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Digest Number 776

  • Thread starter Thread starter armybuilder at yahoogroup
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There are 8 messages in this issue.

Topics in this digest:

1. Help! Option Display issues.
From: "Craig" <hinduchilli@yahoo.com>
2. Mordheim house rule.
From: "Michael Ivan Arient" <nurgle@shaw.ca>
3. Re: Mordheim house rule.
From: Steve Mansfield <steve@gametools.com>
4. Re: Mordheim house rule.
From: Colen McAlister <colen@wolflair.com>
5. Problem adding numbers
From: "Kerinst" <kerinst@yahoo.com>
6. Re: Help! Option Display issues.
From: Colen McAlister <colen@wolflair.com>
7. Re: Mordheim house rule.
From: "Michael Ivan Arient" <nurgle@shaw.ca>
8. Re: Problem adding numbers
From: Colen McAlister <colen@wolflair.com>


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Message: 1
Date: Tue, 12 Nov 2002 20:16:20 -0000
From: "Craig" <hinduchilli@yahoo.com>
Subject: Help! Option Display issues.

I'm in the middle of creating AB files for a game, and in it certain
of the units have A LOT of options to choose from. The problem is
that AB(2.2c) isn't showing all of them. The bottom 10 or so
(roughly the 5th 'page') aren't displaying at all. Does anyone know
how to fix this?



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Message: 2
Date: Tue, 12 Nov 2002 21:04:38 -0000
From: "Michael Ivan Arient" <nurgle@shaw.ca>
Subject: Mordheim house rule.

My group and I have interpreted that a henchman who is promoted
should have access to 2 skills available, plus the racial skill (If
any). I contacted the data file creator who informed me that GW
does not see it this way.

I can't seem to modify the file in any way so that the option
becomes "Choose 2 skills minimum, but 3 maximum" if you understand
what I'm saying.

If anyone can help here, that would be great.



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Message: 3
Date: Tue, 12 Nov 2002 13:28:25 -0500 (EST)
From: Steve Mansfield <steve@gametools.com>
Subject: Re: Mordheim house rule.

> My group and I have interpreted that a henchman who is promoted
> should have access to 2 skills available, plus the racial skill (If
> any). I contacted the data file creator who informed me that GW
> does not see it this way.

Do you mean, access to 2 skills, or access to skills from two groups? The
latter is true.

> I can't seem to modify the file in any way so that the option
> becomes "Choose 2 skills minimum, but 3 maximum" if you understand
> what I'm saying.
>
> If anyone can help here, that would be great.

I'd have to do a lot of digging personally, for which I don't have time myself.

--
Steve (That's Mr. Bugman to you, lad...)


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Message: 4
Date: Tue, 12 Nov 2002 14:36:54 -0800
From: Colen McAlister <colen@wolflair.com>
Subject: Re: Mordheim house rule.

At 09:04 PM 11/12/2002 +0000, you wrote:
>My group and I have interpreted that a henchman who is promoted
>should have access to 2 skills available, plus the racial skill (If
>any). I contacted the data file creator who informed me that GW
>does not see it this way.
>
>I can't seem to modify the file in any way so that the option
>becomes "Choose 2 skills minimum, but 3 maximum" if you understand
>what I'm saying.
>
>If anyone can help here, that would be great.

At the moment, all the 'Allow X Skills' options have a conflict group of
'Skl', which is limited to 2 selections. The only way to change this would
be to edit the datadef, which is generally a Silly Thing To Do (tm).

So the easy way to do it as follows: Create another file, called
my_skills.mor or similar, and augment all the 'Allow <Race> Skills' options
with the attribute 'xcon:none', to remove their conflict group. That should
do the trick nicely - you'll be able to select 2 skill groups, plus the
racial group.


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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Message: 5
Date: Wed, 13 Nov 2002 01:02:17 -0000
From: "Kerinst" <kerinst@yahoo.com>
Subject: Problem adding numbers

I am working with the creator, and I have a specific unit where I can
take between 3 and 10 of that unit... each unit has several crew...
if extra weapons are selected then the unit crew should raise 2 for
each of the weapons... so far I can get it to raise for the first
time I take a weapon in the squad of vehicles... but if I take the
weapon again it will not add... I am using rang to determine how many
of each specific weapon are in the group and I thought the csiz would
work to affect the crew properly... can anybody suggest to me how to
do this?



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Message: 6
Date: Tue, 12 Nov 2002 22:45:44 -0800
From: Colen McAlister <colen@wolflair.com>
Subject: Re: Help! Option Display issues.

At 08:16 PM 11/12/2002 +0000, you wrote:
>I'm in the middle of creating AB files for a game, and in it certain
>of the units have A LOT of options to choose from. The problem is
>that AB(2.2c) isn't showing all of them. The bottom 10 or so
>(roughly the 5th 'page') aren't displaying at all. Does anyone know
>how to fix this?

There is a limit of 100 (or some other similarly large number) options that
can be shown for a single unit. You shouldn't even need this many - are you
sure you wouldn't be better modelling some things as items, for example?


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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Message: 7
Date: Wed, 13 Nov 2002 06:40:49 -0000
From: "Michael Ivan Arient" <nurgle@shaw.ca>
Subject: Re: Mordheim house rule.

Thankyou very much! I'm sure if I were more familiar with the
creator program, I may have figured this out in... a long while. I
had no idea I could simply add a file for house rules like that.
Thankyou very much once again!

Michael Arient



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Message: 8
Date: Wed, 13 Nov 2002 03:18:28 -0800
From: Colen McAlister <colen@wolflair.com>
Subject: Re: Problem adding numbers

At 01:02 AM 11/13/2002 +0000, you wrote:
>I am working with the creator, and I have a specific unit where I can
>take between 3 and 10 of that unit... each unit has several crew...
>if extra weapons are selected then the unit crew should raise 2 for
>each of the weapons... so far I can get it to raise for the first
>time I take a weapon in the squad of vehicles... but if I take the
>weapon again it will not add... I am using rang to determine how many
>of each specific weapon are in the group and I thought the csiz would
>work to affect the crew properly... can anybody suggest to me how to
>do this?

As you found out, csiz doesn't work when used with the 'rang' attribute.
You'd need to have a few different options:

1 extra weapon (has csiz:unit+2)
2 extra weapons (has csiz:unit+4)
3 extra weapons (has csize:unit+6)
..etc..

And make sure only one of them can be selected at once (by using conflict
groups or the over: attribute, for example).


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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