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Setting up Composition Rules

  • Thread starter Thread starter dalinius at yahoo.com
  • Start date Start date
D

dalinius at yahoo.com

Guest
I have created several small AB data files before, but I am just now
starting on a huge project to make files for a new game. I am having
some difficulty in figuring out how to get the game's composition
rules to work in Army builder. Can anyone offer me up some ideas taht
I can try? I will detail the rules I am trying to accomplish.

(To clarify my wording below: There are Individuals and Squads in the
game. I used the word Unit to represent both Individuals and Squads,
so 1 individual and 1 squad would be 2 Units).

1.Armies cannot contain more Individuals than they have Squads.
2.All armies can choose mercenaries as allies, but cannot choose more
units of mercenaries than they have units from their main force list.
3.Some mercenaries are Individuals and some are Squads, and added
mercenaries must still abide by rule number 1 above (so for instance,
if I have 2 Individuals and 3 Squads from my main force and want to
add 2 mercenary individuals then my total number of individuals for
my army would be 4 and hence illegal because I only have 3 Squads).

How would I go about adding in the Validation rules for this in AB?


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Types, and the trat race attribute should work here. Give individuals a
type of their race, and the type individual, squads get their race, and
type squad, and the same for mercs. Then, use the trat attribute to
create the ratios.

dalinius wrote:

> I have created several small AB data files before, but I am just now
> starting on a huge project to make files for a new game. I am having
> some difficulty in figuring out how to get the game's composition
> rules to work in Army builder. Can anyone offer me up some ideas taht
> I can try? I will detail the rules I am trying to accomplish.
>
> (To clarify my wording below: There are Individuals and Squads in the
> game. I used the word Unit to represent both Individuals and Squads,
> so 1 individual and 1 squad would be 2 Units).
>
> 1.Armies cannot contain more Individuals than they have Squads.
> 2.All armies can choose mercenaries as allies, but cannot choose more
> units of mercenaries than they have units from their main force list.
> 3.Some mercenaries are Individuals and some are Squads, and added
> mercenaries must still abide by rule number 1 above (so for instance,
> if I have 2 Individuals and 3 Squads from my main force and want to
> add 2 mercenary individuals then my total number of individuals for
> my army would be 4 and hence illegal because I only have 3 Squads).
>
> How would I go about adding in the Validation rules for this in AB?
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>




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I looked at the trat race attribute and I do not see how I can use
this. reading it, it seems that it can only be used to make hard
(static) ratios between types (you must take 2 of troop A if you want
to take 2 of troop B). This is not the case in the game I am trying
to model. how can you use the trat attribute to make a dynamic ratio
that works no matter the number of units taken. I cannot just set a
static value as then you would not be able to create an army list
according to the game.


Mathias Gehl <mgehl@h...> wrote:
> Types, and the trat race attribute should work here. Give
individuals a
> type of their race, and the type individual, squads get their race,
and
> type squad, and the same for mercs. Then, use the trat attribute
to
> create the ratios.
>



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Try
trat:Indiv@1u:Unit@1u
this says that for every unit of type Indiv, there must be (at least)
one unit of type Unit (and creates no relationship the other way around)
- trat creates minimum ratios, not static ratios


dalinius wrote:

> I looked at the trat race attribute and I do not see how I can use
> this. reading it, it seems that it can only be used to make hard
> (static) ratios between types (you must take 2 of troop A if you want
> to take 2 of troop B). This is not the case in the game I am trying
> to model. how can you use the trat attribute to make a dynamic ratio
> that works no matter the number of units taken. I cannot just set a
> static value as then you would not be able to create an army list
> according to the game.
>
>
> Mathias Gehl <mgehl@h...> wrote:
>
>>Types, and the trat race attribute should work here. Give
>>
> individuals a
>
>>type of their race, and the type individual, squads get their race,
>>
> and
>
>>type squad, and the same for mercs. Then, use the trat attribute
>>
> to
>
>>create the ratios.
>>
>>
>
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>




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Mathias' suggestion is a good one. I'll try to clarify here.

First of all, use composition groups for Individuals and Squads. You can
easily define a rule for each group that enforces the proper relationship.
Since mercenaries must still abide by the Individuals vs. Squads rule,
these are the proper things to make into composition groups.

Then you need to address mercenary limits. All mercenary units should be
assigned the type "Mercenary". Non-mercenary units can be left without any
special type assignment. Now you need to define a "trat" attribute that
limits the user to a one-to-one ratio between mercenary and non-mercenary
units. Since "trat" uses a ratio, it will scale to whatever size roster the
user creates. You can do this via the attribute below:

trat:!Mercenary@1u:Mercenary@1u

Based on the above attribute, there must be at least 1 NON-Mercenary unit
in the roster for every Mercenary unit in the roster. This satisfies your
second criterion listed below.

Hope this helps,
Rob


At 03:04 PM 12/5/2001 +0000, you wrote:
>I have created several small AB data files before, but I am just now
>starting on a huge project to make files for a new game. I am having
>some difficulty in figuring out how to get the game's composition
>rules to work in Army builder. Can anyone offer me up some ideas taht
>I can try? I will detail the rules I am trying to accomplish.
>
>(To clarify my wording below: There are Individuals and Squads in the
>game. I used the word Unit to represent both Individuals and Squads,
>so 1 individual and 1 squad would be 2 Units).
>
>1.Armies cannot contain more Individuals than they have Squads.
>2.All armies can choose mercenaries as allies, but cannot choose more
>units of mercenaries than they have units from their main force list.
>3.Some mercenaries are Individuals and some are Squads, and added
>mercenaries must still abide by rule number 1 above (so for instance,
>if I have 2 Individuals and 3 Squads from my main force and want to
>add 2 mercenary individuals then my total number of individuals for
>my army would be 4 and hence illegal because I only have 3 Squads).
>
>How would I go about adding in the Validation rules for this in AB?


---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com


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Thank you Mathias and Rob for clarifying that. Your suggestions
should work out well. I appreciate you help.

--- In armybuilder@y..., Rob Bowes <rob@w...> wrote:
> Mathias' suggestion is a good one. I'll try to clarify here.
>
> First of all, use composition groups for Individuals and Squads.
You can
> easily define a rule for each group that enforces the proper
relationship.
> Since mercenaries must still abide by the Individuals vs. Squads
rule,
> these are the proper things to make into composition groups.
>
> Then you need to address mercenary limits. All mercenary units
should be
> assigned the type "Mercenary". Non-mercenary units can be left
without any
> special type assignment. Now you need to define a "trat" attribute
that
> limits the user to a one-to-one ratio between mercenary and non-
mercenary
> units. Since "trat" uses a ratio, it will scale to whatever size
roster the
> user creates. You can do this via the attribute below:
>
> trat:!Mercenary@1u:Mercenary@1u
>
> Based on the above attribute, there must be at least 1 NON-
Mercenary unit
> in the roster for every Mercenary unit in the roster. This
satisfies your
> second criterion listed below.
>
> Hope this helps,
> Rob
>
>
> At 03:04 PM 12/5/2001 +0000, you wrote:
> >I have created several small AB data files before, but I am just
now
> >starting on a huge project to make files for a new game. I am
having
> >some difficulty in figuring out how to get the game's composition
> >rules to work in Army builder. Can anyone offer me up some ideas
taht
> >I can try? I will detail the rules I am trying to accomplish.
> >
> >(To clarify my wording below: There are Individuals and Squads in
the
> >game. I used the word Unit to represent both Individuals and
Squads,
> >so 1 individual and 1 squad would be 2 Units).
> >
> >1.Armies cannot contain more Individuals than they have Squads.
> >2.All armies can choose mercenaries as allies, but cannot choose
more
> >units of mercenaries than they have units from their main force
list.
> >3.Some mercenaries are Individuals and some are Squads, and added
> >mercenaries must still abide by rule number 1 above (so for
instance,
> >if I have 2 Individuals and 3 Squads from my main force and want to
> >add 2 mercenary individuals then my total number of individuals for
> >my army would be 4 and hence illegal because I only have 3 Squads).
> >
> >How would I go about adding in the Validation rules for this in AB?
>
>
> --------------------------------------------------------------------
-------
> Rob Bowes (rob@w...) (650) 726-9689
> Lone Wolf Development
www.wolflair.com


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