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Applying cost based on statistics, child units--new question

  • Thread starter Thread starter ace at madbomber.net
  • Start date Start date
A

ace at madbomber.net

Guest
> *IF* I'm understanding all this correctly, it looks like you
> are suffering
> from what I call "Shiny Hammer Syndrome". You've got a useful
> tool (i.e.
> solution) for one situation and you're trying to crowbar it
> into place for
> a different situation. That doesn't always work. :-) And it
> clearly fails
> in this situation.

Yeah, you get so embroiled in these data files, and sometimes you miss the
obvious. I updated the tweaks to maintain the cost, since each tweak has a
static cost associated with it. MUCH easier, as you point out.

I have a new problem now.

Again, the character's cost is incremented by using the "basecost" option
auto-assigned to the character. The "basecost" option uses the following
(as seen previously):

xlat:from=WS-to=X1-map:0-9=0,10-19=1,20-29=2,30-39=3,40-49=4,50-59=5,60-69=7
,70-79=9,80-89=11,90-99=13,100-109=15,110-119=17,120-129=19,130-139=21,140-1
49=23,150-159=25,160-169=27,170-179=29,180-189=31,190-199=33,200-209=35,210-
219=37,220-229=39,230-239=41,240-249=43,250-259=45,260-269=47,270-279=49,280
-289=51,290-299=53,300-309=55,310-319=57,320-329=59,330-339=61,340-349=63,35
0-359=65,360-369=67,370-379=69,380-389=71,390-399=73,400-409=75,410-419=77,4
20-429=79,430-439=81,440-449=83,450-459=85,460-469=87,470-479=89,480-489=91,
490-499=93

base:X2+(X1)

...repeat for each statistic...and then:

cost:stat@X2*1

"hide"

The problem is this: when I go into army builder, and add a character to the
roster, it calculates their cost based on their starting stat lines. These
stats are all adjustable up from their current value, anywhere from 1 to 60
points up from their base value. The method for increasing the statistic is
to have an option, "Increase ballistic skill", with the following
attributes:

base:BS+1

invs:noprint

rang:3-30-unit=unit (where "unit" is the name of the various units, since
there are like 20 units).

this increments the statistic by one for each time the user selects the
range to increase.

HOWEVER--it does NOT increment the overall cost of the character. In other
words, the cost of the character stays the same (i.e. 72 when creating an
"inquisitor" character, regardless of how many times I increment the stats.
Obviously, incrementing the stats SHOULD increment the cost of the model,
but it isn't.

For example:

inquisitor file...add an "Inquisitor" character. The character's cost will
be 72, which is 67 plus the one skill they start with.

now increase a statistic. Incrementing Weapon Skill (WS) for example, by 2
points (from 4 to 6) should take the WS to 71, and therefore increase the
cost of the model to 74 (72 + 2 points).

It doesn't...

I'm sure it has something to do with when options are rendered, etc. How do
I fix it?
 
The "xlat" attributes have to be processed AFTER the various stats have
been adjusted. You currently have the "basecost" option assigned to the
"Priority" category. This mean it gets processed BEFORE everything else. If
you change it to "N/A", then it will be processed LAST.

Please review how option evaluation is performed and the sequencing rules.
The proper sequencing of option evaluation is a critical component of
writing data files when calculations and translations are being performed
based upon other adjustments that the user controls.

Hope this helps,
Rob


At 03:37 PM 9/21/2001 -0400, you wrote:
>Again, the character's cost is incremented by using the "basecost" option
>auto-assigned to the character. The "basecost" option uses the following
>(as seen previously):
>
>xlat:from=WS-to=X1-map:0-9=0,10-19=1,20-29=2,30-39=3,40-49=4,50-59=5,60-69=7
>,70-79=9,80-89=11,90-99=13,100-109=15,110-119=17,120-129=19,130-139=21,140-1
>49=23,150-159=25,160-169=27,170-179=29,180-189=31,190-199=33,200-209=35,210-
>219=37,220-229=39,230-239=41,240-249=43,250-259=45,260-269=47,270-279=49,280
>-289=51,290-299=53,300-309=55,310-319=57,320-329=59,330-339=61,340-349=63,35
>0-359=65,360-369=67,370-379=69,380-389=71,390-399=73,400-409=75,410-419=77,4
>20-429=79,430-439=81,440-449=83,450-459=85,460-469=87,470-479=89,480-489=91,
>490-499=93
>
>base:X2+(X1)
>
>...repeat for each statistic...and then:
>
>cost:stat@X2*1
>
>"hide"
>
>The problem is this: when I go into army builder, and add a character to the
>roster, it calculates their cost based on their starting stat lines. These
>stats are all adjustable up from their current value, anywhere from 1 to 60
>points up from their base value. The method for increasing the statistic is
>to have an option, "Increase ballistic skill", with the following
>attributes:
>
>base:BS+1
>
>invs:noprint
>
>rang:3-30-unit=unit (where "unit" is the name of the various units, since
>there are like 20 units).
>
>this increments the statistic by one for each time the user selects the
>range to increase.
>
>HOWEVER--it does NOT increment the overall cost of the character. In other
>words, the cost of the character stays the same (i.e. 72 when creating an
>"inquisitor" character, regardless of how many times I increment the stats.
>Obviously, incrementing the stats SHOULD increment the cost of the model,
>but it isn't.
>
>For example:
>
>inquisitor file...add an "Inquisitor" character. The character's cost will
>be 72, which is 67 plus the one skill they start with.
>
>now increase a statistic. Incrementing Weapon Skill (WS) for example, by 2
>points (from 4 to 6) should take the WS to 71, and therefore increase the
>cost of the model to 74 (72 + 2 points).
>
>It doesn't...
>
>I'm sure it has something to do with when options are rendered, etc. How do
>I fix it?


---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com


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