DamienKnight
Apr 27 2010, 01:27 PM
QUOTE (Kazuhiro @ Apr 26 2010, 03:38 PM)
Were you able to find the cause of my problem? Taking SURGE and having it not only forget that I'm a magician, but suddenly stop letting me BE a magician?
I am unable to recreate this problem.
You select Magician. Add Surge I. Add electrosense. At that point the 'Special' area goes blank?
Sengir
Apr 28 2010, 05:17 PM
Hey, I'd like to contribute something: The German version of Arsenal includes some new clothing lines, a new military armour, ~5 new guns and a whole load of new drones (inlcuding finally some cars the average commuter would use). Would you like to add that stuff to the chargen? And if yes how should I send you that list, simply add it to the data sheet of the current version or some other way?
bmcoomes
Apr 28 2010, 05:19 PM
I know I would love to see the new stuff!!!
Nifft
Apr 28 2010, 05:43 PM
QUOTE (DamienKnight @ Apr 26 2010, 01:52 PM)
Gear page was missing all of the Nanowares. Added them in version J.
Awesome, thanks.
Also: Deepweed is an "awakened" drug from SR4A core, but I didn't see it under either Chem - Drugs or Chem - Awakened Drugs. It costs 400 ¥ per dose.
Psyche is a drug that is useful for Awakened PCs, and it's similarly missing. It is also found in SR4A core, and it costs 200 ¥ per dose.
Thanks, -- N
Tyro
Apr 28 2010, 06:52 PM
QUOTE (bmcoomes @ Apr 28 2010, 09:19 AM)
I know I would love to see the new stuff!!!
Me three!
DamienKnight
Apr 28 2010, 07:19 PM
QUOTE (Sengir @ Apr 28 2010, 12:17 PM)
Hey, I'd like to contribute something: The German version of Arsenal includes some new clothing lines, a new military armour, ~5 new guns and a whole load of new drones (inlcuding finally some cars the average commuter would use). Would you like to add that stuff to the chargen? And if yes how should I send you that list, simply add it to the data sheet of the current version or some other way?
I suggest you add them to the sheet and then just send me the updated Gear_Data and Vehicle_Data sheets.
DamienKnight
Apr 28 2010, 07:24 PM
Version j is ready!http://www.mediafire.com/?m2yz1dmdondIncludes Pets! Buy TRAINED pets with Warform or Chimeric enhancements. Add cyberware for you pet, including SEIS, TRACES, and other PET-only wares, or install classic cyberware in them.... Because all dogs should have titanium bone lacing!
Attributes update based on Warform/Wares.
Attacks are calculated, so strength increases natural attacks damage accordingly.
Armor and movement are calculated. Add Celerity or Improved Armor and see their stats change.
- Fixed issues with Vehicles, Magic, Free-Spirit Powers and Armor
- Added 'Light' and a few 'Ultralight' versions of popular armor. (Because weeny Mages and gnomes need armor too!)
- Added Nanoware drugs to the Gear page
- Added in many missing drugs
- Added Grenade Launchers
- Cyberlimbs and their mods now support Suites!
- New Background questions page, created by Brent Coomes! *Edit
Thanks to the Community for troubleshooting and fact finding. You guys are great!
RedFish
Apr 28 2010, 07:24 PM
I noticed that Tailored Pheromones add to the charisma attribute in the chargen - as far as I know this is incorrect. It merely adds to charisma (based tests) and social skill based tests, not to the actual charisma itself. While it makes bookkeeping easier, it would also means that tailored pheromones would potentially prevent you from getting charisma modifiers from elsewhere.
Gmoz
Apr 28 2010, 07:51 PM
Woot for version J!
You the man Damien
DamienKnight
Apr 28 2010, 09:58 PM
QUOTE (RedFish @ Apr 28 2010, 02:24 PM)
I noticed that Tailored Pheromones add to the charisma attribute
That is an interesting point. Is there anything else in the Sheet that could actually raise your Charisma? Just asking.
Version k will have the Charisma boost removed. If you want to add that to your current sheet, just delete the '1' in the charisma column next to Tailored Phermones on the Wares_Data tabe.
Werewindlefr
Apr 28 2010, 09:59 PM
QUOTE (Gmoz @ Apr 28 2010, 03:51 PM)
Woot for version J!
You the man Damien
Yup. Pretty much.
Thanks for the suites!
bmcoomes
Apr 28 2010, 10:00 PM
QUOTE (DamienKnight @ Apr 28 2010, 11:24 AM)
Version j is ready!http://www.mediafire.com/?m2yz1dmdondIncludes Pets! Buy TRAINED pets with Warform or Chimeric enhancements. Add cyberware for you pet, including SEIS, TRACES, and other PET-only wares, or install classic cyberware in them.... Because all dogs should have titanium bone lacing!
Attributes update based on Warform/Wares.
Attacks are calculated, so strength increases natural attacks damage accordingly.
Armor and movement are calculated. Add Celerity or Improved Armor and see their stats change.
- Fixed issues with Vehicles, Magic, Free-Spirit Powers and Armor
- Added 'Light' and a few 'Ultralight' versions of popular armor. (Because weeny Mages and gnomes need armor too!)
- Added Nanoware drugs to the Gear page
- Added in many missing drugs
- Added Grenade Launchers
- Cyberlimbs and their mods now support Suites!
- New Background questions page, created by Brandon Coomes!
Thanks to the Community for troubleshooting and fact finding. You guys are great!
It's Brent not Brandon but hay you got my last name right so I'm happy.
RedFish
Apr 28 2010, 11:22 PM
QUOTE (DamienKnight @ Apr 28 2010, 09:58 PM)
That is an interesting point. Is there anything else in the Sheet that could actually raise your Charisma? Just asking.
Version k will have the Charisma boost removed. If you want to add that to your current sheet, just delete the '1' in the charisma column next to Tailored Phermones on the Wares_Data tabe.
Awesome!
I don't think there's anything else raising charisma on the sheet (though I haven't tested it all and some parts like the cyberparts page crash if I select anything but cybereyes, but that's just because Mac-Excel doesn't do macros very well, and it seems to work flawlessly on any PC I've been at), so it's mainly just me being pedantic and wanting to make it easier to deal with a printed out version of the character sheet provided.
So, props for a very well done job.
Sengir
Apr 29 2010, 09:26 AM
QUOTE (DamienKnight @ Apr 28 2010, 08:19 PM)
I suggest you add them to the sheet and then just send me the updated Gear_Data and Vehicle_Data sheets.
OK, I'll see if I can get it done today, if not you will have it by tomorrow (CET).
Two quick questions:
- Why do some ranged weapons have numbers for reach in the data sheets? Does this have any effect?
- Would you say "one of the most modern and feared hunter drones on the market" with an avaiability of 14F qualifies as military vehicle or should still get the device rating for a security vehicle?
And awesome work as usual with the new version, especially having cybersuites including limbs is much apprechiated.
DamienKnight
Apr 29 2010, 02:29 PM
QUOTE (Sengir @ Apr 29 2010, 04:26 AM)
OK, I'll see if I can get it done today, if not you will have it by tomorrow (CET).
Two quick questions:
- Why do some ranged weapons have numbers for reach in the data sheets? Does this have any effect?
- Would you say "one of the most modern and feared hunter drones on the market" with an avaiability of 14F qualifies as military vehicle or should still get the device rating for a security vehicle?
And awesome work as usual with the new version, especially having cybersuites including limbs is much apprechiated.
Reach is added kind of on a whim. It represents how much reach the weapon would add if using it as a melee weapon.
I am not sure about the drone. Cost is a good indicator of Military vs. Security. A military drone has a device rating of 5, which is the equivalent of a Commlink w/ System/Signal rating 5, which costs a few thousand. If the drone costs more than 10k with an F avail, then probably YES it is Military.
Edit:
I noticed on the Pets page I do not have Initiative/Passes. I have added that to version k.
Also, for some reason magic is calculating off of the wrong cell. The vlookup should be going to Pets Table column 16. Fixed in version k. Also set it so the Magic will not ever exceed the essence level.
Caine Hazen
Apr 30 2010, 12:49 AM
Damn, now I have to try and redo a character concept I was working on
you and your animals (really though, thank you muchly for that, nice addition)
Thought about maybe porting the critters part over to its own table as a GMs tool?
Marston
Apr 30 2010, 01:56 AM
This is a minor issue, but the AK-97 assault rifle should have 38 rounds per "clip", unless there was a 28 round per "clip" errata that I might have missed.
Thirty Second Artbomb
Apr 30 2010, 02:32 AM
QUOTE (DamienKnight @ Apr 28 2010, 12:24 PM)
Woo, version J. Looks like all the bugs I reported are gone, plus the unusual thing I noticed on the gear tab seems to be fixed as well.
However, I just spotted something on the Weapons tab: The cost for the Ceramic Components modifications is being calculated incorrectly. It appears the modification cost on the spreadsheet is using the weapon's base cost. Arsenal p150 says the cost for each level of Ceramic Components is calculated using the weapon's actual cost - that is, the cost after all other modifications -
instead of its base cost.
For example: An Ares Predator IV with the Level 3 ceramic components modification costs [350+(350*6)], or [350+2100]. A Predator with a chameleon coating would cost [350+1000+({350+1000}*6)], or [350+1000+8100], to add a Level 3 ceramic modification. The spreadsheet appears to be calculating the cost for the latter as [350+1000+(350*6)].
Sengir
Apr 30 2010, 11:45 AM
Here you go. I added all the new stuff to the bottom of the respective lists for easier checking, and decided that since the drone in question (RM Wolfspinne medium drone) costs more than two dobermans it should get the better device rating.
PS: Some info that didn't fit into the sheet
- The payload arrow behaves like a gas/splash gernade on impact, with half the explosion radius
- Reconquista Line is neo-Victorian looks and has chemical protection 3
- CYBERPIRATE Line is made for scifi looks, the clothes can display images from a commlink and come with chem protection 2
- The SK Myrmidon comes with full chemical seal, thermal damping 3, and an articulated weapon arm, the helmet has olfactory and ultrasound sensors...designed forshock troops which go in after the enemy got plastered with chemical weapons.
- No, the Balmug does not have more RC
DamienKnight
Apr 30 2010, 07:22 PM
QUOTE (Thirty Second Artbomb @ Apr 29 2010, 09:32 PM)
Woo, version J. Looks like all the bugs I reported are gone, plus the unusual thing I noticed on the gear tab seems to be fixed as well.
However, I just spotted something on the Weapons tab: The cost for the Ceramic Components modifications is being calculated incorrectly. It appears the modification cost on the spreadsheet is using the weapon's base cost. Arsenal p150 says the cost for each level of Ceramic Components is calculated using the weapon's actual cost - that is, the cost after all other modifications - instead of its base cost.
For example: An Ares Predator IV with the Level 3 ceramic components modification costs [350+(350*6)], or [350+2100]. A Predator with a chameleon coating would cost [350+1000+({350+1000}*6)], or [350+1000+8100], to add a Level 3 ceramic modification. The spreadsheet appears to be calculating the cost for the latter as [350+1000+(350*6)].
Thanks for finding this. Corrected this in version k. Since it must add the cost in during the POST modded price calculation, the ceramic components mod will show up as a 0 cost, but will actually multiply your ending value based on the level of ceramic the components are modded to.
graywulfe
Apr 30 2010, 09:52 PM
I can't seem to open this file, excel crashes everytime I try to open it, regardless of enabling or disabling macros. Any ideas?
RedFish
May 1 2010, 11:52 PM
QUOTE (graywulfe @ Apr 30 2010, 09:52 PM)
I can't seem to open this file, excel crashes everytime I try to open it, regardless of enabling or disabling macros. Any ideas?
What version of Excel are you using?
felixghost
May 2 2010, 04:54 PM
Thanks for this! I find this to be very useful.
Jhaiisiin
May 3 2010, 03:12 PM
QUOTE (graywulfe @ Apr 30 2010, 02:52 PM)
I can't seem to open this file, excel crashes everytime I try to open it, regardless of enabling or disabling macros. Any ideas?
I'm running into the same issue here. I'm using MS Excel 2003. It crashes excel twice, then finally opens to practically a pure text file, with all the formatting stripped out of it. Similarly, it also shows all the normally hidden tabs. Excel notes that it tried to repair errors/damage within the file. Here's the exact text from the repair log:
QUOTE
Microsoft Office Excel File Repair Log
Errors were detected in file 'I:\Shadowrun\SR4CG_DK_1j.xls'
The following is a list of repairs:
Damage to the file was so extensive that repairs were not possible. Excel attempted to recover your formulas and values, but some data may have been lost or corrupted.
Dumori
May 3 2010, 05:57 PM
Worked perfectly on my excel 2003
bmcoomes
May 3 2010, 06:07 PM
Runs great on my 2003 too, I wounder if it's a corrupted download. Have you guys tried deleting and re-downloading it so see if that fixes it?
Mawootad
May 3 2010, 07:08 PM
Explosive Rounds currently cost
50 per 1 round instead of
50 per 10 rounds. You might want to fix that.
DamienKnight
May 3 2010, 07:29 PM
QUOTE (Mawootad @ May 3 2010, 02:08 PM)
Explosive Rounds currently cost
50 per 1 round instead of
50 per 10 rounds. You might want to fix that.
Doh, thought I already fixed that. Corrected now in version k.
Jhaiisiin
May 3 2010, 07:46 PM
QUOTE (bmcoomes @ May 3 2010, 12:07 PM)
Runs great on my 2003 too, I wounder if it's a corrupted download. Have you guys tried deleting and re-downloading it so see if that fixes it?
Yep, deleted and redownloaded, attempted on 2 separate computers with same results.
bmcoomes
May 3 2010, 07:52 PM
I don't have a clue then, are you all up-to-date with patches and updates from MS? other then that I don't know.
Sengir
May 3 2010, 08:45 PM
QUOTE (Jhaiisiin @ May 3 2010, 07:46 PM)
Yep, deleted and redownloaded, attempted on 2 separate computers with same results.
Hm, which OS? Maybe it's something like the problems with OO, which somehow did not occur on Vista
DamienKnight
May 3 2010, 08:52 PM
QUOTE (Sengir @ Apr 28 2010, 12:17 PM)
Hey, I'd like to contribute something: The German version of Arsenal includes some new clothing lines, a new military armour, ~5 new guns and a whole load of new drones (inlcuding finally some cars the average commuter would use). Would you like to add that stuff to the chargen? And if yes how should I send you that list, simply add it to the data sheet of the current version or some other way?
I have added the Armors, Weapons, Vehicles and Drones to version K of the sheet. Thanks for helping with this Sengir!
Drats
May 3 2010, 09:11 PM
Is there a fix planned for Shifters? As it stands, they've got to take an Awakened positive quality to get a Magic attribute, but they're supposed to get one naturally.
DamienKnight
May 3 2010, 10:05 PM
QUOTE (Drats @ May 3 2010, 04:11 PM)
Is there a fix planned for Shifters? As it stands, they've got to take an Awakened positive quality to get a Magic attribute, but they're supposed to get one naturally.
Thanks for pointing this out. To fix it in version K i did the following (and you can too)
Format->Sheets->Unhide->Misc_Data
In Cell BY30
it is currently (in version j):
=IF(OR(Is_Adept,Is_Spellcaster,Is_Summoner,Is_Drake,Is_Infected,Magic_Type="Astral Sight"),TRUE,FALSE)You need to add 'Is_Shifter' to the OR list, as below:
=IF(OR(Is_Adept,Is_Spellcaster,Is_Summoner,Is_Drake,
Is_Shifter,Is_Infected,Magic_Type="Astral Sight"),TRUE,FALSE)
That will do it.
Sengir
May 4 2010, 11:58 AM
QUOTE (DamienKnight @ May 3 2010, 09:52 PM)
I have added the Armors, Weapons, Vehicles and Drones to version K of the sheet. Thanks for helping with this Sengir!
My pleasure
And a small bug I just found, glass cutters, forensic tools and some other gear are in the "Survial - Odds & Ends" section.
Drats
May 4 2010, 01:09 PM
QUOTE (DamienKnight @ May 3 2010, 10:05 PM)
Thanks for pointing this out. To fix it in version K i did the following (and you can too)
(...)
Thanks for the quick fix! I already use your sheet for everything. Now my girlfriend can, too
Got another minor bug for you: When you take the positive quality "Restricted Gear," it still yellow-flags any gear selection with a rating above 12 (or whatever you've set your availability baseline as).
(I'm not looking for a quick fix on this one, and frankly, I was pretty surprised at the last one. I just thought I'd bring it to your attention.)
DamienKnight
May 4 2010, 01:15 PM
QUOTE (Drats @ May 4 2010, 08:09 AM)
Thanks for the quick fix! I already use your sheet for everything. Now my girlfriend can, too
Got another minor bug for you: When you take the positive quality "Restricted Gear," it still yellow-flags any gear selection with a rating above 12 (or whatever you've set your availability baseline as).
(I'm not looking for a quick fix on this one, and frankly, I was pretty surprised at the last one. I just thought I'd bring it to your attention.)
The gear highlighting is intentional. Gear with availability above 12 (or 16 if you have Blackmarket Pipeline) is potentially game unbalancing, and requires GM approval, even if purchased legitimately with the Restricted Gear Quality. These highlight so the GM will not miss the restricted item when they are checking your character out.
The availability highlights should go away when you go to the Settings Sheet and change Creation Mode to FALSE.
SpellBinder
May 4 2010, 08:05 PM
There's still an issue with a few of the minidrones and capacity. Both the Ferret and the iBalls should have a capacity of 8, but the Ferret comes up 5 & the iBalls 4.
It's not too hard to fix for those who want to do it themselves. Just copy the code below into the first Max Slots box to replace it, then copy the cell into the following ones down below.
=MAX(4,IF(C3<>"",MAX(F5,4)+IF(OR(C3="Thundercloud Contrail (ar)",C3="Hyundai Shin-Hyung (ar)",C3="Ferret RPD-1X",C3="GMC Bulldog Step-Van",C3="Lone Star iBall",C3="Lone Star iBall
DamienKnight
May 5 2010, 06:37 PM
QUOTE (Sengir @ May 4 2010, 06:58 AM)
And a small bug I just found, glass cutters, forensic tools and some other gear are in the "Survial - Odds & Ends" section.
QUOTE (SpellBinder @ May 4 2010, 03:05 PM)
There's still an issue with a few of the minidrones and capacity. Both the Ferret and the iBalls should have a capacity of 8, but the Ferret comes up 5 & the iBalls 4
Thanks for these guys. Both issues fixed in version k.
last_of_the_great_mikeys
May 5 2010, 07:00 PM
So, how do I get this thing to work on Microsoft Works (Windows 7) on my laptop? It keeps telling me that I have to import data, gives me choices of data (Racem attributes, etc) then promptly finds errors. This same program works fine on my PC that uses Windows XP.
I should warn you that I'm pretty computer illiterate.
Seriphen
May 5 2010, 07:39 PM
I'm having the same problem with j crashing. It worked fine with i. I am running Windows 7 with Office 2003.
SpellBinder
May 6 2010, 03:49 AM
Anyone else having issues with the cyberware/bioware grades? I am unable to hit the drop down list, and though I can type an entry in manually I cannot enter what should normally appear for Adapsin added grades. This is in both the Cyberware_Bioware and Cyberparts sheets.
DamienKnight
May 6 2010, 01:26 PM
QUOTE (last_of_the_great_mikeys @ May 5 2010, 02:00 PM)
So, how do I get this thing to work on Microsoft Works (Windows 7)
Has anyone ever had it work with Microsoft Works?
QUOTE (Seriphen @ May 5 2010, 02:39 PM)
I'm having the same problem with j crashing. It worked fine with i. I am running Windows 7 with Office 2003.
Not sure about this. Maybe try open office Calc?
QUOTE (SpellBinder @ May 5 2010, 10:49 PM)
Anyone else having issues with the cyberware/bioware grades? I am unable to hit the drop down list, and though I can type an entry in manually I cannot enter what should normally appear for Adapsin added grades. This is in both the Cyberware_Bioware and Cyberparts sheets.
I do not experience this issue.
Dumori
May 6 2010, 05:02 PM
I don't think adapis is working when adding implants. Sure its a post chargen thing but I've got it post chargen
DamienKnight
May 6 2010, 06:39 PM
QUOTE (Dumori @ May 6 2010, 12:02 PM)
I don't think adapis is working when adding implants. Sure its a post chargen thing but I've got it post chargen
Not all wares get a discount when you get the Adapsis alteration... only wares installed AFTER you have gotten the treatment.
This means you have to be able to flag which implants are from before adapsis and which after. To do this, once you have the adapsis wear, then the Adapsis option opens up in the 'Grade' column.
Dakka Dakka
May 6 2010, 07:51 PM
There has been some discussion as to whether Adapsin applies to all ware or not. The thing is anyone could have a doc rip out all ware get adapsin and then implant the same stuff again. That Character should get the bonus. The way Adapsin is described, it isn't clear either.
Delarn
May 7 2010, 12:17 AM
QUOTE (DamienKnight @ May 6 2010, 02:39 PM)
Not all wares get a discount when you get the Adapsis alteration... only wares installed AFTER you have gotten the treatment.
This means you have to be able to flag which implants are from before adapsis and which after. To do this, once you have the adapsis wear, then the Adapsis option opens up in the 'Grade' column.
Can you put an house rule that allow that. Adapsin will still coat previously installed wares creating an essence gap.
SpellBinder
May 7 2010, 02:46 AM
Well, I found where I have the issue. It didn't happen with 1i, but it happens with 1j after I resave the sheet as an XLSM as opposed to leaving it an XLS file.
DamienKnight
May 7 2010, 01:11 PM
QUOTE (Delarn @ May 6 2010, 07:17 PM)
Can you put an house rule that allow that. Adapsin will still coat previously installed wares creating an essence gap.
No. If you want to make all of your wares Adapsin wares, then just change their grade to (Adap).
Delarn
May 8 2010, 02:57 PM
Thanks man !
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