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Old July 9th, 2003, 05:04 AM
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There are 9 messages in this issue.

Topics in this digest:

1. Re: well that was short...
From: "Robert Feuillerat" <R_A_Feuillerat@hotmail.com>
2. Re: Re: Variable number of weapon with different stats
From: Colen McAlister <colen@wolflair.com>
3. Re: Unit exclusivity
From: Steve Mansfield <steve@gametools.com>
4. Re: Unit exclusivity
From: "Mr. Green" <mach_5@rocketmail.com>
5. Re: Unit exclusivity
From: "Mr. Green" <mach_5@rocketmail.com>
6. RE: "Item" question.
From: "Pr0fane" <pr0fane@sympatico.ca>
7. RE: "Item" question.
From: Colen McAlister <colen@wolflair.com>
8. Re: "Item" question.
From: "Russell" <rjs@inorbit.com>
9. Re: Variable number of weapon with different stats
From: "anton_denmark" <tfa@ifs.ku.dk>


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Message: 1
Date: Tue, 01 Jul 2003 17:19:31 -0000
From: "Robert Feuillerat" <R_A_Feuillerat@hotmail.com>
Subject: Re: well that was short...

Ok, I replaced this:
Units
GEV | GEV |0
TNK | TNK |0
HVY | HVY |0
OGR | OGR |0
INF | INF |0
MAR | MAR |0
MIL | MIL |0
WHL | WHL |0
STR | STR |0
Over this:
> Units
> Africa | Afr |0
> Arabian | Ara |0
> Austrailia| Aus |0
> Chinese | Chi |0
> Great Brit| GB |0
> Nihon | Hih |0
> Combine | Com |0
> PanEuro | Pan |0
> South Afr | SA |0

The units with the #/# move value are only vehicles desiganted as
GEV's, so that would be helpful.

On the Stat line, if I want "0" and not a "-" do I delete the "-" and
change it to a "0=0"? At least that's the way I am reading it...

Thanks

Robert

--- In armybuilder@yahoogroups.com, "Mathias Gehl" <mgehl@c...> wrote:
> Just looking through your def file, and noticed a few things. Under
> units, you list what appear to be the various forces you can have -
> that's what different races are for. The units category is for
defining
> characteristics that are shared by a type of unit - perhaps wheeled,
> hover, GEV, foot? Or vehicle, infantry, ogre? Until you know what
you
> need, I'd use the same things you defined for compositions (although
> you'll need new abbreviations). For example, everything that has
that
> #/# movement should probably be a different category than the ones
with
> a single number. That way, you can define special attributes that
apply
> only to them.
>
> Mathias Gehl
> mgehl@c...

> ~Ogre Definition file
> ~--------------------
> General
> Game=OGRE MINIATURES
> MinSize=500
> Items=none
> LdrName=Commander
> LdrAbbrev=Cmdr
> Basis=points
> Scale=100
> Cost=4
> Decimal=0
> Round=normal
> Orient=any
> TweakAbbrevs=hide
> Army=Army
> Scenario=Scenario
> PtsSingle=Point
> PtsPlural=Points
> PtsAbbrev=Pts
> Publish
> VersionMajor=2
> VersionMinor=1
> PatchRequired=none
> AuthorName=Robert Feuillerat
> AuthorEmail=R_A_Feuillerat@h...
> LockCode=none
> Stats
> Att |3 | 0 | 0.0=- | 24 | 0 | 0 | 0 | 0 | . | . | .
> Rng |3 | 0 | 0.0=- | 10 | 0 | 0 | 0 | 0 | . | . | .
> Def |3 | 0 | 0.0=- | 10 | 0 | 0 | 0 | 0 | . | . | .
> Mov |3 | 0 | 0.0=- | 10 | 0 | 0 | 0 | 0 | . | . | .
> MoM |3 | 0 | 0.0=- | 10 | 0 | 0 | 0 | 0 | . | . | .
> Siz |3 | 0 | 0.0=- | 99 | 0 | 0 | 0 | 0 | . | . | .
> Pts |3 | 0 | 0.0=- | 10 | 0 | 0 | 0 | 0 | . | . | .
> Compositions
> Infantry | Inft
> Armor | Arm
> Ogre | Ogre
> Structures | Strc
> Allies | Ally
> Units
> Africa | Afr |0
> Arabian | Ara |0
> Austrailia| Aus |0
> Chinese | Chi |0
> Great Brit| GB |0
> Nihon | Hih |0
> Combine | Com |0
> PanEuro | Pan |0
> South Afr | SA |0
> options
> conflicts
> tweaks
> sets
> items
> end
>
> This is so cool....
>
> Thanks
>
> Robert
>
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Message: 2
Date: Tue, 08 Jul 2003 13:58:47 -0700
From: Colen McAlister <colen@wolflair.com>
Subject: Re: Re: Variable number of weapon with different stats

At 09:19 AM 7/8/2003 +0000, you wrote:
>Let me give and example of how I want it to look (I hope it align
>properly):
>
>Type Move Weapon Range Attack dice To hit Modifier
>Guardian 10cm Shuriken 50cm 1 5+ -
>(This is easy enough to do)
>
>War walker 25cm Lascannon 75cm 1 5+ -2
> Scatter l 25cm 3 5+ -
>
>Here lies the problem: I can't figure out how to get a unit to have
>more than one weaponstatline, and I don't want a fixed number as
>units can have 0-4 (?) weapons and I hope that if I can get this
>working, I can use the sme solution to titan weapons.
>
>Hope that made it clearer.

Indeed. You'll need stats for "Move", "Weapon name", "Range", "Attack
Dice", "To Hit" and "Modifier", which I assume you have already. For the
War Walker in the second example, do its first line of stats as normal,
then comes the tricky part.

You will need a 'generic child unit' unit, with a blank name, and an id of
"xxgener1" or something similar. Give the War Walker a option which uses
unit: to attach that unit to itself, then give the War Walker unit the unit
local attribute "incl:xxgener1-wwscatls@incl", where the 'wwscatls' option
sets its parent unit to have the stats of a Scatter Laser.

The end result will be that the War Walker unit has a child unit, but it
should look just like what you pasted above. If you come across another
unit that needs the same to be done, you can do exactly the same, but use a
different option in the 'incl' statement. If you have a unit that needs two
extra rows, you can just add an 'xxgener2' unit that works exactly the same
way. The only thing this won't help is the actual unit display in the
available units list, unfortunately.

Titans could be done exactly the same way, though you'll probably want to
create 'imtitan1', 'imtitan2', 'imtitan3' etc options for them that allow
the weapon to actually be selected. That way you can have different weapon
choices for each race, that don't interfere with your 'generic' options.

Does this help?


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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Message: 3
Date: Tue, 8 Jul 2003 14:24:49 -0400 (EDT)
From: Steve Mansfield <steve@gametools.com>
Subject: Re: Unit exclusivity

> At 05:29 PM 7/7/2003 -0400, you wrote:
> >I'm trying to set up rules for units within a datafile such that if a unit of
> >type X is chosen, then units of type Y are no longer legal, and vice-verse.
> >I thought I could do it with the 'reqd' external attribute, but that didn't
> >seem to do the trick, and my brain is totally flaking for examples of this in
> >other systems such that I could just go look it up...*sigh*
>
> There are several ways you could do it. Let's assume unit X has type 'X'
> and unit Y has type 'Y'.
>
> umax:0u-istype=X
>
> On unit Y will allow a maximum of 0 unit Ys when type X (and thus unit X)
> is present.
>
> Or you could use trat:
>
> trat:Y@0u:X@1u
>
> Either of these ways should work fine.

I tried the 'trat' solution, and even though the ocumentation seems to indicate
your syntax should work, it doesn't create the limitation. It continues to
allow me to select both unit types with only regard to the regular umax
settings I've for them. No error comes up.

Since it's 4 units I'm working with here, I used four trat lines:

trat:A@0u:!A@1u
trat:B@0u:!B@1u
trat:C@0u:!C@1u
trat@0u:!D@1u

This didn't limit any of the units (except as per their own umax settings).

I also tried (since I'm actually dealing with 4 units needing to exclude each
other, not just two...) the following:

each unit gets defined as type 'ally'
three of the units get defined as type 'pos'
the other gets defined as 'line'

type:ally-mode=a
typeos-mode=a
type:line-mode=a

each unit gets its individual max # models defined with umax:

umax:1m-race=cs-mode=a-istype=ally
umax:2m-race=cs-mode=a-istype=ally (for one unit only)

Then, in the race section, I define:

tlmtos-model=1@max-mode=a
tlmt:line-model=0@max-mode=a-istype=pos

I would think that the above would allow any one unit type its own maximum
number of models, with the two tlmt lines preventing others from sneaking in.
Thus allowing a player to choose 1 model of any one of the three units, or up
to two models of the fourth unit.

Is my logic failing me, or is my understanding of trat, etc. failing me.

Trying stuff with istype right now...

---
Steve (That's Mr. Bugman to you, lad...)


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Message: 4
Date: Tue, 8 Jul 2003 15:49:04 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Unit exclusivity

> Since it's 4 units I'm working with here, I used four trat lines:
>
> trat:A@0u:!A@1u
> trat:B@0u:!B@1u
> trat:C@0u:!C@1u
> trat@0u:!D@1u
>
> This didn't limit any of the units (except as per their own umax
> settings).

Not sure why the above wouldn't be working.... though it would not be
working in the default mode if the units are only getting assigned their
types in "-mode=a" as you've listed them before.


> I also tried (since I'm actually dealing with 4 units needing to exclude
> each other, not just two...) the following:
>
> each unit gets defined as type 'ally'
> three of the units get defined as type 'pos'
> the other gets defined as 'line'
>
> type:ally-mode=a
> typeos-mode=a
> type:line-mode=a
>
> each unit gets its individual max # models defined with umax:
>
> umax:1m-race=cs-mode=a-istype=ally
> umax:2m-race=cs-mode=a-istype=ally (for one unit only)

I don't think you want -istype=ally on there.... it's unnecessary as all
of the units are type=ally so this umax attribute will always apply
assuming the race=cs and mode=a. Leave them as:

umax:1m-race=cs-mode=a
umax:2m-race=cs-mode=a (for one unit only)

> Then, in the race section, I define:
>
> tlmtos-model=1@max-mode=a
> tlmt:line-model=0@max-mode=a-istype=pos
>
> I would think that the above would allow any one unit type its own
> maximum
> number of models, with the two tlmt lines preventing others from
> sneaking in.

The umax lines you have above, "umax:1m-race=cs-mode=a" limit that unit to
only 1 model per army/roster. If you want to limit it only to one unit
(regardless of size) you must make it "umax:1u-race=cs-mode=a"


> Thus allowing a player to choose 1 model of any one of the three units,
> or up to two models of the fourth unit.

If this is what you want to accomplish this should be sufficient:

Race_CS:
tratos@0u:line@1u
trat:line@0uos@1u

Unit_1:
typeos-mode=a
umax:1m-race=cs-mode=a

Unit_2:
typeos-mode=a
umax:1m-race=cs-mode=a

Unit_3:
typeos-mode=a
umax:1m-race=cs-mode=a

Unit_4:
type:line-mode=a
umax:2m-race=cs-mode=a

Hope this helps
Mark

=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

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__________________________________________________ ______________________
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Message: 5
Date: Tue, 8 Jul 2003 16:42:23 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Unit exclusivity

Actually, come to think of it, what I just told you will not be sufficient
as you will be able to take three models of typeos, one from each of the
first three units. Keep what I did below, but remove all four umax
attributes. Add these race attributes:

tlmtos-model=1@max-mode=a-istype=!line
tlmt:line-model=2@max-mode=a-istype=!pos

Mark

> > Thus allowing a player to choose 1 model of any one of the three
> units,
> > or up to two models of the fourth unit.
>
> If this is what you want to accomplish this should be sufficient:
>
> Race_CS:
> tratos@0u:line@1u
> trat:line@0uos@1u
>
> Unit_1:
> typeos-mode=a
> umax:1m-race=cs-mode=a
>
> Unit_2:
> typeos-mode=a
> umax:1m-race=cs-mode=a
>
> Unit_3:
> typeos-mode=a
> umax:1m-race=cs-mode=a
>
> Unit_4:
> type:line-mode=a
> umax:2m-race=cs-mode=a
>
> Hope this helps
> Mark
>
> =====
> WF6 Army Builder File Manager
> Direwolf FAQ Council - Army Builder Liaison
> -
> Warhammer Club - Vancouver, BC
> http://www.WCP-Vancouver.com
>
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>


=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

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Message: 6
Date: Wed, 9 Jul 2003 00:03:34 -0400
From: "Pr0fane" <pr0fane@sympatico.ca>
Subject: RE: "Item" question.

Hello again.

I must be a dunderhead. I can easily do 2/3 of what has been described to
me, but that final third has me stumped.

Since the item is exceptional, Colen's second suggestion is most
appropriate.

1. you can have the item assign a type "2Slots" or similar.
--no problem, done.

2.Give all units that can take that item an option which, if the unit has
type "x1Slot",
--in this step, it's the "if" that I just cannot resolve. I see no
conditional attributes for Options.

3. reduces the number of special items allowed by 1 ("item:-1").
--easy enough, done.

Please help...I'm stuck.
________
--Pr0fane
--Official Dark Age datafiles Maintainer

-----Original Message-----
From: Colen McAlister [mailto:colen@wolflair.com]
Sent: May 30, 2003 3:16 AM
To: ab@support.wolflair.com
Subject: Re: [AB] "Item" question.



At 02:44 AM 5/30/2003 +0000, you wrote:
>Hmm...I don't know what happened...I sent this Q as an email but it
>seems to have gone nowhere...sorry if it gets doubled.
>
>G'day everybody.
>
>I have what seems to me to be a simple problem, but I cannot find a
>means to implement.
>
>What I need is this - I need an Item to count as 2 Items if selected.
>
>Sounds so simple that I don't think I need to elaborate...maybe I'm
>just blind and cannot see how this can be done.

You can do this one of two ways; either change the item category in the
definition file so that each item in that category takes up 2 slots or, if
this is only true for a single item, you can have the item assign a type
"x1Slot" or similar. Give all units that can take that item an option
which, if the unit has tyle "x1Slot", reduces the number of special items
allowed by 1 ("item:-1".

Hope this helps,


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development
www.wolflair.com



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Message: 7
Date: Tue, 08 Jul 2003 21:21:41 -0700
From: Colen McAlister <colen@wolflair.com>
Subject: RE: "Item" question.

At 12:03 AM 7/9/2003 -0400, you wrote:
>Hello again.
>
>I must be a dunderhead. I can easily do 2/3 of what has been described to
>me, but that final third has me stumped.
>
>Since the item is exceptional, Colen's second suggestion is most
>appropriate.
>
>1. you can have the item assign a type "2Slots" or similar.
>--no problem, done.
>
>2.Give all units that can take that item an option which, if the unit has
>type "x1Slot",
>--in this step, it's the "if" that I just cannot resolve. I see no
>conditional attributes for Options.

By this, an option with the attribute 'utyp:x1Slot' is meant. You're right
in that there's no way to make an individual attribute of an option behave
differently depending on whether a type is defined or not, but you can make
the option as a whole valid or invalid. If the type 'x1Slot' is present,
the option will appear; otherwise, it will be as if it was never made.

Sorry for the confusion; sometimes you have to think in a certain way to
work these things out.

--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



__________________________________________________ ______________________
__________________________________________________ ______________________

Message: 8
Date: Wed, 09 Jul 2003 04:29:30 -0000
From: "Russell" <rjs@inorbit.com>
Subject: Re: "Item" question.

--- In armybuilder@yahoogroups.com, "Pr0fane" <pr0fane@s...> wrote:
> 1. you can have the item assign a type "2Slots" or similar.
> --no problem, done.
>
> 2.Give all units that can take that item an option which, if the
> unit has type "x1Slot",
> --in this step, it's the "if" that I just cannot resolve. I see no
> conditional attributes for Options.

Option attribute on the same option that does the item:-1
utyp:2Slots (if that is the type you used above)

Cheers,
Russell.
--
Russell Sparkes, rjs@inorbit.com, http://www24.brinkster.com/rjsoz
"Experience is what you get just after you needed it" - Unknown



__________________________________________________ ______________________
__________________________________________________ ______________________

Message: 9
Date: Wed, 09 Jul 2003 11:38:06 -0000
From: "anton_denmark" <tfa@ifs.ku.dk>
Subject: Re: Variable number of weapon with different stats

--- In armybuilder@yahoogroups.com, Colen McAlister <colen@w...>
wrote:
> At 09:19 AM 7/8/2003 +0000, you wrote:
> >Let me give and example of how I want it to look (I hope it align
> >properly):
> >
> >Type Move Weapon Range Attack dice To hit Modifier
> >Guardian 10cm Shuriken 50cm 1 5+ -
> >(This is easy enough to do)
> >
> >War walker 25cm Lascannon 75cm 1 5+ -2
> > Scatter l 25cm 3 5+ -
<snip>
>
> You will need a 'generic child unit' unit, with a blank name, and
an id of
> "xxgener1" or something similar.

Ok.

> Give the War Walker a option which uses
> unit: to attach that unit to itself,

Here I need a little more explanation, which unit to itself, War
Walker to War Walker or xxgener1 to xxgener1?

> then give the War Walker unit the unit
> local attribute "incl:xxgener1-wwscatls@incl", where the 'wwscatls'
option
> sets its parent unit to have the stats of a Scatter Laser.

What is wwscatls here, unit, option,...?

<snip>

Hope I made myself understandable
Anton




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