I'm working with a game system with variable unit costs. There are two distinct ways to create an army:
1. create a card deck, which modifies the basic values of the units
2. use an existing army list, then every unit has set basic costs based on the quality of the unit
Both methods 1 and 2 are then modified based on the weapon and armor assigned.
I have received a lot of great advice on the forum on how to solve problem 1. I used global tags for the card deck and then pass this information to the various units. The costs are calculated and everything works great. I have defined tag groups like:
infcost.mil25
infcost.eli40
...
to track the starting costs of the infantry, cavalry, warmachine, monsters, and characters. These tag groups are used in association with the global tags defined by the card deck. The units -- infantry, cavalry, etc. -- then call procedures combining the starting costs using the quality option selected, the weapons, and calculate the value for each unit.
I am now moving on to the other armies in the system. This is method 2. Each army has specific advantages and disadvantages. The card deck is fixed and does not modify the cost of the units.
I see several methods for implementing the variable costs. I would like the opinions from the group based on your experience.
A. redefine the units for each list. copy the linksets. copy the unit menus. add the specific options based on the army. add taggroups for each nation, each unit type, keeping the size of each tag group small but adding quite a few tag groups.
B. reuse the existing units. Add the costs for each unit type and each nation to the existing groups. Use the override feature on the units to strip out the unwanted tags. Change the scripts to ignore the carddeck information. most of the existing scripts can then be reused.
Option A has the advantage that each unit is unique and complete, but I would have to duplicate a lot of script, linkset, and option information between the nations. Option B reduces the duplication but then the linkset for each unit could get messy with the number of options active only based on specific roster tags.
I think option B will be the most maintainable in the long run, but am open for suggestions.
Rest regards,
Todd
1. create a card deck, which modifies the basic values of the units
2. use an existing army list, then every unit has set basic costs based on the quality of the unit
Both methods 1 and 2 are then modified based on the weapon and armor assigned.
I have received a lot of great advice on the forum on how to solve problem 1. I used global tags for the card deck and then pass this information to the various units. The costs are calculated and everything works great. I have defined tag groups like:
infcost.mil25
infcost.eli40
...
to track the starting costs of the infantry, cavalry, warmachine, monsters, and characters. These tag groups are used in association with the global tags defined by the card deck. The units -- infantry, cavalry, etc. -- then call procedures combining the starting costs using the quality option selected, the weapons, and calculate the value for each unit.
I am now moving on to the other armies in the system. This is method 2. Each army has specific advantages and disadvantages. The card deck is fixed and does not modify the cost of the units.
I see several methods for implementing the variable costs. I would like the opinions from the group based on your experience.
A. redefine the units for each list. copy the linksets. copy the unit menus. add the specific options based on the army. add taggroups for each nation, each unit type, keeping the size of each tag group small but adding quite a few tag groups.
B. reuse the existing units. Add the costs for each unit type and each nation to the existing groups. Use the override feature on the units to strip out the unwanted tags. Change the scripts to ignore the carddeck information. most of the existing scripts can then be reused.
Option A has the advantage that each unit is unique and complete, but I would have to duplicate a lot of script, linkset, and option information between the nations. Option B reduces the duplication but then the linkset for each unit could get messy with the number of options active only based on specific roster tags.
I think option B will be the most maintainable in the long run, but am open for suggestions.
Rest regards,
Todd