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Executive_Outcomes Federated Suns Private
Joined: 02-Feb-2005 00:00 Posts: 21
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Posted: 09-Mar-2005 00:04 Post subject: Battle Armour Factory |
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Hi All, not to sure if i've posted the link here for my battle armour program, but i'm sure someone might be intrested in it.
(posted straight from solaris7.com)
Hi All.
I've managed to add a decent looking record sheet for printing out your hard worked designs so you can get to blasting on the gaming table.
a quick note about how things work and what i've 'assumed'
* I've included by default both clan and comstar sizes on the to hit tables etc. it just makes it easier for me.
* I've also tried to keep the missile hit table in line with the standard SRM 2 chart. so in order to do this i've hade to 'invent' some missile charts. Thats the good thing about being non-canon . what this means is that there are some odd lists, so if you want to keep it canon please use the correct chart and role twice or 4 times etc to get the right amount of missile. I just went for an easy alternative.
* I've allowed you to pick either a squad size as 4,5 or 6 - i've test this with an 18 point armour suit and 6 members to a squad and they all fit with out problem.
Other then that it should function/look like a normal record sheet, so please have a print and let me know how it goes.
Change List: 09/02/2005
* Added Record Sheets !!!
* Fixed anotherissue with missiles and crits. Hopefully the last one.
* A few other 'cosmetic' changes.
as always.
http://users.bigpond.net.au/executive-outcomes/baf.exe - for new users
http://users.bigpond.net.au/executive-outcomes/bafpatch.exe - for current users
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Motown Scrapper Clan Ice Hellions Galaxy Commander
Joined: 24-Jul-2003 00:00 Posts: 2074 Location: United States
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Posted: 09-Mar-2005 06:44 Post subject: RE: Battle Armour Factory |
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I am sorry to report for whatever the reason your programs seem to be incompatable with my system.I have Windows 2000 Professional I am using an AMD-K6(tm) 3D Proccessor operating at 550mhz I have a duel drive system and I have your programs located in F:\Program Files.
_________________ Having more fun than a human being should be allowed to have-Rush Limbaugh www.rushlimbaugh.com
Force of nature
Still crazy after all these years
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Executive_Outcomes Federated Suns Private
Joined: 02-Feb-2005 00:00 Posts: 21
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Posted: 09-Mar-2005 07:23 Post subject: RE: Battle Armour Factory |
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Hi Mo_Town
the files need to be located in
Battle Armour Factory:
c:\program files\cbt editors\battle armour factory
and
Vehicle Forge:
c:\program files\cbt editors\vehicle forge
you might need to make a folder and manually copy the files from the F: to the C:
there is no way around this until i can code the program/s to be located anywhere.
again, just copy/move them from the f: to the c: and they should work. i've had it tested on win98, win2k, win XP sp1 and sp2 without any problems.
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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 09-Mar-2005 17:53 Post subject: RE: Battle Armour Factory |
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Doesn't look bad at all. It actually seems a little easier to use than VCF.
Two questions for you.
First. As I recall, they recently came out with official battle armor rules; this is what HMBA is based on. Is this based on those same rules?
Second. In the listing of battle armor abilities, the red circle with a slash means that it lacks those abilities, yes? How do I give it those abilities?
Keep up the good work! We appreciate it.
_________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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Executive_Outcomes Federated Suns Private
Joined: 02-Feb-2005 00:00 Posts: 21
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Posted: 09-Mar-2005 22:04 Post subject: RE: Battle Armour Factory |
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Star Raven
in answer to the first question, its based on the same rules, i bought the cbt companion to make sure i was coding the right rules. unlike HMBA, i haven't bothered with the rpg rules (as such).
the second part, yep the circles will change to a tick once you add the right equipment. ie battle claws, magnets etc etc
and yeah, its a bit easier as there are "less" things to code.
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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 09-Mar-2005 22:22 Post subject: RE: Battle Armour Factory |
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Quote:
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On 2005-03-09 22:04, Executive_Outcomes wrote:
the second part, yep the circles will change to a tick once you add the right equipment. ie battle claws, magnets etc etc
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That might be a problem then. Once I add a battle claw, I should become swarm capable, right? I'm not getting that.
Edit:
Never mind. I geuss that only light and medium armor can make swarm attacks. Didn't know that. That's what happens when you don't look throughly.
And when you're munchy and make everything as big as you can.
[ This Message was edited by: StarRaven on 2005-03-09 22:27 ] _________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 09-Mar-2005 22:43 Post subject: RE: Battle Armour Factory |
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Well, I found a bug. When adding weapons, it permits me to have negative slots in a location. Specifically, I added an ER small laser with 60 shots of ammo to the right arm. It correctly counts that I've used four of ten slots and have six remaining, but it put the laser and ammo into four of the three slots in the arm, leaving me with -1 slots in the arm.
_________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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Executive_Outcomes Federated Suns Private
Joined: 02-Feb-2005 00:00 Posts: 21
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Posted: 09-Mar-2005 23:05 Post subject: RE: Battle Armour Factory |
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man, don't ya just hate that looks like i need to check the add weapon function again.
i'll get it sorted asap.
thanks
EDIT : StarRaven, i forgot to add that under CBT rules, it doesn't matter how much ammo you put down for weapons, its only missile systems that use it. under RPG rules, then the shots/ammo for the ER SML Laser count. (well thats how i under stand it)
[ This Message was edited by: Executive_Outcomes on 2005-03-10 19:02 ]
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Executive_Outcomes Federated Suns Private
Joined: 02-Feb-2005 00:00 Posts: 21
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Posted: 13-Mar-2005 20:18 Post subject: RE: Battle Armour Factory |
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Hi All,
version 2.0.0.5 is ready for downloading.
Change List: 14/03/2005
* Made some more corrections with the armour crit locations
* Fixed the non missile weapons and crits (again) should be back to normal
* Added the ability to carry A-P weapons when suits has armoured gloves.
* A few other 'cosmetic' changes and updates.
* Fixed issue when moving to heavy suits and max JP and MP should now automatically correct themselves
usual download places:
http://users.bigpond.net.au/executive-outcomes/baf.exe - for new users
http://users.bigpond.net.au/executive-outcomes/bafpatch.exe - for 2.0.0.4 users
enjoy !
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Executive_Outcomes Federated Suns Private
Joined: 02-Feb-2005 00:00 Posts: 21
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Posted: 22-Jun-2005 02:05 Post subject: RE: Battle Armour Factory |
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hi all,
ok i've finally got a new patch/version to put up.
Ver: 2.0.0.6
* Added megamek exporting function
* Fixed a few problems with html and txt outputs
* Added better support to squad support weapons
* Added better support to modular weapons
* Fixed a problem with quads and armour placement
* Added more options under printing ie 2-8 squad size.
* Added more checks to adding equipment, ie Jump Boosters and Partial Wings
* Added extra jump points with jump boosters, partial wings.
i haven't gotten back to the megamek thing yet, but i haven't forgotten. There is the option to export to megamek format howver it isn't 100% just yet. also keep in mind that the 'icon' in the game will be wrong until you edit the unit database file thingy. message me and i can tell you how.
as always
http://users.bigpond.net.au/executive-outcomes/baf.exe (new users)
http://users.bigpond.net.au/executive-outcomes/bafpatch.exe (for exsisting users).
EDIT: found a problem with removing squad support weapons. i'll have it fixed tomorrow and a patch uploaded for everyone then, sorry 'bout that.
[ This Message was edited by: Executive_Outcomes on 2005-06-22 09:57 ]
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Executive_Outcomes Federated Suns Private
Joined: 02-Feb-2005 00:00 Posts: 21
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Posted: 22-Jun-2005 22:16 Post subject: RE: Battle Armour Factory |
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ok, back again.
ver 2.0.0.7 is ready to download
Fixes:
* Fixed the deleting of the Squad Support Weapons
* Fixed adding squad support weapons (enforced the free slot checks)
* Few 'behind the scenes' code changes to make things a bit better
* Changed the name of the custom/config A-P choice to A-P weapon space. think this makes more sense.
same ol place to download
http://users.bigpond.net.au/executive-outcomes/baf.exe (new users)
http://users.bigpond.net.au/executive-outcomes/bafpatch.exe (for exsisting users).
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Executive_Outcomes Federated Suns Private
Joined: 02-Feb-2005 00:00 Posts: 21
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Posted: 23-Aug-2005 00:24 Post subject: RE: Battle Armour Factory |
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bumpity bump
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Mulkosaur ComStar Private, First Class
Joined: 09-Oct-2003 00:00 Posts: 27
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Posted: 23-Aug-2005 03:10 Post subject: RE: Battle Armour Factory |
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Thanks for making the program been wanting to design a few suits for awhile.
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