cyberbooster wrote:Ok. I won't make notes about that, because it wouldn't make sense to put the same note on 75% of the units in an army. I hope people will read the game manual.
That's something I've put into a readme file for the race file
cyberbooster wrote:Anyway, there is another small issue that I need to fix:
I have a vehicle which can choose between having 4 identical weapon or another set of 4 identical weapon. I tried to set up a type and set minimum to 4 (and then individually from 0 to 4) but obviously it will not work because you can't setup a minimum for a type.
You would need to make a "default" set-up and let the user modify that. If it is the "Aircraft unit" then make both required and belonging to the same exclusivityGroup. I did something similar for Dark Elf jetfighter entry, looks like this.
- Code: Select all
<equipmentSlots>
<equipmentSlot name="missile">
<maxLimit>
<core:absoluteLimit limit="4" />
</maxLimit>
</equipmentSlot>
</equipmentSlots>
<unitEquipment>
<unitEquipmentItem id="DarkLance" required="true" exclusivityGroups="wing" costMultiplier="0"><minLimit><core:absoluteLimit limit="2" /></minLimit><maxLimit><core:absoluteLimit limit="2" /></maxLimit></unitEquipmentItem>
<unitEquipmentItem id="Disintegratorcannon" required="true" exclusivityGroups="wing" ><minLimit><core:absoluteLimit limit="2" /></minLimit><maxLimit><core:absoluteLimit limit="2" /></maxLimit></unitEquipmentItem>
<unitEquipmentItem id="Monoscythemissile" costMultiplier="0" equipmentSlot="missile"><minLimit><core:absoluteLimit limit="0" /></minLimit><maxLimit><core:absoluteLimit limit="4" /></maxLimit></unitEquipmentItem>
<unitEquipmentItem id="Necrotoxinmissile" costMultiplier="0.5" equipmentSlot="missile"><minLimit><core:absoluteLimit limit="0" /></minLimit><maxLimit><core:absoluteLimit limit="4" /></maxLimit></unitEquipmentItem>
<unitEquipmentItem id="Shatterfieldmissile" costMultiplier="0.5" equipmentSlot="missile"><minLimit><core:absoluteLimit limit="0" /></minLimit><maxLimit><core:absoluteLimit limit="4" /></maxLimit></unitEquipmentItem>
<unitEquipmentItem id="Twin-linkedsplinterrifles" required="true" exclusivityGroups="upg" />
<unitEquipmentItem id="Nightshields" />
<unitEquipmentItem id="Flickerfield" />
<unitEquipmentItem id="Splintercannon" required="true" exclusivityGroups="upg" />
</unitEquipment>
In this case I had to allow for any mix of missiles 0-4 so the user has to pick those and can't make the required items.
However the "wing" mounted weapons are 2 Dark Lances swappable for 2 disintegrators.
They are both required but can replace each other. In this case in the program the Darklances will be pre-selected (the program takes the first required item from a list if they belong to the same group) and you can replace them with the other option, but otherwise you cannot modify either option.
cyberbooster wrote:Edit: another thing, is any way to set up an ability and then apply different levels of that ability to different units? Actually I coded the same ability with different levels as if they were different from each others (so it works), but I would like to make things easier.
No. I've done different versions of the special rule just as you did. WHFB has eg. Magic Resistance (1) (2) (3) so I've just made a different one for each "level". It's not much a bother when I've used a spread sheet tool to do it, copy/paste basically. I should have mentioned that before. I wrote a spreadsheet with macros to make datafile coding easier. It's not always "user friendly" because I made it for my own use. You can read about it here:
http://dev.ibboard.co.uk/projects/warfo ... ipmentToolI've made it more advanced but more complicated now.