Junior Member
Join Date: Jul 2010
Posts: 14
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Beastmen Gorehoofs (Centigor champion) have armor save 5+ as opposed to their brethren Centigors which have 4+. Something tells me that the coding doesn't include Gorehoofs as cavalry (+1 mounted save).
If you include Ghorros Warhoof in a Centigor unit, all centigors count as Core. But in a 2k list, if you purchase a 4th centigor unit the validator errors this: "Too many of the same Special". BTW silks, great job you're doing |
#211 |
Junior Member
Join Date: May 2010
Posts: 4
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The same here with dark elves and High Sorcreress. Counts both in hero and lord. Is there any way to remove the Hero flag from the Lords?
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#212 |
Junior Member
Join Date: Jul 2010
Posts: 5
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Using the newest version, I am also getting the points calculated towards lords and heroes when I put a Chaos Lord on a Chaos Dragon.
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#213 |
Junior Member
Join Date: Jul 2010
Posts: 5
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I will look at the files, I am not sure how/why it is doing that but with luck I will find that procedure.
I am still working on getting the mounts to give the +1 Armor save |
#214 |
Member
Join Date: Jul 2010
Posts: 59
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Yeah sorry guys - I've been a bit slow this weekend - had my wife's birthday so haven't had much time to do stuff.
Silks |
#215 |
Junior Member
Join Date: Jul 2010
Posts: 5
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Found the Lord & hero problem, the good news is it is easy to fix I was looking for something more complicated, the bad news is it must be done for each individual instance! (Silks, it is in the Eval button of the option adding the mount for mounts like the Chaos Dragon - I got that one).
I am looking over the files as I do them. Ogres - I don't think this army has been addressed much at all. It is on the to do list but not at the top for me, so not likely today or tomorrow. |
#216 |
Junior Member
Join Date: Jul 2010
Posts: 3
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Wood elves:
Now that I got the newer version it did not set the "Treeman Ancient" under rare unit. but i discovered a new problem. It says that he can only have one spite now. |
#217 |
Junior Member
Join Date: Jul 2010
Posts: 14
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Quote:
unit.stat[Save] = unit.stat[Save] - 1 call MountedUS2 and for the emGriffon call Mounted this is how the armours save is modified for being mounted you have two options go through every mount in the options in each data and add unit.stat[Save] = unit.stat[Save] - 1 or goto the Mounted and MountedUS2 procedures and add unit.stat[Save] = unit.stat[Save] - 1 to each of them then delete the unit.stat[Save] = unit.stat[Save] - 1 from all the mount that have it in each of the data files. |
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#218 |
Junior Member
Join Date: Jul 2010
Posts: 14
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had a look to day about the mounted save and the parry save
Last edited by genx3000; August 2nd, 2010 at 12:12 AM. |
#219 |
Junior Member
Join Date: Jul 2010
Posts: 14
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how to change a the +1 to the armour save for hand weapon and shield to a 6+ ward save
goto save in the unit stat tab in the definitions file and click finalise and delete this ~ If we have a hand weapon and shield, and aren't mounted, and don't have ~ a magic weapon, we get a save bonus if (tagis[Helper.Mounted] = 0) then if (tagis[Helper.HasShield] > 0) then if (tagis[Helper.HasHandWep] > 0) then if (tagis[Helper.HasMWeapon] = 0) then var impsave as number impsave = @value - 1 @text = @text & "{ref HandShld}/" & impsave & "+" endif endif endif endif now go to the genericstuff data file go to procedures click on shield link delete every in there and add this var result as number result = unit.assign[Helper.HasShield] unit.stat[Save] = unit.stat[Save] - 1 if (unit.tagis[Helper.Mounted] = 0) then if (unit.tagis[Helper.HasShield] > 0) then if (unit.tagis[Helper.HasHandWep] > 0) then if (unit.tagis[Helper.HasMWeapon] = 0) then if (unit.tagis[Special.Frenzy] = 0) then var result2 as number result2 = unit.assign[Ward.6star] endif endif endif endif endif and now you are done all the validation met for having a 6+ ward save for hand weapon and shield plus the +1 to the armour save |
#220 |
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