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Any idea how I could do the following....

  • Thread starter Thread starter sday at dolphin-cs.co.uk
  • Start date Start date
S

sday at dolphin-cs.co.uk

Guest
Hi,

I am building a set of files for a Napoleonic type game and I'm having a bit of trouble with setting up the artillery units.

Basically:
Each Artillery battery can have between 1 and 3 guns at a fixed cost per gun - not a problem
Each gun can have between 2 and 6 crew - again not a problem
For each gun in the battery (above 1 gun), a fixed cost is incurred - Hmmmmm problem...

So 1 gun = no extra cost, 2 guns = +30 points, 3 guns = +60 points

The way it is currently set up is that the Artillery Battery is a "unit" (number 1:3)
The Gun type is an "option" with a fixed cost.
The Crew are a "unit" (number 2:6) with a fixed cost per person and are linked to the Artillery Battery via an automatic "option" (attribute = unit:crew@var)
The battery cost is also a "unit" (number 0:2) linked to the Artillery Battery via an automatic "option" (attribute = unit:batt@var)

I have managed to get the "battery cost" count to initialize as zero and increase correctly using the internal attributes "ratp:max=2:1", "ratp:max=3:2" and "zero" on the "battery cost" unit.

However, if the number of guns is decreased, the battery cost unit doesn't downsize correctly and won't allow me to set it to zero again.

This is one of the first data files I have put together, so I'm still on a bit of a learning curve ;-)

Any idea how to get round this ?

Cheers,
Simon Day


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Hi,

The rules are:-

1 gun + crew = price of gun + price of crew (number of crew = 2-6)
2 guns + crew = price of guns + price of crew + 30 (number of crew = 4-12)
3 guns + crew = price of guns + price of crew + 60 (number of crew = 6-18)

Cheers,
Simon Day

> ----------
> From: Russell Sparkes[SMTP:rjs@inorbit.com]
> Reply To: armybuilder@egroups.com
> Sent: 14 August 2000 12:11
> To: armybuilder@egroups.com
> Subject: RE: [AB] Any idea how I could do the following....
>
> Can you explain the rules a bit better...
> From what you've said I'm guessing:
>
> 1 gun + crew = price of crew (number of crew = 2-6)
> 2 guns + crew = price of crew + 30 (number of crew = 4-12)
> 3 guns + crew = price of crew + 60 (number of crew = 6-18)
>
> Is that how it works?
>
> Russell
>
> -----Original Message-----
> From: Simon Day [mailto:sday@dolphin-cs.co.uk]
> Sent: Monday, 14 August 2000 8:50 PM
> To: 'armybuilder@egroups.com'
> Subject: [AB] Any idea how I could do the following....
>
>
> Hi,
>
> I am building a set of files for a Napoleonic type game and I'm having a
> bit of trouble with setting up the artillery units.
>
> Basically:
> Each Artillery battery can have between 1 and 3 guns at a fixed cost per
> gun - not a problem
> Each gun can have between 2 and 6 crew - again not a problem
> For each gun in the battery (above 1 gun), a fixed cost is incurred -
> Hmmmmm problem...
>
> So 1 gun = no extra cost, 2 guns = +30 points, 3 guns = +60 points
>
> The way it is currently set up is that the Artillery Battery is a "unit"
> (number 1:3)
> The Gun type is an "option" with a fixed cost.
> The Crew are a "unit" (number 2:6) with a fixed cost per person and are
> linked to the Artillery Battery via an automatic "option" (attribute =
> unit:crew@var)
> The battery cost is also a "unit" (number 0:2) linked to the Artillery
> Battery via an automatic "option" (attribute = unit:batt@var)
>
> I have managed to get the "battery cost" count to initialize as zero and
> increase correctly using the internal attributes "ratp:max=2:1",
> "ratp:max=3:2" and "zero" on the "battery cost" unit.
>
> However, if the number of guns is decreased, the battery cost unit doesn't
> downsize correctly and won't allow me to set it to zero again.
>
> This is one of the first data files I have put together, so I'm still on a
> bit of a learning curve ;-)
>
> Any idea how to get round this ?
>
> Cheers,
> Simon Day
>
>
> ________________________________________________________________________
> This message has been checked for all known viruses, by Star Internet,
> delivered through the MessageLabs Virus Control Centre.
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>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
>
>
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
>
> ________________________________________________________________________
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> delivered through the MessageLabs Virus Control Centre.
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The best way to do a "get one for free" is to have a hidden option
assigned to the top level unit that costs -30 points.
Then you just set the cost for each gun to be the price of the gun +30
points.

When you have one gun, the extra 30 point cost is negated, but when you
add the other guns, they pay the extra 30 points each.

Does that make sense?

I tried to create a small datafile to play around with this, but I
came up with more questions about how the rules work.
If you still don't have any luck, let me know.

Russell.

-----Original Message-----
From: Simon Day [mailto:sday@dolphin-cs.co.uk]
Sent: Monday, 14 August 2000 10:01 PM
To: ab@support.wolflair.com
Subject: RE: [AB] Any idea how I could do the following....


Hi,

The rules are:-

1 gun + crew = price of gun + price of crew (number of crew = 2-6)
2 guns + crew = price of guns + price of crew + 30 (number of crew = 4-12)
3 guns + crew = price of guns + price of crew + 60 (number of crew = 6-18)

Cheers,
Simon Day
> -----Original Message-----
> From: Simon Day [mailto:sday@dolphin-cs.co.uk]
> Sent: Monday, 14 August 2000 8:50 PM
> To: 'armybuilder@egroups.com'
> Subject: [AB] Any idea how I could do the following....
>
>
> Hi,
>
> I am building a set of files for a Napoleonic type game and I'm having a
> bit of trouble with setting up the artillery units.
>
> Basically:
> Each Artillery battery can have between 1 and 3 guns at a fixed cost per
> gun - not a problem
> Each gun can have between 2 and 6 crew - again not a problem
> For each gun in the battery (above 1 gun), a fixed cost is incurred -
> Hmmmmm problem...
>
> So 1 gun = no extra cost, 2 guns = +30 points, 3 guns = +60 points
>
> The way it is currently set up is that the Artillery Battery is a "unit"
> (number 1:3)
> The Gun type is an "option" with a fixed cost.
> The Crew are a "unit" (number 2:6) with a fixed cost per person and are
> linked to the Artillery Battery via an automatic "option" (attribute =
> unit:crew@var)
> The battery cost is also a "unit" (number 0:2) linked to the Artillery
> Battery via an automatic "option" (attribute = unit:batt@var)
>
> I have managed to get the "battery cost" count to initialize as zero and
> increase correctly using the internal attributes "ratp:max=2:1",
> "ratp:max=3:2" and "zero" on the "battery cost" unit.
>
> However, if the number of guns is decreased, the battery cost unit
doesn't
> downsize correctly and won't allow me to set it to zero again.
>
> This is one of the first data files I have put together, so I'm still on
a
> bit of a learning curve ;-)
>
> Any idea how to get round this ?
>
> Cheers,
> Simon Day
>
>
> ________________________________________________________________________
> This message has been checked for all known viruses, by Star Internet,
> delivered through the MessageLabs Virus Control Centre.
> For further information visit:
> http://www.star.net.uk/stats.asp
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
>
>
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
>
> ________________________________________________________________________
> This message has been checked for all known viruses, by Star Internet,
> delivered through the MessageLabs Virus Control Centre.
> For further information visit:
> http://www.star.net.uk/stats.asp
>

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Russell's suggestion works well and was the recommended solution with V1.x.
With V2.0, you can also create a hidden option for the main unit that uses
a calculated cost with the expression "#-1*30". This will take the model
count (# of guns), subtract one, then multiply the result by 30 to give the
extra cost. Either method will work well, depending on your preferred approach.

Thanks, Rob


At 09:41 AM 8/15/00 +1000, you wrote:
>The best way to do a "get one for free" is to have a hidden option
>assigned to the top level unit that costs -30 points.
>Then you just set the cost for each gun to be the price of the gun +30
>points.
>
>When you have one gun, the extra 30 point cost is negated, but when you
>add the other guns, they pay the extra 30 points each.
>
>Does that make sense?
>
>I tried to create a small datafile to play around with this, but I
>came up with more questions about how the rules work.
>If you still don't have any luck, let me know.
>
>Russell.


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

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Thanks guys,

I give this a go and see what I can do with it...

Cheers,
Simon Day
Deputy Development Team Leader.
Capita Education Services, 5 Mercian Close, Watermoor, Cirencester, GL7 1LT
Tel: (01285) 647500

> ----------
> From: Rob Bowes[SMTP:rob@wolflair.com]
> Reply To: armybuilder@egroups.com
> Sent: 15 August 2000 04:14
> To: armybuilder@egroups.com
> Subject: RE: [AB] Any idea how I could do the following....
>
> Russell's suggestion works well and was the recommended solution with V1.x.
> With V2.0, you can also create a hidden option for the main unit that uses
> a calculated cost with the expression "#-1*30". This will take the model
> count (# of guns), subtract one, then multiply the result by 30 to give the
> extra cost. Either method will work well, depending on your preferred approach.
>
> Thanks, Rob
>
>
> At 09:41 AM 8/15/00 +1000, you wrote:
> >The best way to do a "get one for free" is to have a hidden option
> >assigned to the top level unit that costs -30 points.
> >Then you just set the cost for each gun to be the price of the gun +30
> >points.
> >
> >When you have one gun, the extra 30 point cost is negated, but when you
> >add the other guns, they pay the extra 30 points each.
> >
> >Does that make sense?
> >
> >I tried to create a small datafile to play around with this, but I
> >came up with more questions about how the rules work.
> >If you still don't have any luck, let me know.
> >
> >Russell.
>
>
> ---------------------------------------------------------------------------
> Rob Bowes (rob@wolflair.com) (650) 726-9689
> Lone Wolf Development www.wolflair.com
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
>
> ________________________________________________________________________
> This message has been checked for all known viruses, by Star Internet,
> delivered through the MessageLabs Virus Control Centre.
> For further information visit:
> http://www.star.net.uk/stats.asp
>

________________________________________________________________________
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Hi,

The solution for the artillery battery worked a treat - thanks.

Cheers,
Simon Day

> ----------
> From: Simon Day[SMTP:sday@dolphin-cs.co.uk]
> Reply To: armybuilder@egroups.com
> Sent: 15 August 2000 10:21
> To: 'armybuilder@egroups.com'
> Subject: RE: [AB] Any idea how I could do the following....
>
> Thanks guys,
>
> I give this a go and see what I can do with it...
>
> Cheers,
> Simon Day
>
> > ----------
> > From: Rob Bowes[SMTP:rob@wolflair.com]
> > Reply To: armybuilder@egroups.com
> > Sent: 15 August 2000 04:14
> > To: armybuilder@egroups.com
> > Subject: RE: [AB] Any idea how I could do the following....
> >
> > Russell's suggestion works well and was the recommended solution with V1.x.
> > With V2.0, you can also create a hidden option for the main unit that uses
> > a calculated cost with the expression "#-1*30". This will take the model
> > count (# of guns), subtract one, then multiply the result by 30 to give the
> > extra cost. Either method will work well, depending on your preferred approach.
> >
> > Thanks, Rob
> >
> >
> > At 09:41 AM 8/15/00 +1000, you wrote:
> > >The best way to do a "get one for free" is to have a hidden option
> > >assigned to the top level unit that costs -30 points.
> > >Then you just set the cost for each gun to be the price of the gun +30
> > >points.
> > >
> > >When you have one gun, the extra 30 point cost is negated, but when you
> > >add the other guns, they pay the extra 30 points each.
> > >
> > >Does that make sense?
> > >
> > >I tried to create a small datafile to play around with this, but I
> > >came up with more questions about how the rules work.
> > >If you still don't have any luck, let me know.
> > >
> > >Russell.
> >
> >
> > ---------------------------------------------------------------------------
> > Rob Bowes (rob@wolflair.com) (650) 726-9689
> > Lone Wolf Development www.wolflair.com
> >
> >
> >
> > To unsubscribe from this group, email
> >
> > armybuilder-unsubscribe@egroups.com
> >
> >
> > ________________________________________________________________________
> > This message has been checked for all known viruses, by Star Internet,
> > delivered through the MessageLabs Virus Control Centre.
> > For further information visit:
> > http://www.star.net.uk/stats.asp
> >
>
> ________________________________________________________________________
> This message has been checked for all known viruses, by Star Internet,
> delivered through the MessageLabs Virus Control Centre.
> For further information visit:
> http://www.star.net.uk/stats.asp
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
>
> ________________________________________________________________________
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> delivered through the MessageLabs Virus Control Centre.
> For further information visit:
> http://www.star.net.uk/stats.asp
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