005, 06:12 PM
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#843
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 14-March 04 From: Cal Poly: SLO Member No.: 6,155 |
Everything from Sota64 is already in my update, so yes. Ok, I fixed the surge re-goblinization stuff. There's still nothing to stop you from taking it (I'd have to work with the incompatibles file) but I added notes It now looks like (without the code):
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Jan 27 2005, 08:51 PM
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#844
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 14-March 04 From: Cal Poly: SLO Member No.: 6,155 |
Ok, shotguns are done. Just waiting on handguns now. Then I'll package it up and send it to McMackie.
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Jan 29 2005, 12:59 PM
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#845
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Target ![]() Group: Members Posts: 76 Joined: 10-March 02 From: Wherever injustice thrives! Member No.: 2,314 |
Mack, I have a request that I'm sure has been mentioned before:
In the Contacts section, I resort to using valuable text space for giving pertinent stats to the PC's contacts. Is there any way you can incorporate a spot for each primary attribute that will then calculate secondary attributes? It doesn't sound hard to me, but I'm not you, and am admittedly not very experienced at tinkering with your toys :) Also, I sent you an email about this next subject: I am continuing to compile .SR3 files for commonplace critters using the SRCritters utility. You have not responded to me about this in awhile, and I noticed your post here. I don't get on the forums much anymore, so I thought I'd try to reach you this way. I realize that the only use for such files would be for SRTracker. Are you still interested in these files? |
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Feb 6 2005, 08:48 PM
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#846
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
I think I've got a bug when making new credsticks. This only happens after you finalize the character; beforehand it's just fine. After finalization, when you try to add a new credstick the program doesn't charge you any money for it, and it doesn't show up on the Gear section, though it does show up in Banking. In fact, unless you push "Cancel" in the first pop-up window, where it asks you how much you're paying for the credstick (which I presume is another bug? Is this pop-up supposed to be asking how much cash you're putting into the credstick?) it won't even do that much.
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Feb 6 2005, 10:41 PM
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#847
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Moving Target ![]() ![]() Group: Members Posts: 243 Joined: 26-February 02 Member No.: 774 |
Sorry, I'm real busy with work and personal issues. Fortune, are we talking existing or new characters? The rules are in place (I believe) for new. For existing, there are no real rules in the section devoted to it. If you're talking about the flavor text, they can talk about it but I only really devote efforts to clearly marked out rule sets. Otherwise, it get's too ... complicated. Lots of rule-lawyering, etc... Could you point to the section (page number plz)? |
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Feb 6 2005, 10:47 PM
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#848
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Moving Target ![]() ![]() Group: Members Posts: 243 Joined: 26-February 02 Member No.: 774 |
Sorry didn't see this post... You could add this as an edge BUT.. If you want the program to recalculate the racial modifiers, that's another story. I can do it but it'll take time also where's the reference page number from the rules (book-page)? I've looked and cannot find it. Thanks for the help! |
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Feb 7 2005, 05:30 AM
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#849
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
What I meant was that the current SURGE Goblinization 'Flaws' in your program include options that are not allowable according to canon. Goblinization is on page 141 of YotC (in the rules section, not the fluff), and is quite specific as to what race can change into what different metahuman variant, whether the characters are new or 10 years old.
Humans can only goblinize into orks or trolls, while all other races can goblinize only into a metavariant of their same species. No cross-race goblinization is possible, nor does ant metahuman change into a human. Thistledown seems to have fixed this though, eliminating the non-canon Goblinization options, as well as the stuff from SotA64. |
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Feb 7 2005, 05:31 AM
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#850
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Interesting multiple post! :eek:
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