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Novocrane
Is there a section for biodrones that I'm missing?
SpellBinder
QUOTE (Novocrane @ Mar 16 2013, 12:23 AM) *
Is there a section for biodrones that I'm missing?
Try File > New Critter > Mundane Critters
Novocrane
QUOTE (SpellBinder @ Mar 16 2013, 05:00 PM) *
Try File > New Critter > Mundane Critters

It doesn't match up to build it from scratch. Try the Esiban Infiltrator, for instance.

Still hoping for drag & drop support in cyberware suites, too. Essentially 'locations' by presentation and usability.
SpellBinder
Ah, got it. Paranormal Critters > Bandit for the base of the Esiban Infiltrator.
Nebular
QUOTE (Tyro @ Mar 2 2013, 01:38 AM) *
Couple of bugs: There's an unhandled exception if you try to add an accessory onto a weapon accessory (like flare compensation on a guncam), and binoculars are showing up as 0 capacity (should have capacity times rating, R1-3)

I cannot seem to reproduce the first one at all. Weapon Accessories cannot take other Accessories as plugins, and there shouldn't be a way for you to drop one Accessory onto another. You can add Gear to some Accessories as plugins, but it looks like the Guncam doesn't allow them. Attempting to do that doesn't seem to throw an error either. Does it happen with all of your characters or only a particular one?

Standard Binoculars are showing their Capacity properly with a Capacity equal to their Rating. "Binoculars, Optical", on the other hand, have a Capacity of 0 as shown on the table on SR4 332 (at least according to my copy - I'm hoping it's not yet another misprint).
All4BigGuns
QUOTE (Nebular @ Mar 16 2013, 01:12 PM) *
I cannot seem to reproduce the first one at all. Weapon Accessories cannot take other Accessories as plugins, and there shouldn't be a way for you to drop one Accessory onto another. You can add Gear to some Accessories as plugins, but it looks like the Guncam doesn't allow them. Attempting to do that doesn't seem to throw an error either. Does it happen with all of your characters or only a particular one?

Standard Binoculars are showing their Capacity properly with a Capacity equal to their Rating. "Binoculars, Optical", on the other hand, have a Capacity of 0 as shown on the table on SR4 332 (at least according to my copy - I'm hoping it's not yet another misprint).


It's in my hard-copy of SR4A too, and it's probably a result of the optical version not having a rating.
Nebular
QUOTE (Smirnov @ Mar 2 2013, 03:38 PM) *
In the skillsoft category there are active skillsofts for skills linked to Magic, but SR4A rulebook states that there are no activesofts for spellcasting and the like. Is there a rule that I missed or is it a mistake?
QUOTE (SpellBinder @ Mar 2 2013, 10:33 PM) *
There is no rule that you've overlooked, as the activesoft also picks up the Cracking & Electronics skills I have added to my chummer for technomancers, even though they also would not be available to activesofts either.

This was an oversight on my part. I'm just in the process of updating the data files for the new Sim Dreams and Nightmares books so I'll correct Activesofts to exclude Magical Active and Resonance Active Skills while I'm at it.
Nebular
QUOTE (All4BigGuns @ Mar 16 2013, 01:16 PM) *
It's in my hard-copy of SR4A too, and it's probably a result of the optical version not having a rating.

Do you mean that in your hard copy, the Optical version is supposed to have a Capacity as well? If so, what should it be so I can update it? The data file has it explicitly set to 0. (I don't have my physical books with me right now).
All4BigGuns
QUOTE (Nebular @ Mar 16 2013, 02:20 PM) *
Do you mean that in your hard copy, the Optical version is supposed to have a Capacity as well? If so, what should it be so I can update it? The data file has it explicitly set to 0. (I don't have my physical books with me right now).


No, I was saying that my hard copy is giving the same information as your book. It shows the 'not applicable' dash under capacity. I was saying that I think optical doesn't get capacity because unlike electronic, there is no rating for optical.
Nebular
QUOTE (Sichr @ Mar 10 2013, 02:26 AM) *
It may be some fault on my side, but when calculating dicepool for weapon: Remington 950, Chummer seem to ignore the Specialization for Sporting rifles.
So far I found nothing wrong.
For Pistols it works OK...

The issue appears to be with the Skills data file. The Specialization is listed as "Sporting Rifles" when it in fact should be "Sports Rifles". The Specialization isn't being applied to your Dice Pool because the name of the Specialization isn't matching the Category of the Weapon exactly. If you change your Specialization to "Sports Rifles" instead, you should see the correct number. I'll put up the updated Skills file along with the Sim Dreams and Nightmares files shortly.
Nebular
QUOTE (SpellBinder @ Mar 10 2013, 03:07 PM) *
Noticed something with a cybered character with the Move-By-Wire system (Augmentation, page 40), and in reading the description of this piece of cyberware I don't think the bonus to Dodge is a skill modifier as it is listed simply as a bonus.

In the revised printing of Augmentation (I don't have my original print version handy), the description says that it applies "+1 to the character's Dodge skill rating", so it should be applied directly to the rating of the skill itself instead of being just a bonus to the pool.
Nebular
QUOTE (bannockburn @ Mar 12 2013, 06:41 AM) *
Attitude states in the sidebar on p.160 that only the armor weaves (Carbon-boron, Kevlar threading and Delta-Amyloid) can only be added to regular or the generic armor clothing from SR4a p.326. No such limitation exists for AR enhanced, Color changing and Natural fiber.
It would be nice to be able to add those to every piece of armor or clothing.

I'll make these changes to the Armor file and include them in the data update I'll be doing shortly.
Nebular
I've updated the data files to include the content from the new Sim Dreams and Nightmares sourcebook that was released the other day, along with the few data changes mentioned above.
Nebular
I was out of town for about a week on a somewhat short-notice vacation (okay, the conversation was Her: "Hey, do you want to go to Vegas?", Me: "*@#% yeah!", left a week later). Along with spending more time at my girlfriend's place where I only have my laptop and don't have my bug reporting system available (and less free time), things have been a little slow to progress. I'm hoping to address a few issues in the next little while (whenever that is). It's honestly getting difficult to find enough time to work on the application at the moment for two reasons: I simply have less free time these days, and I honestly haven't played the game in the 9 months since I've moved. Thankfully most of the change requests are relatively simple and don't require a ton of time, but I'm feeling like I'm still not giving this enough attention, so I'm sorry if things seem to be moving a little slowly right now.

I'm also beginning to entertain the idea of making this an open source project so that others can contribute if they'd like. It's not a definite thing yet, just a thought. If you'd like to take a look at the current source code (just checked it in with all of the data changes), you can grab it from the Google Code. You'll need a SubVersion client such as TortoiseSVN and either Visual C# Express 2010 (which you can get for free from Microsoft).
bannockburn
Your work is awesome, Nebular smile.gif
ShadowWalker
Would you please add the Magic cost of Physical Adept powers to the character sheet. Would make figuring out what powers you have left when magic temporarily drops easier.
Machine Ghost
QUOTE (Nebular @ Mar 16 2013, 12:19 PM) *
This was an oversight on my part. I'm just in the process of updating the data files for the new Sim Dreams and Nightmares books so I'll correct Activesofts to exclude Magical Active and Resonance Active Skills while I'm at it.
Don't exclude Arcana from the Activesofts list. SM24 shows it as an awakened skill, but also notes that mundanes can learn it, and that some of the best spell formulators are mundanes or burnouts with no magical ability. That should make it valid for Activesofts.
ScooterinAB
A few things I've noticed. As mentioned earlier, you can't add onto modifications. Specifically, you cannot purchase any visual mods for an imaging scope. In the past, I've also had trouble finding the drug Asia (I'm not sure if this is fixed).

I'd also like to suggest (if possible) a way to have cyberware like the drone hand populate in the Drones and Vehicles tab. That, or a way to either discount items or to include money corrections. If a drone hand can't automatically populate in the Drones tab, I'd like to be able to include the actual drone for bookkeeping purposes, but without having to play for it again. This could also help in the meantime with hierarchy issues like not being able to add visual mods onto an imaging scope.
ShadowWalker
QUOTE (ScooterinAB @ Mar 17 2013, 02:56 PM) *
I'd also like to suggest (if possible) a way to have cyberware like the drone hand populate in the Drones and Vehicles tab. That, or a way to either discount items or to include money corrections. If a drone hand can't automatically populate in the Drones tab, I'd like to be able to include the actual drone for bookkeeping purposes, but without having to play for it again. This could also help in the meantime with hierarchy issues like not being able to add visual mods onto an imaging scope.


Once in Career Mode you can check "Free" on the drone and it won't cost a thing.
Sengir
QUOTE (Nebular @ Mar 16 2013, 08:52 PM) *
I'm also beginning to entertain the idea of making this an open source project so that others can contribute if they'd like. It's not a definite thing yet, just a thought. If you'd like to take a look at the current source code (just checked it in with all of the data changes), you can grab it from the Google Code. You'll need a SubVersion client such as TortoiseSVN and either Visual C# Express 2010 (which you can get for free from Microsoft).

I only get URL 'http://chummer.googlecode.com/svn/trunk/chummer-read-only' doesn't exist
SpellBinder
The description of the drone hand says to use the Aztechnology Crawler, with the exception that you cannot modify the drone beyond its sensor array. Got a character who has done this for one arm, and the drone in the vehicles list is named "Thing". I also found that in my personal list of custom vehicles that I did create a proper "Drone Hand" available for purchase (see below for why).

On a semi-related note, would it be possible to expand cyberware to the gear tab as well? It's always possible that someone's gonna... "salvage" cyber gear off of people to try and sell later, and what not. Could also include a transfer button to reflect implantation and/or removal of a cyberware component and still keeping it for whatever reason. Even in one of the shorts,

Also had a thought regarding firearms, particularly their ammo when ammo starts running tight. Could it be possible to add another button where you can empty the selected magazine back into the ammo pool without reloading it? There will come a time where a person is going to be so low on ammo they cannot reload to a full magazine and would like to consolidate ammo into as few guns as possible. I know there's a workaround by just firing off the magazine and re-adding the ammo as free, but an "Empty Magazine" button could help eliminate a few errors that could happen otherwise.
Mantis
QUOTE (ScooterinAB @ Mar 17 2013, 12:56 PM) *
A few things I've noticed. As mentioned earlier, you can't add onto modifications. Specifically, you cannot purchase any visual mods for an imaging scope. In the past, I've also had trouble finding the drug Asia (I'm not sure if this is fixed).

That is probably because you are spelling it wrong. It's called Aisa, not Asia. Notice the letters S and I are transposed.

On another note, how would one add the Body attribute for Intimidation when you take the Panzer Quality from Way of the Samurai? It replaces Charisma with Body for Intimidation tests.
SpellBinder
Yeah, had found that the Improvements tab has only one option about swapping Physical for Mental attributes, and it is locked into the Physical/Astral swap. As a workaround in the Improvement tab there's an option for a single Skill to get a pool modifier, and manually set the value at the difference between your BOD & CHA attributes.
Mantis
Thanks Spellbinder smile.gif . I'd found that solution already but was hoping I just missed something more elegant. Request for Nebular to go along with all the others?

I also just noticed that the AK-97 Carbine, HK 227-X, HK MP-5TX, Ingram Smartgun X, Uzi III IV and the Sernopal vz/88V are listed with a Stock in Chummer but it should be a Folding Stock (pg 318, SR4A, pg 27 AR). In some cases a Removable Folding Stock but as there is no stats for such a thing, lets just leave it at Folding Stock.

EDIT: Add the Franchi SPAS-22, Colt Cobra (all models), SCK Model 100, Ingram SuperMach 100, Sandler TMP, AK-147 Carbine and HK 229-X to this list of folding stock equipped weapons.
Sengir
QUOTE (Sengir @ Mar 17 2013, 10:57 PM) *
I only get URL 'http://chummer.googlecode.com/svn/trunk/chummer-read-only' doesn't exist

OK, I'm stupid. The 'chummer-read-only' bit is obviously not part of the URL...
cndblank
QUOTE (bannockburn @ Mar 16 2013, 02:53 PM) *
Your work is awesome, Nebular smile.gif



Ditto!!!
Tyro
QUOTE (Nebular @ Mar 16 2013, 11:12 AM) *
I cannot seem to reproduce the first one at all. Weapon Accessories cannot take other Accessories as plugins, and there shouldn't be a way for you to drop one Accessory onto another. You can add Gear to some Accessories as plugins, but it looks like the Guncam doesn't allow them. Attempting to do that doesn't seem to throw an error either. Does it happen with all of your characters or only a particular one?

Standard Binoculars are showing their Capacity properly with a Capacity equal to their Rating. "Binoculars, Optical", on the other hand, have a Capacity of 0 as shown on the table on SR4 332 (at least according to my copy - I'm hoping it's not yet another misprint).


If I remember right I right-clicked on the guncam & clicked accessory. Might have been fixed in a more recent version; I haven't tried it with the latest release.

I didn't realize optical binocs were zero capacity; sorry for the false bug report.
cndblank
Is anyone else using Omae and finding when they do a search, that only the first character has a name?
The rest of the characters don't show the top line.


QUOTE (cndblank @ Mar 14 2013, 01:02 PM) *
Have an issue that started a couple of weeks ago.

Now when I do a search with Omae (Character Exchange), only the name of the first NPC is visible.

All the ones after the first cut off the top/name line (making Meta type first).
I can just barely see the bottom of the first line if it is a letter like p or q.

Running Windows 7 and Firefox 19.02 if it matters.

Severus Snape
When selecting Owl as the Mentor Spirit, I'm getting a bonus of +2 dice to Counterspelling. Per Street Magic, page 183, this bonus to Counterspelling isn't listed. It's only +2 dice to Perception and Assensing, as well as +2 dice to Spirits of Man or Guidance (player's choice).

Am I missing a rule somewhere on this?
Mantis
No, you didn't miss a rule. There appears to be an error in the Traditions xml for Owl which gives a +2 bonus to counter-spelling if you pick Spirits of Man and a +2 bonus to banishing tests if you pick Guidance spirits. Probably a simple copy/paste error that just hasn't been noticed yet. If you have some sort of xml editor you can fix this yourself until Nebular can get to it.
Just find the Owl entry and delete the following bits of code and it should fix the problem. If you aren't comfortable doing that then I can send you the corrected file and you can use that until Nebular gets a chance to fix it. Or you can just wait until he fixes it.

QUOTE
<bonus>
<specificskill>
<name>Counterspelling</name>
<bonus>2</bonus>
</specificskill>
</bonus>
and
<bonus>
<specificskill>
<name>Banishing</name>
<bonus>2</bonus>
</specificskill>
</bonus>
KnightAries
I was wondering what ever came of the idea of making comm links their own tab?
SpellBinder
Apparently replaced by the checkbox to isolate and show only commlinks in the Gear tab. There's also an option to flag one commlink as your active commlink so your matrix initiative & IPs are properly calculated.
Novocrane
QUOTE (SpellBinder @ Mar 20 2013, 04:26 PM) *
Apparently replaced by the checkbox to isolate and show only commlinks in the Gear tab. There's also an option to flag one commlink as your active commlink so your matrix initiative & IPs are properly calculated.

What about the commlinks that are part of cyber suites? (and currently don't factor in, unless you add them yourself)
Nebular
QUOTE (Severus Snape @ Mar 19 2013, 04:01 PM) *
When selecting Owl as the Mentor Spirit, I'm getting a bonus of +2 dice to Counterspelling. Per Street Magic, page 183, this bonus to Counterspelling isn't listed. It's only +2 dice to Perception and Assensing, as well as +2 dice to Spirits of Man or Guidance (player's choice).

Am I missing a rule somewhere on this?
QUOTE (Mantis @ Mar 19 2013, 04:50 PM) *
No, you didn't miss a rule. There appears to be an error in the Traditions xml for Owl which gives a +2 bonus to counter-spelling if you pick Spirits of Man and a +2 bonus to banishing tests if you pick Guidance spirits. Probably a simple copy/paste error that just hasn't been noticed yet. If you have some sort of xml editor you can fix this yourself until Nebular can get to it.
Just find the Owl entry and delete the following bits of code and it should fix the problem. If you aren't comfortable doing that then I can send you the corrected file and you can use that until Nebular gets a chance to fix it. Or you can just wait until he fixes it.

I'm going to put out a small update very shortly and will include the updated Mentors file with it to correct this.
Nebular
QUOTE (KnightAries @ Mar 19 2013, 11:25 PM) *
I was wondering what ever came of the idea of making comm links their own tab?
QUOTE (SpellBinder @ Mar 20 2013, 12:26 AM) *
Apparently replaced by the checkbox to isolate and show only commlinks in the Gear tab. There's also an option to flag one commlink as your active commlink so your matrix initiative & IPs are properly calculated.
QUOTE (Novocrane @ Mar 21 2013, 04:57 AM) *
What about the commlinks that are part of cyber suites? (and currently don't factor in, unless you add them yourself)

SpellBinder is correct. After a lot of thought, I decided against doing it as a tab because it would mean duplicating most of the Gear tab functionality and meant twice as much code to maintain for Gear (which is a lot). I decided to instead allow the Gear tab to be filtered to show only Commlinks and Commlink Locations (such as the Headware: Commlink Category that should show up when you add the Commlink Cyberware item - there's currently an issue with it not showing up until you select the "Only show Commlinks" checkbox once after adding it but is fixed in the next update nyahnyah.gif). It meant I could keep all of the Gear stuff in one place and still only show Commlinks which was the original desire from my understanding. You can then add any desired Commlink to the Headware: Commlink Location on the Gear tab. This keeps everything together and lets it take full advantage of everything that a Commlink can do.
Nebular
QUOTE (cndblank @ Mar 19 2013, 11:13 AM) *
Is anyone else using Omae and finding when they do a search, that only the first character has a name?
The rest of the characters don't show the top line.

I can't seem to get this to happen at all... It doesn't have anything to do with your browser since it's all custom controls and doesn't use any web browser components. Could you either post a link to a screenshot or email me a screenshot (nebular@shaw.ca) so I can see what it's currently looking like? That might help me figure out what's going on. Right now it sounds like a font size issue, but that should have been corrected ages ago with all of the other font size/scaling fixes I made.
Nebular
Build 458
  • added support for Anaconda Shifters from Corporate Intrigue
  • added an optional rule to allow any Detection Spell to be taken as an Extended version (see below)
  • fixed an issue where Adept Powers that affected the base Rating of an Attribute would not be properly reflected in the Attribute's Augmented value on the Common tab
  • fixed an issue where adding a Cyberware Commlink would not automatically create the Headerware: Commlink Location on the Gear tab
  • added support for Aerodynamic Grenades which appears as a checkbox in the Select Gear window when a throwable Grenade is selected
  • SR4 character sheet now shows the Power Point cost and total Power Point cost for each Adept Power
Extended range Spells Optional Rule
When the Allow any Detection Spell to be taken as Extended range version (SM 165) optional rule is enabled, the Extended versions of Spells are no longer shown in the Spell list. Instead, an Extended version of each Detection Spell can now be selected by checking the Extended Spell checkbox. If this optional rule is disabled, the Extended versions of the Spells still appear in the list as normal.

New Strings
  • Checkbox_Aerodynamic
  • Checkbox_SelectSpell_ExtendedSpell
  • Checkbox_Options_ExtendAnyDetectionSpell
  • Tip_SelectSpell_ExtendedSpell
  • String_SpellExtended
Mantis
QUOTE (Nebular @ Mar 21 2013, 12:12 PM) *
Build 458[list]

[*]added support for Aerodynamic Grenades which appears as a checkbox in the Select Gear window when a throwable Grenade is selected


Yay! My last request has be filled. Now my grenade throwing monster get into some serious action.
taeksosin
Any chance of adding a weapon to stand in as a stats holder for miscellaneous thrown objects usable by the adept power Missile Mastery? Would be nice to be able to just look at a weapon in the gear list instead of having to think and do some simple math biggrin.gif
SpellBinder
Weapons tab > Create Natural Weapon > set Active Skill to "Throwing Weapons" & name whatever strikes your fancy.
Novocrane
QUOTE (Nebular @ Mar 22 2013, 04:44 AM) *
SpellBinder is correct. After a lot of thought, I decided against doing it as a tab because it would mean duplicating most of the Gear tab functionality and meant twice as much code to maintain for Gear (which is a lot). I decided to instead allow the Gear tab to be filtered to show only Commlinks and Commlink Locations (such as the Headware: Commlink Category that should show up when you add the Commlink Cyberware item - there's currently an issue with it not showing up until you select the "Only show Commlinks" checkbox once after adding it but is fixed in the next update nyahnyah.gif). It meant I could keep all of the Gear stuff in one place and still only show Commlinks which was the original desire from my understanding. You can then add any desired Commlink to the Headware: Commlink Location on the Gear tab. This keeps everything together and lets it take full advantage of everything that a Commlink can do.

Like my earlier query about biodrones (the Esiban Infiltrator), attempting to put this together yourself means you can't match the costs.

The Shiawase Executive Silverline, for example. Alphaware - 47,700nY / 0.74 Essence.
29,700nY / 0.6 Essence by Chummer. Purchasing a fairlight caliban / alphaware sim module separately leaves you at 41,700nY / 0.76 Essence.

This applies to the Aztech Cipactli, NeoNet / Spin-X Sternschutz, & Saeder-Krupp Cyberlogician, too. It's more accurate to put together your own custom cyber suite, but only in terms of essence.

QUOTE
fixed an issue where adding a Cyberware Commlink would not automatically create the Headerware: Commlink Location on the Gear tab
I'm also not seeing this after purchasing the above mentioned suites, either. At least, not before saving / reloading. cyber.gif
taeksosin
QUOTE (SpellBinder @ Mar 21 2013, 03:32 PM) *
Weapons tab > Create Natural Weapon > set Active Skill to "Throwing Weapons" & name whatever strikes your fancy.


Thanks for making me feel like an idiot Spellbinder. smile.gif
SpellBinder
QUOTE (Novocrane @ Mar 21 2013, 05:51 PM) *
Like my earlier query about biodrones (the Esiban Infiltrator), attempting to put this together yourself means you can't match the costs.

...
Considering that a DV 8 commlink costs over 120,000 on its own (as opposed to the critter's cost of 97,000), should have an Essence of 3.3 instead of the listed value of 6, says to me that someone dropped the ball when proofing that part of WAR!

On a hunch I tried to replicate the Makwa Miskozi and found that its Adrenal Pump 2 and Damage Compensators 10 implants (both Alpha) alone already exceed its 290,000 price tag. Not only were all of the implants more than twice the biodrone's listed cost in WAR!, but the essence calculation is off as the biodrone's listed with less Essence than chummer calculates (actually found it to be exactly half the true bioware Essence cost, so someone forgot to halve that value).

Yeah, several balls were dropped when it comes to WAR.
Novocrane
QUOTE (SpellBinder @ Mar 22 2013, 12:37 PM) *
(snip)

The same logic goes into various weapons, vehicles and items - this combination of things is worth X / has availability X, while it's individual parts consist of Y, Z, and E. Some things have rules for why the cost is not the sum of the parts, some do not. Some have fluff descriptions covering it, some do not. Dissecting subjective failure of SR isn't relevant, if the intent is just to stick to RAW and allow for optional rules / common house rules.

/2 nuyen.gif
Sengir
QUOTE (Novocrane @ Mar 22 2013, 01:51 AM) *
The Shiawase Executive Silverline, for example. Alphaware - 47,700nY / 0.74 Essence.
29,700nY / 0.6 Essence by Chummer. Purchasing a fairlight caliban / alphaware sim module separately leaves you at 41,700nY / 0.76 Essence.

Chummer is missing the Sim Module, once that is included the prices match:
CODE
Commlink    0.2
Sim Module    0.2
Image Link    0.1
Datajack        0.2
Attention SPU    0.3
Math SPU        0.15
------------
            1.05


Per the errata published in the German Augmentation the Essence modifier for cybersuites is added to everything else, so for Alphaware the reduction is 20% + 10% = 30%. 1.05*0.7 = 0.735 -> 0.74

QUOTE
This applies to the Aztech Cipactli, NeoNet / Spin-X Sternschutz, & Saeder-Krupp Cyberlogician, too.

The problem seems to be the cost of the commlinks and how that factors into the calculation. I've just tried to figure out how they factored into the prices given in the books (increased by cyberware grades, benefit from suite discount, both, neither), but nothing would yield the given numbers wobble.gif
Machine Ghost
Some collected [mostly minor] bugs.

Environment: Windows 7 64 bit; Chummer 0.0.0.458

Created fresh character files from scratch to verify the issues were not something left over from old data file corruptions, or upgrade changes.

Buying a Faraday Cage UN62 gets a 'stack' with the quantity specified, but should (also / alternatively) have a way to specify the size of a single item. *Works* to just leave as a stack, but does not make sense to be able to split a single 8 cubic meter Faraday cage into 8 1 cubic meter cages, or to merge smaller cages to make a larger one. Especially since a cage is purchased by volume, but would be 'built' based on surface area: 6 1 x 1 meter squares create 1 1 m^3 cage; an 8 cubic meter cage *could* be 4 1 x 8 meter side panels plus 2 1 x 1 meter ends. As a cube it would be 6 2 x 2 meter squares {cube root of 8}

Wi-fi Negation on SR4 256 and SR4A 264 talking about paint and wallpaper and point to jammers SR4 321 (should be 320), SR4A 329. SR4A 330 (price table) shows area and directional jammer rating to be from 1 to 10. UN 62 only gives availability and price based on rating, and which points to SR4 256.
Wireless Negation Paint, and Wireless Negation Wallpaper in (Chummer) reference UN 62, but both limit the rating to a maximum of 6. I think that should be 10.

Similar sensors 'moved' from street gear to vehicles merge into a stack. I had 2 motions sensors in street gear, named front and rear. When I moved them to a vehicle, they became a stack of 2 sensors without a name. The sensors show up in the main vehicle, not in the vehicle sensor package, and can not be moved, named, or unstacked. Sensor added directly to a vehicle sensor package can not be named. They do not stack, unless a quantity was specified when they were purchased.

Vehicles & Drones : vehicle : Add Modification shows System 4,5,6 and Firewall 4,5,6 with avail 8,12,16 and references SR4 232: That shows no / zero avail for System and Firewall. Add Modification shows response 4,5 upgrades with correct 8,12 avail, but is missing response 6 with avail 16.

Pluscode program option description is on pg 118 unwired, not 117

Career Mode: Vehicles & Drones : Vehicle : Gear : Add Gear : Commlink Option : Optimization (Targeting) does not change the dice pool for the weapon specified with Targeting.

Adding [as plugin] Pepper Punch to a stack of 15 gas grenades is only charging 5Y, instead of 5 * 15 (both in gear and Vehicles & Drones), but splitting the stack keeps the Pepper Punch on each stack.
- Best way to currently get the numbers to come out right (in career mode), seems to be to add a single pepper punch to the stack, then purchase 14 pepper punch outside the stack, then delete the 14 leaving the expense transaction behind.

What is needed to be able to Reload a grenade launcher? Experimenting with Areas Alpha, with integrated underbarrel Grenade Launcher, I have not found a way to load ammunition.
- You do not have any Grenade Launchers Ammunition remaining!
'Grenade' does not seem to count.
Mantis
QUOTE (Machine Ghost @ Mar 23 2013, 08:04 PM) *
What is needed to be able to Reload a grenade launcher? Experimenting with Areas Alpha, with integrated underbarrel Grenade Launcher, I have not found a way to load ammunition.
- You do not have any Grenade Launchers Ammunition remaining!
'Grenade' does not seem to count.


Did you try Mini Grenades? Those work fine for me with Ares Alpha. A grenade launcher uses mini grenades, not regular grenades.
Machine Ghost
QUOTE (Mantis @ Mar 23 2013, 08:30 PM) *
Did you try Mini Grenades? Those work fine for me with Ares Alpha. A grenade launcher uses mini grenades, not regular grenades.
Mini Grenades!! Yep that worked.
SpellBinder
I think the Panzer (Way Of The Samurai, page 10) needs an adjustment. The quality states that a character must have a Body of 5 or better for damage soaking purposes, and I interpret this (in Chummer's way of displaying info) as a Dmg Resistance Pool of 5 or greater, meaning that Bone Lacing, Bone Density Augmentation, and the Toughness quality (which does not seem to add as it should) should count towards meeting the Body requirement for Panzer.

Added the next morning: Found an error with the Evo Kali cyberlimb optimization (AU 45) in that it adds a DP bonus to the Blades skill in Chummer when the description is limited to just the so optimized arm. Its bonus is conditional in that you're actually using a blade with that particular cyberarm. Made a SURGE Shiva with four such optimized cyberarms and found a +4 bonus to Blades I intially couldn't figure.
Thanee
Why does the 5th Grade of Initiation cost 16 Karma with Group and Ordeal?

10 + 3 x 5 = 25 - 40% = 15

Bye
Thanee
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