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Tanka
1) SRG is SURGE. It's in Year of the Comet.
2) Look over their sheet before allowing them to finalize. Tell them no when they try to pull it off.
mrobviousjosh
1) Thanks. I wondered where it was from.
2) Yeah, that's what I've been doing. I just wanted to see if we could fix that in future versions; though it's so far down the list it's barely worth mentioning.
mrobviousjosh
Okay, if I understand edges/flaws correctly then you would need Exceptional Attribute to break your racial limit and then bonus attribute to fill the void (unless you wanted to spend the attribute points from your starting points). If I put just exceptional attribute it increases the racial max by one, like it's supposed to. If I put bonus attribute though, it does both. They both cost 2 points. Am I missing something or is this an error in the program?
Fortune
The only thing you are missing (everything else being a correct reading of canon) is that the player does not have the option of using starting attribute points to raise an attribute higher than 6 (+ racial bonus), as canon specifically states that a player can 'assign no less than one and no more than 6 points to any attribute'. He can use a Bonus Attribute point, or can wait and raise the attribute easier later on.

The Exceptional Attribute Edge gives you the higher potential, both in Racial Max at start and a higher Maximum Attribute Rating, while Bonus Attribute Point gives you the actual point. You can't use the B.A.P. to raise an Attribute higher than Racial Max without also having the Exceptional Attribute edge.
mrobviousjosh
QUOTE (Fortune)
The Exceptional Attribute Edge gives you the higher potential, both in Racial Max at start and a higher Maximum Attribute Rating, while Bonus Attribute Point gives you the actual point. You can't use the B.A.P. to raise an Attribute higher than Racial Max without also having the Exceptional Attribute edge.

That's the way I understood it but the program credits you as having both if you use the Bonus Attribute Point edge. Check it out.
Fortune
The rule itself is up for interpretation, and has been the subject of numerous debates here. Note that I said above that it was 'a' correct interpretaion, rather than 'the' correct one. wink.gif
Tai-Pan
Any chance of seeing the High/Low Power'd Character Generation options from Mr. Johnson's Little black book incorporated into the software?
mrobviousjosh
QUOTE (Fortune)
The rule itself is up for interpretation, and has been the subject of numerous debates here. Note that I said above that it was 'a' correct interpretaion, rather than 'the' correct one. wink.gif

That's cool. I didn't know whether it was an error in the program or my misinterpretation. Thanks again.
Eyeless Blond
QUOTE (mrobviousjosh)
2) Yeah, that's what I've been doing. I just wanted to see if we could fix that in future versions; though it's so far down the list it's barely worth mentioning.

Yes, this is a bug. The solution's pretty simple, actually. Just take INCOMPAT.dat and add this under the Edges section:

Biorejection|E|Sensitive System|E|src.36
Biorejection|E|Sensitive System(Magic Active)|E|src.36
Biorejection (Magic Active)|E|Sensitive System|E|src.36
Biorejection (Magic Active)|E|Sensitive System(Magic Active)|E|src.36
bit_buckethead
Hi I was just wondering what the book abbreviation will be for SOTA 2064, so that I can start adding things to the datafiles?
mrobviousjosh
QUOTE (Eyeless Blond)
QUOTE (mrobviousjosh @ Oct 14 2004, 08:23 PM)
2) Yeah, that's what I've been doing.  I just wanted to see if we could fix that in future versions; though it's so far down the list it's barely worth mentioning.

Yes, this is a bug. The solution's pretty simple, actually. Just take INCOMPAT.dat and add this under the Edges section:

Biorejection|E|Sensitive System|E|src.36
Biorejection|E|Sensitive System(Magic Active)|E|src.36
Biorejection (Magic Active)|E|Sensitive System|E|src.36
Biorejection (Magic Active)|E|Sensitive System(Magic Active)|E|src.36

I could have inserted it wrong, but it didn't work for me. frown.gif
mrobviousjosh
On a side note, GM Info is a wonderful aspect about this program because allows me to double check my players at a glance.
mcmackie
QUOTE (Eldritch)
Is there an easy way to add armor in the vehicle section? Or am I missing something.....? You can buy all sorts of options, but I cannot find armor.....

In the vehicles section, it's under
/Vehicle Gear / Defensive Modifications /Vehicle Armor /Standard Vehicle Armor

You can find anything using the GMViewDAT program included with the distribution. This is also a useful tood for the GM.
mcmackie
Shockwave_IIc
Would it be possible to have the option of buying your life style by days?

Just going through a stage of making/seeing characters that arn't living a life of half luxary, There close to detidute (yup my spelling is that bad)
Whizbang
Odd...I just noticed that the sniper rifles were missing...I know they were there in the last version I had...
Fortune
They aren't! Maybe you need to update your .dat files.
Whizbang
I just reinstalled dumpshock a couple minutes ago, and they weren't there. Also had a friend send me a copy of his .dat files, as he isn't having the problem. Still no rifles.
Fortune
And I just re-installed the newest version, and am looking right at the sniper rifles as I type.
Whizbang
I open up char sheets I tranfered over from before installing the new version, and I can get the sniper rifles...I create a new one, and I can't see them.
Fortune
I'm not sure why you are having that problem, but I can't seem to replicate it. The best advice I can think of is for you to re-download the .dat files and try again.
Whizbang
odd...now I can see them...*shrugs* buggy puter. Or user error.
Whizbang
Figured out the problem...the Sniper rifles are all over the 8 availability, so the program wouldn't show them.
Fortune
Weird. I've never had that problem either, as the Monowhip always shows up (but isn't necessarily purchasable), no matter what the Availability is set to.
Whizbang
Apparently there's a No Display > Availability box under Options that I hadn't noticed.
Fortune
Hmmm...I never noticed that before either.
Johnson
I have a sugestion to make concerning the generator.

When you create a character you can choose a specialization. But you cannot choose to specialize a finalize character who has the skill already.

Eg:
Generate character with some skills, say Pistols for example.
Finalize the character.

Character earns some Karma over a period of runs, now he wishes to specialize in Browning Max Power. There is no way to add the specialization.

If there is please let me know.
Fortune
The way it works for a non-specialized skill after chargen is that you need to purchase the skill again, along with the required specialization. The program automatically adjusts for what you've already acquired in that skill, although it might not look like it at the time (check the costs given to raise the specialization to be sure wink.gif). It will then give you a choice of options as to raising either the general skill or its specialization.

For example, your character has Pistols 4, and as you say, wants to specialize in Browning MP. You go to the skill section and (re-) select Pistols and then input the Browning into the specialization box. It should show up in your skill section as Pistols 4/Browning 4, and a box appears on the right where you can adjust (upwards) the precise level of specialization required. Once you have done this once, you needn't do it again for that particular skill combination.

One note: The old (and now redundant) general skill may remain listed in both the program and the resultant character sheet in addition to the new general/specialization combined skill.


I hope that helps. smile.gif
Johnson
Thanks I will look into that. That is exactly what I saw happening, and didn't continue with it.
Fortune thanks for your time.
GrinderTheTroll
Noticed that when you add/remove Lifestyles, that the cost isn't properly replaced. I was changing between Permanent/Monthly and Main/Secondary and noticed I couldn't get it back to my original, unspent amount of money.
Fortune
Yeah, I've noticed that as well. I just make sure that I think twice before choosing Lifestyles.

I've also noticed that the program seems to eat and/or rename the credsticks over the couse of multiple saves. I'm not sure what is causing this.
Whizbang
Any way to add in the street/high end char generation systems from MJLBB?
AngelGabriel
I just started adding the new adept powers in the .dat files. But it seems I cannot use them during character creation. I think it's because I didn't use it as a sourcebook in the list. Question: How can I put a completely new book (like the SOTA2064) into the list?
Eyeless Blond
Edit Books.dat. Include something like the following:

*State of the Art 2064;sota064

, preferably below "*State of the Art 2063;sota" biggrin.gif Then use sota064 as the book abbreviation for all the new skills/powers/equipment.

Make sense?
Eyeless Blond
Oh, and when you're doing this, make sure to keep incompat.dat up to date as well, okay? That's the one that tells NSRCG what can and can't be combined, and because of that it's kinda integral to the whole setup.
AngelGabriel
Well yes, makes sense. Thx smile.gif
Tai-Pan
I created a Magicain's way Adept, i gave him three points worth of Magical Power I go tinker with his attributes and come back to find it had recalculated his Spell points... and does so every time I go to the magic page... so it goes from 18 where it should be to 36 to 54 and so on.
Nikoli
Any word on adding support for the optional build tables found in Mr. JLBB?
AngelGabriel
So I'm done. I sent the ADEPT.DAT and books.dat to McMackie and think/ hope (whatever wink.gif ) he includes them into the next update.

Please don't ask me if I would mail them to you, 'cause I'm too lazy to send hundreds of mails a day.

Btw. I didn't update the Incompat.dat because all adept powers can be taken. It's just impossible to use some powers together (when noted in the text)....it doesn't mean you can't have them both.
mrobviousjosh
Okay, I have a general question about NSCRG and the martial arts skills. I can select my base martial art skill but how would I go about adding manuevers. The only thing I can think of was the custom skill thing, unless I wanted to specialize in just one. Thanks.
mrobviousjosh
Nevermind, I figured it out guys. I feel like such an idiot, lol. rotate.gif
Eyeless Blond
One problem I've noticed: when making an Otaku under BeCKS (yeah, I'm a bit of a massochist nyahnyah.gif) the racial modified limits don't seem to be changing properly for either the mental or the physical attributes. The physical ones should be 5+racial mods, unless they've only got one point in each then they should be 4+racial mods. The mental ones should be 7+racial mods, unless the physical ones have only 1 point each in which case they should be 8+racial mods.
mcmackie
QUOTE (tanka)
mcmackie: On adding and using karma. When you do a regular add-and-set karma, spend it, then go to finalize so you can reprint, NSRCG deducts the spent karma and leaves it as unspent. I've found the trick to keep it from doing that is to hit Print and then Finalize it (since it'll bounce an error).

When I put the new version out, could you please check it? I think I've got it but don't have enough information to recreate the problem. Thanks biggrin.gif
mcmackie
QUOTE (DrJest)
Creating a Physical Magician, I select the Bio-rejection (Magic Active) Flaw, but then get a GM Info error saying it's incompatible. It will, however, accept the normal Bio-Rejection flaw.

Also:
I dont know if I shold post this here but ...

The Dragon Totem is missing. It should have been in the YoTC dat file, but I guess it was left out.



New verison will include Dragon Totem. Also believe smile.gif the the BioRejection error should be fixed !
mcmackie
QUOTE (Tai-Pan)
Any chance of seeing the High/Low Power'd Character Generation options from Mr. Johnson's Little black book incorporated into the software?

I'm researching it now but it won't be in the next version. My hope is to make the character generator flexible enough that you could change the numbers to raise/lower settings for your particular campaign. Unfortunately, because of how the program is structured, you won't be able to modify the racial settings (using priority)... frown.gif
mcmackie
QUOTE (mrobviousjosh)
On a side note, GM Info is a wonderful aspect about this program because allows me to double check my players at a glance.

Thanks! smile.gif I thought it so too grinbig.gif
No guarentees.... Unfortunately, be aware that somebody can hack the SR3 file easily (I don't use a CRC check yet) to delete entries, etc... GMs should still be vigilant.
mcmackie
QUOTE (Fortune)
Yeah, I've noticed that as well. I just make sure that I think twice before choosing Lifestyles.

I've also noticed that the program seems to eat and/or rename the credsticks over the couse of multiple saves. I'm not sure what is causing this.

Also:
Noticed that when you add/remove Lifestyles, that the cost isn't properly replaced. I was changing between Permanent/Monthly and Main/Secondary and noticed I couldn't get it back to my original, unspent amount of money.

I'll look into now... I am in the middle of another update cycle. I need examples of steps you took to create the problem so I can isolate/kill the bugs. wink.gif The testing I do is limited so complex interactions sometimes won't show themselves. I'm also trying to make the program more Object Oriented so fixes won't cascade.
thanks!
mcmackie
QUOTE (Tai-Pan)
I created a Magicain's way Adept, i gave him three points worth of Magical Power I go tinker with his attributes and come back to find it had recalculated his Spell points... and does so every time I go to the magic page... so it goes from 18 where it should be to 36 to 54 and so on.

Older version of the program had this bug. Please verify that you're using the most current. thanks smile.gif
mcmackie
QUOTE (Eyeless Blond)
Edit Books.dat. Include something like the following:

*State of the Art 2064;sota064

, preferably below "*State of the Art 2063;sota" biggrin.gif Then use sota064 as the book abbreviation for all the new skills/powers/equipment.

Make sense?

I got the update from AngelGabriel and will include in next update (not yet).. Also the abbreviation will be sta2 rather than sota2064 as I like the first 4 characters to be different. In my program, the first characters are the match so SOTA and SOTA2064 might be considered a match. Important they are different (yeah, I know I can do a whole pattern match BUT there are reasons... ) smile.gif
Tanka
QUOTE (mcmackie)
QUOTE (tanka @ Oct 7 2004, 11:59 AM)
mcmackie: On adding and using karma.  When you do a regular add-and-set karma, spend it, then go to finalize so you can reprint, NSRCG deducts the spent karma and leaves it as unspent.  I've found the trick to keep it from doing that is to hit Print and then Finalize it (since it'll bounce an error).

When I put the new version out, could you please check it? I think I've got it but don't have enough information to recreate the problem. Thanks biggrin.gif

I think I know the problem, actually.

After Finalizing, it takes you back to the Attributes page, but displays the Finalization/Karma page. You have to either use the drop-down and pick the Karma page or scroll through using the normal button method.

So, because it displays in that manner, it doesn't set the variables properly.

It looks like it could just be a command somewhere that doesn't properly call and execute to display the correct pages. Maybe do a check to make sure the drop-down corresponds to the current page? And if not, set the page according to the drop-down?
BishopMcQ
Odd Glitch--Version 3.67 [10/4/2004]

I am trying to buy a Shamanic Lodge and expendable Spell foci and the program is coming up with an error message that I do not have enough karma or spell points.

Running into a similar problem, after buying karma (Cash for Karma) I have 18 karma and the program says I do not have sufficient karma to initiate with a group and ordeal (12 karma total).

EDIT: I did a quick check, I cannot buy anything from the "Magical Items" tab not even an enchanting kit. Is this perhaps something caused by an error in the bond cost entry?

Actually it appears to be a larger problem, I cannot adjust skills at this point either...
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