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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. -- 'Not Colin' McAlister - License to Skrill Email: demandred@skrill.org | Visit http://www.skrill.org/ today! -----------------------------+------------------------------------ "Dovie'andi se tovya sagain" - Robert Jordan's Wheel Of Time ------------------------------------------------------------------------ Great savings and lots more -- beMANY! http://click.egroups.com/1/4114/3/_/36190/_/959809519/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
#11 |
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> >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 --------------------------------------------------------------------------- Rob Bowes (rob@wolflair.com) (650) 726-9689 Lone Wolf Development www.wolflair.com ------------------------------------------------------------------------ BeMANY, where eGroups members SAVE on long distance. http://click.egroups.com/1/4121/3/_/36190/_/959809666/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
#12 |
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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 __________________________________________________ ______________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ------------------------------------------------------------------------ Big Groups = big savings @ beMANY! http://click.egroups.com/1/4112/3/_/36190/_/959885714/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
#13 |
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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. -- 'Not Colin' McAlister | License to Skrill Email: demandred@skrill.org | Visit http://www.skrill.org/ today! -----------------------------+------------------------------------ "Dovie'andi se tovya sagain" - Robert Jordan's Wheel Of Time ------------------------------------------------------------------------ Sneezing And Wheezing? Get $10 Today to Fight your allergies! http://click.egroups.com/1/4851/3/_/36190/_/959887738/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
#14 |
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>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 __________________________________________________ ______________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ------------------------------------------------------------------------ Accurate impartial advice on everything from laptops to table saws. http://click.egroups.com/1/4634/3/_/36190/_/959888390/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
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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. __________________________________________________ ______________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ------------------------------------------------------------------------ Failed tests, classes skipped, forgotten locker combinations. Remember the good 'ol days http://click.egroups.com/1/4053/3/_/36190/_/959980469/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
#16 |
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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 --------------------------------------------------------------------------- Rob Bowes (rob@wolflair.com) (650) 726-9689 Lone Wolf Development www.wolflair.com ------------------------------------------------------------------------ Failed tests, classes skipped, forgotten locker combinations. Remember the good 'ol days http://click.egroups.com/1/4053/3/_/36190/_/959981497/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
#17 |
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--- 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 ------------------------------------------------------------------------ Turn your EGROUP into a GROUP BUYING GROUP! Join beMANY! today. http://click.egroups.com/1/4124/3/_/36190/_/959986261/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
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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. -- 'Not Colin' McAlister | License to Skrill Email: demandred@skrill.org | Visit http://www.skrill.org/ today! -----------------------------+------------------------------------ "Dovie'andi se tovya sagain" - Robert Jordan's Wheel Of Time ------------------------------------------------------------------------ Failed tests, classes skipped, forgotten locker combinations. Remember the good 'ol days http://click.egroups.com/1/4053/3/_/36190/_/959996867/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
#19 |
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>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 --------------------------------------------------------------------------- Rob Bowes (rob@wolflair.com) (650) 726-9689 Lone Wolf Development www.wolflair.com ------------------------------------------------------------------------ Would you like to save big on your phone bill -- and keep on saving more each month? Join beMANY! Our huge buying group gives you Long Distance rates which fall monthly, plus an extra $60 in FREE calls! http://click.egroups.com/1/2567/3/_/36190/_/960003836/ ------------------------------------------------------------------------ To unsubscribe from this group, email armybuilder-unsubscribe@egroups.com |
#20 |
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