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A complex option cost question (Crucible)

  • Thread starter Thread starter rjs at inorbit.com
  • Start date Start date
R

rjs at inorbit.com

Guest
This one is probably for Rob, but someone else may know...

The Warp Magic spells cost a variable percentage per model (rounded
up).

For example if the cost was 15% and each model is 9 pts, the option
would cost 2 pts (1.35 rounded up)

If you use ucst:base*1.15, you get the wrong answer because the
percentage is calculated on the entire unit, not model by model.
(so 20 models = (9+2)*20 = 220 as opposed to 9*20*1.15 = 207)

Is there any way around this or does Rob need to change the cost:
attribute to allow something like "cost:model*1.15-roundup"?

Cheers,
Russell.


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--- In armybuilder@egroups.com, "Russell Sparkes" <rjs@i...> wrote:
[snip]
>
> Is there any way around this or does Rob need to change the cost:
> attribute to allow something like "cost:model*1.15-roundup"?

Sorry, obviously this would not be a solution.... Something else
would be required such as "cost:expr=$*1.15-roundup" where $ is the
model cost (following the theme of # = number of models :-)

We now return you to your regular program of arguing about the new
vehicle creation rules (*huge grin*)

Cheers,
Russell.


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First, are you sure that the behavior you are getting with "ucst" is not
what Tim intended? Have you asked him? He took a look at the original files
and didn't flag any cost calculation errors, so I just want to be sure
before you change everything. :-)

Second, the proper solution for what you are asking for is to use two
hidden stats. The first stat would have the percentage multiplier assigned
to it. The second stat should use a calculation with the proper rounding
control on it, multiplying the unit cost (which is thankfully fixed for
Crucible units) by the percentage. Then you can use the proper "cost"
attribute on an option to set the cost equal to the value of the second
hidden stat.

Hope this helps,
Rob


At 12:52 AM 12/1/00 +0000, you wrote:
>This one is probably for Rob, but someone else may know...
>
>The Warp Magic spells cost a variable percentage per model (rounded
>up).
>
>For example if the cost was 15% and each model is 9 pts, the option
>would cost 2 pts (1.35 rounded up)
>
>If you use ucst:base*1.15, you get the wrong answer because the
>percentage is calculated on the entire unit, not model by model.
>(so 20 models = (9+2)*20 = 220 as opposed to 9*20*1.15 = 207)
>
>Is there any way around this or does Rob need to change the cost:
>attribute to allow something like "cost:model*1.15-roundup"?
>
>Cheers,
>Russell.


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

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--- In armybuilder@egroups.com, Rob Bowes <rob@w...> wrote:
> First, are you sure that the behavior you are getting with "ucst"
> is not what Tim intended? Have you asked him? He took a look at
> the original files and didn't flag any cost calculation errors, so
> I just want to be sure before you change everything. :-)
>
> Second, the proper solution for what you are asking for is to use
> two hidden stats. The first stat would have the percentage
> multiplier assigned to it. The second stat should use a
> calculation with the proper rounding control on it, multiplying
> the unit cost (which is thankfully fixed for Crucible units) by
> the percentage. Then you can use the proper "cost"
> attribute on an option to set the cost equal to the value of the
> second hidden stat.
>
> Hope this helps,
> Rob
>

Cool, thanks Rob. I'll check with Tim, however it does disagree with
what is actually written in the rulebook and the difference in costs
can become large on a big unit.

Cheers,
Russell.


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--- In armybuilder@egroups.com, Rob Bowes <rob@w...> wrote:
> First, are you sure that the behavior you are getting with "ucst"
> is not what Tim intended? Have you asked him? He took a look at
> the original files and didn't flag any cost calculation errors, so
> I just want to be sure before you change everything. :-)
>
> Second, the proper solution for what you are asking for is to use
> two hidden stats. The first stat would have the percentage
> multiplier assigned to it. The second stat should use a
> calculation with the proper rounding control on it, multiplying
> the unit cost (which is thankfully fixed for Crucible units) by
> the percentage. Then you can use the proper "cost"
> attribute on an option to set the cost equal to the value of the
> second hidden stat.
>
> Hope this helps,
> Rob
>

Cool, thanks Rob. I'll check with Tim, however it does disagree with
what is actually written in the rulebook and the difference in costs
can become large on a big unit.

Cheers,
Russell.


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--- In armybuilder@egroups.com, Rob Bowes <rob@w...> wrote:
> First, are you sure that the behavior you are getting with "ucst"
> is not what Tim intended? Have you asked him? He took a look at the
> original files and didn't flag any cost calculation errors, so I
> just want to be sure before you change everything. :-)

He goofed. Its wrong.

>
> Second, the proper solution for what you are asking for is to use
> two hidden stats. The first stat would have the percentage
> multiplier assigned to it. The second stat should use a calculation
> with the proper rounding control on it, multiplying the unit cost
> (which is thankfully fixed for Crucible units) by the percentage.
> Then you can use the proper "cost" attribute on an option to set
> the cost equal to the value of the second hidden stat.

How do I "multiply the unit cost by the percentage" in a stat calc?
Do I have to manually specify the cost for each unit in a "UCost"
stat and then use that? If that is the case, I'm going to have to
have a stat "Ucst" for each unit that is equal to their cost, and a
second stat that I modify in an option something like:
stat:Mcst=(Ucst*0.15)-roundup and then cost:expr=(Mcst*#)
Is that what you meant? Yuck!

Oh well...

Cheers,
Russell.



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