OpTemplate

Discussion area for campaign development

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Spork
Mekwars Developer
Posts: 3917
Joined: Wed Feb 13, 2008 10:23 pm

OpTemplate

Post by Spork »

OK, gents. In theory, everyone who can post in this forum has committed himself to the betterment of the campaign through assisting staff in some way. Lately, most of that effort has been focused on the Wiki, but that doesn't mean it has to stop there.

Let's talk about the OpTemplate. A couple things here - first, what settings do *you* think should be shown. You can find all the settings here: https://sourceforge.net/p/mekwars/code/ ... ation.java

Secondly, the template is functional but ugly. One of you must have some concept of non-ugly web design. Give me some pretty HTML. Rules for template customization can be found here: https://sourceforge.net/p/mekwars/code/ ... Viewer.pdf
Never had much, grew up with nothing
But the music, well it was something
Been down and out, I've been on top of the world,
World that keeps on spinning on a turntable.

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Nastyogre
MegamekNET Moderator
Posts: 4156
Joined: Sun Jul 18, 2010 4:46 am

Re: OpTemplate

Post by Nastyogre »

Ugly yes, but exactly the sort of info I've wanted to see. Hopefully others take an interest. Its even divided into sections. Joy! Something to do while I sit active!!!

This weekend is shot with Valentines and house projects. Next week. I gots 1629 lines to read, digest and ponder! WHEEE!!!

Sorry I know bupkus for HTML code. I struggle to do fluff correctly. I can read this stuff though.

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Orca
Site Admin
Posts: 428
Joined: Tue Feb 10, 2009 10:28 pm

Re: OpTemplate

Post by Orca »

Been a month now, and no input?

Ran across this: Salvage chances should possibly be in the template

fahr
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Re: OpTemplate

Post by fahr »

Orca wrote:Been a month now, and no input?

Ran across this: Salvage chances should possibly be in the template
we should also add any specail terrain restrictions (like what Interdiction does to force city maps)
It's hard to feel sexy when you wake up in a pool of your own blood.

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Nastyogre
MegamekNET Moderator
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Re: OpTemplate

Post by Nastyogre »

sorry work went crazy and after things calmed down, I totally forgot about this.

Question: In the operation viewer under faction rewards. in the Land Column I understand the Base #. The BV Mod number isn't clear even after looking at the code. ( I think its the LAttackerConquestBVAdjustment field) My guess is it means for every X BV listed in the Land/BV Mod box the land gain is adjusted? Then also the components and Units stolen is modified by that BV?
In a similar vein Units mod? I don't understand what that means. Looking at say the Dragon's Breath Superop it has 12000 for the Units mod in the "Units from bays" for every 12000 BV there is another unit stolen? Assuming I'm right on the BV mod then, say for mek conquest the BV mod is 600. How much for every 600 is added? That I don't see. Though it certainly could have been overlooked by me.


Looking at the op viewer itself, I see the rewards for the superops are different. Is this intended? Several of them steal units, some don't. Would make sense if they all did since its a factory world op.
It makes sense that the different ops would be different because the goals and approaches of each faction are different.

Looking at the payouts. I see the base and the winner as a flat amount. I've seen payments in excess of 4000 cbills, so this msut Is there a BV modifier for this too that we could show?
This would help people understand what their rewards are likely to be.

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