QUOTE (Cabral @ Nov 3 2008, 12:38 AM)
Actually what seems to be buggering the mods (at least for what I'm doing) is that the Complete_Vehicle_Mod_Table cell range stops at Nitrous Injection so I get an error for Rigger Adaptation
Good observation Cabral. Fixed in 7.
QUOTE (Warlordtheft @ Nov 2 2008, 10:40 PM)
Great tool (tried it out today for a recurring NPC in the game), there's alot of hard work going into those files. Some things I noticed, the minor one is that the languages did not have Or'zet. Humanis must be at fault here
.
Yeah, orcs lifespan is so short and their intellect so lowly, I did not figure any of them would live long enough to actually beat a new language into their thick heads.
Erm...no, no meta hating here. Or'zet added in Beta 7.
QUOTE (Warlordtheft @ Nov 2 2008, 10:40 PM)
Also under type for his CZ120 (I did not have it as a custome weapon), it lists 14. Not Sure what that is. Shouldn't type be light pistol?
14 is the range code for light pistols. Where is this number showing up at? I am not seeing it on the CharSheet. Are you on a version prior to beta 6?
QUOTE (Warlordtheft @ Nov 2 2008, 10:40 PM)
Edge also was a bit off. I chose human as race and when entering edge it added one more, and took the BP's for it as well.
See the earlier discussion on attribute raising in this sheet. When you enter a value, that is your desired attribute base, before modifying it by race. If you set it to 2 edge for troll, your modified edge is 2. If you set it to 2 on human, who get +1 racial modfier on edge, it will be 3, and you will pay the cost of raising it from 2 to 3 (instead of 1 to 2). If you have a different suggestion for how the sheet should work, please provide a mock up of agility on a new spreadsheet, and allow the user to select troll/elf/human. If it works better than the one Arturkis created, I will gladly use it in the next version of the spreadsheet.
QUOTE (Warlordtheft @ Nov 2 2008, 10:40 PM)
When using karma to update the mage's spell list it worked but took off 6 karma per spell instead of 5.
Now I know you are on an old version, as this problem does not exist in Beta 6.
QUOTE (Warlordtheft @ Nov 2 2008, 10:40 PM)
The other items I noted to give you feedback on was that the character sheet doesn't have significant room for adding details regarding contacts. Also under the active skills, there is no Attribute column, or total Skill+Attribute. I also find it somewhat useful to have an ammo used area on the sheet.
I agree about contacts. I think there should be a whole page set aside for them, and will work on this for version 8 or 9. Any suggestions on what to include in this sheet are much appreciated.
Yes, skills dont have an attribute column. There is no place to mark off used ammo. These are cosmetics on the CharSheet. Its not that I do not want to improve the CharSheet, I just need inspiration. How would you like to see marked off ammo recorded on the sheet? Does anybody else want an attribute column on skills?
Personally I don't have any trouble remembering which attribute is linked to which skill seeing as they are fairly sensibly assigned, so that always seemed like a waste of space to me. I can change the formatted sheet though, if enough in the community are interested in it.
Also, I never mark ammo off on my char sheet... its a sacred sheet that shouldnt be scribbled on. I have yellow sticky notepads for junk like that. Again, if enough are interested in this I will look into it.
Personally I would like to see CharSheet style areas for all of the details of a character sheet. Rather than dumping all of those into the Character generator, I would like to get the save to text file option working, then start a new project for formatted character sheet design which can import characters from any generator, not just this one. See the discussion on
Standardized Character Formatting