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There are 7 messages in this issue.
Topics in this digest:
1. Death Watch
From: lordheinrich@netscape.net
2. Re: Death Watch
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
3. RE: Applying cost based on statistics, child units--new question
From: "Michael Earley" <ace@madbomber.net>
4. incompatibility bugs in 2.2c
From: aedwards@tripos.com
5. RE: Applying cost based on statistics, child units--new question
From: Rob Bowes <rob@wolflair.com>
6. Re: incompatibility bugs in 2.2c
From: Rob Bowes <rob@wolflair.com>
7. Re: Re: Intersting Situation
From: "KoWind" <kowind7@yahoo.com>
________________________________________________________________________
________________________________________________________________________
Message: 1
Date: Fri, 21 Sep 2001 07:37:15 -0000
From: lordheinrich@netscape.net
Subject: Death Watch
where can i find an update file for the Death Watch..
________________________________________________________________________
________________________________________________________________________
Message: 2
Date: Fri, 21 Sep 2001 19:23:14 +0100
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: Re: Death Watch
One fine day in the middle of the night, lordheinrich@netscape.net got
up to write:
>where can i find an update file for the Death Watch..
Just hit the 'Locate Files' button in Army Builder.
--
'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: Fri, 21 Sep 2001 15:37:05 -0400
From: "Michael Earley" <ace@madbomber.net>
Subject: RE: Applying cost based on statistics, child units--new question
> *IF* I'm understanding all this correctly, it looks like you
> are suffering
> from what I call "Shiny Hammer Syndrome". You've got a useful
> tool (i.e.
> solution) for one situation and you're trying to crowbar it
> into place for
> a different situation. That doesn't always work.
And it
> clearly fails
> in this situation.
Yeah, you get so embroiled in these data files, and sometimes you miss the
obvious. I updated the tweaks to maintain the cost, since each tweak has a
static cost associated with it. MUCH easier, as you point out.
I have a new problem now.
Again, the character's cost is incremented by using the "basecost" option
auto-assigned to the character. The "basecost" option uses the following
(as seen previously):
xlat:from=WS-to=X1-map:0-9=0,10-19=1,20-29=2,30-39=3,40-49=4,50-59=5,60-69=7
,70-79=9,80-89=11,90-99=13,100-109=15,110-119=17,120-129=19,130-139=21,140-1
49=23,150-159=25,160-169=27,170-179=29,180-189=31,190-199=33,200-209=35,210-
219=37,220-229=39,230-239=41,240-249=43,250-259=45,260-269=47,270-279=49,280
-289=51,290-299=53,300-309=55,310-319=57,320-329=59,330-339=61,340-349=63,35
0-359=65,360-369=67,370-379=69,380-389=71,390-399=73,400-409=75,410-419=77,4
20-429=79,430-439=81,440-449=83,450-459=85,460-469=87,470-479=89,480-489=91,
490-499=93
base:X2+(X1)
...repeat for each statistic...and then:
cost:stat@X2*1
"hide"
The problem is this: when I go into army builder, and add a character to the
roster, it calculates their cost based on their starting stat lines. These
stats are all adjustable up from their current value, anywhere from 1 to 60
points up from their base value. The method for increasing the statistic is
to have an option, "Increase ballistic skill", with the following
attributes:
base:BS+1
invs:noprint
rang:3-30-unit=unit (where "unit" is the name of the various units, since
there are like 20 units).
this increments the statistic by one for each time the user selects the
range to increase.
HOWEVER--it does NOT increment the overall cost of the character. In other
words, the cost of the character stays the same (i.e. 72 when creating an
"inquisitor" character, regardless of how many times I increment the stats.
Obviously, incrementing the stats SHOULD increment the cost of the model,
but it isn't.
For example:
inquisitor file...add an "Inquisitor" character. The character's cost will
be 72, which is 67 plus the one skill they start with.
now increase a statistic. Incrementing Weapon Skill (WS) for example, by 2
points (from 4 to 6) should take the WS to 71, and therefore increase the
cost of the model to 74 (72 + 2 points).
It doesn't...
I'm sure it has something to do with when options are rendered, etc. How do
I fix it?
Get your FREE credit report with a FREE CreditCheck
Monitoring Service trial
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---------------------------------------------------------------------~->
To unsubscribe from this group, email
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------------------------------------------------------------------------
There are 7 messages in this issue.
Topics in this digest:
1. Death Watch
From: lordheinrich@netscape.net
2. Re: Death Watch
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
3. RE: Applying cost based on statistics, child units--new question
From: "Michael Earley" <ace@madbomber.net>
4. incompatibility bugs in 2.2c
From: aedwards@tripos.com
5. RE: Applying cost based on statistics, child units--new question
From: Rob Bowes <rob@wolflair.com>
6. Re: incompatibility bugs in 2.2c
From: Rob Bowes <rob@wolflair.com>
7. Re: Re: Intersting Situation
From: "KoWind" <kowind7@yahoo.com>
________________________________________________________________________
________________________________________________________________________
Message: 1
Date: Fri, 21 Sep 2001 07:37:15 -0000
From: lordheinrich@netscape.net
Subject: Death Watch
where can i find an update file for the Death Watch..
________________________________________________________________________
________________________________________________________________________
Message: 2
Date: Fri, 21 Sep 2001 19:23:14 +0100
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
Subject: Re: Death Watch
One fine day in the middle of the night, lordheinrich@netscape.net got
up to write:
>where can i find an update file for the Death Watch..
Just hit the 'Locate Files' button in Army Builder.
--
'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: Fri, 21 Sep 2001 15:37:05 -0400
From: "Michael Earley" <ace@madbomber.net>
Subject: RE: Applying cost based on statistics, child units--new question
> *IF* I'm understanding all this correctly, it looks like you
> are suffering
> from what I call "Shiny Hammer Syndrome". You've got a useful
> tool (i.e.
> solution) for one situation and you're trying to crowbar it
> into place for
> a different situation. That doesn't always work.

> clearly fails
> in this situation.
Yeah, you get so embroiled in these data files, and sometimes you miss the
obvious. I updated the tweaks to maintain the cost, since each tweak has a
static cost associated with it. MUCH easier, as you point out.
I have a new problem now.
Again, the character's cost is incremented by using the "basecost" option
auto-assigned to the character. The "basecost" option uses the following
(as seen previously):
xlat:from=WS-to=X1-map:0-9=0,10-19=1,20-29=2,30-39=3,40-49=4,50-59=5,60-69=7
,70-79=9,80-89=11,90-99=13,100-109=15,110-119=17,120-129=19,130-139=21,140-1
49=23,150-159=25,160-169=27,170-179=29,180-189=31,190-199=33,200-209=35,210-
219=37,220-229=39,230-239=41,240-249=43,250-259=45,260-269=47,270-279=49,280
-289=51,290-299=53,300-309=55,310-319=57,320-329=59,330-339=61,340-349=63,35
0-359=65,360-369=67,370-379=69,380-389=71,390-399=73,400-409=75,410-419=77,4
20-429=79,430-439=81,440-449=83,450-459=85,460-469=87,470-479=89,480-489=91,
490-499=93
base:X2+(X1)
...repeat for each statistic...and then:
cost:stat@X2*1
"hide"
The problem is this: when I go into army builder, and add a character to the
roster, it calculates their cost based on their starting stat lines. These
stats are all adjustable up from their current value, anywhere from 1 to 60
points up from their base value. The method for increasing the statistic is
to have an option, "Increase ballistic skill", with the following
attributes:
base:BS+1
invs:noprint
rang:3-30-unit=unit (where "unit" is the name of the various units, since
there are like 20 units).
this increments the statistic by one for each time the user selects the
range to increase.
HOWEVER--it does NOT increment the overall cost of the character. In other
words, the cost of the character stays the same (i.e. 72 when creating an
"inquisitor" character, regardless of how many times I increment the stats.
Obviously, incrementing the stats SHOULD increment the cost of the model,
but it isn't.
For example:
inquisitor file...add an "Inquisitor" character. The character's cost will
be 72, which is 67 plus the one skill they start with.
now increase a statistic. Incrementing Weapon Skill (WS) for example, by 2
points (from 4 to 6) should take the WS to 71, and therefore increase the
cost of the model to 74 (72 + 2 points).
It doesn't...
I'm sure it has something to do with when options are rendered, etc. How do
I fix it?