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demandred at skrill.org
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Old May 31st, 2000, 01:45 PM
One fine day in the middle of the night, Debbie Hunton
<hunton@hotmail.com> got up to write:

>>As long as the actual 'Add Horse Child Unit' option costs 0, you won't
>>need it. If the 'Add Horse Child Unit' option costs, say, 4 points,
>>you'd need to chain in an option (i.e., with 'more') that cost -4 points to
>>negate it.
>
>Actually, each mount has a different value. I can provide them as an
>option at full price, but I don't know how to auto link (and hide) the
>discount of half price before I double the cost. Or, quite honestly,
>how to make it double the cost *only* if they choose a mount. *sigh*

I've taken a look at the FB files, and Warhorses look like they cost 3
points. All you'd need to do would be to create a separate 'Warhorse'
option (just copy the attributes out of the old one) that cost half the
price of the original, and make sure to use that for the Footman unit.

>>Use a race augment of 'xx'. In that augment, define a mode (using
>>'mode') and then specify the behaviours you want with the
>>'-mode=yourmode' qualifier.
>
>I'm not typing directly into the files, I'm using ABCreator. Where do
>I find the area to add the race augment, and what format do I use to
>define the mode? I know that's probably simple and right in front of
>me in the paperwork, but I'm not seeing it. I know I need to do an
>augmenation for each race to say ally=0%, but where? How? I feel so
>dumb sometimes with this program!

ABCreator has an 'Augment' tab; that's where you define augments.

>> >P.S. Don't you guys ever get tired of answering these silly questions
>> >from dumb people? Oh... ummmmm, I take that back... from highly
>> >intelligent, beautiful people. <g>
>>
>>These questions? No. The "I can't find Obvious Thing 1, where is it?"
>>questions? Yes.
>
>Thank you for making me feel a little less stupid for having to ask for
>help with these questions. <g>

These are not stupid questions. When I start making sarcastic comments,
you'll know you've asked stupid questions.

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  #11 Reply With Quote
rob
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Posts: 8,232

Old May 31st, 2000, 01:47 PM
> >As long as the actual 'Add Horse Child Unit' option costs 0, you won't
> >need it. If the 'Add Horse Child Unit' option costs, say, 4 points,
> >you'd need to chain in an option (i.e., with 'more') that cost -4 points to
> >negate it.
>
>Actually, each mount has a different value. I can provide them as an
>option at full price, but I don't know how to auto link (and hide) the
>discount of half price before I double the cost. Or, quite honestly,
>how to make it double the cost *only* if they choose a mount. *sigh*

OK, first is the issue of doubling the unit cost. There are two ways you
can do this.

The first method is to use the "umul" race attribute. This attribute
defines a rule that says "all units of type A are multiplied by X in their
cost". You can double all unit prices by defining a global "umul" attribute
with a type of "DoubleCost" and a multiplier of 2. Then, anytime you want a
unit's cost doubled, you simply need to assign that unit the type
"DoubleCost". This can be done via an optoin, such as the mount optoin.

The second method is to use the "ucst" option attribute. This attribute
specifies that the parent unit's cost is multiplied by X. By using
"ucst:all*2", you can multiply the cost of the unit by 2. This attribute
can be attached to the mount option also.

The rebate is handled by creating a separate option. For starters, leave
this option visible until you see it working properly (important tip for
playing with hidden options). Call this option "Rebate" and assign it a
cost of half the mount, but make the cost NEGATIVE. For example, if the
mount costs 10 points, the rebate should be -5 points. [Note: You'll need a
separate optoin for each different rebate amount, but I'm only giving you
one here as an example.] Add the attribute "more:Rebate=auto" to the mount
option. This will automatically cause the Rebate option to be processed
whenever the mount option is selected. In fact, you'll see it appear in the
list of options for the unit when the mount is selected.

After you see this rebate working properly, you can assign the option the
"hide" attribute to have it be invisible to the user. Also, to ensure that
it doesn't appear in roster printouts, you'll want to be sure the rebate
option does NOT have an abbreviation assigned to it.

>I'm not typing directly into the files, I'm using ABCreator. Where do
>I find the area to add the race augment, and what format do I use to
>define the mode? I know that's probably simple and right in front of
>me in the paperwork, but I'm not seeing it. I know I need to do an
>augmenation for each race to say ally=0%, but where? How? I feel so
>dumb sometimes with this program!

There should be a tab at the top of ABCreator that is labeled "Augment".
This is where you enter your augmentations to other existing records. This
is also where you can define a "global" race attribute, as I described
above and in my previous post. You'll want to define the "mode" and "xbrk"
attributes as global via this panel of ABC.

Basically, all an augmentation does is add an attribute to an existing
record that lives somewhere else in the data files. For example, in the WFB
files, there is the unit "dwwarr" for Dwarf Warriors". If I wanted to add a
new attribute to that unit, I have two choices. I can either modify the
unit directly in the WFB files or I can augment it. If I do the former,
then a new release of the WFB data files will require me to re-enter my
changes. If I augment it, I can modify it from a different file. Let's say
I want to change the cost of the unit to always be 100 points. I can then
go to the Augment tab, create a new record, select "Unit Local" for the
type of attribute, and then assign the attribute "xcst:100". After saving
the changes, the next time you bring up the WFB files, you'll see Dwarf
Warriors cost 100 points each.

Thanks, Rob

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Lone Wolf Development www.wolflair.com

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rob is offline   #12 Reply With Quote
hunton at hotmail.com
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Old June 1st, 2000, 10:55 AM
Rob,

I'm working on the mounts to start with...

>OK, first is the issue of doubling the unit cost. There are two ways you
>can do this.
>
>The first method is to use the "umul" race attribute. This attribute
>defines a rule that says "all units of type A are multiplied by X in their
>cost". You can double all unit prices by defining a global "umul" attribute
>with a type of "DoubleCost" and a multiplier of 2. Then, anytime you want a
>unit's cost doubled, you simply need to assign that unit the type
>"DoubleCost". This can be done via an option, such as the mount optoin.

I have an option for a mount called mountbr (Bear Mount), with category
Mount, and a cost of 15. It's options are stat:Sv-1; more:double=auto
(double is an option which simply says ucost=all*2); show=spbardng (a
special barding option I created, which I'll get to in a second);
unit:xbear@per=1; more:rebatebr=auto (the rebate, which actually worked out
to need to be 15, since the xbear unit's cost is 15).

The problem that I'm having isn't with the unit's cost (which [YES!] is
working out just fine. The problem is with the spbardng option. It has a
Category of ArmorOpt (like normal barding), a cost of 2 (half what it should
be, so that when it's doubled, it works out right), and options: stat:Sv-1;
chld:mount@Mv-1; chld:mount@Sv-1

When I put the barding on a unit riding bears, the Sv of the main unit goes
down by 1 (which is right), but the child unit isn't adjusted at all. xbear
is a unit which is of type Mount, composition group Retinue, category Mount.
I've chosen conflict group Mnt for the mountbr option.

What am I doing wrong? I've been playing with this for 3 hours today and
can't get it to work!

Debbie
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  #13 Reply With Quote
demandred at skrill.org
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Old June 1st, 2000, 11:29 AM
One fine day in the middle of the night, Debbie Hunton
<hunton@hotmail.com> got up to write:

>The problem that I'm having isn't with the unit's cost (which [YES!] is
>working out just fine. The problem is with the spbardng option. It has a
>Category of ArmorOpt (like normal barding), a cost of 2 (half what it should
>be, so that when it's doubled, it works out right), and options: stat:Sv-1;
>chld:mount@Mv-1; chld:mount@Sv-1
>
>When I put the barding on a unit riding bears, the Sv of the main unit goes
>down by 1 (which is right), but the child unit isn't adjusted at all. xbear
>is a unit which is of type Mount, composition group Retinue, category Mount.
> I've chosen conflict group Mnt for the mountbr option.
>
>What am I doing wrong? I've been playing with this for 3 hours today and
>can't get it to work!

Based on what you wrote here, you're asking for the save of units of
type 'mount' to be altered, while the bear has type 'Mount'. Is this
right? IIRC, types are case-sensitive.

--
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Email: demandred@skrill.org | Visit http://www.skrill.org/ today!
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  #14 Reply With Quote
hunton at hotmail.com
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Old June 1st, 2000, 11:40 AM
>Based on what you wrote here, you're asking for the save of units of
>type 'mount' to be altered, while the bear has type 'Mount'. Is this
>right? IIRC, types are case-sensitive.

It really was that easy. Thanks!

Debbie
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  #15 Reply With Quote
hunton at hotmail.com
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Old June 2nd, 2000, 01:14 PM
I'm trying to set the allies value to 0% for my campaign rules. I tried to
just add the rules with the following:

Race=xx
Attributes: legl:mode=pgc
xbrk:"Campaign"="Ally@0-25"

That didn't work (I get a "one or more data fields are invalid" error), so I
thought I would do it for one race at a time, so I did the following for the
Brettonnians:

Race:br
Attributes: legl:mode=pgc
xbrk:"Campaign"="Lord@?,Ret@?,Ally@0,Cstm@0-25,Mach@0-25"

I get the same error. I've tried replacing "Campaign" with "pgc", but it
didn't make a difference...

What I *really* want to do is change the list of allied races from whatever
they *did* have to a new race I'm creating with the abbreviation mc, but I'm
not sure that will be possible.

But before I can allow any of the races to take units from my Cstm
composition group, I need to be able to adjust the composition group rules.

The only other things besides those that I haven't solved are the following:

1. Allowing all characters access to the mounts I've created for the
footmen.

2. Requiring each army to have a general.

3. Allowing all missile troops except crossbowmen access to an option I'm
creating (flaming ammunition, basically).

Considering the problems I started out with, I'm pretty happy with the
progress I've made with your help.
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  #16 Reply With Quote
rob
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Posts: 8,232

Old June 2nd, 2000, 01:31 PM
At 09:14 PM 6/2/00 +0000, you wrote:

>I'm trying to set the allies value to 0% for my campaign rules. I tried to
>just add the rules with the following:
>
>Race=xx
>Attributes: legl:mode=pgc
> xbrk:"Campaign"="Ally@0-25"
>
>That didn't work (I get a "one or more data fields are invalid" error), so I
>thought I would do it for one race at a time, so I did the following for the
>Brettonnians:
>
>Race:br
>Attributes: legl:mode=pgc
> xbrk:"Campaign"="Lord@?,Ret@?,Ally@0,Cstm@0-25,Mach@0-25"
>
>I get the same error. I've tried replacing "Campaign" with "pgc", but it
>didn't make a difference...

The problem is your use of "legl". You are basically telling AB to make the
race "br" (or "xx") legal only for the mode "pgc". Since the race dictates
the available modes, that doesn't work, so AB is complaining.

If you want to make "xbrk" apply only to a specific mode, use the "-mode="
qualifier on the "xbrk" attribute. Please refer to the syntax for "xbrk" on
this.

Otherwise, your above usage of "xbrk" should be working fine.

>What I *really* want to do is change the list of allied races from whatever
>they *did* have to a new race I'm creating with the abbreviation mc, but I'm
>not sure that will be possible.

There is no way to eliminate allies from an existing race. All you can do
is add them via the "ally" attribute for races.

>But before I can allow any of the races to take units from my Cstm
>composition group, I need to be able to adjust the composition group rules.
>
>The only other things besides those that I haven't solved are the following:
>
>1. Allowing all characters access to the mounts I've created for the
>footmen.

Make sure that your new mounts are assigned to the "Mnt" conflict group.
Then you need to explicitly link each mount to each unit. This is a bit of
a nuisance, but it will work. You need to go to the "Link" tab within ABC
and create new links between each unit and mount. This will be simpler if
you create a new hidden option called "Debbie's Mounts" and designate it as
"debmount". Use the "more" attribute to chain all of your new mounts to
this one option with the link nature "cost". Then all you need to do is
attach "debmount" to all character units via the Link tab and they will
inherit all your mounts at once.

>2. Requiring each army to have a general.

Easy. Use the "need" attribute for races. But I thought this was already
done in the WFB files. Wasn't it??

>3. Allowing all missile troops except crossbowmen access to an option I'm
>creating (flaming ammunition, basically).

Create the option ("flamemsl"). Then use augmentations to attach your new
option to all of the missile weapons that it can be purchased for. For
example, to add the option to the "longbow" option, you'll create an
augmentation record that specifies the attribute "more:flamemsl=cost" for
the "longbow" option. Whenever a longbow is selected a unit, they can then
purchase flaming missiles for it.

>Considering the problems I started out with, I'm pretty happy with the
>progress I've made with your help.

Yeah!

Thanks, Rob

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Lone Wolf Development www.wolflair.com

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rob is offline   #17 Reply With Quote
zebuleon at peoplepc.com
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Old June 2nd, 2000, 02:51 PM
--- In armybuilder@egroups.com, "Debbie Hunton" <hunton@h...> wrote:

> What I *really* want to do is change the list of allied races from
whatever
> they *did* have to a new race I'm creating with the abbreviation
mc,
but I'm
> not sure that will be possible.

I have a suggestion that may or may not help with what your trying to
achieve.

First turn your datadef.wfb into a text file using abundef. Then
open
it and change Warhammer fantasy battles to Warhammer Campaign or some
other name. save it.

Then create a new def file, like datadef.wfc, using abdef.

then go and make a copy of the .wfb files and rename them with the
.wfc extension.

then you can go in to each of the races and delete the listed allies
races and put in the one you want.

This way you have a new file just for your campaign and your original
warhammer files remain unchanged.

If you want to go through all this it should help.

Zebuleon



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  #18 Reply With Quote
demandred at skrill.org
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Old June 2nd, 2000, 05:47 PM
One fine day in the middle of the night, zebuleon@peoplepc.com got up to
write:

>--- In armybuilder@egroups.com, "Debbie Hunton" <hunton@h...> wrote:
>
>> What I *really* want to do is change the list of allied races from
>whatever
>> they *did* have to a new race I'm creating with the abbreviation
>mc,
>but I'm
>> not sure that will be possible.
>
>I have a suggestion that may or may not help with what your trying to
>achieve.
>
>First turn your datadef.wfb into a text file using abundef. Then
>open
>it and change Warhammer fantasy battles to Warhammer Campaign or some
>other name. save it.
>
>Then create a new def file, like datadef.wfc, using abdef.

<snip>

The advantage to doing it the more complicated way is that whenever new
stuff gets added to the FB files, Debbie won't need to change hers. This
is why the Augment stuff was added.

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  #19 Reply With Quote
rob
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Join Date: May 2005
Posts: 8,232

Old June 2nd, 2000, 07:44 PM
>I have a suggestion that may or may not help with what your trying to
>achieve.
>
>First turn your datadef.wfb into a text file using abundef. Then
>open
>it and change Warhammer fantasy battles to Warhammer Campaign or some
>other name. save it.
>
>Then create a new def file, like datadef.wfc, using abdef.
>
>then go and make a copy of the .wfb files and rename them with the
>.wfc extension.
>
>then you can go in to each of the races and delete the listed allies
>races and put in the one you want.
>
>This way you have a new file just for your campaign and your original
>warhammer files remain unchanged.
>
>If you want to go through all this it should help.

The problem with this approach is that when John releases new updates to
the WFB data files, she'll have to completely re-do all of her changes.
That's why the entire augmentation mechanism was integrated with AB - so
that people can keep their custom changes in separate files and continue to
use updated core files from others.

Thanks, Rob

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