![]()
![]()
![]() Kyle Olson wrote:
You probably already know this Kyle, but the HeroLabs import is also broken in 1.4.6. This test build seems to resolve the problem though. ![]()
![]() Kyle Olson wrote:
Yeah it is just a few, Ablative Sphere and Abstemiousness are the only two in the "A"'s for example. ![]()
![]()
![]() I am hoping it is just me with this problem Kyle, but I am getting duplicate spell entries again. If I have just the core sources selected it is fine. If I select Pathfinder Chronicles, Ultimate Magic, Ultimate Combat or Other, all spells from those sources are showing up twice in the spells list. I tried an unistall/reinstall and that didn't help. ![]()
![]() MendedWall12 wrote:
+1 - This is a real problem for me as well. Help Kyle! ![]()
![]() Kyle Olson 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! ![]()
![]() 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? ![]()
![]() kingpin wrote: I was wondering where I could get more info on setting up the Initiative Window on a separate display for my players. I'm not sure where to start. Nothing to it really. Plug a second display into your computer. (Hopefully your vid card has a second port). That will give you two screens on the one computer and that will let you drag windows from one screen to the other. Just open up the combat manager initiative display window and drag it to your second screen. Done. ![]()
![]() Mort the Cleverly Named wrote:
I have to second this request. I would love it is the dice buttons actually just rolled one of the specified dice as opposed to adding it to the dice to be ruled specification in the roll window. I'm forever clicking those dice buttons and expecting them to roll a die. After which I say "Doh!" and then hit clear, click the die I want again, and then click roll. Seems to me it would be much simpler to have those as instant roll buttons and anything else we want to roll we can just type the request for in the roll window. ![]()
![]() Papa-DRB wrote:
You can do this now. Just select the characters you want to apply the condition to (click on the first and CTRL-click the others) and then right click on any of them and add the condition. It will be applied to all of them. ![]()
![]() Master_Crafter wrote:
You've got it, you're just looking in the wrong place to read in your .rpgrp file. Click the open folder icon on the Party or monster sub-windows. You'll see that file type listed there. Select it and find your file and you should be on your way. ![]()
![]() Kyle Olson wrote:
Okay I stand corrected Kyle. The result is green and and the crit rolled if it is anywhere in the threat range for the selected attack.I think I was reading the window incorrectly. Very nice feature then! Do you always have to be one step in front of me? ![]()
![]() Stynkk wrote:
Also in case anyone missed it the dice roller window now automatically flags rolls of 20 in green, and rolls for the critical as well. Another nice time saver for the GM. It isn't perfect because it doesn't take into account weapons with increased critical threat rolls, but it is a time saver nonetheless. ![]()
![]() Small suggestion for the dice roller Kyle.... Any chance we could make d20 rolls of "1" stand out by being in red or something? I think that would really make it a lot easier to spot 1's when rolled for attack roles for example (automatic miss) I'm finding I am using the attack roller all the time but since it adds on appropriate bonuses I have to be careful and look closely for 1's being rolled for attacks. ![]()
![]() Jeremiziah wrote:
Yes something like that is techncally possible, however when you start trying to automate the entire attack process and the associated math, things rapidly get both extremely complicated and unwieldly to use. What you say is possible, but of course you need to start looking at all the external factors that affect whether you hit a specific target or not. Is the target flanked? Does it have cover? Higher ground? Someone using the "aid another" action to assist? etc. etc. etc. Each of those would need to be implemented (probably as a condition) and have to be checked for every attack. Like I said VERY unwieldly. I think the way Kyle has things now is just about ideal from a usability perspective. If you've ever used the old 3.5 DMGenie program you'll know what I mean. It tried to do all of that and somewhat succeeded, but there were so many options you had to check off and such for an attack, just trying to fit them all on the screen was a challenge. ![]()
![]() Purple Dragon Knight wrote:
Rolls in combat manager are automated but not calculated against a specific target. Hence the program will calculate total "to-hit" and damage rolls, but it is up to the DM to decide if they in fact hit a target. Special Attacks are not part of the automated rolls at this point. ![]()
![]() Purple Dragon Knight wrote:
Right click on the monster/character, select ROLL, select ATTACKS, and the routine you want to use. And yes that feature saves a tonne of time! ![]()
![]() Okay... unreal release Kyle! Somehow you keep managing to blow me away with how much you can add to this gem of a program every release. I absolutely love all the new functionality. Your implementation of the dice rolls is simply elegant. Also having the spell like abilities now linked for monsters and all spells linked for Hero Lab imported characters seems to be working beautifully as well. This release is going to make life Soooooo much simpler for us poor GM's.
Two small questions/suggestions for you: (1) Someone mentioned in an earlier post about the popups for feats and spells disappearing after a few seconds. Any chance we can see that timer removed or at least lengthened so that you can read all the info in the popup for long items? (2) Now that we have spells and spell-like abilities linked for monsters, and spells linked for Hero Lab imported characters, is there any chance we might see links for spell-like abilities on characters imported from Hero Labs as well? ![]()
![]() Kyle Olson wrote:
And as the program gets bigger, if you think that a beta tester would lighten your load a bit, I think you know I am more then willing to lend a hand any time you ask. ![]()
![]() MendedWall12 wrote:
FREE but he does accept donations on the combatmanager.com website... Has anyone bought Kyle a pizza lately? ;) ![]()
![]() kingpin wrote:
Actually I'd like to hear if this is working for someone else. That was the mistake I made. I am using characters imported from HeroLabs and the spells are not linked so I am assuming the format is not matching 100%. Monsters from the DB are linked perfectly but my other characters are not. ![]()
![]() Okay that was my mistake. Linked spells are working great on the monsters from the DB. I was assuming it was for any creature. I love the way this is working, the popups are going to be a fantastic time saver! That being said is there any chance we can get this functionality for all creatures and characters? Most of the bad guys I use tend to be more character or custom entered creature, which means the spells are not linked. Having seen it for monsters now we want it for everything. Never give us kids a new toy Kyle, we always want more! ![]()
![]() Kyle Olson wrote:
Awesome, Awesome release Kyle! I can't believe how much you have added in one version. The custom monster DB is going to be hugely useful. I love the popup tooltips on feats. The only thing I can't seem to get to work is the spell links and tooltips for spells known/prepared. Spells are still displaying the same for me(no tooltip and not linked). Is there anything that needs to be done to enable this? ![]()
![]() Cutter wrote:
Problem found and solved by Kyle. This man has got to be the greatest tech support person of all time! ![]()
![]() Kyle Olson wrote:
Did this and it didn't make any difference. It still won't save. This seems to be specific to this machine. I installed on my laptop and things are working fine. Also if I try to load the combat state I get a popup with all sorts of method and XML errors. I'll email you a screen shot of the errors, perhaps you have some idea... I even did a full uninstall/reinstall and that made no difference... ![]()
![]() Okay I have a couple of issues with this release unfortunately... (1) The combat state is no longer being automatically saved. In the last releases if I quit the program or it crashed, when I restarted the combat would come back exactly as where it left off. This release is coming up with a completely empty combat (no monsters, or characters loaded). This is a big loss for me - I loved that feature. Hopefully this is a minor oversight? (2) Remembering the window size is nice, but it is not remembering the window position. It comes up the correct size but parts of it are shoved off the right side of my screen and I have to drag to reposition the window. Remembering the layout of draggable subwindow boundaries and things like one or two column displays would also be a plus... I love the changes to the initiative window. Really nice job there Kyle! Seeing it with the delay and ready icons now though has given me another idea. How about having an option to display condition icons in that window as well, and perhaps also indicate creatures with negative hp like you do in the combat window? Thanks for the great work as always! ![]()
![]() Kyle Olson wrote:
You are having a technical problem..... why am I not worried? LOL As for doing more with the window, the only thing I can think of that might be cool is to show the ready or delay flag on characters that choose that action. ![]()
![]() A couple of thoughts/suggestions for the floating initiative Window for you Kyle... (1) The active character box at the top is consistently narrower then the character list below (the main initiative list). That means it wraps sooner with a long name then the rest of the window does. It might be nice if they were roughly the same width. That might save some screen real estate because the window can be a bit narrower before long names would wrap. (2) It would be nice if the initiative window automatically scrolled if the list is longer then the can fit in the window size. Right now if I am clicking the next turn button the turn indicator in the initiative window disappears when a creature who is scrolled off the bottom of the window comes up in the order. Great job as always though and keep it up. I (like many others I am sure) don't even think about running a session without your software in front of me anymore. ![]()
![]() Miranda wrote:
Any chance you have had a chance to look at this issue Kyle? This is the same issue I have mentioned to you before about the stats block not always displaying the selected character or monster. Seems like it should be an easy one to track down as it is looks like just a timing issue of when that window is updated. This one has been outstanding for the last few releases it seems. Yeah, it's minor, but it's the one annoying little hiccup I often stumble across in an otherwise seamless program! ![]()
![]() I have to agree, AWESOME release Kyle. The autosaving of combat state should resolve any problems with the program crashing and losing the state of the combat (not that it crashed often but you never know). Also I think this one finally fixes my issue with being unable to display the stat block for a monster on occassion. I think you have actually hit the point where I have nothing to complain about. ;) Thanks again, for the great work! ![]()
![]() chopswil wrote:
That's normal I believe Chopswil. I get that exact same thing with every release. Like you said though, just deleting and recreating the shortcut fixes it. ![]()
![]() MendedWall12 wrote: Thanks for this update Kyle. I discovered a crash bug. When I tried to add the "exhausted" condition to PCs. It doesn't seem to happen when added to monsters though. I just tried that exact sequence here and it is working fine for me. It must be something with either your install or the party you are using I am guessing. ![]()
![]() eXaminator wrote:
I believe the monsters in the NPC list come from the extra data sources. If you unselect "Adventures and Modules" as well as "Pathfinder Chronicles and Companions" under sources then I believe you will only see the actual NPC entries. I guess the monsters from those extra sources are classed as NPC's because they are not part of the monster DB itself. ![]()
![]() eXaminator wrote: This tool is great and such, but you could still get the DM screen which has most skill DC tables (and concentration check DCs) on it ;-) I do own a copy of the DM screen, but I am finding that with the amount of info that Combat Manager has in it these days that the laptop is quickly replacing my need for the DM screen at all. ![]()
![]() Suggestion for inclusion in rules tab. Could be possibly get the rules for spell casting and concentration checks added somewhere in the rules tab? The concentration check DC's and related charts are something I often have to look up and I don't think it is included any where as of yet, unless I am just not seeing it.
|