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Hi all,
I'm a new guy who recently stepped up to the challenge of re-coding the army builder files for Mordheim. Given the two alternatives of tweaking the converted 2.2 files or re-coding them from scratch, so far I'm taking the slightly more difficult route, but (hopefully) ultimately more rewarding, and am trying to code them up from scratch. I know i'm nuts, especially since I'm not the best of coders, but I'm managing thus far. (Many thanks to the other coders out there, your files are a lot of help in showing me some useful pieces I'll probably be asking for help here and there as I get stuck. but, in the intrem, Greetings! -Mike Kitchenman [Non-text portions of this message have been removed] ------------------------ Yahoo! Groups Sponsor --------------------~--> Meet the McDonald¿s® Lincoln Fry get free digital souvenirs, Web-only video and bid on the Lincoln Fry prop charity auction. http://us.click.yahoo.com/UScA5C/fV0...WGAA/IMSolB/TM --------------------------------------------------------------------~-> |
#1 |
Senior Member
Volunteer Data File Author
Join Date: Mar 2005
Location: New Hampshire, USA
Posts: 388
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> Hi all,
> > I'm a new guy who recently stepped up to the > challenge of re-coding the army builder files for > Mordheim. welcome to the group...And welcome to the Morheim files...I was going to do them using the converter (since I realy don't know more then the basics of Mord) but after taking a look at it I'm glad someone who knows what they're doing has come along... > Given the two alternatives of tweaking the converted > 2.2 files or re-coding them from scratch, so far I'm > taking the slightly more difficult route, but > (hopefully) ultimately more rewarding, and am trying > to code them up from scratch. Actually it's probably the bast call...When you convert Mordheim it converts a whole bunch of redundant exclusion groups that have a limit of 0-9999 and no model has more then one (if that)...And every unit has these...Don't worry Rob, this isn't a commentary on the converter (which is nice btw) just the older Mordheim files are very complex... > I'll probably be asking for help here and there as I > get stuck. That's what we're here for... ===== __________________________________ Do you Yahoo!? Take Yahoo! Mail with you! Get it on your mobile phone. http://mobile.yahoo.com/maildemo |
#2 |
Guest
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----- Original Message -----
From: Death Lynx To: ab@support.wolflair.com Sent: Sunday, February 13, 2005 9:19 AM Subject: Re: [AB] Greetings, I'm in over my head! (most likely) > welcome to the group...And welcome to the Morheim > files...I was going to do them using the converter > (since I realy don't know more then the basics of > Mord) but after taking a look at it I'm glad someone > who knows what they're doing has come along... Thanks. I'll pretend I know what I'm doing for the time being. Oh, wait you mean PLAYING mordheim, ok, yeah, I do know what I'm doing. (I think > Actually it's probably the bast call...When you > convert Mordheim it converts a whole bunch of > redundant exclusion groups that have a limit of 0-9999 > and no model has more then one (if that)...And every > unit has these...Don't worry Rob, this isn't a > commentary on the converter (which is nice btw) just > the older Mordheim files are very complex... I noticed that, not to mention AB itself was complaining about items with hundreds of links in them which would cause slowness. *shudder* I was ok (thank GOD i've got a Gig of RAM...) but it wasn't fun. and I'll second it, the converter is a wonderful tool. The mordheim files just cover a lot of ground, which is something I want to address in this version. "Official Stuff" in one. "Unofficial Stuff" in a second and maybe (if I have a LOT of free time eventually) another one for other settings. But I think one issue the first one hit was it covered too many rules that overlapped too much. (And my hats off to Chris M. for actually being able to code them before. My props.) > That's what we're here for... *grins* Askin for it now are ye? |
#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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I actually recommend that you USE the converter for the Mordheim files. But
in a way different from how it was originally intended. :-) One of the most time-consuming things with data file authoring is all the data entry. If you use the converter, then you don't have to re-enter everything again. You can use the V2.x data files for that. So I recommend using the converter to generate the basic data files. Then go in and delete all the links from everything, which is where the V2.x Mordheim files are out of control. Then you should be able to clean up the converted options and items pretty easily. And then you can start building up the units for a couple warbands by setting up all the appropriate links. I'm guessing that this approach will save you at least 100 hours of data entry time (based on how much raw data is in the V2.x data files). It will also let you focus your energies on the interesting part of writng data files instead of on data entry. :-) There is a critical change you first need to make within the V2.x Mordheim files before converting them. There is a unit in the file "options.mor" that is used as the basis for EVERY other unit via inheritance. There are two "lcmp" attributes for this unit, and they have to be replicated for every unit in the converted files. These rules SHOULD be implemented via a global race augmentation that defines them as "scmp" attributes that are then shared by everything. Making this one change before running the converter cuts the size and complexity of the converted files significantly. Many of the rules that are generated by the converter can probably also be ignored and re-created more effectively. So you might consider just deleting all the rules after conversion as well. If you do, then the change I describe above can be skipped, since you'll be deleting all the rules anyways (which includes the hundreds of rules generated by the inappropriate "lcmp" attribute). Hope this helps, Rob At 06:50 PM 2/12/2005 -0500, you wrote: >Hi all, > >I'm a new guy who recently stepped up to the challenge of re-coding the >army builder files for Mordheim. > >Given the two alternatives of tweaking the converted 2.2 files or >re-coding them from scratch, so far I'm taking the slightly more difficult >route, but (hopefully) ultimately more rewarding, and am trying to code >them up from scratch. > >I know i'm nuts, especially since I'm not the best of coders, but I'm >managing thus far. (Many thanks to the other coders out there, your files >are a lot of help in showing me some useful pieces > >I'll probably be asking for help here and there as I get stuck. > >but, in the intrem, > >Greetings! >-Mike Kitchenman --------------------------------------------------------------------------- Rob Bowes (rob@wolflair.com) (650) 588-8252 Lone Wolf Development www.wolflair.com |
#4 |
Senior Member
Volunteer Data File Author
Join Date: Mar 2005
Location: New Hampshire, USA
Posts: 388
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> I'm guessing that this approach will save you at
> least 100 hours of data > entry time (based on how much raw data is in the > V2.x data files). It will > also let you focus your energies on the interesting > part of writng data > files instead of on data entry. :-) It took me roughly 2-3 hours to go through and try to clean up only a handful of units when I was trying it this way...The problem is that a majority of the units have options which are split into 6-8 separate options per price category (it seems that certain weapon options are priced differently in different rulesets)...Each of these 6-8 entries can be consolidated into a single entry with 3-4 live tags... > > There is a critical change you first need to make > within the V2.x Mordheim files before converting > them. . . . > Many of the rules that are generated by the > converter can probably also be > ignored and re-created more effectively. These would probably also save time...however I hadn't gotten nearly that far...Personally I didn't find the data entry nearly as tedious as some (especially when y'all pointed out the "copy" feature) but all of the option entry takes serious time one way or the other... ===== __________________________________ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail |
#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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At 06:37 PM 2/15/2005 -0800, you wrote:
> > I'm guessing that this approach will save you at > > least 100 hours of data > > entry time (based on how much raw data is in the > > V2.x data files). It will > > also let you focus your energies on the interesting > > part of writng data > > files instead of on data entry. :-) > >It took me roughly 2-3 hours to go through and try to >clean up only a handful of units when I was trying it >this way...The problem is that a majority of the units >have options which are split into 6-8 separate options >per price category (it seems that certain weapon >options are priced differently in different >rulesets)...Each of these 6-8 entries can be >consolidated into a single entry with 3-4 live tags... Based on my reading of this, your efforts were spent in cleaning up all the links. My advice was to just delete ALL the links. This can be done by quickly editing the raw XML file as a text file. Then the links can be added back manually once he gets to working on that aspect. Links are pretty quick and easy to setup in ABCreator, and they are the biggest problem in the auto-converted files. So it's easiest just to start over with them. :-) -Rob --------------------------------------------------------------------------- Rob Bowes (rob@wolflair.com) (650) 588-8252 Lone Wolf Development www.wolflair.com |
#6 |
Guest
Posts: n/a
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suggestion highly noted.
Maybe tomorrow night. Thanks, Rob! You are, in fact, DA MAN! -Kitch ----- Original Message ----- From: "Rob Bowes" <rob@wolflair.com> To: ab@support.wolflair.com Sent: Tuesday, February 15, 2005 9:23 PM Subject: Re: [AB] Greetings, I'm in over my head! (most likely) > > I actually recommend that you USE the converter for the Mordheim files. But > in a way different from how it was originally intended. :-) > > One of the most time-consuming things with data file authoring is all the > data entry. If you use the converter, then you don't have to re-enter > everything again. You can use the V2.x data files for that. > > So I recommend using the converter to generate the basic data files. Then > go in and delete all the links from everything, which is where the V2.x > Mordheim files are out of control. Then you should be able to clean up the > converted options and items pretty easily. And then you can start building > up the units for a couple warbands by setting up all the appropriate links. > I'm guessing that this approach will save you at least 100 hours of data > entry time (based on how much raw data is in the V2.x data files). It will > also let you focus your energies on the interesting part of writng data > files instead of on data entry. :-) > > There is a critical change you first need to make within the V2.x Mordheim > files before converting them. There is a unit in the file "options.mor" > that is used as the basis for EVERY other unit via inheritance. There are > two "lcmp" attributes for this unit, and they have to be replicated for > every unit in the converted files. These rules SHOULD be implemented via a > global race augmentation that defines them as "scmp" attributes that are > then shared by everything. Making this one change before running the > converter cuts the size and complexity of the converted files significantly. > > Many of the rules that are generated by the converter can probably also be > ignored and re-created more effectively. So you might consider just > deleting all the rules after conversion as well. If you do, then the change > I describe above can be skipped, since you'll be deleting all the rules > anyways (which includes the hundreds of rules generated by the > inappropriate "lcmp" attribute). > > Hope this helps, > Rob > > > At 06:50 PM 2/12/2005 -0500, you wrote: > > >Hi all, > > > >I'm a new guy who recently stepped up to the challenge of re-coding the > >army builder files for Mordheim. > > > >Given the two alternatives of tweaking the converted 2.2 files or > >re-coding them from scratch, so far I'm taking the slightly more difficult > >route, but (hopefully) ultimately more rewarding, and am trying to code > >them up from scratch. > > > >I know i'm nuts, especially since I'm not the best of coders, but I'm > >managing thus far. (Many thanks to the other coders out there, your files > >are a lot of help in showing me some useful pieces > > > >I'll probably be asking for help here and there as I get stuck. > > > >but, in the intrem, > > > >Greetings! > >-Mike Kitchenman > > > -------------------------------------------------------------------------- - > Rob Bowes (rob@wolflair.com) (650) 588-8252 > Lone Wolf Development www.wolflair.com > > > > To unsubscribe from this group, email > > armybuilder-unsubscribe@yahoogroups.com > Yahoo! Groups Links > > > > > > > |
#7 |
Junior Member
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I'm gonna take a swipe at converting the Mordheim files; they just might prove to be as damned as the city of Mordheim itself!
I just got my copy of AB3; frankly, the absence of a Mordheim ruleset is what delayed my conversion from 2 to 3. Cheers, -- David |
#8 |
Senior Member
Volunteer Data File Author
Join Date: Mar 2005
Location: Australia
Posts: 254
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It may also be worth taking a look at the Necromunda files... The setup of the two games is very similar. I'm currently working on an update for the Necromunda files which adds a heap of extra stuff which may be worth looking at for ideas as well (keep an eye out for it if you think it might be useful ).
Russell. |
#9 |
Junior Member
Join Date: May 2005
Posts: 4
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OK, does anyone actually know what the current status is on getting Mordheim datafiles for AB 3.1? I run a Mordheim campaign in my store, and would very much love to have everyone using AB for their warbands. We use it for our Warhammer campaign, and it avoids so many potential problems, it's probably prevented a couple of fist fights.
Debbie |
#10 |
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