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Digest Number 503

  • Thread starter Thread starter armybuilder at yahoogroup
  • Start date Start date
A

armybuilder at yahoogroup

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There are 8 messages in this issue.

Topics in this digest:

1. Re: Item #Limits
From: "James Everett" <jetedguy@hotmail.com>
2. Re: Incorrect Range for Warmaster Bret Mtd Squires.
From: estarriol <egroups@hacme.demon.co.uk>
3. Mysterious Rhino Capacity Problem?
From: "Andy Young" <andy_m_young@yahoo.com>
4. RE: Mysterious Rhino Capacity Problem?
From: "Steven J Cox" <stevenjcox@cableinet.co.uk>
5. [40k] Bikes and 2 CC Weapons
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
6. Re: [40k] Bikes and 2 CC Weapons
From: doublenot7@aol.com
7. Items cost being rolled up into parent
From: woodywalton@hotmail.com
8. Re: [40k] Bikes and 2 CC Weapons
From: "Xaxier" <Xaxier@blueyonder.co.uk>


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Sat, 08 Sep 2001 11:04:26 -0500
From: "James Everett" <jetedguy@hotmail.com>
Subject: Re: Item #Limits

My Example should say stat=3,item<=4;ect...


>From: "James Everett" <jetedguy@hotmail.com>
>Reply-To: armybuilder@yahoogroups.com
>To: armybuilder@yahoogroups.com
>Subject: [AB] Item #Limits
>Date: Thu, 06 Sep 2001 19:19:46 -0500
>
>I am creating data files and wish to limit the number of a spcific item per
>unit. This limit is based on one of the stats of the unit. However, as the
>stat changes from unit to unit the limit is not consistant but units with
>the same stat have the same limit. Example stat=2, item=6; stat=3, item=4;
>or stat=4 item=2. How could I do this?
>
>_________________________________________________________________
>Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
>


_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp



________________________________________________________________________
________________________________________________________________________

Message: 2
Date: Sat, 8 Sep 2001 15:00:26 +0100
From: estarriol <egroups@hacme.demon.co.uk>
Subject: Re: Incorrect Range for Warmaster Bret Mtd Squires.

In message <00ae01c137df$15fb25e0$0fc6bbd8@s1i3e5>, Gene
<info@siegetower.com> writes
> kewl...you may want to add to the description that they act like
> normal
> archers, firing only from the front. Kislevite Archers are the only
> ones
> with 360 degree arch of fire. Basically, the way the Mtd Squire
> works in
> theory, they ride to a point, dismount, shoot, then mount their
> horses again
> to move...thus giving them the movement range of Cavalry and Bow
> range of an
> Archer. basically just archers using horses to move.
>
> Gene
Ahh they are Hobilars then!
--
estarriol


________________________________________________________________________
________________________________________________________________________

Message: 3
Date: Sat, 08 Sep 2001 16:45:54 -0000
From: "Andy Young" <andy_m_young@yahoo.com>
Subject: Mysterious Rhino Capacity Problem?

Hello,

I've stumbled across what looks to be a weird intermittant bug in the
Space Marines: Imperial Fist roster. It happens rarely; I've tried to
characterize it, but *can't* get it to happen on demand... anyways:

While building up Tactical Squads, and placing them in Rhinos AB will
incorrectly generate a validation error, stating that the squad is
too large to fit into the selected transport vehicle. I've seen this
reported with squads of 4 marines + sarge, and squads of 9 marines +
sarge. Initially, I noted the problems with the 10 man squads -- once
the problem occurs with a squad, decreasing the squad size has no
effect on the validation error.

The error seems to occur more often on large groups of Tactical
Squads -- for example, the first three 10 man squads added with
rhinos work fine, the fourth and subsequent suffer the bug. I have
noticed the bug happen on the first squad created, though less
frequently.

I tried to reproduce the defect in other Space Marine rosters, but
haven't been able to.


Hope this helps...

Andy



________________________________________________________________________
________________________________________________________________________

Message: 4
Date: Sat, 8 Sep 2001 20:35:58 +0100
From: "Steven J Cox" <stevenjcox@cableinet.co.uk>
Subject: RE: Mysterious Rhino Capacity Problem?

I had the same thing with the Ultramarine roster. Only happened once though.

Steve
-----Original Message-----
From: Andy Young [mailto:andy_m_young@yahoo.com]
Sent: 08 September 2001 17:46
To: armybuilder@yahoogroups.com
Subject: [AB] Mysterious Rhino Capacity Problem?


Hello,

I've stumbled across what looks to be a weird intermittant bug in the
Space Marines: Imperial Fist roster. It happens rarely; I've tried to
characterize it, but *can't* get it to happen on demand... anyways:

While building up Tactical Squads, and placing them in Rhinos AB will
incorrectly generate a validation error, stating that the squad is
too large to fit into the selected transport vehicle. I've seen this
reported with squads of 4 marines + sarge, and squads of 9 marines +
sarge. Initially, I noted the problems with the 10 man squads -- once
the problem occurs with a squad, decreasing the squad size has no
effect on the validation error.

The error seems to occur more often on large groups of Tactical
Squads -- for example, the first three 10 man squads added with
rhinos work fine, the fourth and subsequent suffer the bug. I have
noticed the bug happen on the first squad created, though less
frequently.

I tried to reproduce the defect in other Space Marine rosters, but
haven't been able to.


Hope this helps...

Andy


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________________________________________________________________________
________________________________________________________________________

Message: 5
Date: Thu, 06 Sep 2001 12:56:37 +0100
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: [40k] Bikes and 2 CC Weapons

I've just had an email asking where it says that characters on Bikes can't
use two close combat weapons at once. Obviously the Reaver Jetbike states
this, but that's a special case; was there anywhere that specifically says
you can't, except by implication in the White Scars Chapter Approved article?


--
Colen 'Skrillboy' McAlister, demandred@skrill.org
http://www.skrill.org/, http://www.incompetence-central.co.uk/
1 = 2, for large values of 1.



________________________________________________________________________
________________________________________________________________________

Message: 6
Date: Sat, 8 Sep 2001 22:37:05 EDT
From: doublenot7@aol.com
Subject: Re: [40k] Bikes and 2 CC Weapons

In fact, no, there is nothing prohibiting this at all. Maybe it is the old
"auto-drive" system back in play :) BTW I play Sm's but do not field bikes,
so i'm not stating this for my benefit.

Darren


[Non-text portions of this message have been removed]



________________________________________________________________________
________________________________________________________________________

Message: 7
Date: Sun, 09 Sep 2001 05:35:23 -0000
From: woodywalton@hotmail.com
Subject: Items cost being rolled up into parent

All,

I have one final issue to overcome and my datafiles will be complete!

Here is the scenario:

I have Units of "Type=hero" in my army. Only 50% of an Army's
points may be spent on units(models) of "type=hero" so I have
a "tlmt" attribute set on the race to throw a validation message
when the percentage is exceeded.

I have a comp group called "ice witches" that contains units
of "type=hero" as well as units of other types. I want to be able
to select an item "magic crystal" for any unit or model in comp
group "ice witches". The cost of item "magic crystal" SHOULD COUNT
AGAINST the "ice witch" comp group, but NOT AGAINST the "tlmt"
on "type=hero"; In other words I want the items cost NOT to be
rolled into the cost of the parent unit for purposes of this
specific validation, while not affectings its being processed as
part of the "ice witch" comp group.

I have looked at the "comp" option attribute and have had no success
getting it to work. I have even tried making child units instead of
items to no success. I am sure I am missing something so please
enlighten me.

Thanks for the help.

Woody






________________________________________________________________________
________________________________________________________________________

Message: 8
Date: Sun, 9 Sep 2001 11:02:14 +0100
From: "Xaxier" <Xaxier@blueyonder.co.uk>
Subject: Re: [40k] Bikes and 2 CC Weapons

only by the implication in the WS army list, or in the Online FAQ, but that isn't official.

-----------------------------------------------------------------
David

aka Master Xaxier - Sons of Promethus Space Marine Chapter
aka Farseer - Ul'rad Salatcan
aka Gorglum - Night Goblin Warlord
aka far to many people.

Quotes (got a laugh at this one)

***note to list members: don't flame setzer on this thread, that's my job! if you want to start a "Flame Setzer" thread, go ahead.***" - Greg Sheard

"Nobody is going to start *any* "Flame ________" thread, especially not one about me." - Erik
----- Original Message -----
From: Colen 'Skrillboy' McAlister
To: armybuilder@yahoogroups.com
Sent: Thursday, September 06, 2001 12:56 PM
Subject: [AB] [40k] Bikes and 2 CC Weapons


I've just had an email asking where it says that characters on Bikes can't
use two close combat weapons at once. Obviously the Reaver Jetbike states
this, but that's a special case; was there anywhere that specifically says
you can't, except by implication in the White Scars Chapter Approved article?


--
Colen 'Skrillboy' McAlister, demandred@skrill.org
http://www.skrill.org/, http://www.incompetence-central.co.uk/
1 = 2, for large values of 1.


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