avatar Complex Units
July 24, 2010 04:10PM
Hi! I'm trying to create a dark eldar ruleset for WarHammer 40K and I have problems defining the Retinue for the Lord; the rules (as written in the codex) are: DE Lord may have a retinue made up by 5 to 10 Incubi and/or Warrior that count has a single unit; up to 2 Incubi may have a Shredder or a Blaster; up to 2 Warrior may have a Splinter Canno or a Dark Lance; one Incubi can become an Incubi Master if there are more then 5 Incubi.
I was able to set the rule to include all this thing but the point count is wrong (if I add one Shredder in the Incubi section it sums one Shredder for each Incubi in the section). There's a way to do all this without writing a validation rule?
Thanks for the answer, excuse my bad english and compliments for this great program of yours.



Edited 1 time(s). Last edit at 07/26/2010 12:48PM by zerokappa.
avatar Re: Complex Units
July 28, 2010 01:11PM
I see you have found some kind of solution splitting the Incubi into separate bonuses.

I think that the best way to solve this and similar problems would be to add a "relative" parameter for bonus in TWR specification. By default it would be 'yes' but after setting it to 'no' point cost of the bonus would not depend on its parent count.

I will create a forum thread in a minute with list of all features that are lacking in TWR 2.0 format to create a perfect, backward-compatible 3.0 specification.



avatar Re: Complex Units
July 28, 2010 03:09PM
I've tried many variation and connection... still in search for a pefect solution.
Dark Eldar Codex is old... very old actually (we are waiting for an update to come in October) and I think that Lord Retinue is more complex then any other in all WH40K.
I'll wait for v3.0 to code the retinue... other units are pretty simple.

Thanks for all you do!!
avatar Re: Complex Units
June 09, 2011 09:23PM
I have a similar issue with Black Templar Crusader Squads. They contain two different models in the same squad (much like some Ork units): Initiates and Neophytes, both with different stat lines.

Should I wait for v3.0 or is there a way to display multiple lines of fields?
avatar Re: Complex Units
June 10, 2011 12:53AM
If I understand what you are trying to achive you can try to create a 'free' and 'mandatory' bonus that will contain Neophytes stats. something like this:

<unit>
    <uid>xxx</uid>
    <name>Black Templar Crusader Squad</name>
    <description></description>
    <categories>
        <category>Core</category>
    </categories>
    <extraFields>
      <display>Initiates</display>
      <field><name>stat1</name><value>10</value></field>
      <field><name>stat2</name><value>9</value></field>
    </extraFields>
    <baseCost>0</baseCost>
    <costPerUnit>10</costPerUnit>

    <bonus minCount="1" maxCount="1">
      <uid>yyy</uid>
      <name>Neophytes</name>
      <description></description>
      <baseCost>0</baseCost>
      <costPerUnit>0</costPerUnit>
      <extraFields>
        <display>Neophytes</display>
        <field><name>stat1</name><value>2</value></field>
        <field><name>stat2</name><value>7</value></field>
      </extraFields> 
    </bonus>
</unit>


is this satisfying?



avatar Re: Complex Units
June 10, 2011 08:51AM
Sounds like what I want to do, I will try it out.

Thanks!
avatar Re: Complex Units
June 10, 2011 11:02AM
I don't seem to be able to make them have a cost (they should cost 10 imaginary credits each), maybe it's not possible?
avatar Re: Complex Units
June 13, 2011 10:01PM
can you explain how does the "Black Templar Crusader Squad" work a little bit more?
becaus i guess i do not understand.
Can this unit be buid of multiple Initiates and Neophytes units?
for example can i hev 5 Initiates and 10 Neophytes in one sqad? or is this allways one to one?



avatar Re: Complex Units
June 14, 2011 01:56PM
I solved it, must have been misformed XML.

That particular unit works like this:

You can have 5-10 Initiates, they cost 16 points each. For each Initiate, you can have a Neophyte, which cost 10 points each. You can never have more Neophytes than Initiates (Neophytes are basically Templar Sergeants, learning from a Templar (for those of you that are familiar with the Templar (useless analogy, I know)).

But never mind, I solved that part.

---

I have on the other hand an issue with another additional unit inside another unit. It works like this:

Almost all HQ choices (Marshal/Chaplain/etc.) can have a Command Squad. No problem, I created that as a bonus. Works like a charm - except for bonuses for the Command Squad.

For each bonus for the Command Squad, the cost is multiplied with the number of soldiers in the command squad - wether I use baseCost or costPerUnit.

An example:

My Marshal (80 points) has a Command Squad of 5 Terminators (200 points), that equals 280 points. So far so good, that works.

But if I want my Command Squad to have one Chainfist (5 points) - the cost for that bonus is multiplied with 5 (the number of soldiers in my command squad). My cost for the Command Squad is now 220 points, instead of the 205 points it should be.

Maybe there is something I am doing wrong, or maybe there is a problem with using too many children in the XML. Not sure, this is the code for the Chainfist (if that makes any difference):

<bonus minCount="0" maxCount="8">
	<uid>2fd63eafe691fe6f259e79777e281c24</uid>
	<name>Chainfist</name>
	<description>Power Fist. 2D6 armour penetration.</description>
	<baseCost>5</baseCost>
	<costPerUnit>0</costPerUnit>
</bonus>

And here is a shortened version of the full bonus code:

<bonus minCount="0" maxCount="1">
	<uid>1e515161a9268c8b62e19cb64859be9a</uid>
	<name>Command Squad</name>
	<description></description>
	<baseCost>0</baseCost>
	<costPerUnit>0</costPerUnit>
	<bonuses minCount="0" maxCount="1" uid="94c256f75f2123f299327fd40f290e4b">
		<uid>d1646507f8f799c314f0041274aa1492</uid>
		<name></name>
		<bonus minCount="0" maxCount="1">
			<uid>0abaf16bc6eef1939c6e0dc78dcabf4a</uid>
			<name>Sword Brethren Terminator Command Squad</name>
			<description></description>
			<baseCost>0</baseCost>
			<costPerUnit>0</costPerUnit>
			<bonuses minCount="0" maxCount="10" uid="89675b08ca66e7efef6b6bfbd03b97a2">
				<uid>cd93fc998af0e6f0f31c1c26a5714a9f</uid>
				<name></name>
				<bonus minCount="4" maxCount="9">
					<uid>996b1856942dc660899ae410ba602642</uid>
					<name>Terminator</name>
					<description>Teleport</description>
					<baseCost>40</baseCost>
					<costPerUnit>0</costPerUnit>
					<extraFields>
						<display>Lots of fields</display>
						<field>
							<name>Yaddayadda</name>
							<value>Numberwang</value>
						</field>
					</extraFields>
					<bonus minCount="0" maxCount="8">
						<uid>2fd63eafe691fe6f259e79777e281c24</uid>
						<name>Chainfist</name>
						<description>Power Fist. 2D6 armour penetration.</description>
						<baseCost>5</baseCost>
						<costPerUnit>0</costPerUnit>
					</bonus>
				</bonus>
			</bonuses>
		</bonus>
	</bonuses>
</bonus>



Edited 1 time(s). Last edit at 06/14/2011 02:00PM by WilliamWM.
avatar Re: Complex Units
June 20, 2011 11:41PM
Yes, indeed this is a known problem of embedding multiple bonuses. TWR2.0 format is not completely clear of how the cost should be calculated in such complex cases but logic says that in your case each terminator is updated with a Chainfist.

One of possible solutions will be to move the Chainfist out of the Terminator bonus and name it 'Terminator with Chainfist' please check this:

[armycalc.com]

Also it is not necessary to put 'bonuses' tag around every 'bonus' tag.
I've used this code to achieve this:

<?xml version="1.0" encoding="utf-8"?>
<units xmlns="armycalc" xmlns:xsi="[www.w3.org]; xsi:schemaLocation="armycalc [armycalc.com]; version="2.0">
  <unit minCount="1" maxCount="1">
    <uid>thishavetobeuniqueforeachunitasdasdasd</uid>
    <name>Example Unit</name>
    <description>Edit this unit or delete it and create new ones.</description>
    <categories>
      <category>Example Category</category>
    </categories>
    <extraFields>
      <display>Example Unit</display>
      <field><name>field1</name><value>3</value></field>
      <field><name>field3</name><value>xxx</value></field>
    </extraFields>
    <baseCost>10</baseCost>
    <costPerUnit>20</costPerUnit>
    <thumbnail>example.jpg</thumbnail>
  <bonus minCount="0" maxCount="1">
  <uid>1e515161a9268c8b62e19cb64859be9a</uid>
  <name>Command Squad</name>
  <description></description>
  <baseCost>0</baseCost>
  <costPerUnit>0</costPerUnit>
  <bonuses minCount="0" maxCount="10" uid="89675b08ca66e7efef6b6bfbd03b97a2">
        <uid>cd93fc998af0e6f0f31c1c26a5714a9f</uid>
        <name></name>
        <bonus minCount="0" maxCount="10">
          <uid>996b1856942dc660899ae410ba602642</uid>
          <name>Terminator</name>
          <description>Teleport</description>
          <baseCost>40</baseCost>
          <costPerUnit>0</costPerUnit>
          <extraFields>
            <display>Terminator</display>
            <field>
              <name>Yaddayadda</name>
              <value>Numberwang</value>
            </field>
          </extraFields>
        </bonus>
        <bonus minCount="0" maxCount="10">
            <uid>2fd63eafe691fe6f259e79777e281c24</uid>
            <name>Chainfist</name>
            <description>Power Fist. 2D6 armour penetration.</description>
            <baseCost>45</baseCost>
            <costPerUnit>0</costPerUnit>
           <extraFields>
            <display>Terminator with Chainfist</display>
            <field>
              <name>Yaddayadda</name>
              <value>Numberwang</value>
            </field>
          </extraFields>
          </bonus>
    </bonuses>
   </bonus>
  </unit>
</units>

Is this solution satisfying you?



avatar Re: Complex Units
June 21, 2011 01:41PM
Thanks for the suggestion!

It will work as a workaround. I'll give it a try and see how it works out.



Edited 1 time(s). Last edit at 06/21/2011 02:18PM by WilliamWM.
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