NEWS

[Hero Lab] Runner's Companion has been added to the Shadowrun files for Hero Lab

  • 56 Replies
  • 20848 Views

raggedhalo

  • *
  • Omae
  • ***
  • Posts: 709
« Reply #30 on: <05-16-12/1810:10> »
Brilliant, thank you!
Joe Rooney
Freelancer (Missions and otherwise: here's my stuff, plus CMP 2011-05 Burn Notice)

My Obsidian Portal profile

raggedhalo

  • *
  • Omae
  • ***
  • Posts: 709
« Reply #31 on: <05-16-12/1841:06> »
Actually, one more thing: I can't find Commlink Optimisation (pg. 198, Unwired), Nonstandard Wireless Links (pg. 196, Unwired) or Simsense Accelerators (pg. 198, Unwired) anywhere :-s  Am I just being dim, or are they not in there?
Joe Rooney
Freelancer (Missions and otherwise: here's my stuff, plus CMP 2011-05 Burn Notice)

My Obsidian Portal profile

Demerzel

  • *
  • Newb
  • *
  • Posts: 96
« Reply #32 on: <05-16-12/1903:09> »
I was under the impression that unwired wasn't completed yet.

Mathias

  • *
  • Chummer
  • **
  • Posts: 188
« Reply #33 on: <05-16-12/1903:58> »
Actually, one more thing: I can't find Commlink Optimisation (pg. 198, Unwired), Nonstandard Wireless Links (pg. 196, Unwired) or Simsense Accelerators (pg. 198, Unwired) anywhere :-s  Am I just being dim, or are they not in there?

All that's been added so far from Unwired is a preview (consisting of the qualities, the Full Immersion Lifestyle, and the technomancer networks) .  The rest is coming soon.

raggedhalo

  • *
  • Omae
  • ***
  • Posts: 709
« Reply #34 on: <05-16-12/1912:21> »
That makes lots more sense.  Thank you, and sorry for the stupid question!
Joe Rooney
Freelancer (Missions and otherwise: here's my stuff, plus CMP 2011-05 Burn Notice)

My Obsidian Portal profile

Mara

  • *
  • Ace Runner
  • ****
  • Posts: 1134
« Reply #35 on: <05-17-12/0444:25> »
That makes lots more sense.  Thank you, and sorry for the stupid question!

The only stupid question is the question left unasked.

Mara

  • *
  • Ace Runner
  • ****
  • Posts: 1134
« Reply #36 on: <05-17-12/0453:10> »
*hmms* So, I cannot select restricted gear for the satchel powerpack for a laser...because it is part of the weapon(Same thing,
BTW, with vehicle mods like Flying Fox system and Rocket Boost)

PeterSmith

  • *
  • Ace Runner
  • ****
  • Posts: 1086
« Reply #37 on: <05-17-12/0939:45> »
*hmms* So, I cannot select restricted gear for the satchel powerpack for a laser...because it is part of the weapon(Same thing, BTW, with vehicle mods like Flying Fox system and Rocket Boost)

Report it at Hero Labs forum.

http://forums.wolflair.com/index.php
Power corrupts.
Absolute power is kinda neat.

"Peter Smith has the deadest of deadpans and a very sly smile, making talking to him a fun game of keeping up and slinging the next subtle zinger." - Jason M. Hardy, 3 August 2015

Mathias

  • *
  • Chummer
  • **
  • Posts: 188
« Reply #38 on: <05-17-12/1304:26> »
*hmms* So, I cannot select restricted gear for the satchel powerpack for a laser...because it is part of the weapon(Same thing,
BTW, with vehicle mods like Flying Fox system and Rocket Boost)

During character creation, you'll have to leave the power pack as loose ammo (the icon that looks like a bag will let you move it to the hero).  Then, after locking your character for advancement, move it into the weapon.  Also, this isn't one of the errors that will prevent you from locking a character for advancement, so as a workaround, you can just ignore it and switch to advancement mode, at which point the error will stop being reported.

Thanks for the note on the vehicle problem.  I'll add an adjustment that you can add to a character on the Permanent Adjustments table on the Personal tab that duplicates the effects of Restricted Gear, so that you can add the adustment on your minion, and mark that piece of gear OK.  That'll also help in cases where the GM rules that a single purchase of Restricted Gear covers both the gun and some ammo for it.  Note to self: to make this work, I also need to make the Permanent Adjutments table show up on the Adjust tab while the Personal tab is hidden.

(As PeterSmith noted, we also have forums of our own.  The benefit of posting bug reports there is that I keep a stickied thread that's just for bug reports, so its easier to notice if you're about to post a repeat of one that's already been posted, and others can see your reports, so they don't report it again).

Mara

  • *
  • Ace Runner
  • ****
  • Posts: 1134
« Reply #39 on: <05-20-12/0251:42> »
*tries again to register for the Hero Lab forums* Oh..wow..they fixed the captcha...so that you can READ the garbage word.

Mathias

  • *
  • Chummer
  • **
  • Posts: 188
« Reply #40 on: <06-25-12/1329:48> »
The 2.16 release of the Hero Lab files for Shadowrun is now available from the automatic updates mechanism within Hero Lab.

This update adds the Priority System and Karma System alternate character creation methods from Runner's Companion, along with some bug fixes.

I wanted to give everyone who's using the Karma System with Hero Lab a heads up.  We're using different costs for attribute increases and for the total karma than are listed in Runner's Companion, based on the following email exchange we had with Jason Hardy:

Quote
1) The cost of increasing an attribute with karma increased from "new rating * 3" to "new rating * 5" with the publication of the 20th anniversary edition. Does this also change the cost of an attribute when buying it in the karma system method from runner's companion? If so, should the default karma build points for the karma system go up slightly, since the attributes have increased in price?

Quote
JMH: Yes, the cost of attributes in the KarmaGen system should change from 3 times rating to 5 times rating. Here's how I do the math--going from 3 to 5 is an increase of 66.67 percent. You can spend up to half your 750 karma in KarmaGen on attributes (with the addition of the build points for metatype, but I don't think that affects this), meaning you can spend 375 on attributes. If we increase that by 66.67 percent, we get 625. We add that to the other half of the karma and we get 1,000 karma to start with. But we also should tweak the amount of karma you can spend on attributes. Instead of only being able to spend half on attributes, you should be able to spend 62.5 percent of your karma (plus the metatype adjustment) on attributes. Make sense?

JustADude

  • *
  • Prime Runner
  • *****
  • Posts: 3043
  • Madness? This! Is! A FORUM!
« Reply #41 on: <06-25-12/1444:35> »
The 2.16 release of the Hero Lab files for Shadowrun is now available from the automatic updates mechanism within Hero Lab.

This update adds the Priority System and Karma System alternate character creation methods from Runner's Companion, along with some bug fixes.

I wanted to give everyone who's using the Karma System with Hero Lab a heads up.  We're using different costs for attribute increases and for the total karma than are listed in Runner's Companion, based on the following email exchange we had with Jason Hardy:

Quote
1) The cost of increasing an attribute with karma increased from "new rating * 3" to "new rating * 5" with the publication of the 20th anniversary edition. Does this also change the cost of an attribute when buying it in the karma system method from runner's companion? If so, should the default karma build points for the karma system go up slightly, since the attributes have increased in price?

Quote
JMH: Yes, the cost of attributes in the KarmaGen system should change from 3 times rating to 5 times rating. Here's how I do the math--going from 3 to 5 is an increase of 66.67 percent. You can spend up to half your 750 karma in KarmaGen on attributes (with the addition of the build points for metatype, but I don't think that affects this), meaning you can spend 375 on attributes. If we increase that by 66.67 percent, we get 625. We add that to the other half of the karma and we get 1,000 karma to start with. But we also should tweak the amount of karma you can spend on attributes. Instead of only being able to spend half on attributes, you should be able to spend 62.5 percent of your karma (plus the metatype adjustment) on attributes. Make sense?

On the one hand... wootness at higher starting Karma for the standard. On the other hand... wow, that's some math right there.

EDIT: Is there any way you can add the ability to use the "standard" menus to pick Metamagics/Echos and raise Magic/Resonance above 6 if you Initiate/Submerge at CGen, or are we going to be stuck using the Advancement menu?
« Last Edit: <06-25-12/1709:42> by JustADude »
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
― Me

Mathias

  • *
  • Chummer
  • **
  • Posts: 188
« Reply #42 on: <06-25-12/1757:12> »
EDIT: Is there any way you can add the ability to use the "standard" menus to pick Metamagics/Echos and raise Magic/Resonance above 6 if you Initiate/Submerge at CGen, or are we going to be stuck using the Advancement menu?

That initiation isn't changing the maximum you're allowed to set Magic to is a bug - I've added that to my to-do list.

If you're referring to metamagic purchases under the optional rule that allows you to buy metamagic with karma - yes, there does need to be a way to distinguish between the free metamagics you get with each initiation and the metamagics you've spent karma on - If it just totaled the number of metmagics you've got, subtracted the number you've gotten free, and multiplied the difference by 15 karma, then each time you initiated, your total karma spent would drop by 15, as one of the powers you've spent karma on became one of your free powers.

Accipiter

  • *
  • Guest
« Reply #43 on: <06-25-12/2015:11> »
Great Update, Mathias - and a welcomed surprise when I logged into Hero Lab to tool around with a character for a coming game my friends and I are starting!

Couple of things I noticed:

1) Under the Permanent Adjustment options, selecting 'Gear Build Point Limit' doesn't adjust the amount of Gear that can be purchased before it errors out.  Fortunately, this one doesn't give fits when locking Character Creation.

2) When purchasing enemies, it adds the Connection and Incidence and doubles it under the enemy heading (as it should), but it then doubles THAT number when giving you the points as bonus Karma.

For example: Generic Enemy 1 with a connection of 3 and an Incidence of 3 would grant 6 BP under that system, and 12 under the Karma build.  However, it's giving 24 - giving more value than the Enemy should be worth.

This is, of course, based on my understanding on how one is granted extra point by the 'Enemies' negative quality.

Also, Enemies ranks 1-25 under the BP system, meaning it should grant 1-25 BP (or 2 to 50 Karma).  It's listing 25 as the maximum that can be gained.  So, on the above example, if you were to turn that enemy from a 3/3 into, say, a 3/4 (which should grant 14 total points under Karma) gives 26 points, and causes an error.

3) This one may not be related to the current build - but under Advancement, when you go to add a membership to a magical  group, the tooltip tells you that, in advancement mode, the group with have a 'Join' button.  The only thing I see is something listing as: (Join Group), as if it might have been a placeholder.

Those three things that I noticed aside, this update as fantastic!  Thanks for all the hard work going into this!

Accipiter

  • *
  • Guest
« Reply #44 on: <06-25-12/2021:56> »
oops...missed one.

4) Custom Negative Qualities are also reflecting their build point value in number, but granting double in Karma.

For example, I was testing how the numbers were working, so I used 'Custom' options instead of the in-book listed.  Purchasing a -1 Negative Quality gave 2 Karma points.

The only reason I even bring this up is all of the other negative qualities are reflecting their proper Karmic-based value when you review them (and purchase them).