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Rob - a few things for the to-do list

  • Thread starter Thread starter mgehl at home.com
  • Start date Start date
M

mgehl at home.com

Guest
Now that I have AB2.1, I'm re-doing my Fleet Action files, and I've come
across some problems.

-A set of options are available which alter the point cost of the unit.
Using the mirr attribute, I've forced them to apply to the children of
the unit for which they are selected as well. The problem comes if one
of these options is selected, and the parent is given a different option
which disallows the cost-altering options. I can't find a way to turn
off the attributes for the children (although I've used a type attribute
to eliminate them for the parent). Of course if you go to one of the
children and alter the state of the option, it can't be put back (which
is the way I want it), but I'd like armybuilder to turn them off for me.

-An option is available under certain circumstances which adds to the
size of a composition group (using allw). This option should cost a
certain amount of points each time the same increment is added to the
composition group. However, adding a rang attribute doesn't work (the
composition group's size is altered only once, but you can keep adding
to the range). I finally used a tabl attribute to implement this, but
if an option is selected which disallows the allw option, the allowed
size of the composition group doesn't return to normal. In fact, it
seems to alter the state of the tabl selection by one down (option4 ->
option3 ->option2)

I hope you can understand my descriptions.
2.1 is great! Thanks!

Mathias Gehl
mgehl@home.com


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Rob Bowes wrote:

> What if you just assign the same type to the child units? The option
> which does "type:foo" on the parent to turn off the option can also do
> "type:foo-child", can't it?

According to the debugger, there are two lines assigning type:foo to the
parent, and none assigning it to the child. (I had forgotten when I
wrote the first email that I had tried to deal with this for a while and
then given up)


> Unfortunately, I don't really understand what you are trying to
> accomplish, so I'm not sure what to suggest as a solution. I also don't
> understand what you would need as a new feature. Please provide an
> example of what you want the user to see happen. From that, I can
> usually figure out what is needed in AB. :-)

Here's the rule I'm trying to model:
Reserves in this game have a cost reduction (you can choose 90% - 65%
depending on how delayed they are) - I've already gotten that working.
The army leader may choose an ability which guarantees that the reserves
will arrive on the turn they are scheduled to arrive. This ability
costs 50 points per 500 points of guaranteed reinforcements.

I'd like to be able to track the number of regular units, so I'm moving
the units to new composition groups depending on whether they're the
leader's unit, or in reserve. That's why I tried to implement this by
creating a composition group rule. If you can suggest a better way,
please do.

Mathias Gehl
mgehl@home.com


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At 22:25 23/12/2000 -0800, you wrote:

>>Here's the rule I'm trying to model:
>>Reserves in this game have a cost reduction (you can choose 90% - 65%
>>depending on how delayed they are) - I've already gotten that working.
>>The army leader may choose an ability which guarantees that the reserves
>>will arrive on the turn they are scheduled to arrive. This ability
>>costs 50 points per 500 points of guaranteed reinforcements.
>>
>>I'd like to be able to track the number of regular units, so I'm moving
>>the units to new composition groups depending on whether they're the
>>leader's unit, or in reserve. That's why I tried to implement this by
>>creating a composition group rule. If you can suggest a better way,
>>please do.
>
>This sounds really ugly to try and model. I honestly can't think of any
>good ways to solve this off the top of my head. Perhaps Colen can think of
>something???

An accumulated stat? It'd be fiddly to do, but it would work.

Every ship would have a stat which held the cost of the ship (called, for
example, Cost), you'd have to enter the cost there yourself. All the
options that modified the cost would also modify this stat, e.g. when you
were choosing Reserves they would multiply the ship cost by X% and the Cost
stat by X%. Then, the 'Make Reserves' option would add the final value of
this stat to another stat (let's call it Reser), which could be accumulated
with the:

accu:"Points in reserve"=Reser

You could then see the points value in reserve in the accumulated stat space.

Well, that's my idea for the day :P


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