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Digest Number 578

  • Thread starter Thread starter armybuilder at yahoogroup
  • Start date Start date
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There are 4 messages in this issue.

Topics in this digest:

1. Re: Sack Armies?
From: "Steven Crane" <onicrusher@plansofmice.co.uk>
2. Space Marine Bikes
From: peppy10005@hotmail.com
3. Re: Space Marine Bikes
From: trent <felix@medford.net>
4. RE: More validation questions
From: Jerry Anderson <jerrya@wellspringsolutions.com>


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________________________________________________________________________

Message: 1
Date: Fri, 30 Nov 2001 10:23:58 -0000
From: "Steven Crane" <onicrusher@plansofmice.co.uk>
Subject: Re: Sack Armies?

I put together prototype files for GenCon, received approval from the
creators of SA, and then haven't had the time to get the files completed.
If anyone is interested in taking on the project, most of the hard work is
done. All that's required is for someone to revise the existing data file
structure slightly to address a few misconceptions I had about the game
(should be easy) and then actually enter the data into that structure.
Alternately, the raw token data is available electronically and can be
converted to an AB data file via a program - if someone wants to write the
program. Again, it shouldn't be very difficult, but this method DOES
require some programming skill. Option #1 simply requires the hours to
enter the appropriate data into ABCreator.

Any takers??????

Thanks, Rob
==================================================

Send it to steven@plansofmice.co.uk

Better make sure it is well labeled. Lots of attachment viruses knocking
about at the moment so it it isn't properly tagged it goes straight in the
bin.

I have already run off an outline of a Sack Armies file, but didn't bother
putting in much data beyond the bare minimum for testing. It will be
interesting to compare the two approaches.

---Steven



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Message: 2
Date: Fri, 30 Nov 2001 13:24:06 -0000
From: peppy10005@hotmail.com
Subject: Space Marine Bikes

Hello all. Thanks trent for answering my last question. Does anyone
know how I only get 195 points for my salamander terminators?
According to the space marine codex it should equal 220 (42 points
each and 10 for a heavy flamer), but it might be a salamander special
cost and I just haven't seen it. If this is the case then I am a
blind idiot but could someone point out why it will not equal?

The terminators are just a standard 4man squad with Sergeant, Storm
Bolter and Power Fist (x3) and Heavy Flamer and Power Fist (x1).

Thanks,
Peppy (I'm Stumped) Kepper



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Message: 3
Date: Fri, 30 Nov 2001 07:26:22 -0800
From: trent <felix@medford.net>
Subject: Re: Space Marine Bikes

peppy10005@hotmail.com wrote:

> Hello all. Thanks trent for answering my last question. Does anyone
> know how I only get 195 points for my salamander terminators?
> According to the space marine codex it should equal 220 (42 points
> each and 10 for a heavy flamer), but it might be a salamander special
> cost and I just haven't seen it. If this is the case then I am a
> blind idiot but could someone point out why it will not equal?


because Salamander termies only cost 37 points base. Check Codex:Armageddon.

trent



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Message: 4
Date: Fri, 30 Nov 2001 10:34:59 -0800
From: Jerry Anderson <jerrya@wellspringsolutions.com>
Subject: RE: More validation questions

Success!!!!!

Thanks to everyone that has been helping me the past couple of days.
Especially thanks to Rob. You filled in some missing pieces of information
that were preventing me from getting this stuff to work correctly.

Jerry

> -----Original Message-----
> From: Rob Bowes [SMTP:rob@wolflair.com]
> Sent: Friday, November 30, 2001 12:19 AM
> To: armybuilder@yahoogroups.com
> Subject: RE: [AB] More validation questions
>
> Answers interspersed below in response to each specific question....
>
> At 10:58 AM 11/29/2001 -0800, you wrote:
> >Hi all,
> >
> >Let me re-phrase my questions.
> >
> >The main problem that I am having with AB though is trying to figure out
> how
> >to manage general organizational concepts for the game I am modeling. For
> >example, the system that I am creating has 5 composition groups and 5
> units
> >within each composition group. The 5 units are simply placeholders and
> don't
> >represent models themselves - rather they have unit options which add
> child
> >units to the top-level unit. Starting at "race" this is how a roster
> would
> >look for my game system:
> >
> >Relgious Faction (race)
> > Unit 1 - Professional (unit)
> > Infantry w/ Small Arms * 8 (unit added via a unit
> option)
> > Tank * 2
> > Unit 2 - Regular
> > Infantry w/ Small Arms * 6
> > Tank * 2
> > Unit 3 - Militia
> > Infantry w/ Small Arms * 4
> > Infantry w/ RPG * 2
> > Unit 4 - Militia
> > Infantry w/ Small Arms * 8
> > Unit 5 - Militia
> > Infantry w/ Small Arms * 8
> >
> >In each case above where there is a multiplier at the end of the unit
> that
> >was arrived at by using the "+" in the AB editor. The unit option when
> >selected will add one unit of the type indicated and the user has to
> >increase the model count with the "+". For each model type there is only
> one
> >"unit option".
> >
> >There are certain things that I am trying to do that I am finding
> >impossible. Here are the validations that I am trying to enforce that I
> >can't find a solution to.
> >
> >1. Each top-level "unit" i.e. Unit 1, Unit 2, Unit 3, etc. cannot have
> more
> >than 20 child models. How do I calculate the number of child units within
> a
> >unit? For example, in the roster above Unit 1 has 10 models in it (8 + 2
> =
> >10).
>
> Colen offered the ideal solution. Create a hidden stat, which we'll call
> "model". Create an option called "AddModels" that is hidden and uses the
> "prnt:model+(#)". For each child unit, attach the "AddModels" option. The
> net result is that each parent unit will have the total number of models
> in
> the "model" stat. You can then use an "lcmp" attriubte to verify the limit
>
> is satisfied.
>
> >2. Only two top-level units are allowed to have "tanks" regardless of the
> >quantity in the specific unit. In the roster above Unit 1 and Unit 2 have
> >tanks, if I added a tank to Unit 3 the roster would be invalid.
>
> Assign the type "Tank" to the tank units. Also assign the attribute "forc"
>
> to tank units. Then use "tlmt" to enforce the maximum limit of two tank
> units in the roster.
>
> >3. If a top-level unit contains an RPG or HMG unit (model count is
> >unimportant) then there must be at least 4 models of type "Infantry w/
> Small
> >Arms". I think that I can do this one with inter-unit dependency
> >validations, but I haven't tried it yet.
>
> If you assign the RPG/HMG as an option to the unit, use the "ocat" unit
> attribute to impose a minimum relationship. If the RPG/HMG is a separate
> child unit, use "tcon" within the parent unit to verify the model count
> relationship.
>
> >Things I have tried:
> >
> > tlmt - doesn't work on units added as a unit option/child of
> another
> >unit
>
> If you use the "forc" attribute on the child units, it will work on the
> children.
>
> This list of suggestions ought to help get you over the current road
> blocks
> you've encountered.
>
> Thanks, Rob
>
> --------------------------------------------------------------------------
> -
> Rob Bowes (rob@wolflair.com) (650)
> 726-9689
> Lone Wolf Development
> www.wolflair.com
>
>
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