Combat Manager application


Homebrew and House Rules

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Combat Manager update to 1.5.7:

Optionally display conditions on initiative window
Data update
Spell subschool and descriptor filters
More herolab import fixes

CombatManager.com


Thank you for the great update Kyle. Love the fact that conditions can now show up on the initiative window! Speaking of the initiative window... I have one request, not sure how difficult it would be. I really appreciate the fact that you can hide the names of the monsters in the initiative window. There's just one small problem, the names of the monsters/NPCs still show up at the top of the window in the "Active Character" position. This causes a little trouble with metagame. Example: sometimes I tell the players they are fighting, "fleshy undead." As different kinds of undead have different abilities and such, this requires the characters to either learn by doing, or to make a knowledge check to figure out their enemies' weaknesses. I realize good players are supposed to separate the metagame from the game, but when "Ghast 1" shows up in the "Active Character" window, it makes it very hard for the players to separate those two entities. Is there any way you could hide the names in that part of the initiative window too? Sorry to just bring this up right after such a sweet update. :(


MendedWall12 wrote:
Thank you for the great update Kyle. Love the fact that conditions can now show up on the initiative window! Speaking of the initiative window... I have one request, not sure how difficult it would be. I really appreciate the fact that you can hide the names of the monsters in the initiative window. There's just one small problem, the names of the monsters/NPCs still show up at the top of the window in the "Active Character" position. This causes a little trouble with metagame. Example: sometimes I tell the players they are fighting, "fleshy undead." As different kinds of undead have different abilities and such, this requires the characters to either learn by doing, or to make a knowledge check to figure out their enemies' weaknesses. I realize good players are supposed to separate the metagame from the game, but when "Ghast 1" shows up in the "Active Character" window, it makes it very hard for the players to separate those two entities. Is there any way you could hide the names in that part of the initiative window too? Sorry to just bring this up right after such a sweet update. :(

Grr. This is something I keep forgetting to fix, even though the players in my own group are getting on my case about it.

Until I get a fix in there is an option. You can manually hide the monsters using the "Hide" option on the monster's action menu. It is not quite the same effect, but it will take the names off of the list.


Kyle Olson wrote:

Grr. This is something I keep forgetting to fix, even though the players in my own group are getting on my case about it.

Until I get a fix in there is an option. You can manually hide the monsters using the "Hide" option on the monster's action menu. It is not quite the same effect, but it will take the names off of the list.

Okay, I'll definitely use that temporary option to deal with this. Thanks for the hint. :)


First THANKS KYLE!

I've the same problem with win xp 1.5.5 is working, 1.5.6 and 1.5.7 crash immediately

is possible to repair this bug?

THANKS!!!

z


zoltar zoltar wrote:

First THANKS KYLE!

I've the same problem with win xp 1.5.5 is working, 1.5.6 and 1.5.7 crash immediately

is possible to repair this bug?

THANKS!!!

z

Can you take all the files in C:\Documents and Settings\<user>\Application Data\CombatManager\ and mail them to combatman@kyleolson.com? (<user> is your user name)

I'll take a look at the files and see if I can reproduce the bug.


Mine crashed at first as well, but the crash was resolved with a fresh clean install.

Now to report a bug. Rather, report the continued existence of the bug. Basically, monster data still hasn't been fixed. The stuff like spell-like abilities still aren't in the data correctly.


DreamGoddessLindsey wrote:

Mine crashed at first as well, but the crash was resolved with a fresh clean install.

Now to report a bug. Rather, report the continued existence of the bug. Basically, monster data still hasn't been fixed. The stuff like spell-like abilities still aren't in the data correctly.

I'm sorry I forgot to get to this. The data on the Devourer is still incorrect after my last import, I will get that fixed up for the next version. I can't find any other monsters that have the exact same Spell-Like Ability problem based on an automated search. Are there other monsters where you are seeing this problem?

The Exchange

In fixing the Annis Hag's DR you now have 2 copies, the old one and the new one.

The Exchange

How do you bring up the new calendar window? It was there the first time I opened the new version but there doesn't seem to be a tab to bring it up again.


kingpin wrote:
In fixing the Annis Hag's DR you now have 2 copies, the old one and the new one.

I'll take a look at this.

kingpin wrote:
How do you bring up the new calendar window? It was there the first time I opened the new version but there doesn't seem to be a tab to bring it up again.

The calendar window was visible? Crap. That's not a completed feature. I'll probably have to push out a new version to get the right window showing on startup.


You actually have a semi-working version with a calendar tab?!!! Oh man, if/when that feature arrives, it will mark the day that the only thing Combat Manager doesn't do for me is order the pizza.


I always assumed Kyle was using CM to order pizza during our sessions.


Kyle Olson wrote:
DreamGoddessLindsey wrote:

Mine crashed at first as well, but the crash was resolved with a fresh clean install.

Now to report a bug. Rather, report the continued existence of the bug. Basically, monster data still hasn't been fixed. The stuff like spell-like abilities still aren't in the data correctly.

I'm sorry I forgot to get to this. The data on the Devourer is still incorrect after my last import, I will get that fixed up for the next version. I can't find any other monsters that have the exact same Spell-Like Ability problem based on an automated search. Are there other monsters where you are seeing this problem?

Yeah, there are others. It's not even always the same exact mistake causing it, but it's always this part. After a quick glance, here are some that I noticed.

Astral Deva
Azruverda
Dorvae
Hungerer

Now looking at it, many of these have the "At Will" spells not showing up for some reason.

It's also on some spells like Prismatic Spray. I don't see any pattern to what's getting messed up or not. I think it's a... parsing error? Like, the information isn't being entered correctly.


I also have a slight feature request. Is it possible to add a "10th Level" or "Epic Level" choice to the spells drop down list for levels? I don't know who all plays beyond Level 20 using the old Epic Level Handbook, but this would allow there to be epic level spells and a way to single them out.


Nice release Kyle! I love the conditions on the initiative window and the HeroLabs attacks now import correctly. Nice.

I have found one small bug in the new HeroLab import though. Characters with no armor bonuses or modifiers whatsoever, who have AC 10 - Combat Manager is now reporting these guys as AC 0.

I've tested it some and any bonus such as a dex modifier, armor, or magic armor bonus will make it import correctly. It seems to be only the characters with no mods at all and who should be AC 10

Liberty's Edge

DreamGoddessLindsey wrote:
I also have a slight feature request. Is it possible to add a "10th Level" or "Epic Level" choice to the spells drop down list for levels? I don't know who all plays beyond Level 20 using the old Epic Level Handbook, but this would allow there to be epic level spells and a way to single them out.

What I would really like to see in the Monster editor is a separate tab for spells with the ability to have one field for each spell level the same way that Special Abilities are handled. This would also allow spell levels to be added or removed as needed for custom edits.

But Why? Currently, Combat Manager lists spells in on field. If we look at an Ancient White Dragon, the result looks like this in the stat block:
Spells Known (CL 9th) 4th (4/day)—charm monster (DC 17), dimension door 3rd (7/day)—dispel magic, displacement, lightning bolt (DC 16) 2nd (7/day)—invisibility, fog cloud, resist energy, see invisibility 1st (7/day)—alarm, grease (DC 14), magic aura, shield, true strike 0 (at will)—acid splash, dancing lights, detect magic, ghost sound, mage hand, mending, message, ray of frost

The PRD and books show it like this(with each spell level indented):
Spells Known (CL 9th)
4th (4/day)—charm monster (DC 17), dimension door
3rd (7/day)—dispel magic, displacement, lightning bolt (DC 16)
2nd (7/day)—invisibility, fog cloud, resist energy, see invisibility
1st (7/day)—alarm, grease (DC 14), magic aura, shield, true strike
0 (at will)—acid splash, dancing lights, detect magic, ghost sound, mage hand, mending, message, ray of frost

Organization would be better, so readability would be easier. It would also more closely match the format of the books and PRD.

Oh yeah, great program guys. Keep up the good work. :)

The Exchange

Kyle Olson wrote:
kingpin wrote:
How do you bring up the new calendar window? It was there the first time I opened the new version but there doesn't seem to be a tab to bring it up again.
The calendar window was visible? Crap. That's not a completed feature. I'll probably have to push out a new version to get the right window showing on startup.

I figured out why I got it to show. It's all because I also beta test Snap's version and sometimes you get some interesting interactions.


DreamGoddessLindsey wrote:
It's also on some spells like Prismatic Spray. I don't see any pattern to what's getting messed up or not. I think it's a... parsing error? Like, the information isn't being entered correctly.

It's either a parser error or a bit of non-standard data. Thanks for digging into this.


CutterJohn wrote:

Nice release Kyle! I love the conditions on the initiative window and the HeroLabs attacks now import correctly. Nice.

I have found one small bug in the new HeroLab import though. Characters with no armor bonuses or modifiers whatsoever, who have AC 10 - Combat Manager is now reporting these guys as AC 0.

I've tested it some and any bonus such as a dex modifier, armor, or magic armor bonus will make it import correctly. It seems to be only the characters with no mods at all and who should be AC 10

I'll take a look at this, thanks.


RedDogMT wrote:
DreamGoddessLindsey wrote:
I also have a slight feature request. Is it possible to add a "10th Level" or "Epic Level" choice to the spells drop down list for levels? I don't know who all plays beyond Level 20 using the old Epic Level Handbook, but this would allow there to be epic level spells and a way to single them out.

What I would really like to see in the Monster editor is a separate tab for spells with the ability to have one field for each spell level the same way that Special Abilities are handled. This would also allow spell levels to be added or removed as needed for custom edits.

But Why? Currently, Combat Manager lists spells in on field. If we look at an Ancient White Dragon, the result looks like this in the stat block:
Spells Known (CL 9th) 4th (4/day)—charm monster (DC 17), dimension door 3rd (7/day)—dispel magic, displacement, lightning bolt (DC 16) 2nd (7/day)—invisibility, fog cloud, resist energy, see invisibility 1st (7/day)—alarm, grease (DC 14), magic aura, shield, true strike 0 (at will)—acid splash, dancing lights, detect magic, ghost sound, mage hand, mending, message, ray of frost

The PRD and books show it like this(with each spell level indented):
Spells Known (CL 9th)
4th (4/day)—charm monster (DC 17), dimension door
3rd (7/day)—dispel magic, displacement, lightning bolt (DC 16)
2nd (7/day)—invisibility, fog cloud, resist energy, see invisibility
1st (7/day)—alarm, grease (DC 14), magic aura, shield, true strike
0 (at will)—acid splash, dancing lights, detect magic, ghost sound, mage hand, mending, message, ray of frost

Organization would be better, so readability would be easier. It would also more closely match the format of the books and PRD.

Oh yeah, great program guys. Keep up the good work. :)

The long and short of it is that I want this too, but I haven't dedicated the time to make it happen because it is fairly complicated, although certainly doable.

There's a couple of items I want to handle here. The first is the ability to parse and edit the spells in a cleaner editor, the second is the ability to track spell/special ability usage.

Liberty's Edge

Thanks Kyle. Glad to hear it's something that is under consideration down the road.


Darpeh wrote:
I currently have CombatManager 1.5.5 running on Ubuntu 13.10 using playonlinux and wine 1.6.

I tried to follow your instructions on my Ubuntu 14.04 and unfortunately it didn`t work.

I described the bug on this link:
http://www.playonlinux.com/en/topic-11936-Combat_Manager_Crashes.html

Do you have any ideas or suggestions?

Thanks


Moisés Oliveira wrote:
Darpeh wrote:
I currently have CombatManager 1.5.5 running on Ubuntu 13.10 using playonlinux and wine 1.6.

I tried to follow your instructions on my Ubuntu 14.04 and unfortunately it didn`t work.

I described the bug on this link:
http://www.playonlinux.com/en/topic-11936-Combat_Manager_Crashes.html

Do you have any ideas or suggestions?

Thanks

I've also tried to run with PlayOnMac and had similar failures.

It's possible there's something I could fix, but I haven't been able to determine exactly what the issue is.

Liberty's Edge

Hey Kyle,

During some testing with Snapshot to modify some of the formatting used for spells and SLAs, I came across a very minor data issue. Snapshot said that it would require an update to the RuleShort.xml file and suggested I post it here to see if it is something you would want to update.
.
.
If you look at the Cave Wizard in the PRD, the prepared spells is listed as follows:
Evoker Spells Prepared (CL 9th; concentration +13)

In the CM, it is listed as follows:
Spells Prepared (CL 9th; concentration +13)

Again, the absence of the Evoker title is a minor item, but given how the stat blocks are formatted now, I was under the impression that the intention is for them to look like what is found in the PRD and books.

Snapshot did put together a test RuleShort.xml for me to check out. It worked fine, but he also said that it would be overwritten the next time the file was released unless you were to make changes.

Thanks.


For those interested in what RedDogMT is talking about, Here is an image of the formatting changes. I used the Celestial Theurge as a basis.
Formatting image

Give some feedback whether you thinks it's better or not.

I will address the RulesShort.xml issue with Kyle if the feedback is positive.

The Exchange

1 person marked this as a favorite.

I like it. Looks a lot better.

Dark Archive

Snapshot wrote:

For those interested in what RedDogMT is talking about, Here is an image of the formatting changes. I used the Celestial Theurge as a basis.

Formatting image

Give some feedback whether you thinks it's better or not.

I will address the RulesShort.xml issue with Kyle if the feedback is positive.

how did you make these changes? with css?


chopswil wrote:
Snapshot wrote:
...
how did you make these changes? with css?

No, Kyle setup a flow document and element creation methods, I just changed them a little, edited a few Regular Expressions. Added a few missing elements, fixed a missing .xml read element, etc.

Kyle has setup an interior structure that made it not too difficult. Probably harder to explain than do.

B.T.W. if you respond to this thread please include a {like or dislike} so I can judge whether to submit this to kyle for inclusion, but remember kyle decides what gets included.


{Like}

If it were not to difficult, I would definitely appreciate the new formatting. I don't want it to end up breaking anything that is formatting dependent though, so if that's the case, keeping the old formatting is just fine with me. :)


Snapshot wrote:
chopswil wrote:
Snapshot wrote:
...
how did you make these changes? with css?

No, Kyle setup a flow document and element creation methods, I just changed them a little, edited a few Regular Expressions. Added a few missing elements, fixed a missing .xml read element, etc.

Kyle has setup an interior structure that made it not too difficult. Probably harder to explain than do.

B.T.W. if you respond to this thread please include a {like or dislike} so I can judge whether to submit this to kyle for inclusion, but remember kyle decides what gets included.

Kyle is certainly in favor of this excellent piece of work.

Liberty's Edge

Even though I took part in suggesting/testing some of the formatting changes, I really do {like} how much more readable the SLAs and Spell levels are. I am a bit biased though... :)


Well since there were nothing but good comments and Kyle gave it a thumbs up I have cleaned it up and committed it for inclusion in the next release.


I just discovered this and downloaded for my ipad. It's interesting. But I tested a few monsters and not all of them took the templates. Augmented Summoning or Advanced Couatl didn't change the attacks section. Also, would be helpful if there were a guide. Is there a way to start with a completely blank character for the party to add? I have a halfling and elf and neither appear to be in the monster list.


TyrKnight wrote:
I just discovered this and downloaded for my ipad. It's interesting. But I tested a few monsters and not all of them took the templates. Augmented Summoning or Advanced Couatl didn't change the attacks section. Also, would be helpful if there were a guide. Is there a way to start with a completely blank character for the party to add? I have a halfling and elf and neither appear to be in the monster list.

I have nothing to do with the apple side of this but I might be able to assist if you could be a little more specific. What exactly does not change?

Any special attacks or poison etc will not be affected as these are not consistently formatted making it nearly impossible to automate changes.

As for a blank character the PC version has a button at the top of the monster and party roster to add a blank new character. I do not know if the apple version has that.
Elf and Halfling are not monsters, Look in the NPC section and you should see several Elf and Halfling NPCs.


I'll have to play and get back you. I didn't see an NPC section, but I'll explore some more. I'm running a Mac, and it didn't look like there was a Mac version. The parts of the couatl that didn't change was the attacks. The hit points increased. Thanks for explaining about poison and special abilities.

Liberty's Edge

Do you guys have any testing that you need help with ATM?
I am willing to donate some time if needed. I can test on WindowsXP/Windows7 (ie no iPad or Hero Lab).


I have a feature request.

Is it possible to have a button that "Opens Stats on All"? Basically, when running Combat Manager, I always end up opening the "Stats" tab for everyone listed since it has important information. It'd be nice to have one button do this instead of having to manually click it on everyone.


DreamGoddessLindsey wrote:

I have a feature request.

Is it possible to have a button that "Opens Stats on All"? Basically, when running Combat Manager, I always end up opening the "Stats" tab for everyone listed since it has important information. It'd be nice to have one button do this instead of having to manually click it on everyone.

I'll see what I can do.


I ran my first night using the app. It was awesome. I was running a module of lower level than the party and I decided to use the same number and type of monsters with three levels of the advanced template. Adding in the monsters took only moments. Adding in the party took a little longer and I still don't see the option to add NPCs on the iPad version. But I was very impressed. I'm sold.


NPCs like Elf Wizard or Human Cleric. There are named NPCs.

The initiative rolling was awesome in itself. It adds some time to not have to have people call out scores and write out a list. Also, since they don't know how well they rolled, the party can't try to guess when they will go. That alone is awesome. It adds some mystery to the combat.


TyrKnight wrote:
NPCs like Elf Wizard or Human Cleric. There are named NPCs.

There's no way to add race-class-level generated NPCs. My excuse has always been that it's really complicated, which is generally true.


A couple real dumb questions, as I'm new to both PCGen and Combat Manager (and as will quickly be obvious, Pathfinder).

First, is the export to .rpgrp functionality currently broken in PCGen? I'm using File->Export->Text->csheet_InitTool_1.0b23.rpgrp. A text file is exported, but my attack section looks like:
<attack>
Battleaxe:
</attack>

Thus, when imported into CM all the attacks are missing. I realize this is probably a PCGen question/bug, but this leads to my next question:

Do I care? Except for the minor annoyance of the damage not showing up in the 'Offense' block of the 'Selected Monster' window, I wouldn't ever really need to be rolling attacks for a player would I (assuming I'm the GM, of course)? I would only have the players loaded to roll initiative on them, and to easily see their stats for resolving combat rounds. Right?


Daagar wrote:

A couple real dumb questions, as I'm new to both PCGen and Combat Manager (and as will quickly be obvious, Pathfinder).

First, is the export to .rpgrp functionality currently broken in PCGen? I'm using File->Export->Text->csheet_InitTool_1.0b23.rpgrp. A text file is exported, but my attack section looks like:
<attack>
Battleaxe:
</attack>

Thus, when imported into CM all the attacks are missing. I realize this is probably a PCGen question/bug, but this leads to my next question:

Do I care? Except for the minor annoyance of the damage not showing up in the 'Offense' block of the 'Selected Monster' window, I wouldn't ever really need to be rolling attacks for a player would I (assuming I'm the GM, of course)? I would only have the players loaded to roll initiative on them, and to easily see their stats for resolving combat rounds. Right?

The PCGen Import needs some work. I don't receive many requests for PCGen compared to Hero Lab for whatever reason.

Can you mail your files to combatman@kyleolson.com? I'll take a look at them. You'll probably never need the attacks for players as a GM, but if you build an NPC you'll want that information visible, even if you don't use the die roller.


Hey, Kyle starting with 6.03.00 we are going to be transitioning to using Freemarker for our output template. Instead of the arcane system we use currently.

http://wiki.pcgen.org/Template_Engine

Sovereign Court

Kyle Olson wrote:
zoltar zoltar wrote:

First THANKS KYLE!

I've the same problem with win xp 1.5.5 is working, 1.5.6 and 1.5.7 crash immediately

is possible to repair this bug?

THANKS!!!

z

Can you take all the files in C:\Documents and Settings\<user>\Application Data\CombatManager\ and mail them to combatman@kyleolson.com? (<user> is your user name)

I'll take a look at the files and see if I can reproduce the bug.

Exact same problem here. Reverted back to 1.5.5.

de-install and re-install of CM and re-install of .net did not help.
Have sent you the error file.
Noticed that despite the reinstalls, my last combat is still being loaded.


Miranda wrote:
Kyle Olson wrote:
zoltar zoltar wrote:

First THANKS KYLE!

I've the same problem with win xp 1.5.5 is working, 1.5.6 and 1.5.7 crash immediately

is possible to repair this bug?

THANKS!!!

z

Can you take all the files in C:\Documents and Settings\<user>\Application Data\CombatManager\ and mail them to combatman@kyleolson.com? (<user> is your user name)

I'll take a look at the files and see if I can reproduce the bug.

Exact same problem here. Reverted back to 1.5.5.

de-install and re-install of CM and re-install of .net did not help.
Have sent you the error file.
Noticed that despite the reinstalls, my last combat is still being loaded.

For people crashing on XP, here's a test build you should try to see if it solves the problem:

Download Here

Sovereign Court

Kyle Olson wrote:


For people crashing on XP, here's a test build you should try to see if it solves the problem:
Download Here

Yes, that fixes it - thanks!


Hello Everybody,

After quite some time of Combat Manager on the PC, I finally decided to move to the iPad Version, but now a question arises:

Is there a way to import in the iPad App a Custom Data .cmx file I generated on the PC?

I Managed to do such a thing with Parties .cmpt files by adding them to the App folder with iTunes, but, although I can transfer the .cmx files in the same way, I can't seem to find any way to make the app read or import those files.
As a result, if try to edit am Imported PC who had Custom Feats, for example, the App crashs immediately.

Sorry if this has already been covered, but I really couldn't come up with any relevant match for "iPad custom import" (or similar) searches on the engine :P

Thanks in advance and keep up the good work!


Hey RedDogMT any word on the testing of the Combat Maneuvers code I put up for testing?

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