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Digest Number 231

  • Thread starter Thread starter armybuilder at egroups.co
  • Start date Start date
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There are 8 messages in this issue.

Topics in this digest:

1. Re: Re: mage knight
From: DeadEye <deadtechinc@yahoo.com>
2. What speed can a custom vehicle have? was: RE: Custom Vehicle
From: 'Not Colin' McAlister & The Skrills <demandred@skrill.org>
3. Re: Re: mage knight
From: Rob Bowes <rob@wolflair.com>
4. Re: What speed can a custom vehicle have? was: RE: Custom Vehicle
From: JDredd <no_toole@yahoo.com>
5. RE: What speed can a custom vehicle have? was: RE: Custom Vehicle
From: Scott Balfour <sbalfour@mindspring.com>
6.
From: "skolo" <skolo@shell.mt.pl>
7. Re: What speed can a custom vehicle have? was: RE: Custom Vehicle
From: 'Not Colin' McAlister & The Skrills <demandred@skrill.org>
8. Re: WFB6 Files - Minor Bug
From: "Christepher McKenney" <cam1@nrc.gov>


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Message: 1
Date: Sat, 2 Dec 2000 05:46:09 -0800 (PST)
From: DeadEye <deadtechinc@yahoo.com>
Subject: Re: Re: mage knight

Unfortunately, the website only has the starting stats
of each fig, and not in an easy to look at list. :(


--- Rob Bowes <rob@wolflair.com> wrote:
> Do you have a spoiler list for the game? If you can
> send me a complete list
> of all the figs and all their stats, I'll see what
> can be done about
> getting a data file put together.
>
> Thanks, Rob
>
>
> At 05:44 AM 12/2/00 +0000, you wrote:
> >It would come in handy if you want to look at your
> whole collection.
> >Instead of having to look at each and every model
> and all the clicks
> >for each one. It still could be just as useful as
> it is for any other
> >game.
> >
> >zeb
>
>
>
---------------------------------------------------------------------------
> Rob Bowes (rob@wolflair.com)
> (650) 726-9689
> Lone Wolf Development
> www.wolflair.com
>


__________________________________________________
Do You Yahoo!?
Yahoo! Shopping - Thousands of Stores. Millions of Products.
http://shopping.yahoo.com/


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Message: 2
Date: Sat, 2 Dec 2000 16:57:20 +0000
From: 'Not Colin' McAlister & The Skrills <demandred@skrill.org>
Subject: What speed can a custom vehicle have? was: RE: Custom Vehicle

One fine day in the middle of the night, Scott Balfour
<sbalfour@mindspring.com> got up to write:

>"4. Work out speed
>Next you need to record the speed of the vehicle on its datafax. This is
>very straight-forward; just look it up by cross-referencing the vehicle's
>size and type on the chart above to see what speed it normally has. Note
>you can upgrade your vehicle's starting speed to your own choice by paying
>the additional points for it (see later on - Cost of Speed table)."
>
>Sounds like you can have a fast warmachine. For that matter, any other
>speed of any other thing. Does this make souped-up engines worthless...uh,
>yes.

*frown at GW

I'll take a look at it.

>On another note, am I completely flaking here and missing how to make
>modifications to weapons on vehicles(custom)? Like mega, long-barreled, et
>cetera? I can't figure it out.

Click on the weapon once you've added it.

>And lastly (most importantly), thanks 'Not Colin' for all your hard work on
>making these datafiles work. Your addition of the VDR was certainly above
>and beyond the call of duty.

Thanks :)

--
'Not Colin' McAlister | License to Skrill
Email: demandred@skrill.org | Visit http://www.skrill.org/ today!
-----------------------------+------------------------------------
"Dovie'andi se tovya sagain" - Robert Jordan's Wheel Of Time


________________________________________________________________________
________________________________________________________________________

Message: 3
Date: Sat, 02 Dec 2000 11:23:25 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Re: mage knight

At 05:46 AM 12/2/00 -0800, you wrote:
>Unfortunately, the website only has the starting stats
>of each fig, and not in an easy to look at list. :(

I'm guessing that someone somewhere has put together a spoiler list. If
anyone can send it to me, I'll get someone to put together data files for
Mage Knight.

Thanks, Rob

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


________________________________________________________________________
________________________________________________________________________

Message: 4
Date: Sat, 2 Dec 2000 11:34:16 -0800 (PST)
From: JDredd <no_toole@yahoo.com>
Subject: Re: What speed can a custom vehicle have? was: RE: Custom Vehicle



Scott Balfour wrote:

>"4. Work out speed
>Next you need to record the speed of the vehicle on its datafax. This is
>very straight-forward; just look it up by cross-referencing the vehicle's
>size and type on the chart above to see what speed it normally has. Note
>you can upgrade your vehicle's starting speed to your own choice by paying
>the additional points for it (see later on - Cost of Speed table)."
>
>Sounds like you can have a fast warmachine. For that matter, any other
>speed of any other thing. Does this make souped-up engines worthless...uh,
>yes.

----> When I called GW on this, they SAID that the ONLY way to increase your speed above and beyond what the chart on P. 76 says is through Souped-Up Engines. That chart on the back is used for determining the prices when you TAKE Souped-Up Engines. You can't just arbitrarily take Fast and toss it onto whatever you want, (NO Fast War Machines)


- Nate
"Please, won't you be my Italian lover?"-3 Day Meat Sale


---------------------------------
Do You Yahoo!?
Yahoo! Shopping - Thousands of Stores. Millions of Products.

[This message contained attachments]



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Message: 5
Date: Sat, 2 Dec 2000 15:21:45 -0700
From: Scott Balfour <sbalfour@mindspring.com>
Subject: RE: What speed can a custom vehicle have? was: RE: Custom Vehicle

From: 'Not Colin' McAlister & The Skrills [SMTP:demandred@skrill.org]
<snip>

*frown at GW

<Comment: heh, you should know better by now>
<snip>

>On another note, am I completely flaking here and missing how to make
>modifications to weapons on vehicles(custom)? Like mega, long-barreled,
et
>cetera? I can't figure it out.

Click on the weapon once you've added it.

<Comment: Ohhhhhhh. The only thing I tried to make was a "better rhino"
and thus tried to give it a souped up storm bolter. Guess which weapon
doesn't get the options like all the other weapons.>
<snip>

Thanks :)

<Comment: You are welcome>
<end snips>

Cheers
Scott
sbalfour@mindspring.com

Colorado Springs 40K - http://www.egroups.com/group/cs40k/info.html






________________________________________________________________________
________________________________________________________________________

Message: 6
Date: Sat, 2 Dec 2000 23:55:28 +0100
From: "skolo" <skolo@shell.mt.pl>
Subject:

can sb please send me ab v 1.3 ! ?


[This message contained attachments]



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Message: 7
Date: Sat, 2 Dec 2000 23:01:07 +0000
From: 'Not Colin' McAlister & The Skrills <demandred@skrill.org>
Subject: Re: What speed can a custom vehicle have? was: RE: Custom Vehicle

One fine day in the middle of the night, Scott Balfour
<sbalfour@mindspring.com> got up to write:

>Click on the weapon once you've added it.
>
><Comment: Ohhhhhhh. The only thing I tried to make was a "better rhino"
>and thus tried to give it a souped up storm bolter. Guess which weapon
>doesn't get the options like all the other weapons.>

Feck, that's a mistake :(

--
'Not Colin' McAlister | License to Skrill
Email: demandred@skrill.org | Visit http://www.skrill.org/ today!
-----------------------------+------------------------------------
"Dovie'andi se tovya sagain" - Robert Jordan's Wheel Of Time


________________________________________________________________________
________________________________________________________________________

Message: 8
Date: Sat, 02 Dec 2000 18:14:30 -0500
From: "Christepher McKenney" <cam1@nrc.gov>
Subject: Re: WFB6 Files - Minor Bug

Ok on fix list but I have a question for you.

I added 3 stats to the lists. Ok looked like it was ok. Went in and started entering data for the units. Save the file and get out and run armybuilder - the stats are all listed as zeros. Hmm. Go back and reload file - the new tats are all zeros again. repeat 4 times. (rinse). I was able to set the stats only by using calc: command. Oh and now it seems that I can't modify those stats either with stat: or base: in an option. These were supposed to be easy (just data entry) and would be improvements not necessary (calculate Unit Strength, Casting Pool, and Dispel Pool.) So what is up? Gremlins?

I am using a 400 mhz Pentium II, Windows 98 Second Ed.

Christepher

>>> rob@wolflair.com 12/02 12:11 AM >>>
Chris,

I just stumbled across a minor bug to put on the fix list. The Javelin &
Shield option for Lizardmen currently modifies the strength by -1 instead
of the Save by -1.

Thanks for taking on the onerous task of creating and maintaining these
files. I understand the investment of time and energy involved, and I
GREATLY appreciate it. :-)

Thanks, Rob




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