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There are 23 messages in this issue.
Topics in this digest:
1. SV: SV: Re: Looking for new Tyranids codex for Army builder
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
2. Re: SV: Army Builder CD problems
From: Doug Downham <kryos@rocketmail.com>
3. Re: Army Builder CD problems
From: "Bern" <bern@pcug.org.au>
4. Re: Army Builder Lite to CD Version Upgrade
From: DiPonio <DiPonio@voyager.net>
5. Re: WFB Cannon Options
From: "Christepher McKenney" <blazetopast@hotmail.com>
6. Re: Army Builder Lite to CD Version Upgrade
From: "Fallenhunter" <fallenhunter@neo.rr.com>
7. Tyranids army codex correction.
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
8. Re: Tyranids army codex correction.
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
9. Re: SV: SV: Re: Looking for new Tyranids codex for Army builder
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
10. SV: Tyranids army codex correction.
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
11. Tyranids AB data correction.
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
12. Re: Tyranids AB data correction.
From: trent <felix@medford.net>
13. SV: Tyranids AB data correction.
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
14. Warhammer Army Roster - Empire
From: stevenjcox@cableinet.co.uk
15. Re: Tyranids AB data correction.
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
16. Re: Army Builder CD problems
From: Rob Bowes <rob@wolflair.com>
17. Re: Army Builder on laptop
From: Rob Bowes <rob@wolflair.com>
18. Rob or Colin, a question
From: Mathias Gehl <mgehl@home.com>
19. Re: Army Builder on laptop
From: Rob Bowes <rob@wolflair.com>
20. Re: Rob or Colin, a question
From: Rob Bowes <rob@wolflair.com>
21. Re: Rob or Colin, a question
From: Mathias Gehl <mgehl@home.com>
22. Typo in AB Epic 40k file...
From: "Fallenhunter" <fallenhunter@neo.rr.com>
23. Re: Rob or Colin, a question
From: Rob Bowes <rob@wolflair.com>
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Message: 1
Date: Mon, 12 Feb 2001 10:05:11 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: SV: SV: Re: Looking for new Tyranids codex for Army builder
>Hmm... I wouldn't count the Hive Tyrant and his attached Tyrant Guard as a
>"brood"; rather, they'd be two broods.
And in what (rules) do you base this?
I can find (lots of) other WH40k examples of two units attaching/merging/whatever to become one unit, which then affects the game play i various ways.
E.g. when a independant char joins a unit of troops, the unit can be transported, the enemy can only shoot at the assembled unit etc. etc. In short: It is one unit, at least as long as the independant character chooses to stay with his troops. This MUST be the same case with the Hive Tyrans and his guards, as there is NO rules that says otherwise.
And note: Though the Tyranid Monstereous creature rules specify, that monsters combines SOME of the Monsterous and Independent character rules, they are not Independent characters. What does I mean? Well, the rules states that a Monsterous creature may join another brood, but it does not say that it is able to leave said unit again - like the Independant characters can. How do we handle this in a 'friendly' game? Can a (single) HiveTyrant join a brood of warriors and the leve it again? Can a Carnifex? What if the unit is a Guard unit or even a bodyguard?
I guess that until an official statement is released in Andys corner of WD, it must be up to players to agree.
My oppinion on the matter is clear: A monsterous creature may always choose to leave a unit it has joined (like Independant chars') EXCEPT: when the creature started the game with an attached bodyguard brood (read: the Hive Tyrant with Guards) in which case they are bound together as a unit for the duration of the game.
- and as we all now by now: I also mean that we combine the entire brood's wounds when we talk about mutations....
>>Found the problem: Standard HT warpblast cost 20. Derived HT Warpblast
>>cost 25 - go figure!
>GW editing strikes again.
Mayby Andy would like to change this in a future WD?
Peter
[This message contained attachments]
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Message: 2
Date: Mon, 12 Feb 2001 01:32:10 -0800 (PST)
From: Doug Downham <kryos@rocketmail.com>
Subject: Re: SV: Army Builder CD problems
--- TAGARNO A/S - Niels Peter Gibe <np@tagarno.dk> wrote:
> >I loaded some new hardware on my machine today and changed some
> >drive letters, now Army Builder says my CD isn't in the drive even
>
> Check the FAQ on www.wolflair.com.
>
> In short: Re install v.1.4, run the program and close it, re-install
> ver 2.1 and it should be fine. You don't have to remove existing
> programs before you re-install.
>
> Peter
However, last time I did that, all of my game systems were erased.
If feel bold/confident enough, you can try the solution I found when my
BIOS 'lost' one of my hard drives. The following instructions are VERY
explicit, as I have no idea how conversant you are with some of the
more esoteric workings of Windows. I also don't recommend messing about
with the registry as a habit if you don't know what you're doing.
Open regedit. (Hold down the Windows key and hit 'r', then type
'regedit' and hit enter.)
Expand HKEY_USERS
Expand the folder for the appropriate user name
Expand the folder labeled software
Expand the folder labeled Lone Wolf Development
Left click ONCE on the folder labeled Army Builder
In the right hand frame, four lines down is the property label CD Path
Right click on it, and select modilfy
Enter the appropriate drive letter (as a capitol letter followed by a
colon)
Click OK.
Close the registry editor.
Only takes a few seconds.
Hope this helps.
Doug Downham
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Message: 3
Date: Mon, 12 Feb 2001 21:44:30 +1100
From: "Bern" <bern@pcug.org.au>
Subject: Re: Army Builder CD problems
Shawn,
re-install. AB saves the drive letter at installation.
cheers
Bern
Reality is a chronic condition,
& one generally ignored by cats.
bern@pcug.org.au
----- Original Message -----
From: <s.borden@worldnet.att.net>
To: ab@support.wolflair.com
Sent: Monday, February 12, 2001 1:15 PM
Subject: [AB] Army Builder CD problems
> Hiya everyone,
> I loaded some new hardware on my machine today and changed some
> drive letters, now Army Builder says my CD isn't in the drive even
> though it is. Is there any way I can just go in and tell Army Builder
> to look at a different drive letter?
>
> Shawn
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
>
________________________________________________________________________
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Message: 4
Date: Mon, 12 Feb 2001 07:08:56 -0500
From: DiPonio <DiPonio@voyager.net>
Subject: Re: Army Builder Lite to CD Version Upgrade
Hello,
If you are talking about the actual Data Files (the files that hold all the information for the game systems) then the full version of AB uses the same ones and you
should be set.
If you are talking about actual Rosters that you have created (actual army lists) then you will need to re-enter them in with the full version.
'
Hope this helps,
Paul
2/12/2001 5:25:01 AM, "Dwayne Miller" <fallenhunter@neo.rr.com> wrote:
>Ok, read the FAQ, and all the support stuff on the Wolflair site.
>
>Cannot find the answer to this question.
>
>I will assume that I cannot transfer my army builder lite datafiles to
>my new full CD version of Army builder?
>
>I only have a few and they are not that tough to transfer, but was
>wondering.
>
>(Only ahve a few, cuase it did not take me long to love this program
>and buy the full version).
>
>
>Thanks
>
>Dwayne
>
>
>
>
>To unsubscribe from this group, email
>
>armybuilder-unsubscribe@egroups.com
>
>
>
________________________________________________________________________
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Message: 5
Date: Mon, 12 Feb 2001 08:44:50 -0500
From: "Christepher McKenney" <blazetopast@hotmail.com>
Subject: Re: WFB Cannon Options
Will do...thanks for your suggestion.
Christepher McKenney
WFBv6 Armybuilder Files Manager
----Original Message Follows----
Message: 2
Date: Sun, 11 Feb 2001 21:43:56 -0000
From: stonewolf_kk@hotmail.com
Subject: WFB Cannon Options
Could someone add a printable option for the "grapeshot" load for
cannons to the WFB data files?
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
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Message: 6
Date: Mon, 12 Feb 2001 09:06:43 -0500
From: "Fallenhunter" <fallenhunter@neo.rr.com>
Subject: Re: Army Builder Lite to CD Version Upgrade
As I figured... Thanks
Dwayne
On 12 Feb 2001, at 7:08, DiPonio wrote:
> Hello,
> If you are talking about the actual Data Files (the files that hold
> all the information for the game systems) then the full version of AB
> uses the same ones and you should be set.
>
> If you are talking about actual Rosters that you have created (actual
> army lists) then you will need to re-enter them in with the full
> version. ' Hope this helps, Paul
>
>
>
> 2/12/2001 5:25:01 AM, "Dwayne Miller" <fallenhunter@neo.rr.com> wrote:
>
> >Ok, read the FAQ, and all the support stuff on the Wolflair site.
> >
> >Cannot find the answer to this question.
> >
> >I will assume that I cannot transfer my army builder lite datafiles
> >to my new full CD version of Army builder?
> >
> >I only have a few and they are not that tough to transfer, but was
> >wondering.
> >
> >(Only ahve a few, cuase it did not take me long to love this program
> >and buy the full version).
> >
> >
> >Thanks
> >
> >Dwayne
> >
> >
> >
> >
> >To unsubscribe from this group, email
> >
> >armybuilder-unsubscribe@egroups.com
> >
> >
> >
>
>
>
>
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Fallenhunter
"They know you have the information they want, question is when will they find you."
Overheard at a bar in the Corbia sector.
________________________________________________________________________
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Message: 7
Date: Mon, 12 Feb 2001 15:23:35 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: Tyranids army codex correction.
Strange effect noted:
1: Buy a Mutant Tyrant
2: Give it toxin sacks
3: Remove 1 Scything talon
4: Get a Vennom Cannon
5: Go back and and remove the toxin sacs.
Effect: The Vennom cannon is also removed !?
Peter
[This message contained attachments]
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Message: 8
Date: Mon, 12 Feb 2001 16:06:28 +0000
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: Re: Tyranids army codex correction.
At 15:23 12/02/2001 +0100, you wrote:
>Strange effect noted:
>
>1: Buy a Mutant Tyrant
>2: Give it toxin sacks
>3: Remove 1 Scything talon
>4: Get a Vennom Cannon
>5: Go back and and remove the toxin sacs.
>
>Effect: The Vennom cannon is also removed !?
But you can re-add it. There were two ways of doing this - the easy way and
the hard way. I chose the easy way, as the hard way would have taken a lot
of extra time for very little gain.
--
'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: 9
Date: Mon, 12 Feb 2001 16:13:38 +0000
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: Re: SV: SV: Re: Looking for new Tyranids codex for Army builder
At 10:05 12/02/2001 +0100, you wrote:
> >Hmm... I wouldn't count the Hive Tyrant and his attached Tyrant Guard as a
> >"brood"; rather, they'd be two broods.
>
>And in what (rules) do you base this?
>I can find (lots of) other WH40k examples of two units
>attaching/merging/whatever to become one unit, which then affects the game
>play i various ways.
>E.g. when a independant char joins a unit of troops, the unit can be
>transported, the enemy can only shoot at the assembled unit etc. etc. In
>short: It is one unit, at least as long as the independant character
>chooses to stay with his troops. This MUST be the same case with the
>Hive Tyrans and his guards, as there is NO rules that says otherwise.
If a unit of troops can have 1 weapon per X models, and your army general
takes them as a retinue, does he count as one of the X? In general, no.
>And note: Though the Tyranid Monstereous creature rules specify, that
>monsters combines SOME of the Monsterous and Independent character rules,
>they are not Independent characters. What does I mean? Well, the rules
>states that a Monsterous creature may join another brood, but it does not
>say that it is able to leave said unit again - like the Independant
>characters can. How do we handle this in a 'friendly' game? Can a
>(single) HiveTyrant join a brood of warriors and the leve it again? Can a
>Carnifex? What if the unit is a Guard unit or even a bodyguard?
>I guess that until an official statement is released in Andys corner of
>WD, it must be up to players to agree.
>My oppinion on the matter is clear: A monsterous creature may always
>choose to leave a unit it has joined (like Independant chars') EXCEPT:
>when the creature started the game with an attached bodyguard brood (read:
>the Hive Tyrant with Guards) in which case they are bound together as a
>unit for the duration of the game.
In what rules do you base *this*?
To be pedantic, the codex says only that the Hive Tyrant attaches a unit of
Tyrant Guard. It doesn't say whether he has to be with them all game. I
can't even find anything in the 40k rule book to suggest this.
On another note, the Roolzboyz are claiming that Genofixed Species can't
have mutants. Hopefully this will be confirmed in some future White Dwarf,
and make this a moot point
--
'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: 10
Date: Mon, 12 Feb 2001 19:18:47 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: SV: Tyranids army codex correction.
>But you can re-add it. There were two ways of doing this - the easy way and
>the hard way. I chose the easy way, as the hard way would have taken a lot
>of extra time for very little gain.
Ok, no problem. Just didn't kbow if you had seen it.
Peter
[This message contained attachments]
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Message: 11
Date: Mon, 12 Feb 2001 20:47:11 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: Tyranids AB data correction.
Errors (i think) noted (Sorry Colen - You get 'em as I see 'em)
Rippers can have flying AND leaping - talk about mobility.
Peter
[This message contained attachments]
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Message: 12
Date: Mon, 12 Feb 2001 11:50:17 -0800
From: trent <felix@medford.net>
Subject: Re: Tyranids AB data correction.
TAGARNO A/S - Niels Peter Gibe wrote:
> Errors (i think) noted (Sorry Colen - You get 'em as I see 'em)
>
>
>
> Rippers can have flying AND leaping - talk about mobility.
>
>
>
uhhh... no, you can only increase the stat (in this case movement) once.
trent
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Message: 13
Date: Mon, 12 Feb 2001 20:55:41 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: SV: Tyranids AB data correction.
> uhhh... no, you can only increase the stat (in this case movement) once.
I now - read the subject. Me tink dat datafile is in error
(PS: We are talking about the Ripper Mutants here)
Peter
[This message contained attachments]
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Message: 14
Date: Mon, 12 Feb 2001 20:45:20 -0000
From: stevenjcox@cableinet.co.uk
Subject: Warhammer Army Roster - Empire
When adding up the points for an Empire group + it's detachments,
would it be possible to see the points cost of JUST the parent group
(it makes working out VPs at the end of the battle easier)?
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Message: 15
Date: Mon, 12 Feb 2001 21:19:56 +0000
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: Re: Tyranids AB data correction.
At 20:47 12/02/2001 +0100, you wrote:
>Errors (i think) noted (Sorry Colen - You get 'em as I see 'em)
>
>Rippers can have flying AND leaping - talk about mobility.
Yep, this looks fine to me...
--
'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: 16
Date: Mon, 12 Feb 2001 16:39:22 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Army Builder CD problems
I also sent this message to you directly, but posting it here should help
alleviate any confusion that might exist among other list members.
If you have a V1.x CD, they aren't very "smart". They only make a note of
the CD drive location when you install from the CD. Instructions on how to
address this problem are on our web-site. The exact URL is provided below.
www.wolflair.com/Army_Builder_Resou...or_V1_x_CD_Owners/info_for_v1_x_cd_owners.htm
Hope this helps,
Rob
At 02:15 AM 2/12/01 +0000, you wrote:
>Hiya everyone,
> I loaded some new hardware on my machine today and changed some
>drive letters, now Army Builder says my CD isn't in the drive even
>though it is. Is there any way I can just go in and tell Army Builder
>to look at a different drive letter?
>
>Shawn
---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
________________________________________________________________________
________________________________________________________________________
Message: 17
Date: Mon, 12 Feb 2001 16:49:27 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Army Builder on laptop
At 10:53 PM 2/10/01 +0000, you wrote:
>I purchased the CD version (quite an expensive option as I had to
>ship it from the states) because I wanted to use it on my desktop and
>laptop, however my laptop does not have a CD drive. To install it, I
>copy the files via ethernet link and install it from the hard disk.
>But it requires the CD to run in full mode. Is there anything I can
>do, as I wanted it to be portable?
The CD is used as a "key disc", just like most computer games. This is done
for a number of reasons that I'd be happy to explain if anyone wants to
hear them. The fact that the CD operates as a "key disc" is outlined in
numerous places on the web-site, especially in the ordering section. It
seems this detail wasn't apparent to you. If you have suggestions of how I
can make this even clearer on the web-site, I'd love to hear them.
Given the current situation, though, you have two options I can immediately
think of.....
1. Purchase a separate registration license for the laptop. A number of
users have opted for this approach. If you contact me directly, I'll fill
you in on the details. Basically, you can get a full registration license
for US$15 if you purchased the CD version of the product from us. This
would get your laptop running smoothly.
2. Obtain software that lets you run CDs on a computer without having the
CD present. There are a number of such packages available that do this. I
don't know their names, since I don't use them, but I'm sure you can chase
them down. Normally, I wouldn't promote this type of activity, but you DID
already purchase the CD, and you'll hear about this option in other forums
regularly, so I figure I might as well point it out myself.
I would guess that option #1 would be less expensive in the short term, but
option #2 might be useful for other products in the future.
Thanks, Rob
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Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
________________________________________________________________________
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Message: 18
Date: Mon, 12 Feb 2001 16:52:53 -0800
From: Mathias Gehl <mgehl@home.com>
Subject: Rob or Colin, a question
I'm adding to my Fleet Action datafiles, since there's been a new book.
The problem is that they've changed a mechanism for one race, and I'm
having trouble dealing with the new way of doing things.
Alright, here goes.
I'm currently doing fighters as items. Normally, a carrier will have a
short list of options for the fighter loadout it is allowed to have.
This race now has a certain number of slots on each carrier, and three
fighters to choose from to fill each slot. Under the normal rules, all
the slots on a carrier must be filled.
I would prefer to model this with options (and the take attribute), but
can't figure out how to make that work.
Should I let the user select fighters with the normal item selection
screen? In which case, how do I give each carrier a default set of
fighters?
Another problem is that there is a restriction on the number of fighters
which can be taken of a certain type. The number of fighters of type 2
must be at least twice the number of fighters of type 3 (this
restriction applies to the totals for the entire army). Is there any
way to do this in Army Builder?
Thanks
Mathias Gehl
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Message: 19
Date: Mon, 12 Feb 2001 17:09:01 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Army Builder on laptop
At 12:38 AM 2/11/01 +0100, you wrote:
> > I'm sending this to you instead to the group so they dont get upset
> >
> > Try http://www.zdnet.com/downloads/stories/info/0,,0012I0,.html a
> > Virtual CD-ROM program, I havent tried it on Army Builder, but it works
> > great on other programs I have tried it on.
>
>Opps...that shows that I shouldn't send any mails late at night..hope
>that nobody gets upset
Nope. Info on these types of tools is all over the place, and I even
mentioned them in my post. There's no point in hiding something that is
"everywhere". All this does is teach me that I need to read ALL the posts
on a thread before making my own posts.
Thanks, Rob
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Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
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Message: 20
Date: Mon, 12 Feb 2001 17:53:24 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Rob or Colin, a question
This is a quick response, so I might be missing the boat on something here.
If so, please clarify and I'll re-think things.
First of all, an idea on the fighters. If each carrier MUST have the full
contingent of fighters selected for it, then you might consider using
"tabl" attributes for each. If you do this, then each slot is an option
with "tabl", and the user selects which of the fighters to use for that
slot. This maintains the same basic model you are currently using (i.e.
options for fighters that use "take"), plus it guarantees that all the
slots are utilized. By default, the first option for each table is a type 1
fighter.
The fighter type ratios can probably be handled with hidden stats. Create
stats for "type1", "type2", and "type3". Each fighter option then increases
the appropriate stat. Then define "lcmp" attributes for the carrier unit
that enforce the necessary relationships between the various types.
Hope this helps,
Rob
At 04:52 PM 2/12/01 -0800, you wrote:
>I'm adding to my Fleet Action datafiles, since there's been a new book.
> The problem is that they've changed a mechanism for one race, and I'm
>having trouble dealing with the new way of doing things.
>
>Alright, here goes.
>
>I'm currently doing fighters as items. Normally, a carrier will have a
>short list of options for the fighter loadout it is allowed to have.
>This race now has a certain number of slots on each carrier, and three
>fighters to choose from to fill each slot. Under the normal rules, all
>the slots on a carrier must be filled.
>
>I would prefer to model this with options (and the take attribute), but
>can't figure out how to make that work.
>
>Should I let the user select fighters with the normal item selection
>screen? In which case, how do I give each carrier a default set of
>fighters?
>
>Another problem is that there is a restriction on the number of fighters
>which can be taken of a certain type. The number of fighters of type 2
>must be at least twice the number of fighters of type 3 (this
>restriction applies to the totals for the entire army). Is there any
>way to do this in Army Builder?
>
>Thanks
>Mathias Gehl
---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
________________________________________________________________________
________________________________________________________________________
Message: 21
Date: Mon, 12 Feb 2001 22:42:45 -0800
From: Mathias Gehl <mgehl@home.com>
Subject: Re: Rob or Colin, a question
Rob Bowes wrote:
Thanks for the suggestion on the tabl's.
Unfortunately for the fighter type ratios, they apply to the whole army,
not for each carrier. As an interim solution, I can accum some stats
and let the user compare them.
> The fighter type ratios can probably be handled with hidden stats. Create
> stats for "type1", "type2", and "type3". Each fighter option then increases
> the appropriate stat. Then define "lcmp" attributes for the carrier unit
> that enforce the necessary relationships between the various types.
>
> Hope this helps,
> Rob
>
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Message: 22
Date: Tue, 13 Feb 2001 01:55:56 -0500
From: "Fallenhunter" <fallenhunter@neo.rr.com>
Subject: Typo in AB Epic 40k file...
Is this the correct place to report it?
If not, let me know where.
There are several places in the datafile that has the word
"WEapon" I assume its using the same string.
Not a heavily used file, I know, but I thought I would pass that
along.
Fallenhunter
"They know you have the information they want, question is when will they find you."
Overheard at a bar in the Corbia sector.
________________________________________________________________________
________________________________________________________________________
Message: 23
Date: Mon, 12 Feb 2001 23:49:29 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Rob or Colin, a question
Hmmm. The only way to solve that one would be to switch the fighters to a
child unit instead of an item (with their own stat-set for display). If you
did that, you could then use "trat" to verify the overall numbers of
different types of fighters. The switch to fighters would be relatively
transparent to users, since each fighter already has a line in the roster
dedicated to it, along with the appropriate options for that line item.
Now that I think of it, this would also allow you to control the number of
fighters for each carrier, since the child unit of fighters could have a
fixed size of X, and the user could create different children that would
count towards that fixed size if they wanted to split things up. This might
actually be a better solution model than items, except that it does require
a lot more work to switch everything over to the different approach. :-(
Hope this helps,
Rob
At 10:42 PM 2/12/01 -0800, you wrote:
>Unfortunately for the fighter type ratios, they apply to the whole army,
>not for each carrier. As an interim solution, I can accum some stats
>and let the user compare them.
>
> > The fighter type ratios can probably be handled with hidden stats. Create
> > stats for "type1", "type2", and "type3". Each fighter option then
> increases
> > the appropriate stat. Then define "lcmp" attributes for the carrier unit
> > that enforce the necessary relationships between the various types.
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Lone Wolf Development www.wolflair.com
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There are 23 messages in this issue.
Topics in this digest:
1. SV: SV: Re: Looking for new Tyranids codex for Army builder
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
2. Re: SV: Army Builder CD problems
From: Doug Downham <kryos@rocketmail.com>
3. Re: Army Builder CD problems
From: "Bern" <bern@pcug.org.au>
4. Re: Army Builder Lite to CD Version Upgrade
From: DiPonio <DiPonio@voyager.net>
5. Re: WFB Cannon Options
From: "Christepher McKenney" <blazetopast@hotmail.com>
6. Re: Army Builder Lite to CD Version Upgrade
From: "Fallenhunter" <fallenhunter@neo.rr.com>
7. Tyranids army codex correction.
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
8. Re: Tyranids army codex correction.
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
9. Re: SV: SV: Re: Looking for new Tyranids codex for Army builder
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
10. SV: Tyranids army codex correction.
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
11. Tyranids AB data correction.
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
12. Re: Tyranids AB data correction.
From: trent <felix@medford.net>
13. SV: Tyranids AB data correction.
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
14. Warhammer Army Roster - Empire
From: stevenjcox@cableinet.co.uk
15. Re: Tyranids AB data correction.
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
16. Re: Army Builder CD problems
From: Rob Bowes <rob@wolflair.com>
17. Re: Army Builder on laptop
From: Rob Bowes <rob@wolflair.com>
18. Rob or Colin, a question
From: Mathias Gehl <mgehl@home.com>
19. Re: Army Builder on laptop
From: Rob Bowes <rob@wolflair.com>
20. Re: Rob or Colin, a question
From: Rob Bowes <rob@wolflair.com>
21. Re: Rob or Colin, a question
From: Mathias Gehl <mgehl@home.com>
22. Typo in AB Epic 40k file...
From: "Fallenhunter" <fallenhunter@neo.rr.com>
23. Re: Rob or Colin, a question
From: Rob Bowes <rob@wolflair.com>
________________________________________________________________________
________________________________________________________________________
Message: 1
Date: Mon, 12 Feb 2001 10:05:11 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: SV: SV: Re: Looking for new Tyranids codex for Army builder
>Hmm... I wouldn't count the Hive Tyrant and his attached Tyrant Guard as a
>"brood"; rather, they'd be two broods.
And in what (rules) do you base this?
I can find (lots of) other WH40k examples of two units attaching/merging/whatever to become one unit, which then affects the game play i various ways.
E.g. when a independant char joins a unit of troops, the unit can be transported, the enemy can only shoot at the assembled unit etc. etc. In short: It is one unit, at least as long as the independant character chooses to stay with his troops. This MUST be the same case with the Hive Tyrans and his guards, as there is NO rules that says otherwise.
And note: Though the Tyranid Monstereous creature rules specify, that monsters combines SOME of the Monsterous and Independent character rules, they are not Independent characters. What does I mean? Well, the rules states that a Monsterous creature may join another brood, but it does not say that it is able to leave said unit again - like the Independant characters can. How do we handle this in a 'friendly' game? Can a (single) HiveTyrant join a brood of warriors and the leve it again? Can a Carnifex? What if the unit is a Guard unit or even a bodyguard?
I guess that until an official statement is released in Andys corner of WD, it must be up to players to agree.
My oppinion on the matter is clear: A monsterous creature may always choose to leave a unit it has joined (like Independant chars') EXCEPT: when the creature started the game with an attached bodyguard brood (read: the Hive Tyrant with Guards) in which case they are bound together as a unit for the duration of the game.
- and as we all now by now: I also mean that we combine the entire brood's wounds when we talk about mutations....
>>Found the problem: Standard HT warpblast cost 20. Derived HT Warpblast
>>cost 25 - go figure!
>GW editing strikes again.
Mayby Andy would like to change this in a future WD?
Peter
[This message contained attachments]
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Message: 2
Date: Mon, 12 Feb 2001 01:32:10 -0800 (PST)
From: Doug Downham <kryos@rocketmail.com>
Subject: Re: SV: Army Builder CD problems
--- TAGARNO A/S - Niels Peter Gibe <np@tagarno.dk> wrote:
> >I loaded some new hardware on my machine today and changed some
> >drive letters, now Army Builder says my CD isn't in the drive even
>
> Check the FAQ on www.wolflair.com.
>
> In short: Re install v.1.4, run the program and close it, re-install
> ver 2.1 and it should be fine. You don't have to remove existing
> programs before you re-install.
>
> Peter
However, last time I did that, all of my game systems were erased.
If feel bold/confident enough, you can try the solution I found when my
BIOS 'lost' one of my hard drives. The following instructions are VERY
explicit, as I have no idea how conversant you are with some of the
more esoteric workings of Windows. I also don't recommend messing about
with the registry as a habit if you don't know what you're doing.
Open regedit. (Hold down the Windows key and hit 'r', then type
'regedit' and hit enter.)
Expand HKEY_USERS
Expand the folder for the appropriate user name
Expand the folder labeled software
Expand the folder labeled Lone Wolf Development
Left click ONCE on the folder labeled Army Builder
In the right hand frame, four lines down is the property label CD Path
Right click on it, and select modilfy
Enter the appropriate drive letter (as a capitol letter followed by a
colon)
Click OK.
Close the registry editor.
Only takes a few seconds.
Hope this helps.
Doug Downham
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Message: 3
Date: Mon, 12 Feb 2001 21:44:30 +1100
From: "Bern" <bern@pcug.org.au>
Subject: Re: Army Builder CD problems
Shawn,
re-install. AB saves the drive letter at installation.
cheers
Bern
Reality is a chronic condition,
& one generally ignored by cats.
bern@pcug.org.au
----- Original Message -----
From: <s.borden@worldnet.att.net>
To: ab@support.wolflair.com
Sent: Monday, February 12, 2001 1:15 PM
Subject: [AB] Army Builder CD problems
> Hiya everyone,
> I loaded some new hardware on my machine today and changed some
> drive letters, now Army Builder says my CD isn't in the drive even
> though it is. Is there any way I can just go in and tell Army Builder
> to look at a different drive letter?
>
> Shawn
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
>
________________________________________________________________________
________________________________________________________________________
Message: 4
Date: Mon, 12 Feb 2001 07:08:56 -0500
From: DiPonio <DiPonio@voyager.net>
Subject: Re: Army Builder Lite to CD Version Upgrade
Hello,
If you are talking about the actual Data Files (the files that hold all the information for the game systems) then the full version of AB uses the same ones and you
should be set.
If you are talking about actual Rosters that you have created (actual army lists) then you will need to re-enter them in with the full version.
'
Hope this helps,
Paul
2/12/2001 5:25:01 AM, "Dwayne Miller" <fallenhunter@neo.rr.com> wrote:
>Ok, read the FAQ, and all the support stuff on the Wolflair site.
>
>Cannot find the answer to this question.
>
>I will assume that I cannot transfer my army builder lite datafiles to
>my new full CD version of Army builder?
>
>I only have a few and they are not that tough to transfer, but was
>wondering.
>
>(Only ahve a few, cuase it did not take me long to love this program
>and buy the full version).
>
>
>Thanks
>
>Dwayne
>
>
>
>
>To unsubscribe from this group, email
>
>armybuilder-unsubscribe@egroups.com
>
>
>
________________________________________________________________________
________________________________________________________________________
Message: 5
Date: Mon, 12 Feb 2001 08:44:50 -0500
From: "Christepher McKenney" <blazetopast@hotmail.com>
Subject: Re: WFB Cannon Options
Will do...thanks for your suggestion.
Christepher McKenney
WFBv6 Armybuilder Files Manager
----Original Message Follows----
Message: 2
Date: Sun, 11 Feb 2001 21:43:56 -0000
From: stonewolf_kk@hotmail.com
Subject: WFB Cannon Options
Could someone add a printable option for the "grapeshot" load for
cannons to the WFB data files?
_________________________________________________________________
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Message: 6
Date: Mon, 12 Feb 2001 09:06:43 -0500
From: "Fallenhunter" <fallenhunter@neo.rr.com>
Subject: Re: Army Builder Lite to CD Version Upgrade
As I figured... Thanks
Dwayne
On 12 Feb 2001, at 7:08, DiPonio wrote:
> Hello,
> If you are talking about the actual Data Files (the files that hold
> all the information for the game systems) then the full version of AB
> uses the same ones and you should be set.
>
> If you are talking about actual Rosters that you have created (actual
> army lists) then you will need to re-enter them in with the full
> version. ' Hope this helps, Paul
>
>
>
> 2/12/2001 5:25:01 AM, "Dwayne Miller" <fallenhunter@neo.rr.com> wrote:
>
> >Ok, read the FAQ, and all the support stuff on the Wolflair site.
> >
> >Cannot find the answer to this question.
> >
> >I will assume that I cannot transfer my army builder lite datafiles
> >to my new full CD version of Army builder?
> >
> >I only have a few and they are not that tough to transfer, but was
> >wondering.
> >
> >(Only ahve a few, cuase it did not take me long to love this program
> >and buy the full version).
> >
> >
> >Thanks
> >
> >Dwayne
> >
> >
> >
> >
> >To unsubscribe from this group, email
> >
> >armybuilder-unsubscribe@egroups.com
> >
> >
> >
>
>
>
>
> ------------------------ Yahoo! Groups Sponsor
> ---------------------~-~> eGroups is now Yahoo! Groups Click here for
> more details http://click.egroups.com/1/11231/0/_/36190/_/981979975/
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> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
Fallenhunter
"They know you have the information they want, question is when will they find you."
Overheard at a bar in the Corbia sector.
________________________________________________________________________
________________________________________________________________________
Message: 7
Date: Mon, 12 Feb 2001 15:23:35 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: Tyranids army codex correction.
Strange effect noted:
1: Buy a Mutant Tyrant
2: Give it toxin sacks
3: Remove 1 Scything talon
4: Get a Vennom Cannon
5: Go back and and remove the toxin sacs.
Effect: The Vennom cannon is also removed !?
Peter
[This message contained attachments]
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Message: 8
Date: Mon, 12 Feb 2001 16:06:28 +0000
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: Re: Tyranids army codex correction.
At 15:23 12/02/2001 +0100, you wrote:
>Strange effect noted:
>
>1: Buy a Mutant Tyrant
>2: Give it toxin sacks
>3: Remove 1 Scything talon
>4: Get a Vennom Cannon
>5: Go back and and remove the toxin sacs.
>
>Effect: The Vennom cannon is also removed !?
But you can re-add it. There were two ways of doing this - the easy way and
the hard way. I chose the easy way, as the hard way would have taken a lot
of extra time for very little gain.
--
'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: 9
Date: Mon, 12 Feb 2001 16:13:38 +0000
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: Re: SV: SV: Re: Looking for new Tyranids codex for Army builder
At 10:05 12/02/2001 +0100, you wrote:
> >Hmm... I wouldn't count the Hive Tyrant and his attached Tyrant Guard as a
> >"brood"; rather, they'd be two broods.
>
>And in what (rules) do you base this?
>I can find (lots of) other WH40k examples of two units
>attaching/merging/whatever to become one unit, which then affects the game
>play i various ways.
>E.g. when a independant char joins a unit of troops, the unit can be
>transported, the enemy can only shoot at the assembled unit etc. etc. In
>short: It is one unit, at least as long as the independant character
>chooses to stay with his troops. This MUST be the same case with the
>Hive Tyrans and his guards, as there is NO rules that says otherwise.
If a unit of troops can have 1 weapon per X models, and your army general
takes them as a retinue, does he count as one of the X? In general, no.
>And note: Though the Tyranid Monstereous creature rules specify, that
>monsters combines SOME of the Monsterous and Independent character rules,
>they are not Independent characters. What does I mean? Well, the rules
>states that a Monsterous creature may join another brood, but it does not
>say that it is able to leave said unit again - like the Independant
>characters can. How do we handle this in a 'friendly' game? Can a
>(single) HiveTyrant join a brood of warriors and the leve it again? Can a
>Carnifex? What if the unit is a Guard unit or even a bodyguard?
>I guess that until an official statement is released in Andys corner of
>WD, it must be up to players to agree.
>My oppinion on the matter is clear: A monsterous creature may always
>choose to leave a unit it has joined (like Independant chars') EXCEPT:
>when the creature started the game with an attached bodyguard brood (read:
>the Hive Tyrant with Guards) in which case they are bound together as a
>unit for the duration of the game.
In what rules do you base *this*?
To be pedantic, the codex says only that the Hive Tyrant attaches a unit of
Tyrant Guard. It doesn't say whether he has to be with them all game. I
can't even find anything in the 40k rule book to suggest this.
On another note, the Roolzboyz are claiming that Genofixed Species can't
have mutants. Hopefully this will be confirmed in some future White Dwarf,
and make this a moot point

--
'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: 10
Date: Mon, 12 Feb 2001 19:18:47 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: SV: Tyranids army codex correction.
>But you can re-add it. There were two ways of doing this - the easy way and
>the hard way. I chose the easy way, as the hard way would have taken a lot
>of extra time for very little gain.
Ok, no problem. Just didn't kbow if you had seen it.
Peter
[This message contained attachments]
________________________________________________________________________
________________________________________________________________________
Message: 11
Date: Mon, 12 Feb 2001 20:47:11 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: Tyranids AB data correction.
Errors (i think) noted (Sorry Colen - You get 'em as I see 'em)
Rippers can have flying AND leaping - talk about mobility.
Peter
[This message contained attachments]
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Message: 12
Date: Mon, 12 Feb 2001 11:50:17 -0800
From: trent <felix@medford.net>
Subject: Re: Tyranids AB data correction.
TAGARNO A/S - Niels Peter Gibe wrote:
> Errors (i think) noted (Sorry Colen - You get 'em as I see 'em)
>
>
>
> Rippers can have flying AND leaping - talk about mobility.
>
>
>
uhhh... no, you can only increase the stat (in this case movement) once.
trent
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Message: 13
Date: Mon, 12 Feb 2001 20:55:41 +0100
From: "TAGARNO A/S - Niels Peter Gibe" <np@tagarno.dk>
Subject: SV: Tyranids AB data correction.
> uhhh... no, you can only increase the stat (in this case movement) once.
I now - read the subject. Me tink dat datafile is in error
(PS: We are talking about the Ripper Mutants here)
Peter
[This message contained attachments]
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Message: 14
Date: Mon, 12 Feb 2001 20:45:20 -0000
From: stevenjcox@cableinet.co.uk
Subject: Warhammer Army Roster - Empire
When adding up the points for an Empire group + it's detachments,
would it be possible to see the points cost of JUST the parent group
(it makes working out VPs at the end of the battle easier)?
________________________________________________________________________
________________________________________________________________________
Message: 15
Date: Mon, 12 Feb 2001 21:19:56 +0000
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: Re: Tyranids AB data correction.
At 20:47 12/02/2001 +0100, you wrote:
>Errors (i think) noted (Sorry Colen - You get 'em as I see 'em)
>
>Rippers can have flying AND leaping - talk about mobility.
Yep, this looks fine to me...
--
'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: 16
Date: Mon, 12 Feb 2001 16:39:22 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Army Builder CD problems
I also sent this message to you directly, but posting it here should help
alleviate any confusion that might exist among other list members.

If you have a V1.x CD, they aren't very "smart". They only make a note of
the CD drive location when you install from the CD. Instructions on how to
address this problem are on our web-site. The exact URL is provided below.
www.wolflair.com/Army_Builder_Resou...or_V1_x_CD_Owners/info_for_v1_x_cd_owners.htm
Hope this helps,
Rob
At 02:15 AM 2/12/01 +0000, you wrote:
>Hiya everyone,
> I loaded some new hardware on my machine today and changed some
>drive letters, now Army Builder says my CD isn't in the drive even
>though it is. Is there any way I can just go in and tell Army Builder
>to look at a different drive letter?
>
>Shawn
---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
________________________________________________________________________
________________________________________________________________________
Message: 17
Date: Mon, 12 Feb 2001 16:49:27 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Army Builder on laptop
At 10:53 PM 2/10/01 +0000, you wrote:
>I purchased the CD version (quite an expensive option as I had to
>ship it from the states) because I wanted to use it on my desktop and
>laptop, however my laptop does not have a CD drive. To install it, I
>copy the files via ethernet link and install it from the hard disk.
>But it requires the CD to run in full mode. Is there anything I can
>do, as I wanted it to be portable?
The CD is used as a "key disc", just like most computer games. This is done
for a number of reasons that I'd be happy to explain if anyone wants to
hear them. The fact that the CD operates as a "key disc" is outlined in
numerous places on the web-site, especially in the ordering section. It
seems this detail wasn't apparent to you. If you have suggestions of how I
can make this even clearer on the web-site, I'd love to hear them.
Given the current situation, though, you have two options I can immediately
think of.....
1. Purchase a separate registration license for the laptop. A number of
users have opted for this approach. If you contact me directly, I'll fill
you in on the details. Basically, you can get a full registration license
for US$15 if you purchased the CD version of the product from us. This
would get your laptop running smoothly.
2. Obtain software that lets you run CDs on a computer without having the
CD present. There are a number of such packages available that do this. I
don't know their names, since I don't use them, but I'm sure you can chase
them down. Normally, I wouldn't promote this type of activity, but you DID
already purchase the CD, and you'll hear about this option in other forums
regularly, so I figure I might as well point it out myself.

I would guess that option #1 would be less expensive in the short term, but
option #2 might be useful for other products in the future.
Thanks, Rob
---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
________________________________________________________________________
________________________________________________________________________
Message: 18
Date: Mon, 12 Feb 2001 16:52:53 -0800
From: Mathias Gehl <mgehl@home.com>
Subject: Rob or Colin, a question
I'm adding to my Fleet Action datafiles, since there's been a new book.
The problem is that they've changed a mechanism for one race, and I'm
having trouble dealing with the new way of doing things.
Alright, here goes.
I'm currently doing fighters as items. Normally, a carrier will have a
short list of options for the fighter loadout it is allowed to have.
This race now has a certain number of slots on each carrier, and three
fighters to choose from to fill each slot. Under the normal rules, all
the slots on a carrier must be filled.
I would prefer to model this with options (and the take attribute), but
can't figure out how to make that work.
Should I let the user select fighters with the normal item selection
screen? In which case, how do I give each carrier a default set of
fighters?
Another problem is that there is a restriction on the number of fighters
which can be taken of a certain type. The number of fighters of type 2
must be at least twice the number of fighters of type 3 (this
restriction applies to the totals for the entire army). Is there any
way to do this in Army Builder?
Thanks
Mathias Gehl
________________________________________________________________________
________________________________________________________________________
Message: 19
Date: Mon, 12 Feb 2001 17:09:01 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Army Builder on laptop
At 12:38 AM 2/11/01 +0100, you wrote:
> > I'm sending this to you instead to the group so they dont get upset

> >
> > Try http://www.zdnet.com/downloads/stories/info/0,,0012I0,.html a
> > Virtual CD-ROM program, I havent tried it on Army Builder, but it works
> > great on other programs I have tried it on.
>
>Opps...that shows that I shouldn't send any mails late at night..hope
>that nobody gets upset
Nope. Info on these types of tools is all over the place, and I even
mentioned them in my post. There's no point in hiding something that is
"everywhere". All this does is teach me that I need to read ALL the posts
on a thread before making my own posts.

Thanks, Rob
---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
________________________________________________________________________
________________________________________________________________________
Message: 20
Date: Mon, 12 Feb 2001 17:53:24 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Rob or Colin, a question
This is a quick response, so I might be missing the boat on something here.
If so, please clarify and I'll re-think things.
First of all, an idea on the fighters. If each carrier MUST have the full
contingent of fighters selected for it, then you might consider using
"tabl" attributes for each. If you do this, then each slot is an option
with "tabl", and the user selects which of the fighters to use for that
slot. This maintains the same basic model you are currently using (i.e.
options for fighters that use "take"), plus it guarantees that all the
slots are utilized. By default, the first option for each table is a type 1
fighter.
The fighter type ratios can probably be handled with hidden stats. Create
stats for "type1", "type2", and "type3". Each fighter option then increases
the appropriate stat. Then define "lcmp" attributes for the carrier unit
that enforce the necessary relationships between the various types.
Hope this helps,
Rob
At 04:52 PM 2/12/01 -0800, you wrote:
>I'm adding to my Fleet Action datafiles, since there's been a new book.
> The problem is that they've changed a mechanism for one race, and I'm
>having trouble dealing with the new way of doing things.
>
>Alright, here goes.
>
>I'm currently doing fighters as items. Normally, a carrier will have a
>short list of options for the fighter loadout it is allowed to have.
>This race now has a certain number of slots on each carrier, and three
>fighters to choose from to fill each slot. Under the normal rules, all
>the slots on a carrier must be filled.
>
>I would prefer to model this with options (and the take attribute), but
>can't figure out how to make that work.
>
>Should I let the user select fighters with the normal item selection
>screen? In which case, how do I give each carrier a default set of
>fighters?
>
>Another problem is that there is a restriction on the number of fighters
>which can be taken of a certain type. The number of fighters of type 2
>must be at least twice the number of fighters of type 3 (this
>restriction applies to the totals for the entire army). Is there any
>way to do this in Army Builder?
>
>Thanks
>Mathias Gehl
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Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
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Message: 21
Date: Mon, 12 Feb 2001 22:42:45 -0800
From: Mathias Gehl <mgehl@home.com>
Subject: Re: Rob or Colin, a question
Rob Bowes wrote:
Thanks for the suggestion on the tabl's.
Unfortunately for the fighter type ratios, they apply to the whole army,
not for each carrier. As an interim solution, I can accum some stats
and let the user compare them.
> The fighter type ratios can probably be handled with hidden stats. Create
> stats for "type1", "type2", and "type3". Each fighter option then increases
> the appropriate stat. Then define "lcmp" attributes for the carrier unit
> that enforce the necessary relationships between the various types.
>
> Hope this helps,
> Rob
>
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Message: 22
Date: Tue, 13 Feb 2001 01:55:56 -0500
From: "Fallenhunter" <fallenhunter@neo.rr.com>
Subject: Typo in AB Epic 40k file...
Is this the correct place to report it?
If not, let me know where.
There are several places in the datafile that has the word
"WEapon" I assume its using the same string.
Not a heavily used file, I know, but I thought I would pass that
along.
Fallenhunter
"They know you have the information they want, question is when will they find you."
Overheard at a bar in the Corbia sector.
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Message: 23
Date: Mon, 12 Feb 2001 23:49:29 -0800
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Rob or Colin, a question
Hmmm. The only way to solve that one would be to switch the fighters to a
child unit instead of an item (with their own stat-set for display). If you
did that, you could then use "trat" to verify the overall numbers of
different types of fighters. The switch to fighters would be relatively
transparent to users, since each fighter already has a line in the roster
dedicated to it, along with the appropriate options for that line item.
Now that I think of it, this would also allow you to control the number of
fighters for each carrier, since the child unit of fighters could have a
fixed size of X, and the user could create different children that would
count towards that fixed size if they wanted to split things up. This might
actually be a better solution model than items, except that it does require
a lot more work to switch everything over to the different approach. :-(
Hope this helps,
Rob
At 10:42 PM 2/12/01 -0800, you wrote:
>Unfortunately for the fighter type ratios, they apply to the whole army,
>not for each carrier. As an interim solution, I can accum some stats
>and let the user compare them.
>
> > The fighter type ratios can probably be handled with hidden stats. Create
> > stats for "type1", "type2", and "type3". Each fighter option then
> increases
> > the appropriate stat. Then define "lcmp" attributes for the carrier unit
> > that enforce the necessary relationships between the various types.
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Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com
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