Combat Manager application


Homebrew and House Rules

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Destiney007 wrote:
I just wanted to pop on here and say a HUGE thank you to Kyle. Every single person I run into who plays PF I tell to get your program. Sorry to hear it's stressing you out. I have no requests, every time you upgrade it the damn thing just gets better and better. So seriously, thank you for doing a damn fine Professional job.

+1 to that.


Nephelim wrote:
Destiney007 wrote:
I just wanted to pop on here and say a HUGE thank you to Kyle. Every single person I run into who plays PF I tell to get your program. Sorry to hear it's stressing you out. I have no requests, every time you upgrade it the damn thing just gets better and better. So seriously, thank you for doing a damn fine Professional job.
+1 to that.

I want to thank all of you for the support you've given me over the past year and a half since I started this project. Without your support there would be no Combat Manager.


Nephelim wrote:
Destiney007 wrote:
I just wanted to pop on here and say a HUGE thank you to Kyle. Every single person I run into who plays PF I tell to get your program. Sorry to hear it's stressing you out. I have no requests, every time you upgrade it the damn thing just gets better and better. So seriously, thank you for doing a damn fine Professional job.
+1 to that.

I +1 that as well. This has been such a great help to my campaign and I share this with EVERYONE! it is amazing!


One thing I would love to see is the clockwork template added in Kyle. It would help my current steampunk campaign immensely!


Lysenis wrote:
One thing I would love to see is the clockwork template added in Kyle. It would help my current steampunk campaign immensely!

I need to get together a new list of templates to add. I've got an old list.

Some of the templates are a little tough to implement in the UI I have (from a consistency perspective), but most are fairly simple.


Kyle Olson wrote:
Lysenis wrote:
One thing I would love to see is the clockwork template added in Kyle. It would help my current steampunk campaign immensely!

I need to get together a new list of templates to add. I've got an old list.

Some of the templates are a little tough to implement in the UI I have (from a consistency perspective), but most are fairly simple.

Also, please open a ticket for anything that you would like to see:

https://sourceforge.net/p/combatmanagerpf/tickets/


I just wanted to throw up a little reminder that, even though Kyle has opened this up to the public, that doesn't mean he still doesn't deserve some recompense for his work. If you think about how valuable this program is to your game, it certainly, at least in my case, warrants a definite monetary value, and yet Kyle has graciously provided all of it for free. He does have a very handy "donate" button on CombatManager.com. If you find this program useful, and want to let the author know how much you appreciate it, clicking that little button is a good way to show your thanks. It's also a good way to let Kyle know that we, as a community of users, aren't taking him for granted.


I Probably will do that MendedWall :)

I've been using it for a short while now, mostly to sort out encounters, initiative and NPC's, and so fare it has been Really great at doing that. But I havn't used it "on the field" yet, which I will happen soon :)

Some features I think that could be cool:

* Support for the Wounds/Vigor system from Ultimate Combat
* List of traps
* Custom creature variations (like if you make up your own skeleton variation).

I'll probably create a ticket later when I have the time for it :)


Here´s a question about a little glitch I´ve been encountering

I finish a battle and start a new one with spells still active and counting down. I press the “roll initiative” button and proceed with the first character’s turn. Now, when I press the “next turn” button, all the spells suddenly have their durations reset to full, for some reason. I have figured out that if I save the party and then reload them, it eliminates this problem. Is there a procedural error I’m making?


JLendon wrote:

Here´s a question about a little glitch I´ve been encountering

I finish a battle and start a new one with spells still active and counting down. I press the “roll initiative” button and proceed with the first character’s turn. Now, when I press the “next turn” button, all the spells suddenly have their durations reset to full, for some reason. I have figured out that if I save the party and then reload them, it eliminates this problem. Is there a procedural error I’m making?

I know what's causing this problem. The duration of the spell is based on the turn it was cast, so if you go back to zero the spell turns increase.

There's 2 options to fix this: The spells go away when combat is reset, or the spells are set to unlimited time when combat is reset.

There's no way of knowing how long the time was between combats unless you add more turns instead of resetting, and there's no facility for conditions that last hours.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Hi Kyle,

First, I have to say: awesome, awesome, awesome. The first is for you creating this product, the second is for the actual product, and the third is for making it free.

I have two questions.

1. you do regular revisions/updates, if I have downloaded the program, do they automatically upload the updates or do I need to reinstall the new version from your website when you produce them?

2. Will you be putting in the Skull and Shackles AP NPCs/encounters in? If so do you have an approximate time frame (no pressure from me to put them in...I know real work/life needs to come first. Just wanting to know when I should check as I am currently running that AP).

Again thanks for making this. It makes my life so much easier!

Cheers

Blackcat


blackcat wrote:

Hi Kyle,

First, I have to say: awesome, awesome, awesome. The first is for you creating this product, the second is for the actual product, and the third is for making it free.

I have two questions.

1. you do regular revisions/updates, if I have downloaded the program, do they automatically upload the updates or do I need to reinstall the new version from your website when you produce them?

2. Will you be putting in the Skull and Shackles AP NPCs/encounters in? If so do you have an approximate time frame (no pressure from me to put them in...I know real work/life needs to come first. Just wanting to know when I should check as I am currently running that AP).

Again thanks for making this. It makes my life so much easier!

Cheers

Blackcat

I don't have an autoupdate in place, there's no way to know except checking the site. I've got some ideas of how to fix this on the cheap, but I've got nothing yet. I'll have all the new AP NPCs in eventually. I need to do a release soon to get the NPCs/Monsters close to up to date.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I just found out about this program and have been using the donjon site for initiative tracking for a very long while. Seeing how amazing your program is i want to go back in time and smack myself for settling and not looking for this instead. Absolutely amazing combat manager! many many thanks to you for making it Kyle!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

ok after messing with it a bit more i do have a couple of questions..

1: what is the proper format for inserting weapons that aren't included. It says if they aren't in the proper format they won't be calculated right, and i seem to not be able to get them to calculate properly.

2: is there a way to maximize monster hit dice, instead of using average or roll.

3: is it possible to get curses added to the database with poisons and diseases?

4: Edit (figured this one out)

5: for the status effects is there a way to assign a value to effects like bleed so it will auto deduct the hit points each new round?

if any of these questions have been addressed in the forums i apologize, i read through a good deal of them and will attempt to finish reading them later but ran out of time before game :)


Kyle Olson wrote:
Kyle Olson wrote:
Lysenis wrote:
One thing I would love to see is the clockwork template added in Kyle. It would help my current steampunk campaign immensely!

I need to get together a new list of templates to add. I've got an old list.

Some of the templates are a little tough to implement in the UI I have (from a consistency perspective), but most are fairly simple.

Also, please open a ticket for anything that you would like to see:

https://sourceforge.net/p/combatmanagerpf/tickets/

Done and done.

Thank you Kyle! I will be donating at the first possible opportunity! This program is more then worth it! Now All I need is one for my ASUS Transformer so I don't have to use my ASUS G73 >.< Stupid 8.5lbs laptop. . .


If anyone has any interest in doing some work, here's a completely empty Wiki:

http://combatmanager.wikispaces.com/

I'm not doing to do anything but make corrections on this right now, I've got too many demands on time. If we can get some decent help info it would be good.


Kyle Olson wrote:

If anyone has any interest in doing some work, here's a completely empty Wiki:

http://combatmanager.wikispaces.com/

I'm not doing to do anything but make corrections on this right now, I've got too many demands on time. If we can get some decent help info it would be good.

I dont know the first thing about posting on those but I have replied on this forum with many tips and tricks, if anyone else wants to use those for the official help guide I would be flattered.


any news on the campaign calender?


Ghost_dk wrote:
any news on the campaign calender?

Haven't got back to it yet. I'm finding more time to work on projects since I'm feeling healthier, but I've got to get a really big chunk of time to devote to that.

There are people working on fixing up the SQL setup in the app. If that gets done I think the calendar project will be much easier.


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Combat Manager update to 1.4.1:

Remember type filter options for monster DB views
Fix attacks editor crash
Improve move to monster/party performance
Fix extra spaces in attacks parsing issue (Kraken Tentacles)
Monster update

CombatManager.com


Thanks for the update! I'm always glad to see a new one roll out. I've been using the combat manager for every game and it really works great.

BUG: Still can't add hit dice of various types to customized monsters. It registers the first set of hit dice, but ignores everything afterwards.
ex. Hitdice 1d12 = 6 HP If you add another, 1d12 and a 1d8 it still registers the average as only 6 HP.

Dark Archive

Is there any way the treasure generator could be fleshed out some more?


Not sure if anyone found this, but I can't add a longspear as a weapon for any of my party members.

EDIT: Love this program btw. You're a genius.


can you make this for ipad?


noblejohn wrote:
can you make this for ipad?

It has been in process. Various things got in the way of finishing it for a while, despite the fact it's pretty close to done. I think I'll probably be back on it in another month or so. The biggest factor slowing it down was improving the performance of the code from the desktop.


Kyle,

Thanks for making such a wonderful program! It means I can keep all the information I need to run an encounter right there on the screen.. I can' thank you enough!


Hey Kyle just wanted to send some love, thank you so very much! :)


Great program, but I'm running into a problem with custom monsters. I have one I want to create that has both Grab and cannot be tripped. The creature's CMB is +22 and CMD is 33, but these should read: CMB +22 (+26 grapple) and CMD 33 (can't be tripped). I cannot figure out to get the extra CMB to grapple to show, nor figure out how to display (can't be tripped). If I try to edit the CMB or CMD field manually to add this stuff, the box turns red and it deletes my additions.

I know it's possible to add this stuff, because, for instance, a Dire Bear has the extra CMB to grapple displayed. I tried to customize the monster to see what is adding that, but I can't find anything.


alientude wrote:

Great program, but I'm running into a problem with custom monsters. I have one I want to create that has both Grab and cannot be tripped. The creature's CMB is +22 and CMD is 33, but these should read: CMB +22 (+26 grapple) and CMD 33 (can't be tripped). I cannot figure out to get the extra CMB to grapple to show, nor figure out how to display (can't be tripped). If I try to edit the CMB or CMD field manually to add this stuff, the box turns red and it deletes my additions.

I know it's possible to add this stuff, because, for instance, a Dire Bear has the extra CMB to grapple displayed. I tried to customize the monster to see what is adding that, but I can't find anything.

I don't have a way to do it right now. I've been grappling with the grapple issue for a while but I've chosen not to deal with it. I think I know how to handle it, but it's more thought than I have brain for while finishing the iPad app.

The Exchange

Just want to thank you again Kyle. I'll be using this again for my upcoming Jade Regent campaign. It makes the planning and running of combats a lot easier.


Just a poke to see how things are going. Any thoughts about things since Paizo announced it's gamespace?


just throwing it out there, would love to see the new Rise of the Runelords material added to the monster DB.

Super duper x 1,000,000 love CM!


I'll have a monster DB cleanup build coming relatively soon.


Astralplaydoh wrote:
Just a poke to see how things are going. Any thoughts about things since Paizo announced it's gamespace?

I think Paizo's thing fits a different space than me, but if CM becomes obsolete that would mean there's an awesome product out there for fans.

Dark Archive

chrids wrote:

just throwing it out there, would love to see the new Rise of the Runelords material added to the monster DB.

Super duper x 1,000,000 love CM!

working on it

I've got all the stat blocks from the 6 modules done and started on the appendix, wher the new monsters and magic items are

I'll be posted my updated DBs on d20pfsrd.com this weekend with what I have.
New APs take precidence over hardbacks...


chopswil wrote:
chrids wrote:

just throwing it out there, would love to see the new Rise of the Runelords material added to the monster DB.

Super duper x 1,000,000 love CM!

working on it

I've got all the stat blocks from the 6 modules done and started on the appendix, wher the new monsters and magic items are

I'll be posted my updated DBs on d20pfsrd.com this weekend with what I have.
New APs take precidence over hardbacks...

Thanks for the heads up, I appreciate all the effort!


Combat Manager Update to 1.4.2:

Use two hands on one-handed weapon
Improve click-selection in monster/player lists
DB cleanup for NPCs and Monsters
Update Spells and Magic Items

CombatManager.com


To celebrate the awesomeness that is Kyle Olson and his new version of Combat Manager, I want to leave everyone this little gem of a link:
http://www.d20pfsrd.com/extras/community-creations/hero-lab

I don't know why this is buried, hidden in some remote place on d20pfsrd, but that link has a ton of NPCs premade in Hero Lab, packaged together by Module and AP. They have all the APs, and dozens of Paizo Modules. And from the looks of things, most of them are really complete, and organized by encounter.

Use Combat Manager to import the .por files, and 95% of your work as a GM is done for you.


.


Actually Combatmanager has most AP NPCs built-in by default! Just change the filter for the monster database to "NPCs" or "All" and search for the NPC you'd like to use.


Just downloaded the new version and there is a large number of the spells that are in there as duplicates. Numerous Ultimate Combat and Ultimate Magic in particular have two of the same.


Sethvir wrote:
Just downloaded the new version and there is a large number of the spells that are in there as duplicates. Numerous Ultimate Combat and Ultimate Magic in particular have two of the same.

Grumble. I'll have to do a cleanup on that DB. Grumble. And I just sent out the newest iPad for review, so I may have to pull that to cleanup the spells.

I've got a tool to reduce the number of duplicate Monsters but I don't have one for spells, I'm just eyeballing it. I'll have to create a tool.

There are also a couple of magic items with ALL CAPS names I noticed today too. (ELIXIR OF (something) and ROD OF DWARVEN MIGHT).

This is what happens when I wait too long between data updates.


Just checked the new version - monster special abilities descriptions disappeared from the monster info. Also the monster type list has some strange stuff added

Dark Archive

I work hard every month to get the latest info into the Databases over on d20pfsrd.
I'm working on Ultimate Equipment right now.

If any errors are found please let me know, chopswil at comcast dot net

I'll fix any error caused by me, all caps in item name, missing italics, etc.
Things like incorrect AC, incorrect gp value etc. will have to wait for an official errata.


Combat Manager Update to 1.4.3:

Fix special ability loading issue from 1.4.2
Die roller graphic update

CombatManager.com


Kyle Olson wrote:

Combat Manager Update to 1.4.3:

Fix special ability loading issue from 1.4.2
Die roller graphic update

CombatManager.com

Spell duplication will be handled at some point in the reasonably near future. Chopswil has worked hard on the data, I just need some time to make sure I do the right thing with the results.

Grand Lodge

Kyle

I used the PC version for the first time last week. We are starting the Kingmaker AP and I was able to pre-load a lot of encounters. I could even use CM to upgrade the monsters to suit a party of six. We use Hero Lab so we were able to drag and drop the PC files. It is great to be able to see the PC's details as well as the bad guys.

I give it 11 out of 10!

I also purchased the iPad version, although I may keep using the PC and keep the iPad for viewing PDFs.

One thing I noticed is that I was able to transfer the Hero Lab portfolio files (.por) and the encounter files (.cmcs) to the iPad via iTunes, but when I tried to open them, only the Hero Lab files appeared.

Is this perhaps because the encounter files are not compatible between the PC and iPad versions? Or have I missed something?

Thanks!


With the iPad version online now, is there ANY chance of a Mac version? I say this as someone who knows nothing about the similarities and differences between OSX and iOS (besides the obvious - "very significant").


Nephelim wrote:

With the iPad version online now, is there ANY chance of a Mac version? I say this as someone who knows nothing about the similarities and differences between OSX and iOS (besides the obvious - "very significant").

The short answer is that it's doable but it's nowhere near the top of the list of things to do. It's probably on the bottom of the list of things to do.

The problem with all the different platforms is that I have to rewrite the UI, and there's lots of UI.

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