Junior Member
Join Date: Aug 2012
Posts: 1
|
This might be a Gaming rules issue, but my issue is this.
Building a MCT Fly-Spy drone, I wanted to put all of the electronic attack software on the pilot program instead of the drone itself. I suspect it doesn't matter, but regardless, the output pdf file has no information about the modifications to the pilot program. It doesn't even say on the page that there is a pilot program. Is this a Shadowrun structural thing, my knowledge thing, or a bug in the output in the Herolab software? Regards |
#31 |
Junior Member
Join Date: Aug 2012
Posts: 28
|
Clothing - shouldn't come up with an error for adding modifications to it. I added Ruth Coating and it error saying 0/0 items can't have modifications.
It also gets angry when I try and equip the Bike Racing Helmet with the SecureTech Helmet. The SecureTech armor is designed to be added to other pieces of armor. The stacking of armor also seems a little wonky and I'm averaging slightly low -4 per ballistic / impact on ratings. Earbuds w/ Audio Enhancement should only take up a single capacity and not the rating in capacity. Variable Cyberlimb attributes dont seem to be working correctly. Running speed should take into account for my legs. Strength should account for my capacity rating. It dosn't seem to average correctly. I have a cyberlimb agility of 9 and its only reading as a 7 for dice on my weapons. Main hand is selected for both. Reference: https://docs.google.com/document/d/1...it?hl=en_US%22 Try to build this fellow in the program. He does not come out right. I cant create a custom program but NOT a custom OS. I want to set my own Firewall / System with a Custom OS. No way to remove weapon mods that come with the weapon. Ingram smartgun X. id like to remove the gas vent 2 and place the 3 on there. i can do such but it looks like the capacity is effect. The Battle Rifles are tossed into the Assault Rifle Category. When I buy the Trigger Selector for my Ares HVBR it states that going FA is a downgrade from HV Full. I have Automatics (SMGs) but my Automatics (Assault Rifle) is using that to grant me the +2 dice. It should not be such. The capacity of some gun mods are off. I'll have to grab a book and go through it but several are incorrect. I specifically bought this to use at Gencon for my group - and grabbed several of the add-on packs but all the little errors are bugging me mightily. |
#32 |
Senior Member
|
According to the description of Cyborg Adaption in Arsenal, a CCU has skillwires installed.... is this missing because it's not mentioned in Augmentation? The desription also states that the CCU has a capacity of 12 - I'm assuming you'd let the same mods in there as a cyberskull.
Also, how do you get the CCU Commlink to show up on the matrix tab? Mechanical arms on vehicles don't show the same list of available modifications as cyberarms, yet they're basically the same thing (less restrictions on strength etc though). Last edited by Canis; August 5th, 2012 at 07:36 PM. |
#33 |
Member
Join Date: Jun 2011
Location: Tasmania
Posts: 82
|
Quote:
However I still think that at the least it should be an option in Hero Lab to let it use the full magic for at least the level of adept powers allowed as the rulebook specifically says that they can. So a new player will buy the book, read it and try and then find out that the character creation tool won't let them do something that is specifically stated as being allowed in the main rulebook. |
|
#34 |
Junior Member
Join Date: Aug 2011
Posts: 15
|
If you assign a Fake License/SIN under Social -> Identities it says that the maximum Rating is 0 (since it isn't loaded into any Commlink or similar).
How can I load the Fake License/SIN into my Commlink? Edit: Sorry I didn't thought it could have been a bug. Last edited by LukeZ; August 6th, 2012 at 08:34 AM. |
#35 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
It does not state that they have skillwires - it states that they count as skillwires. Activesofts will run on a cyborg as is.
|
#36 |
Senior Member
|
Okay cool thanks Mathias.
However skillsofts don't work on Cyborgs for some reason. They show on the appropriate tab (active for Cyborg Activesofts, knowledge for Knowsofts and Linguasofts) but none of them have any skill ratings - it's as if I've added a bunch of skillsofts at rating 0. Last edited by Canis; August 6th, 2012 at 11:32 AM. |
#37 |
Senior Member
|
Quote:
The FAQ entry is still present, so I'd have to assume that the original printing of SR4A was wrong. Apologies there, guess that one got missed. I'm sure CGL will include the FAQ in the latest printing, whenever that happens. All of the core books (Arsenal, Unwired, Augmentation and Street Magic) have recently been reprinted with cool new cover artwork so I'd not be surprised if SR4A itself will be - though they may have to change the title :o) |
|
#38 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
Quote:
|
|
#39 |
Senior Member
|
I can't get into that file now, it's become corrupt somehow - between saving it before lunch and opening it after lunch. All my other files seem okay.
I had them on the CCU Commlink. I've just made another cyborg and put a couple of them on that commlink adn it works okay. As HL is mixing ratings up still, I had to spread the knowsofts and linguasofts onto the skillwire expert system and a fairlight commlink in order to stop evetying from degrading due to processor load (delta ware with device rating 1....). The fairlight I put on the character in order to give me something on the matrix tab to work with (kinda important for a borg). I'd planned to move everyting to the CCU Commlink once that was fixed. I've just made another borg, and this one is working fine. Aside from system ratings (grrrrrr) causing them to show at lower ratings, cyborg activesofts, knowsofts and linguasofts are working okay on that one. Weird. As an FYI, originally I upgraded every system and responce module to 10 (always came up as 3 though, see previous grrrr). All cyberware and the extra link I added. |
#40 |
|
|