'Sconnie
Sep 4 2009, 06:55 PM
Did you add the new vehicles from SR4a? There was a entry-level sports car by Ford and a Toyota pickup truck, IIRC.
Tyro
Sep 4 2009, 08:59 PM
The Steel Lynx should get an external, fixed, remote control turret mount as per Arsenal 106.
The Ferret should have 10 slots, not 4 (Arsenal 118).
Specializations for Language skills aren't costing anything.
[Edit:] Anti-Theft system works fine if put in the left column, but not in the middle or right ones - except, strangely, in the second-from-bottom cell on the right column. It gives a value error otherwise
SunCell is costing 10 mod slots instead of 1.
Dakka Dakka
Sep 5 2009, 09:56 AM
QUOTE (Tyro @ Sep 4 2009, 10:59 PM)
The Steel Lynx should get an external, fixed, remote control turret mount as per Arsenal 106.
The weapon mount is no longer fixed as per Arsenal Errata. The Steel Lynx gets a turret.
Eugene
Sep 5 2009, 04:26 PM
Fake SINs and licenses don't have the correct Availability ratings.
Tyro
Sep 5 2009, 08:31 PM
QUOTE (Dakka Dakka @ Sep 5 2009, 02:56 AM)
The weapon mount is no longer fixed as per Arsenal Errata. The Steel Lynx gets a turret.
My bad. It still isn't getting that, however
Dakka Dakka
Sep 6 2009, 09:32 AM
I know, I posted that bug earlier. IIRC it is a problem with all the vehicles that have a weapon mount as standard upgrade.
Tyro
Sep 8 2009, 08:55 AM
Personal armor should have a rating box (1-10) (Arsenal 141). Upgraded armor should take up 1 slot for normal, 2 for smart or concealed (Arsenal 133). Interior cameras should cost 0 slots (Arsenal errata 1.3.2 page 3). On the bottom 2 cells of the middle column of the top vehicle slot, interior cameras are costing the mod slot, but no money. They cost money as normal on the rest of the cells, but for some reason cost 1440 for my Bulldog stepvan instead of 1600 (Body x 100, as per Arsenal 136). I'd also like to request more vehicle slots; my rigger has more drone models than the page has slots. Thanks so much for the great work, DK!
DamienKnight
Sep 8 2009, 06:14 PM
QUOTE ('Sconnie @ Sep 4 2009, 01:55 PM)
Did you add the new vehicles from SR4a? There was a entry-level sports car by Ford and a Toyota pickup truck, IIRC.
Added the Ford and Toyata ground vehicles from Anniversary data in next version.
QUOTE (Tyro @ Sep 4 2009, 03:59 PM)
The Steel Lynx should get an external, fixed, remote control turret mount as per Arsenal 106.
The Ferret should have 10 slots, not 4 (Arsenal 118).
Specializations for Language skills aren't costing anything.
[Edit:] Anti-Theft system works fine if put in the left column, but not in the middle or right ones - except, strangely, in the second-from-bottom cell on the right column. It gives a value error otherwise
SunCell is costing 10 mod slots instead of 1.
Added turret to the Steel Lynx description.
Gave the Ferret a 4 point slot upgrade, to 8. (see Arsenal Errata)
Fixed the Free Language Skill Specializations problem.
Fixed the calculations for upgrades that factored on vehicle Body.
Changed Suncell to 1 slot cost.
QUOTE (Eugene @ Sep 5 2009, 11:26 AM)
Fake SINs and licenses don't have the correct Availability ratings.
Fake Licenses were ok. Changed fake SINs from 4 to 3 per rating.
QUOTE (Tyro @ Sep 8 2009, 03:55 AM)
Personal armor should have a rating box (1-10) (Arsenal 141). Upgraded armor should take up 1 slot for normal, 2 for smart or concealed (Arsenal 133). Interior cameras should cost 0 slots (Arsenal errata 1.3.2 page 3). On the bottom 2 cells of the middle column of the top vehicle slot, interior cameras are costing the mod slot, but no money. They cost money as normal on the rest of the cells, but for some reason cost 1440 for my Bulldog stepvan instead of 1600 (Body x 100, as per Arsenal 136). I'd also like to request more vehicle slots
Personal armor does have an option for rating, and it maxes at rating 10.
Added slot cost for armor.
Changed interior cameras to cost 0 slots.
Fixed costs of many vehicle upgrades that were supposed to be Body based cost, but were a static number based on Body of 16.
Added 3 more vehicle slots in next version.
DamienKnight
Sep 8 2009, 09:27 PM
Production version 1 is now available.
SR4CG_DK_1Includes:
- Numerous fixes to Vehicles and Gear Data
- Addition slots for Vehicles... total of 9 now!
- New printable sheets for Mages and Vehicles!
- Other various tweaks.
I am thinking about removing Charsheet 1 and 2. If you are still using these and want them to stay, please post here.
dobbersp
Sep 8 2009, 10:06 PM
DK, you're pro.
Tyro
Sep 8 2009, 10:25 PM
Hail the conquering hero! *Genie impression*
Is there a way to improve a vehicle's Matrix attributes on the Vehicle tab (as per Device/Software Ratings, Arsenal 102)?
Improved Vehicle ability [Skill] is in the adept list now, but it gives a #VALUE! error across the board.
A notes section for Qualities would be EXCELLENT.
Would it be possible to put a Cracked column in for all software (incl. autosofts)? 10% of listed price.
Autosofts should properly have their own section, as they're easily copied to other drones and tend to be pretty universal (with the exceptions of pilot, targeting, and gunnery - and all of those can still be used in multiple drones, albiet with restrictions).
moyphotos
Sep 9 2009, 06:27 PM
Hi, great job on this generator!!! I was in the weapons section and the shockpad and airburst link are not to be found for the custom weapons.
I scanned quickly and did not see anyone mention this.
Also, will there be an option to have more than just 4 customized weapons? My current character is a bit of a gun nut (yes that was reference to FO) and has at least seven customized weapons. Thanks!
Dakka Dakka
Sep 9 2009, 08:52 PM
I just found out that the RC from Underbarrel Weight is not calculated in and that the RC of the extended folding stock (i.e. 2(3)) does not go up if additional RC is installed.
An improved Gas Vent does not replace an existing one but adds to stock RC. For example the RC of an Ingram Smartgun X with a Gas Vent 3 mod shows up as 5(3) instead of 3(4). the simplest solution would probably be to give those weapons a fixed x(+1). This does not however conform with the standard format.
The improved Range Finder shows up yellow if a smartgun system is installed as mod.
The assault cannons are missing in the weapons menus.
Tyro
Sep 10 2009, 09:40 AM
The GMC Bulldog is still showing 16 mod slots instead of 20.
Mods in the right columns are costing nuyen just fine, but aren't affecting slots used.
Fireleaf
Sep 11 2009, 06:20 PM
The Reception enhancer is Cultured Bioware from Augmentation page 70 and should allow a rating of 1 to 3
You currently have it in Uncultured bioware with no rating permitted.
FL
DamienKnight
Sep 11 2009, 09:28 PM
QUOTE (Tyro @ Sep 8 2009, 05:25 PM)
Is there a way to improve a vehicle's Matrix attributes on the Vehicle tab (as per Device/Software Ratings, Arsenal 102)?
Improved Vehicle ability [Skill] is in the adept list now, but it gives a #VALUE! error across the board.
A notes section for Qualities would be EXCELLENT.
Would it be possible to put a Cracked column in for all software (incl. autosofts)? 10% of listed price.
Autosofts should properly have their own section, as they're easily copied to other drones and tend to be pretty universal (with the exceptions of pilot, targeting, and gunnery - and all of those can still be used in multiple drones, albiet with restrictions).
Good question. I will look into adding this in the next version.
Sorry about the adept vehicle problem... a period where there shouldnt be on the Adept_Data page. Fixed.
No, no notes section for qualities. Probably going to remove notes sections from other areas. I prefer page references, as this is less likely to infringe on Catalyst License. If you need more info on a quality, buy the book and look it up.
Cracked software needs alot of tracking, as it degrades. I recommend tracking it manually.
I disagree about autosofts. Different vehicles have different sensors, so Clearsight would be custom for each model of drone. Defense is based on movement, so it is unique per model. Covert Ops includes how to move in a quiet non-attention grabbing manner, which is unique as per its type of movement. Chaser and Trailblazer may only slightly variate between drones, but that is up to house ruling. Oh, adaptability may be the most non-specific to a drone, but it could still be influences based on the type of drone it is (a jet powered drone is going to have to adapt to different types of things than a crawling micro drone). I am going to leave them as they are. You can always add a log in the Karam_Log page which gives you money for a reason of 'Duplicated Autosoftware' if your numbers are off.
QUOTE (moyphotos @ Sep 9 2009, 01:27 PM)
shockpad and airburst link are not to be found for the custom weapons.
Also, will there be an option to have more than just 4 customized weapons?
For version DK_1a :
Added mods from the SR4 book, cant believe I missed these!
Added 5 more custom weapon slots.
QUOTE (Dakka Dakka @ Sep 9 2009, 03:52 PM)
I just found out that the RC from Underbarrel Weight is not calculated in and that the RC of the extended folding stock (i.e. 2(3)) does not go up if additional RC is installed.
An improved Gas Vent does not replace an existing one but adds to stock RC. For example the RC of an Ingram Smartgun X with a Gas Vent 3 mod shows up as 5(3) instead of 3(4). the simplest solution would probably be to give those weapons a fixed x(+1). This does not however conform with the standard format.
The improved Range Finder shows up yellow if a smartgun system is installed as mod.
The assault cannons are missing in the weapons menus.
Good suggestions. Fixed all of these issues in version DK_1a
QUOTE (Tyro @ Sep 10 2009, 04:40 AM)
The GMC Bulldog is still showing 16 mod slots instead of 20.
Mods in the right columns are costing nuyen just fine, but aren't affecting slots used.
Fixed. Thanks.
QUOTE (Fireleaf @ Sep 11 2009, 01:20 PM)
The Reception enhancer is Cultured Bioware from Augmentation page 70 and should allow a rating of 1 to 3
You currently have it in Uncultured bioware with no rating permitted.
Fixed in DK_1a, thanks for pointin this out.
Dakka Dakka
Sep 11 2009, 09:33 PM
Some qualities don't show up on all three versions of the CharSheet. The ones in cells X48, X50, X51, X52 are missing.
The box for armor on the CharSheet one has less line than the box on the Gear sheet. Neither number is enough to accommodate FFBA, all PPP items and a main piece of armor and helmet
On the Gear sheet there are two empty categories named Weapon Accessories and Category.
The MMG and HMG from the BBB Stoner-Ares M202 and Ultimax HMG are missing. AFAIK a concealability modifier of +8 is not RAW.
Not all weapon slots on the Char sheet show if the weapon is purchaesd several times.
Could you make the ammo selectable on the CharSheet so that for instance SnS shows up as 6S(e) instead of the normal damage code?
Also it would be really cool to make the weapon's mods visible on CharSheet, not just those that modify the standard entries.
Maybe you could design a printable Vehicle and Gear sheet.
CanRay
Sep 11 2009, 11:39 PM
Just a question, where would I go to modify the amount of Build Points a character is allowed?
For Higher- and Lower-Powered games.
Socinus
Sep 12 2009, 01:23 AM
QUOTE (DamienKnight @ Sep 8 2009, 09:27 PM)
I am thinking about removing Charsheet 1 and 2. If you are still using these and want them to stay, please post here.
I find them VERY useful and would deeply appreciate them staying
Great job on the generator
Narse
Sep 12 2009, 06:17 AM
I can't belive no one has mentioned this in the many versions of the sheets put out, but shouldn't the Astral Sight, Latent Awakening, Spell/Spirit Knack qualities (and any other psuedo-awakenings, perhaps that one from Unwired, Latent Technomancer? I think it was...) be placed in the special entry (right under race) as they are all mutually exclusive, rather than with the other positive qualities?
I suppose no one has bothered to change or notice this because no one really uses the qualities in question.
Also thanks for all the work you've put into this.
Mr_lynch
Sep 12 2009, 10:20 AM
Mr Knight (et al)
beyond fantastic work.
can i ask that you leave the discription brief in the sheets, i can't see some of the page numbers on the sheets for the likes of cyberware.
and can i check- in the sheets from 9t onwards the knowledge skill mutliplier has changed from *3 to *6- where does that rule come from?
again truely outstanding work.
Lynch
Gonzomike
Sep 13 2009, 10:14 AM
New sheet is great,technomancer option works now for me when it didnt before.Only problem is the AI and Free Spirit options for characters are gone. I have a AI character i wanted to update on your sheet but can't now.
Fabe
Sep 13 2009, 08:29 PM
I can't download the file anu one else having this problem.
datawuppi
Sep 14 2009, 06:49 AM
As usual you have done some awesome work here DK
Missing Streams on the Technomancer-page.
Missing all Assault Cannons.
Missing Enfield GL-67 Grenade Launcher.
The Bioware "Reception Enhancer" has ratings 1-3.
Vehicle Modification "Chameleon Coating" uses only one slot per errata.
On Charsheet3 in the Cyber/Bio-Section it says Essence 6 but it should be 0.4 .
There should be a section for Matrix- and Astral-Ini on the Charsheets.
When I try to select a Charsheet for printing it throws an error (OpenOffice.org 3.1.0 PPC). I'll try to translate:
CODE
An Scripting-Framework-Error occured in Basic Script vnd.sun.star.script:Standard.optCharSheet3_Click?language=Basic&location=document
Message: The following Basic script could not be found
library: 'Standard'
module: 'optCharSheet3_Click
method: ''
location: 'document'
DamienKnight
Sep 14 2009, 03:33 PM
QUOTE (datawuppi @ Sep 14 2009, 01:49 AM)
When I try to select a Charsheet for printing it throws an error (OpenOffice.org 3.1.0 PPC). I'll try to translate:
CODE
An Scripting-Framework-Error occured in Basic Script vnd.sun.star.script:Standard.optCharSheet3_Click?language=Basic&location=document
Message: The following Basic script could not be found
library: 'Standard'
module: 'optCharSheet3_Click
method: ''
location: 'document'
The charsheet radio buttons trigger a vb script, which will only run on vb enabled spreadsheet programs, such as excel. Open Office uses Open Office Basic, which is incompatible with vb scripts.
Try selecting the desired print location and doing a 'Print by Selection'
CanRay
Sep 15 2009, 01:41 AM
QUOTE (CanRay @ Sep 11 2009, 06:39 PM)
Just a question, where would I go to modify the amount of Build Points a character is allowed?
For Higher- and Lower-Powered games.
Never mind, found it!
Marwynn
Sep 15 2009, 02:19 AM
A bit of a request, would it be possible to expand the custom weapon slots? I use up all four quite easily. Also, would it be possible to add melee weapons to that list as well. And Underbarrel weapons?
I don't know if this was fixed in more recent versions, but the second last Negative Quality slot doesn't show up in the Character Sheet. I'll update again.
Thanks so much for this, this is awesome.
Tyro
Sep 15 2009, 04:48 AM
QUOTE (DamienKnight @ Sep 11 2009, 02:28 PM)
No, no notes section for qualities. Probably going to remove notes sections from other areas. I prefer page references, as this is less likely to infringe on Catalyst License. If you need more info on a quality, buy the book and look it up.
I meant a custom notes section - a place to put "silver" next to "allergy, moderate", for example.
3278
Sep 15 2009, 05:21 PM
Must add my own gratitude and respect to the pile: wonderful bit of character generator, DK. You've saved me much, much time. Also must throw my hat into the ring and offer any assistance needed; if you've work that would take time better spent deploying your unique skills, I'll take it off your hands.
Someone must already have noticed this, so I can only assume I'm doing something wrong, but it seems as if the Nanoware from Augmentation isn't on the Cyberware/Bioware page, and that the headings for << Nanoware (au) >> and << Nanocybernetics >> contain the same list of Nanoware, namely that in the core book. Am I doing this wrong, or has some Augmentation content not yet been added?
Penta
Sep 15 2009, 07:17 PM
Another 'am I doing this wrong' question:
I'm setting up a character with alphaware cybereyes and cyberears...I know that eyes come standard with Eye Recording Unit and Image Link, and ears with Ear Recording Unit and Sound Link, but they're not listed...and there's no way to select em...throwing off capacity and possibly essence calculations.
DamienKnight
Sep 15 2009, 08:07 PM
QUOTE (3278 @ Sep 15 2009, 12:21 PM)
Must add my own gratitude and respect to the pile: wonderful bit of character generator, DK. You've saved me much, much time. Also must throw my hat into the ring and offer any assistance needed; if you've work that would take time better spent deploying your unique skills, I'll take it off your hands.
Someone must already have noticed this, so I can only assume I'm doing something wrong, but it seems as if the Nanoware from Augmentation isn't on the Cyberware/Bioware page, and that the headings for << Nanoware (au) >> and << Nanocybernetics >> contain the same list of Nanoware, namely that in the core book. Am I doing this wrong, or has some Augmentation content not yet been added?
The best way to help me is to find problems with the sheet and give me detailed information on what needs to be changed.
Ie. If a gun is missing a laser sight in its description, you could post the name of the gun, and the book/page where I could check to see that it needs the laser sight.
Second to troubleshooting, I need feedback on the page. If you like they way one page is laid out and want other pages to be more similar to it, let me know. If you think there needs to be another column somewhere, or even another sheet added for some missing option, just post it here.
I have been using the sheet alot in the last two months since I have started playing SR again, and have been working on it alot, but I can only notice features that I use. IE. I dont play AI, so I dont really know if there is something I need to do to make AI's work better with the sheet.
Thanks for the feedback, I love to hear that the sheet is helping people play more Shadowrun!
QUOTE (Penta @ Sep 15 2009, 02:17 PM)
Another 'am I doing this wrong' question:
I'm setting up a character with alphaware cybereyes and cyberears...I know that eyes come standard with Eye Recording Unit and Image Link, and ears with Ear Recording Unit and Sound Link, but they're not listed...and there's no way to select em...throwing off capacity and possibly essence calculations.
The features are so standard, it does not seem necessary to include in the description. Limbs seem to me like they take up enough space on the Charsheet, without listing Links and Recording abilities.
Can you imagine a robot with inifinite memory (as memory in sr4 is supposed to be near limitless) that does not record the digital images it processes? How about cyberears that did not allow you to play sounds in your own ears. I appreciate the suggestion, but I think the Majority of users do not need the Image/sound link and recorder options listed on the sheet, and are comfortable assuming their presence. Its like saying, 'The Ares Predator does not list Saftey in its description', but its safe to assume that all automatics include a standard saftey. Certain things need to be assumed.
But, I want to serve my audience, so I will comprise this way: I will add a Cybereye and Cyberear mod that lists 'Sound Link/Recorder' and 'Image Link/Recorder' that costs 0$ and 0 slots, and can optionally be selected if you really want to have that option show up on your sheet.
Penta
Sep 15 2009, 08:51 PM
...See, I thought they did take up capacity...If not, oops, no need for it.
DamienKnight
Sep 15 2009, 09:21 PM
QUOTE (Penta @ Sep 15 2009, 03:51 PM)
...See, I thought they did take up capacity...If not, oops, no need for it.
Yeah, they used to in older versions. In SR4 the writers finally did a little critical thinking and realized that if a devices was reading digital images into your brain, putting them in a storable format would not make the device bigger, heavier, or more expensive, so why charge essence or nuyen for it?
Phoenix (A-Team)
Sep 15 2009, 09:34 PM
As always, thank you for all of your hard work DK!
In the new version there is no longer any SURGE options under the "qualities" pull-down lists. I couldn't find them elsewhere, am I not looking hard enough? I kinda miss the mood hair meta-mehusit.
DamienKnight
Sep 15 2009, 09:53 PM
QUOTE (Gonzomike @ Sep 13 2009, 05:14 AM)
New sheet is great,technomancer option works now for me when it didnt before.Only problem is the AI and Free Spirit options for characters are gone. I have a AI character i wanted to update on your sheet but can't now.
These options are still available in the 'Race' dropdown. Are they not working properly?
QUOTE (Narse @ Sep 12 2009, 01:17 AM)
I can't belive no one has mentioned this in the many versions of the sheets put out, but shouldn't the Astral Sight, Latent Awakening, Spell/Spirit Knack qualities (and any other psuedo-awakenings, perhaps that one from Unwired, Latent Technomancer? I think it was...) be placed in the special entry (right under race) as they are all mutually exclusive, rather than with the other positive qualities?
That is a fantastic point. Unfortunately I have based alot of the formulas off of possible data in the Special area. I am not sure what effect adding those to that area would have. I do have those qualities set so they should not appear when you are already a mage, adept etc. I will look into this, but probably not for the next version.
QUOTE (Mr_lynch @ Sep 12 2009, 05:20 AM)
and can i check- in the sheets from 9t onwards the knowledge skill mutliplier has changed from *3 to *6- where does that rule come from?
Not quite sure what you are talking about here...
QUOTE (Phoenix (A-Team) @ Sep 15 2009, 04:34 PM)
In the new version there is no longer any SURGE options under the "qualities" pull-down lists. I couldn't find them elsewhere, am I not looking hard enough? I kinda miss the mood hair meta-mehusit.
Ah-wah!? Class I Surge, Class II Surge, Class III Surge. Those are all available, which allow metagenetic qualities to be selected. Perhaps you were playing a Metavarient and selecting these qualities without getting the Surge Quality? If that is the case, you need to enable the option rule 'Metavarients_Surge_House_Rule'
DamienKnight
Sep 15 2009, 10:09 PM
Version SR4CG_DK_1a is now available.Includes:
- More physical and stun track boxes in Charsheet 3
- Will to Live now calculates into Overflow boxes on the Charsheet
- Non-Initiate Metamagics (15 Karma each) added to Magic Page
- added missing HMG, fixed HMG/MMG ranges
- added Technomancer Streams
- Added more weapon slots
- Custom weapons now properly stack new mods with old mods (no more gas vent II plus gas vent III)
- Added System/Response/Signal upgrades for vehicles, updated Charsheet to include these also
Thanks for all of the community support. Keep up the good work Dumpshock testers!
3278
Sep 16 2009, 01:45 AM
QUOTE (DamienKnight @ Sep 15 2009, 09:07 PM)
The best way to help me is to find problems with the sheet and give me detailed information on what needs to be changed.
Excellent. I was a software tester for lo, those many years, so breaking things is my speciality, as it were.
The only thing I'm aware of at the moment is the error I mentioned previously: on the Cyberware/Bioware page, all the nanoware from Augmentation seems to be missing; this would be the material from pages 108-111 of Augmentation. In its place is a repeat of the Nanocybernetics from Augmentation [from Dynamic Handprints to Voice Mimic]. If you need more details, let me know. Also, if I'm just being stupid and not seeing it, let me know.
3278
Sep 16 2009, 02:38 AM
On the Gear worksheet, when Commlink Modules > Response Enhancer is selected, the Availability instantly comes up as 24. The correct Availability is 4x[Rating].
Phoenix (A-Team)
Sep 16 2009, 05:00 AM
Ah, I see now. In the previous version Negative Surge effects were always available, whether the positive quality "Class I-III Surge" was taken or not. You fixed the problem since and I got stumped. Though, with the house rule activated, I still see no Surge qualities become available unless I use the Class I-III Surge quality. Am I using it incorrectly?
Gar... kinda sucks by their new errata that one has to take the positive Surge quality to unlock negative surge qualities. But... if that's the way the almighty makers deemed it must be, then that's how it is.
Looks like something's wrong with ID/credsticks. Rating 4 licenses and ID are currently producing 18 availability. It should be 3*Rating (in this example should =12).
Sensor Packages currently contains "Spyball" ...in SR4 it lists RFID, Micro, Handheld, and Mounted sensor packages on pg 325. These would be cool for characters who want such sensory devices in their gear arsenal :evil grin:
Also, a suggestion: I have seen that many people enjoy keeping digital records of gear they "collect" during runs. While I like paper too, I would find it cool to keep tally on my character's digital gear sheet. Perhaps adding a column that denotes if gear is "earned" through game play rather than bought? Much like you do in the beginning in regards to Contacts?
budoka05
Sep 16 2009, 07:13 AM
Damien, thanks so much for making this spreadsheet! I have found it extremely useful and awesome! Thanks you for putting the time into it!
Quick thing, I noticed the Walther sniper rifle has a smart link system, but it doesn't register on the layout in the gun modification system. How can I change it?
DamienKnight
Sep 16 2009, 02:30 PM
QUOTE (budoka05 @ Sep 16 2009, 02:13 AM)
Quick thing, I noticed the Walther sniper rifle has a smart link system, but it doesn't register on the layout in the gun modification system. How can I change it?
Goto Gear_Data, find the Walter MA-2100 in the first list on the page. Goto column V and put an 'x' on the MA-2100's line, which should be 259.
Fixed this for the next release.
DamienKnight
Sep 16 2009, 03:00 PM
QUOTE (3278 @ Sep 15 2009, 08:45 PM)
Excellent. I was a software tester for lo, those many years, so breaking things is my speciality, as it were.
The only thing I'm aware of at the moment is the error I mentioned previously: on the Cyberware/Bioware page, all the nanoware from Augmentation seems to be missing; this would be the material from pages 108-111 of Augmentation. In its place is a repeat of the Nanocybernetics from Augmentation [from Dynamic Handprints to Voice Mimic]. If you need more details, let me know. Also, if I'm just being stupid and not seeing it, let me know. ;)
The nanoware not listed in Cyberware is not cyberware, but Nanogear. I will look into adding it to the Gear area.
QUOTE (Phoenix (A-Team) @ Sep 16 2009, 12:00 AM)
Ah, I see now. In the previous version Negative Surge effects were always available, whether the positive quality "Class I-III Surge" was taken or not. You fixed the problem since and I got stumped. Though, with the house rule activated, I still see no Surge qualities become available unless I use the Class I-III Surge quality. Am I using it incorrectly?
Gar... kinda sucks by their new errata that one has to take the positive Surge quality to unlock negative surge qualities. But... if that's the way the almighty makers deemed it must be, then that's how it is.
Looks like something's wrong with ID/credsticks. Rating 4 licenses and ID are currently producing 18 availability. It should be 3*Rating (in this example should =12).
Sensor Packages currently contains "Spyball" ...in SR4 it lists RFID, Micro, Handheld, and Mounted sensor packages on pg 325. These would be cool for characters who want such sensory devices in their gear arsenal :evil grin:
Also, a suggestion: I have seen that many people enjoy keeping digital records of gear they "collect" during runs. While I like paper too, I would find it cool to keep tally on my character's digital gear sheet. Perhaps adding a column that denotes if gear is "earned" through game play rather than bought? Much like you do in the beginning in regards to Contacts?
In order for the Metavarient Surge rule to unlock your Surge qualities, you must be a Metavarient. There is no house rule for letting anyone get Surge powers. You can always Make yourself a metavarient, select the Surge qualities you want, then change your race back. The sheet only restricts the dropdown list, it does not check the cells for valid qualities after they are selected.
Yeah, it looks like the availability was = Avail + avail.mult x Max rating. Changed it to Avail + avail.mult x Selected Rating. Good catch.
Spyballs. The sensor packages in the sr4 book are not a gear list, but a listing of the default capacity and signal rating for different types of objects. The spyball is the only prepackaged sensor device. It can be carried around like a grenade, so it finds itself in both the vehicles section and the Gear section.
That is a good idea with Gear. I will look into it.
Amourgin
Sep 17 2009, 06:23 PM
I just want to say, I've followed this spreadsheet since a little before I joined the board. It's come along wonderfully.
risingstar
Sep 17 2009, 09:57 PM
I have looked through the gear section and have yet to find any of the commlink upgrades or gear designed for it. Is this in the works and will it be on the commlink page?
DamienKnight
Sep 18 2009, 03:50 PM
QUOTE (risingstar @ Sep 17 2009, 04:57 PM)
I have looked through the gear section and have yet to find any of the commlink upgrades or gear designed for it. Is this in the works and will it be on the commlink page?
Commlink Accessory, Commlink Modules in Gear page. Hacking page below system upgrades, those four slots can be used to purchase commlink upgrades.
crash2029
Sep 18 2009, 07:45 PM
I love the sheet but I still cannot figure out how to select a mentor spirit/paragon.
DamienKnight
Sep 18 2009, 08:38 PM
QUOTE (crash2029 @ Sep 18 2009, 02:45 PM)
I love the sheet but I still cannot figure out how to select a mentor spirit/paragon.
To select a mentor spirit:
1. You must select Magician or Mystic Adept in the 'Special' cell to signify your magic type.
2. You must select the Mentor Spirit positive quality.
3. Go to the 'Magic' page and scroll the page down a bit. On the left below where you can
select a tradition, you should now have an option to select a Mentor Spirit.
To select a Paragon:
1. You must select 'Technomancer' in the 'Special' cell
2. You must select the 'Paragon' positive quality.
3. Go to the 'Technomancer' page and look for the area titled Paragon. Select a paragon, and then if necessary, select a preferred Sprite.
Note: In the latest version, the Paragon drop down cell is 'Locked' if the page is protected. In excel goto 'Tools->Protection->Unprotect Sheet' to change the drop down. This problem is fixed in the next version.
DamienKnight
Sep 18 2009, 08:39 PM
QUOTE (Amourgin @ Sep 17 2009, 01:23 PM)
I just want to say, I've followed this spreadsheet since a little before I joined the board. It's come along wonderfully.
Thanks!
ravensoracle
Sep 19 2009, 01:04 AM
I just have to say that I have been using this and it is great. Everyone involved is doing an excellent job.
But I am having problems with the latest version. It is very prone to crashing in open office. I'm not sure if anyone else is having this problem. I have been running Beta7b and had no problems with that.
Penta
Sep 19 2009, 01:23 AM
Weirdly, I'm getting no crashes in OO.
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