Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

RPG Superstar 2015

Combat Manager application


Suggestions/House Rules/Homebrew

1,251 to 1,300 of 2,208 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

Pathfinder Adventure Path Subscriber

YESSSSSSSSSS!!!!!!!

Just sayin'.


Kyle Olson wrote:

Combat Manager update to 1.3.9:

Fix SQL Lite related crash on startup

CombatManager.com

Windows 7 64 bit laptop, runs great, no problems so far. :) Thanks for the update Kyle.


This version runs soooo much smoother than the previous on my netbook (xp). I will start using it regularly once more.


Glad your feeling better Kyle, had no idea it was that bad. Like everyone says, we just appreciate that you are putting this much effort into it for free and we can wait for updates. Most of it is just anticipation for what awesome thing you're going do next that we get antsy. As for my own suggestions for new features Im just tossing them out there, not demanding anything.


Hi! Was wondering about how this will run in Wine, if at all. Wanted to play with it before I supplied it to our windows-using DM

Lantern Lodge

I've encountered a rather serious bug. If you have a creature with any conditions applied and you open it in the monster editor, closing the monster editor causes all the conditions to be duplicated with no change in stats. Deleting the extra conditions then causes their stat changes (that the extra ones didn't generate) to be undone automatically, with the result that my sorcerer ended up with a -12 armor bonus by accident because he deleted three extraneous Mage Armor conditions.

Repro steps:
1) add a creature
2) add a condition that changes anything (Mage Armor is a good one but everything I've tried shows this problem)
3) open it in the monster editor
4) immediately click OK to close the monster editor
5) laugh as the creature now has two identical conditions
6) open and close the monster editor again
7) laugh some more as the creature now has 4 identical conditions
8) delete extraneous conditions
9) cry as creature's stats drain into negative numbers for no reason


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
OldLace wrote:
Hi! Was wondering about how this will run in Wine, if at all. Wanted to play with it before I supplied it to our windows-using DM

My understanding is that it will not run on Wine.


Kyle, this is an awesome utility. Thanks so much for making it available to the community like this.


Hi Kyle,

is ran a session yesterday and ran into a rather annoying bug in the initiative list. I was able to reproduce it partially today:


  • I have a group of 5 PCs (irrelevant I think, but anyway...)
  • I have a saved encounter with 3 Goblins, two of them ar linked to the first one and are hidden (so they don't show up in the external initiative list).
  • If I add the group of Goblins via "open file" everythin works fine. But then a second band of goblins arrives, so I add the same encounter a second time.
  • It basically works fine, until I try to drag a PC between the to Goblin groups in the initiative list.
  • What basically happens to me: PCs (and the goblins) dont end up where I thought they would by dragging them. Clicking "Next turn" a few times might result in funny beaviour by not jumping to the right entry or having the green arrow and bolded textcompletly disappear until "next turn" is pressed again. Yesterday I also had the same Goblin group in the list twice (though it was only present once in the monsters tab). Both entries were selected as "current" at the same time.
  • Resetting Initiative fixes everything, but isn't always desired.

I just made another test and had a similiar bug:
I have 2 bands of Goblins. I clear the Party and add another party via a file. I rolled for initiative. Now the Goblins (highest initiative) are selected as active AND ar shown as "Active Charakter". Also one of the PCs is marked as current character (see screenshot: link). He stays marked until it's really his turn. Pressing "next turn" then removes the marker.

I hope this is just a minor bug that can be easily removed :)


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Paul Zagieboylo wrote:


5) laugh as the creature now has two identical conditions
7) laugh some more as the creature now has 4 identical conditions
9) cry as creature's stats drain into negative numbers for no reason

I'm concerned about the instability of your mental state, therefore I will work on this bug.


Kyle,

I've just noticed a very serious bug in the dice roller.

It seems that for any die rolled Combat Manager will not roll the highest possible number on that die.

For example a d4 will only roll 1-3 and a d20 will roll 1-19

That sort of makes it a lot tougher to roll a critical (or any hit for that matter) :(

I'm betting this is just a rounding error in your roll generation routine, so I am hoping we might be able to get a quick fix for this? I'm running a game this weekend and this makes the dice roller totally unusable for me.

Could someone else check this and make sure it isn't only me please?


Cutter wrote:

Kyle,

I've just noticed a very serious bug in the dice roller.

It seems that for any die rolled Combat Manager will not roll the highest possible number on that die.

For example a d4 will only roll 1-3 and a d20 will roll 1-19

That sort of makes it a lot tougher to roll a critical (or any hit for that matter) :(

I'm betting this is just a rounding error in your roll generation routine, so I am hoping we might be able to get a quick fix for this? I'm running a game this weekend and this makes the dice roller totally unusable for me.

Could someone else check this and make sure it isn't only me please?

It's not just you. I just sat and rolled about 20 20d6's in a row and not one of them came up a 6. That is a pretty serious problem. If Kyle can't get a fix in you might need to install the older version.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
MendedWall12 wrote:
It's not just you. I just sat and rolled about 20 20d6's in a row and not one of them came up a 6. That is a pretty serious problem. If Kyle can't get a fix in you might need to install the older version.

There will be a change to the die roller in the next version


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

Combat Manager update to 1.4.0:

Fix condition doubling with Monster Editor
Fix green arrow position when loading groups
Fix cleverly added Die Roller bug

CombatManager.com


Pathfinder Adventure Path Subscriber

Just in time for my game tomorrow night. :D

Dark Archive

Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules, Tales Subscriber
Kyle Olson wrote:
Fix cleverly added Die Roller bug

+1 for the quick fix.

<groans>


Thanks for the quick fix :)

I think this request as been there for a while now, but I'd just like to get your attention for it again: Would it be possible to show an indicatore of some sort if you are dragging someone within the initiative list so that you see where exactly the entry is going to end up?


Kyle Olson wrote:

Combat Manager update to 1.4.0:

Fix condition doubling with Monster Editor
Fix green arrow position when loading groups
Fix cleverly added Die Roller bug

CombatManager.com

Thanks much Kyle. I've said it before, but it bears repeating, you are awesome sir!

People don't get support this good on commercial products!


I just noticed a buglet. In the Sources button, Ultimate Combat is *always* checked. Even if I uncheck it, next time I start the program, it is checked again.

-- david
Papa.DRB


Cutter wrote:
Kyle Olson wrote:

Combat Manager update to 1.4.0:

Fix condition doubling with Monster Editor
Fix green arrow position when loading groups
Fix cleverly added Die Roller bug

CombatManager.com

Thanks much Kyle. I've said it before, but it bears repeating, you are awesome sir!

People don't get support this good on commercial products!

That is the truth sir!!!


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Papa-DRB wrote:

I just noticed a buglet. In the Sources button, Ultimate Combat is *always* checked. Even if I uncheck it, next time I start the program, it is checked again.

-- david
Papa.DRB

D'oh! I'll take a look.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Cutter wrote:


Thanks much Kyle. I've said it before, but it bears repeating, you are awesome sir!

People don't get support this good on commercial products!

The die roller bug was big enough that it needed to be fixed now.

The irony is that this bug came about because I was trying to make the die roller as perfect as possible without using a cryptographically secure random number generator or something similar.


I tried to export some custom characters using the export data function. It worked nicely except the skills weren't included in the transfer.

Great program though! It will speed up combat considerably. Thanks!

Dark Archive

1 person marked this as a favorite.

I know I've been on Kyle for having an export to html function for the initiative window (so my laptop/tablet-equipped players can see it), but I thought I'd share with folks something else that may be useful to someone.

I got a Transformer Prime and oddly enough, there were only two programs I missed from my Windows laptop - Combat Manager and Hero Lab.

I looked into it and loaded up CM on a spare PC, then used the Prime's My Web Desktop program to remotely control the CM, then connected to my main PC to run HL.

The My Web Desktop program is better known as the Splashtop Remote Desktop and is available for $4-7 (Android Market, no idea about Apple Market) but worked well for me. I created characters from scratch, made encounters and whatnot and it was very responsive, even when I throttled my network connectivity to about 300kbs. I do admit that I look forward to getting my keyboard dock and mouse, because it'll make things easier, but even so, I found it very smooth to use.

Heck, I joined the club for Prime owners today and bought the THD version of the software and played Skyrim and logged into LOTRO (to check my in-game mail) on the Prime, which is what gave me the idea for using this for HL and CM.

So my fellow tablet users, it may be something worth checking into - although to be honest, I'd perhaps only cautiously approach it unless I were running a dual-core+ tablet, but if people are using any remote desktop software to run CM on a phone, no doubt many people would love to hear their experiences.

As for me, I've contacted the host player about using the basement computer to run CM and HL and allow me to stream to my tablet...which means that I won't need to lug a laptop around anymore.

Last note - I've mentioned Splashtop because that's the first remote desktop software that I've really played around with on my tablet (and mainly because of the Skyrim-playing buzz today), but I know there's other great and free software that would work like vnc (or be vnc) or that uses Microsoft's RDP protocol to connect and I'd encourage anyone interested in doing this to try those out.

P.S. Thanks Kyle, for 1.4.0. You rock, man.


Found another bug to squash. (Sorry if you already know about these, I scanned through the pages and didn't see anybody report them.)

- When customizing an NPC that is multiclassed, changing the HD count will cause it to revert back to the first listed die amount only.
Example - (HD = 1d8 + 3d10 = 19) Then, I customize and change the second hit die count to 10d10 and this is what happens: (1d8 + 10d10 = 4). It then ignores any other dice other than the first set.

[version 1.4.0]


Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules Subscriber

Great program Kyle!

I think I found a bug in the monster advancer. When applying the 'zombie' template to a monster the hit points seem to still be calculating from Con scores. For example, when I bring up a Dire Ape (con 16,HD 4d8+12, hp 30) and then make it a zombie, the hit dice should increase by 2, toughness feat is granted, and the bonus hit points should be calculated from the new 10 score in Charisma. I believe the final hit dice should read 6d8+4 with 31 hit points(and a Con of '-'), but it currently reads 6d8+20 with 39 hit points.

Also, as a wish list item I would love to customizing monster stat block printing if that is possible (check an option to fit on a page perhaps? or another box to remove the 'ecology' section?)


The stats for plague zombies are a bit whacky. The CR is 1/2, but I wouldn't want to fight this thing. heheh.

--- copied from the combat manager "plague zombie" entry ---

Spell-Like Abilities (CL 15th; concentration +22) At will-Deeper Darkness, Ray of Exhaustion (DC 20), Silence (self only) 3/day-Dimensional Anchor, Greater Teleport, True Seeing 1/day-Circle of Death (DC 23), Discern Location, Prismatic Spray (DC 24)

STATISTICS

Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, Knowledge (nature) +20, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +22
Racial Modifiers +8 Stealth in areas of dim light or darker.
Languages Common, Sylvan (cannot speak); telepathy 100 feet
SQ staggered


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Shard Obsidia wrote:

The stats for plague zombies are a bit whacky. The CR is 1/2, but I wouldn't want to fight this thing. heheh.

--- copied from the combat manager "plague zombie" entry ---

Spell-Like Abilities (CL 15th; concentration +22) At will-Deeper Darkness, Ray of Exhaustion (DC 20), Silence (self only) 3/day-Dimensional Anchor, Greater Teleport, True Seeing 1/day-Circle of Death (DC 23), Discern Location, Prismatic Spray (DC 24)

STATISTICS

Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, Knowledge (nature) +20, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +22
Racial Modifiers +8 Stealth in areas of dim light or darker.
Languages Common, Sylvan (cannot speak); telepathy 100 feet
SQ staggered

Most CR 1/2 monsters can cast Circle of Death, I don't see the problem.

I'll get this fixed :P


How do you set skill for your players like Perception?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
crystal reyes wrote:

How do you set skill for your players like Perception?

Click the red die on the char -> Edit -> Monster Editor

Go to the stats tab and it's in the bottom left.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

I'm still looking at finishing that Campaign Calendar I talked about earlier, for those who remember.


Thank you very much.


Thank you very much.


Kyle Olson wrote:
I'm still looking at finishing that Campaign Calendar I talked about earlier, for those who remember.

Oh believe me, I remember. I'm waiting with bated breath for it. Right now I'm using two different online utilities and neither of them really work the way I want them to. Didn't want to put any pressure on you, since you were dealing with those health issues. Can't wait to see what you come up with. My guess is it will be awesome, much like everything else you've added. You can expect another donation from me, once I get my greedy hands on that "little" update. >.<


I can't wait for that either!

Anyway, there are some bugfixes I'm looking for even more (and some things you havn't commented yet...)!

But I'll wait as long as it takes and keep using this awsome piece of work!

On thing for the campaign calendar: Would it be possible to have any sort of publishing function in place? Maybe some sort of generated HTML-Version that can be automatically uploaded via FTP or something along these lines? That would allow my players to keep track off time (I'm using google calendar for that right now), especially for my just started Jade Regent campaign :)


Pathfinder Adventure Path Subscriber

Kyle, first the Campaign Manager, then a Calender? What's next? A Campaign Planner/Database?

Star Voter 2013

Is there a way to track things like spell effects from round to round? I used your program at my last session and it sped things up 10 fold because *I* knew who's initiative it was and could keep the others focused. It has so far proven to be a great programs and the only downside I've seen to it is the lack of tracking things like spell effects, poisons, etc. from round to round.


Tels wrote:
Is there a way to track things like spell effects from round to round?

Right-click on any creature and add a condition. You can select from a lot of spells, effects and other conditions. You can even select how long the condition should be applied or if it's unlimited.


Love this program! Just discovered the Monster Advancer...very useful for beefing up (or reducing) monsters.

One thing I find myself doing a lot, which could be made a little more user friendly, is when I right click on a character to add a condition or spell from the list of recently used ones, it doesn't give me a pop-up of any kind to add a specific number of rounds for it's duration. It just adds the basic icon for the spell or condition with an non-numbered duration (unlimited). If you could add this feature, or add an option so that when I right click on the character's unlimited spell/condition, it shows an additional option to add a specific number of rounds, instead of just adding/subtracting one or 5 rounds at a time, which can take a lot of clicks. The only other alternative is for me to go through the menu till I find the spell/condition and add it with the number of rounds needed, but this takes a lot of time, especially if adding to multiple characters.

I'm also finding that the initiative order gets unsorted in the middle of combat sometimes, which causes me to have to resort and then advance the turn through the turn till I'm back to the current character.

And every other time I click to move a monster to the party's side, the program crashes.

Also, at the end of a combat, if I reset the round counter to start a new combat, but wanting to keep the current spell/condition durations, it resets the durations to maximum for some reason. Is it supposed to do this? Can you have a pop-up ask if we want that to happen? Basically, it would be nice to have the option to allow the durations to stay as they are and continue to go down as the new rounds commence.

But, other than these few things, I LOVE this program and look forward to it improving.


JLendon wrote:

One thing I find myself doing a lot, which could be made a little more user friendly, is when I right click on a character to add a condition or spell from the list of recently used ones, it doesn't give me a pop-up of any kind to add a specific number of rounds for it's duration. It just adds the basic icon for the spell or condition with an non-numbered duration (unlimited). If you could add this feature, or add an option so that when I right click on the character's unlimited spell/condition, it shows an additional option to add a specific number of rounds, instead of just adding/subtracting one or 5 rounds at a time, which can take a lot of clicks. The only other alternative is for me to go through the menu till I find the spell/condition and add it with the number of rounds needed, but this takes a lot of time, especially if adding to multiple characters.

When the symbol appears on the character under the Party or Monster section you click the V button on its right and it will display the full text of all conditions modifying it with a section for notes and the actual count duration in a text field you can directly edit. Hope this helps.


Silverjtd wrote:
When the symbol appears on the character under the Party or Monster section you click the V button on its right and it will display the full text of all conditions modifying it with a section for notes and the actual count duration in a text field you can directly edit. Hope this helps.

Got it. That works quite well. Thanks!


Pathfinder Adventure Path Subscriber

Hey Kyle, haven't seen you post in awhile. You aren't under the weather again, are you?


xorial wrote:
Hey Kyle, haven't seen you post in awhile. You aren't under the weather again, are you?

No offense but I havent really seen anyhting post-worthy lately for him to reply to, and I'm gonna assume he is working on the updates he promised in his last post...


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
xorial wrote:
Hey Kyle, haven't seen you post in awhile. You aren't under the weather again, are you?

I've just started a new job, and it's cutting into my coding time because I'm only healthy so many hours a day. I'm working on stuff, but not as fast as I'd like. I'll try to respond a little quicker so you know I'm still out here.

Right now I'm trying to focus mainly on bug fixes and things that are the most critical to keeping the operation running. I'm still thinking about open sourcing the project so that I can have some help with it, but I've been rather indecisive on that point.


Pathfinder Adventure Path Subscriber

I wasn't worrying about anything specific for Kyle to reply to. It's just he does usually peep in once & awhile. Plus I needed an excuse to bump the thread up without just posting *bump*. :P


Pathfinder Adventure Path Subscriber

I've run into a seriously major issue. Editing a monster in the monster editor from the battle screen, the program froze up, and I had to close it. However, when I tried to start program again it brings up up the start up loading box but then just drops off the screen but doesn't let the program open proper, leaving about 50% of my memory being taken up as listed in the process screen under task manager but no evidence the application is actually running. I've tried uninstalling and reinstalling, even trying a previous version of the program (1.39) but it doesn't seem to work.


Pathfinder Adventure Path Subscriber

Update, I got it to work again by reverting to version 1.23, when you first put in save states upon exiting the program, opening it up and deleting the corrupted monster entry, then reverting back to 1.40. Apparently, if the program freezes and screws up the monster you're editing in the combat state, it freezes the program screen when you open combat manager again because it restores the previous combat state in with the screwed up monster, thus causing the program to be able to load the combat state with the borked monster.

Lantern Lodge

Kyle Olson wrote:
Right now I'm trying to focus mainly on bug fixes and things that are the most critical to keeping the operation running. I'm still thinking about open sourcing the project so that I can have some help with it, but I've been rather indecisive on that point.

If you end up taking the open source plunge, I'll definitely help out. I was about 20% into writing a tool like this for myself before I discovered yours (which is much better).


1 person marked this as a favorite.

Kyle, if you're sitting on the fence with the open source idea, how about compromising and bringing in a couple other coders who can help you out as a team rather than going open source completely. Some of the best mods out there are a team effort. It's just one way to make things easier on yourself without going open source.

Lantern Lodge

I found some more bugs having to do with natural weapons. (In case you couldn't guess, I'm trying to build my draconic sorcerer and it's not going well.)

Here's the setup: make a character with a 1H manufactured weapon (I'm using a morningstar). Bug 1: the weapon can't be set to "use in both hands". Maybe a feature request, I guess. Now add a "2 claws" natural attack, so now your character should have an attack row with the morningstar and a claw at -5, and an attack row with 2 claws. This seems to work ok, except read on.

Now, add or remove a condition that affects attacks in any way. In my case I was using a custom "Arcane Strike" condition (+2 damage), but anything that automatically affects attacks such as Enlarge Person or Haste exhibits the problem. Observe the randomness on the attack line. Bug 2: Multiple attack sets are being merged whenever conditions change attack properties. As though to make matters worse, this duplication also permanently increases the number of hands the character is considered to have, until you delete enough attacks to bring it back down to 2. In my case, the character jumps to 3 or 4 hands, and even after the extraneous claws are removed back down to 1 weapon and 2 claws, he stays at 3 hands until I delete one of them, close the attacks editor, and reopen it so I can add my weapon back in.

My diagnosis is that the separation between melee attack sets is being lost during condition processing. The result ends up sticking all the attacks in the same set, and then increasing the character's hands so he has enough for all those attacks at once. Further testing supports this hypothesis, in that I can reproduce the bug just with multiple manufactured sets without messing with natural weapons; in addition, in this case when I reopen the editor I have all the weapons in one set (and more hands to equip them all). This was especially exciting when I gave my sorcerer a morningstar and a dagger in different sets, plus his claws: after adding Arcane Strike he had a single attack row with a morningstar, a claw at -5, a dagger, a claw at -5, and 2 claws. And 6 hands to wield them all.

Opening and closing the attack editor makes it consistent, at least; in this case, it drained my attack bonuses real bad for dual-wielding my morningstar and dagger without knowing how, set all the claws in the primary set to -5, and gave me a secondary set with a claw, a claw, and 2 claws at my full BAB. Which is exactly what it should have done, given the preexisting damage. (Of course, deleting Arcane Strike at this point is... not a good idea.) However, bug 3: opening and closing the attack editor causes the effect of conditions to be lost, but deleting the condition afterwards still removes the effect, leaving the character with a modifier equal to the negative of the condition. At least there's no stacking failure here, because closing the attack editor appears to force everything to recalculate from first principles. But it's still kind of a problem.

Hope you're enjoying your new job!

1,251 to 1,300 of 2,208 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Suggestions/House Rules/Homebrew / Combat Manager application All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.