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Digest Number 885

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

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There are 9 messages in this issue.

Topics in this digest:

1. Re: Help wanted on how to do non linear point costs.
From: "Mr. Green" <mach_5@rocketmail.com>
2. Re: Composition Rule Sets
From: "Mr. Green" <mach_5@rocketmail.com>
3. Re: Testing multiples of a type within a single unit
From: "Mr. Green" <mach_5@rocketmail.com>
4. Re: Composition Rule Sets
From: "atrahasis1982" <owen_bell@hotmail.com>
5. Re: Composition Rule Sets
From: "Mr. Green" <mach_5@rocketmail.com>
6. Re: Composition Rule Sets
From: trent <felix@medford.net>
7. Re: Composition Rule Sets
From: "atrahasis1982" <owen_bell@hotmail.com>
8. Re: Composition Rule Sets
From: "Mr. Green" <mach_5@rocketmail.com>
9. Re: Composition Rule Sets
From: "atrahasis1982" <owen_bell@hotmail.com>


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Fri, 2 May 2003 09:42:50 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Help wanted on how to do non linear point costs.

Have you tried setting the # of elements using options? ie, 4 elements
would be the base cost, option1 would make it 5 elements for x points,
option2 would make it 6 elements for y points, etc?

Mark

--- dave_gilbert_uk <dave_r_gilbert@hotmail.com> wrote:
>
> I am trying to put together a set of files for the "Napoleonic
> Battles" rules set.
>
> One of the features of this rule set is that you can only take a
> small number of different elements to make up a unit.
> For example the swedish line infantry can consist of 4,5,6, or 7
> elements. This bit is easy.
>
> The problem is that the cost of each extra element can be non-linear.
> 4 elements costs 11.
> 5 elements costs 14.
> 6 elements costs 16.
> 7 elements costs 19.
>
> Any ideas on how to model this in armybuilder?
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@yahoogroups.com
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>


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Message: 2
Date: Fri, 2 May 2003 09:52:37 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Composition Rule Sets

Check out the ABCTutor.rft file, and specifically the 'Composition Rules'
section. This explains the format of composition rules.

Now, the 'xbrk' is a racial special attribute that allows you to create
alternate composition rule sets (ie, rule sets that are different from the
standard 'Composition Group Rules' that is defined in the Race tab. If
you open the file cr.wf6 in abcreator and look in the Augmentation tab,
you'll see a lot of augmentations listed along the left ("Race: xx").
The xx means that all of these augmentations are applied to all races
(which is what you want to do). If you look at the 4th augmentation from
the top, you'll see the 7 Knights and <2000pt composition rule sets. For
your own rule set, you can either add it to this list by adding a new xbrk
statement, or you could create an entirely new augmentation.

What specifically did you want to change for your composition rule set?

Mark



--- atrahasis1982 <owen_bell@hotmail.com> wrote:
> #
> > Look at racial attributes : xbrk and create a new scenario mode
> with
> > "mode" racial attribute.
> >
>
>
> Sorry, I'm afraid I don't understand. Which file am I looking in?
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@yahoogroups.com
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>


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Message: 3
Date: Fri, 2 May 2003 09:40:16 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Testing multiples of a type within a single unit

Good answer! That's a whole lot more complicated than I would have liked,
but you gotta do what you gotta do.

Mark

--- Colen McAlister <colen@wolflair.com> wrote:
> At 04:40 PM 5/1/2003 -0700, you wrote:
> >Unfortunately, it's both from the same source. I've got a unit that
> can
> >take up to three options (out of lets say 12). The unit can have any 3
> it
> >wants, but they can't be the same.
> >
> >Now, to make things easy (or at least less cluttered), I've put the ten
> >options into tables, so the user simply has to click each table over to
> >the option he wants and he's done. The problem with this of course is
> >that it allows the user to select an option three times (once for each
> >table).
> >
> >I didn't think there was a way of limiting the number of times an
> option
> >is taken within a unit so I'm trying to figure out a way to do it with
> >types.
>
> After a long discussion involving complex mathematics here at Lone Wolf
> HQ,
> we have discerned a solution to your problem. It involves using three
> hidden stats.
>
> Let's say you have 10 possible options in your three tables - opt1,
> opt2,
> opt3, opt4, opt5, etc etc etc. opt1 should set stat1 to the value '1'
> (note
> that it sets the stat value, not adds to it). opt2 should set stat1 to
> the
> value 2. Opt3 should set stat1 to the value 3. And so on, until opt10
> sets
> stat1 to the value 10.
>
> You'll also need 5 option categories. Table1 should be category 1;
> Table2
> should be category 3; Table3 should be category 5. (Categories 1 through
> 5
> should be placed such that options from category 1 should be evaluated
> before options from all other categories, category 2 should be evaluated
>
> next, etc.)
>
> Now make two other options. Option Calc1 should be priority 2, so it is
> evaluated after Table1, but before Table2. Calc1 should set the value of
>
> Stat2 to Stat1. Similarly, option Calc2 should be priority 4, so it is
> evaluated after Table2, but before Table3. Calc2 should set the value of
>
> Stat3 to Stat1.
>
> In case it isn't entirely clear what this will do, let's go through the
> sequence of what happens.
>
> At the start, stat1, stat2 and stat3 are all 0. Table 1 has option 1
> selected, table 2 option 7 and table 3 option 1.
>
> Table1 is evaluated first. Option1 sets stat1 to 1.
> stat1 = 1
> stat2 = 0
> stat3 = 0
>
> Now Calc1 sets stat2 to stat1.
> stat1 = 1
> stat2 = 1
> stat3 = 0
>
> Now table2 is evaluated. Option7 sets stat1 to 7.
> stat1 = 7
> stat2 = 1
> stat3 = 0
>
> Now calc2 sets stat3 to stat1.
> stat1 = 7
> stat2 = 1
> stat3 = 7
>
> Finally table3 is evaluated. Option1 sets stat1 to 1.
> stat1 = 1
> stat2 = 1
> stat3 = 7
>
> Now all you have to do is use lcmp to compare the stats. If any two
> stats
> are the same, and they are not zero, then an option has been selected
> multiple times and you should show a validation error.
>
> Hope this helps. This email was brought to you by the number 12 and the
> letter 's'.
>
>
> --
> Colen McAlister (colen@wolflair.com)
> Lone Wolf Development
> www.wolflair.com
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@yahoogroups.com
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>


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Message: 4
Date: Fri, 02 May 2003 17:20:15 -0000
From: "atrahasis1982" <owen_bell@hotmail.com>
Subject: Re: Composition Rule Sets

Thanks, I've looked through that file umpteen times and missed it
every time.

The rules are as follows :

1 hero only
at least 1 core
between 2 and 4 units of core/special/rare total
no more than 1 special OR rare total
no single model > 125points

There are a couple of others but I don't think ABuilder will cope as
they're VERY specific.

I'll have a bash now - if there are any really important tips you
can give, then fire away.



________________________________________________________________________
________________________________________________________________________

Message: 5
Date: Fri, 2 May 2003 10:46:01 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Composition Rule Sets


> 1 hero only
> at least 1 core

These are both doable.

> between 2 and 4 units of core/special/rare total

You will probably need to use ulmt for this, which is another racial
attribute that you can put in the same augmentation as your composition
rule set. There is more info inside ABCreator, just add a new attribute
and click on ulmt on the left and it should tell you all you need to know.

> no more than 1 special OR rare total

Same as above.

> no single model > 125points

ulmt should work here too.

> There are a couple of others but I don't think ABuilder will cope as
> they're VERY specific.

You never know 'til you try (or ask this group). :)

Mark


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Message: 6
Date: Fri, 02 May 2003 11:53:31 -0700
From: trent <felix@medford.net>
Subject: Re: Composition Rule Sets

At 10:46 AM 5/2/2003 -0700, you wrote:

> > 1 hero only
> > at least 1 core
>
>These are both doable.
>
> > between 2 and 4 units of core/special/rare total
>
>You will probably need to use ulmt for this, which is another racial
>attribute that you can put in the same augmentation as your composition
>rule set. There is more info inside ABCreator, just add a new attribute
>and click on ulmt on the left and it should tell you all you need to know.
>
> > no more than 1 special OR rare total
>
>Same as above.
>
> > no single model > 125points
>
>ulmt should work here too.
>
> > There are a couple of others but I don't think ABuilder will cope as
> > they're VERY specific.
>
>You never know 'til you try (or ask this group). :)
>
>Mark
>
>
>=====
>Warhammer Club - Vancouver, BC
>http://www.WCP-Vancouver.com
>
>__________________________________
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>The New Yahoo! Search - Faster. Easier. Bingo.
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>
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________________________________________________________________________
________________________________________________________________________

Message: 7
Date: Fri, 02 May 2003 19:27:36 -0000
From: "atrahasis1982" <owen_bell@hotmail.com>
Subject: Re: Composition Rule Sets

--- In armybuilder@yahoogroups.com, "Mr. Green" <mach_5@r...> wrote:
>
> > 1 hero only
> > at least 1 core
>
> These are both doable.

Done

> > between 2 and 4 units of core/special/rare total
>
> You will probably need to use ulmt for this, which is another
racial
> attribute that you can put in the same augmentation as your
composition
> rule set. There is more info inside ABCreator, just add a new
attribute
> and click on ulmt on the left and it should tell you all you need
to know.

Done, but how do I make it apply only when my ruleset is being used?

> > no more than 1 special OR rare total
>

I've limited special and rare to 1, but I want them to be mutually
exclusive.

>
> > no single model > 125points
>
> ulmt should work here too.
>
> > There are a couple of others but I don't think ABuilder will
cope as
> > they're VERY specific.

OK, special cases where you have two-for-one slots (gobbo spear
chuckas and the like) - I want to remove the discount. I'd also like
to limit the army to one chariot.

Thanks for your help.



________________________________________________________________________
________________________________________________________________________

Message: 8
Date: Fri, 2 May 2003 15:34:54 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Composition Rule Sets

> > > between 2 and 4 units of core/special/rare total
> >
> > You will probably need to use ulmt for this, which is another
> racial
> > attribute that you can put in the same augmentation as your
> composition
> > rule set. There is more info inside ABCreator, just add a new
> attribute
> > and click on ulmt on the left and it should tell you all you need
> to know.
>
> Done, but how do I make it apply only when my ruleset is being used?

If you're making a new type of army list (like I did with Warhammer
Skirmish), you can add the -mode= qualifier on the end of the ulmt
statement so that it will only apply when users are using your special
list. The problem with this is users won't be able to use special units
that are only available in specific appendix armies (such as City Guard
for Dark Elves) unless you make them available in your special list.

> > > no more than 1 special OR rare total
> >
>
> I've limited special and rare to 1, but I want them to be mutually
> exclusive.

This should do it:
ulmt:comp=Spec,Rare-max@unit=1

again, if you want to create a special army list mode, add the
-mode=<your-list-acronym> to the end

> OK, special cases where you have two-for-one slots (gobbo spear
> chuckas and the like) - I want to remove the discount.

So that they don't get one for free? You'd have to remove the ability for
each unit to take a second for free, ie go into each unit and delete the
option link for "Free Choice" and changing the unit sizes from 1:2 to just
1.

> I'd also like
> to limit the army to one chariot.

Again, no really easy way to do this. If you really wanted to, you could
add a type:chariot to all of the chariot units, and then add a tlmt:
restriction to your generic race augmentation (same place you're doing the
xbrk/ulmt things).

This is a fair bit of work to do, though, especially since you'll have to
pretty much re-do it each time the wf6 files get updated. It's probably a
lot easier just to let your group know 'one chariot max.

Mark


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Message: 9
Date: Fri, 02 May 2003 22:53:56 -0000
From: "atrahasis1982" <owen_bell@hotmail.com>
Subject: Re: Composition Rule Sets


> If you're making a new type of army list (like I did with Warhammer
> Skirmish), you can add the -mode= qualifier on the end of the ulmt
> statement so that it will only apply when users are using your
special
> list. The problem with this is users won't be able to use special
units
> that are only available in specific appendix armies (such as City
Guard
> for Dark Elves) unless you make them available in your special
list.

I thought of doing it this way - Appendix lists aren't being used,
so thats not a problem.

> This should do it:
> ulmt:comp=Spec,Rare-max@unit=1

Yeah I'd got that, but I'm still in moderation for this list so its
taking a few hours for my posts to appear.

> lot easier just to let your group know 'one chariot max.

Thats what I thought (and why I said it was probably too specific to
do in AB easily).

I've got most of the limits in place and working (although they're
working all the time and not just when my ruleset is selected) and
thats going to take a lot of work out of the army list verification
process. I'll keep at it and see if I can get any more of them
working but I'm happy that what I've got has saved some work. Thanks
again for all the help.



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