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ace at madbomber.net
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Old July 31st, 2003, 08:26 AM
I'm working on the newest version of Army Builder files for Chipco's Fantasy
Rules! 3. Here's the situation....

In terms of units, the game is more like DBA than, say, Games Workshop.
What I mean is, a "Spear" unit is a "Spear" unit is a "Spear" unit,
regardless of if they are "Chaos Army Spears" or "Arabic Army Spears".

So, I created a "Generic" race (abbrev=ge), and created one of each unit
type--e.g. Handweapons = gehand.

Now, I'm using the "Augment" feature, in a separate file (for ease of
maintenance), and doing "Unit External" on "geghand", to set the attribute
"race:ch". This makes Handweapons units (gehand) available to the Chaos
army/race (ch).

This works, and I can get "Handweapons" to appear when I launch "Chaos" as
my selected race/army. I can also get "Assassins" (geassas) to appear, which
is another unit allowed to Chaos. Finally, I can get "Mobs" (gemobs) to
appear as well, all using the "Augment" features.

The way the game system differentiates lists is by the extension of "elite"
units to certain army types. For example--the Chaos list allows Handweapons
and Assassins to have "elite" versions of the units--but not Mobs. Mobs
cannot be upgraded to an "elite" status.

I'm modelling "elite" as an option that modifies statistics for the
appropriate unit. Because "elite" works differently for UNITS (Handweapons,
gehand) than for CHARACTERS (Assassins, geassas), I'm modelling "elite" as 2
options. Standard "Elite" for units is "elite" (elite). Elite for Asassins
is "Elite Assassin" (asselite).

Elite is a "Cost" option for gehand, and Elite Assassin is a "Cost" option
for geassas--at the unit level (i.e. not specified by any augments).

Finally, I've added a 2nd race, "Aztecs" (az), that get Assassins, but not
elite assassins.

The problem is twofold--first, I can get "Elite Assassin" (asselite) to
appear for the Chaos Assassin entry--but it also appears for the Aztec
Assassin entry (and they aren't supposed to get Elite assassins--just normal
ones). But I can't get "Elite" to appear for any of the units that are
supposed to get "Elite". It doesn't have a "hide" qualifier.

The 2nd--how do I get the "Elite" options to ONLY appear on the races' unit
types that are allowed to have them--i.e. How do I get the "Elite Assassin"
option to appear for Chaos, but not Aztecs?

Phew. If you need me to upload files, let me know.


[Non-text portions of this message have been removed]


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  #1 Reply With Quote
mach_5 at rocketmail.com
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Old July 31st, 2003, 09:12 AM
> The problem is twofold--first, I can get "Elite Assassin" (asselite) to
> appear for the Chaos Assassin entry--but it also appears for the Aztec
> Assassin entry (and they aren't supposed to get Elite assassins--just
> normal
> ones). But I can't get "Elite" to appear for any of the units that are
> supposed to get "Elite". It doesn't have a "hide" qualifier.

This should be easily fixed with an lglx attribute on the "Elite Assassin"
option that limits it to only the races you specify, such as:

lglx:race=ch

This will make the "Elite Assassin" option only show up when the army
roster is for the Chaos race, since it won't be a legal option in any
other race roster.

> The 2nd--how do I get the "Elite" options to ONLY appear on the races'
> unit
> types that are allowed to have them--i.e. How do I get the "Elite
> Assassin" option to appear for Chaos, but not Aztecs?

I think the solution to the first problem should cover this as well...

Hope this helps,
Mark


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Direwolf FAQ Council - Army Builder Liaison
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  #2 Reply With Quote
ace at madbomber.net
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Old July 31st, 2003, 10:21 AM
>
>> The problem is twofold--first, I can get "Elite Assassin"
>(asselite) to
>> appear for the Chaos Assassin entry--but it also appears for
>the Aztec
>> Assassin entry (and they aren't supposed to get Elite assassins--just
>> normal
>> ones). But I can't get "Elite" to appear for any of the
>units that are
>> supposed to get "Elite". It doesn't have a "hide" qualifier.
>
>This should be easily fixed with an lglx attribute on the
>"Elite Assassin"
>option that limits it to only the races you specify, such as:
>
>lglx:race=ch

Well, that's what I thought too, but maybe I'm using the wrong
attribute--I'm using "olgl" instead:

olgl(((((race=se)^race=sl)^race=ge)^race=wr)^rac e=ch)^race=de)

The thing is, "Aztecs" (az) are not in that list of "olgl" races, but they
are still getting presented with the "Elite Assassin" Option.


>
>This will make the "Elite Assassin" option only show up when the army
>roster is for the Chaos race, since it won't be a legal option in any
>other race roster.
>
>> The 2nd--how do I get the "Elite" options to ONLY appear on
>the races'
>> unit
>> types that are allowed to have them--i.e. How do I get the "Elite
>> Assassin" option to appear for Chaos, but not Aztecs?
>
>I think the solution to the first problem should cover this as well...

Same attempt, also doesn't appear to be working:

olgl(race=ch)&unit=gehand)

I have to use olgl on the 2nd one, b/c I want a unit-specific restriction.

So in the one case, the olgl doesn't prevent it from appearing for a race
that hasn't been qualified--in the 2nd option, teh olgl prevents the option
from appearing for ANYONE, including the race/unit specified as "legal".


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  #3 Reply With Quote
mach_5 at rocketmail.com
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Old July 31st, 2003, 11:13 AM
> >This should be easily fixed with an lglx attribute on the
> >"Elite Assassin"
> >option that limits it to only the races you specify, such as:
> >
> >lglx:race=ch
>
> Well, that's what I thought too, but maybe I'm using the wrong
> attribute--I'm using "olgl" instead:
>
> olgl(((((race=se)^race=sl)^race=ge)^race=wr)^rac e=ch)^race=de)

You have the right idea, but olgl looks at the unit's race and not the
roster's race like lglx. So since your units belong to all the races you
assign them, the option will be available to them regardless of what race
the list is actually for if you use olgl. By using lglx, only the race
the roster is specified for is considered.

I also think that you should reconsider using the 'xor' and just use 'or'
instead... with lglx this should do what you are looking for:

lglx:race=se|race=sl|race=ge|race=wr|race=ch|race= de

> The thing is, "Aztecs" (az) are not in that list of "olgl" races, but
> they are still getting presented with the "Elite Assassin" Option.

This probably stems as a result from the fact that you were using olgl and
the xor logic comparison. Using the lglx and the 'or' should fix it.

> Same attempt, also doesn't appear to be working:
>
> olgl(race=ch)&unit=gehand)
>
> I have to use olgl on the 2nd one, b/c I want a unit-specific
> restriction.

The problem here is, again, that olgl is looking at the race of the unit
and not of the roster. Since the unit is gehand (obviously) and you've
given it race:ch in the augmentation, the olgl statement is satisfied
regardless of what race the roster is for. Try separating the two
instead:

lglx:race=ch
olgl:unit=gehand

I'm not sure why you're checking that the unit=gehand, if you assing the
option to the unit via it's options link you won't need the olgl statement
above at all. The only reason you might do it is if you are assigning the
option the glob:cost attribute so that all units will get the option while
the olgl statement would limit it to specific units.

Cheers,
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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  #4 Reply With Quote
ace at madbomber.net
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Old July 31st, 2003, 11:19 AM
Great, the first one worked perfectly, thank you. Now on to the 2nd
one--maybe I've got a mis-step somewhere that's causing me problems.

>> Same attempt, also doesn't appear to be working:
>>
>> olgl(race=ch)&unit=gehand)
>>
>> I have to use olgl on the 2nd one, b/c I want a unit-specific
>> restriction.
>
>The problem here is, again, that olgl is looking at the race
>of the unit
>and not of the roster. Since the unit is gehand (obviously) and you've
>given it race:ch in the augmentation, the olgl statement is satisfied
>regardless of what race the roster is for. Try separating the two
>instead:
>
>lglx:race=ch
>olgl:unit=gehand
>
>I'm not sure why you're checking that the unit=gehand, if you
>assing the
>option to the unit via it's options link you won't need the
>olgl statement
>above at all. The only reason you might do it is if you are
>assigning the
>option the glob:cost attribute so that all units will get the
>option while
>the olgl statement would limit it to specific units.

OK--so maybe I shouldn't attach the option "elite" to the unit via it's
options link, then. Here's the rememberance--for ALL generic units, I don't
want "elite" to be an option. I want to only enable it for specific
rosters, where, for example, the rules say "Chaos" roster is allowed to have
2x elite handweapons (gehand), and 1x elite knights. And I'm trying to do
it without having to create roster-specific versions of the units

Suggestions? Should I just try what's above, or remove the "elite" from the
options list of "gehand", or what?



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  #5 Reply With Quote
mach_5 at rocketmail.com
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Old July 31st, 2003, 12:05 PM
> >lglx:race=ch
> >olgl:unit=gehand

> OK--so maybe I shouldn't attach the option "elite" to the unit via it's
> options link, then. Here's the rememberance--for ALL generic units, I
> don't
> want "elite" to be an option. I want to only enable it for specific
> rosters, where, for example, the rules say "Chaos" roster is allowed to
> have
> 2x elite handweapons (gehand), and 1x elite knights. And I'm trying to
> do
> it without having to create roster-specific versions of the units
>
> Suggestions? Should I just try what's above, or remove the "elite" from
> the
> options list of "gehand", or what?

Okay, so you're actually looking to do a two different things. First off,
to get the option to show up only for certain units depending on the race,
I would start by assinging each unit you the type:elite attribute followed
by the list of races they are allowed the legal option in, like this:

type:elite-legal=(race=ch|race=xx|race=yy|etc)

Then I'd give your 'Elite' option the following attributes:

glob:cost
olgl:type=elite

This will give the option to all units in the roster that have the
type:elite (so they will only get it in rosters for the races you
specified).

The second thing you are trying to do is limit how many units can select
that option (ie only 2xElite for handweapons and 1xElite for knights).
This is best done using a race attribute to limit the options selected in
the roster, like this:

olmt:unit=gehand-elite=2u-max
olmt:unit=geknight-elite=1u-max
(geknight would be whatever the knight unit's id is.... I'm just
guessing here)

You would add these two to the 'ch' race special attributes. That way,
when you create a ch roster, you will be limited to 2 units of elite
handweapons and 1 unit of elite knights. olmt can do other things like
modify the limit based on the size of the army etc (I'm not sure if you
need to do this or not).

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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  #6 Reply With Quote
ace at madbomber.net
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Old July 31st, 2003, 12:27 PM
This is great, thanks--and I was already controlling the # of units through
race's "olmt" function, so I was on target there. Thank you--I'm fairly
adept at AB files, but sometimes I just get stuck It's the different
implementation options, etc., that are always hard to get down.


>
>> >lglx:race=ch
>> >olgl:unit=gehand
>
>> OK--so maybe I shouldn't attach the option "elite" to the
>unit via it's
>> options link, then. Here's the rememberance--for ALL
>generic units, I
>> don't
>> want "elite" to be an option. I want to only enable it for specific
>> rosters, where, for example, the rules say "Chaos" roster is
>allowed to
>> have
>> 2x elite handweapons (gehand), and 1x elite knights. And
>I'm trying to
>> do
>> it without having to create roster-specific versions of the units
>>
>> Suggestions? Should I just try what's above, or remove the
>"elite" from
>> the
>> options list of "gehand", or what?
>
>Okay, so you're actually looking to do a two different things.
> First off,
>to get the option to show up only for certain units depending
>on the race,
>I would start by assinging each unit you the type:elite
>attribute followed
>by the list of races they are allowed the legal option in, like this:
>
>type:elite-legal=(race=ch|race=xx|race=yy|etc)
>
>Then I'd give your 'Elite' option the following attributes:
>
>glob:cost
>olgl:type=elite
>
>This will give the option to all units in the roster that have the
>type:elite (so they will only get it in rosters for the races you
>specified).
>
>The second thing you are trying to do is limit how many units
>can select
>that option (ie only 2xElite for handweapons and 1xElite for knights).
>This is best done using a race attribute to limit the options
>selected in
>the roster, like this:
>
>olmt:unit=gehand-elite=2u-max
>olmt:unit=geknight-elite=1u-max
> (geknight would be whatever the knight unit's id is.... I'm just
>guessing here)
>
>You would add these two to the 'ch' race special attributes. That way,
>when you create a ch roster, you will be limited to 2 units of elite
>handweapons and 1 unit of elite knights. olmt can do other things like
>modify the limit based on the size of the army etc (I'm not sure if you
>need to do this or not).
>
>


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  #7 Reply With Quote
mach_5 at rocketmail.com
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Old July 31st, 2003, 12:59 PM
--- Michael Earley <ace@madbomber.net> wrote:
> This is great, thanks--and I was already controlling the # of units
> through
> race's "olmt" function, so I was on target there. Thank you--I'm fairly
> adept at AB files, but sometimes I just get stuck It's the different
> implementation options, etc., that are always hard to get down.

No problem, glad I could help!

Cheers,
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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  #8 Reply With Quote
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