12 APR 15 - Finally looking at code again 24 JUL 14 - This hasn't been updated in a really long time Design Issues: - Only about 40% done inserting fluff data into entries - Need to go over each entry and ensure manufacturers of each item is ok - Need to go through all factories, ensure formatting is correct, and add factory notes from fluff - Still lots of questions about equipment - Still lots of questions about units - A turret could have 0 armor and exist, yet I don't think most of my code would see it that way. I need to set items that do not exist to -1 I think instead. - MJB Weight isn't being calculated - New BF values. AS_Hexes and AS_Threshold to support mobile structures High Priority Fixes: - Chrome's new PDF reader doesn't support wingdings, which I use for circles on record sheets. Fuckers. - I don't think all the BF weapons are taking into account their to-hit mods, like the Stone Rhino 6 - Turrets and Basic/Advanced Fire control do not calculate weight properly yet - While the RS shows things like swords and targeting computers as the right size, the W&E list shows them as 0 as they have simply not been calculate yet. I need to calcualte them upon loading a unit - Armored actuators, engines, gyros, cockpits don't show up - Handle/validate armored components. Especially the head. - Add AsOf date to SQL database - Cache quickitem list in ram while creating RS, stop using DB so much - Mauna Kea: Doors, like 1/Rear and stuff, not parsed right - DCC/DRONE/DRO/etc - Primitive Engines - Partial Wings on Record Sheet - AES on Record Sheet - Tracks on Record Sheet - Talons on Record Sheet - Mechanical Jump Booster on Record Sheet - Add support for drone control (line 1134, modconverter) - Set bay class (line 1180, modconverter) - Extra fuel doesn't show up on critical tables. This is an issue with the method of calculation and will eventually get fixed. Behind-the-scenes Changes - Instead of loading from a TXT file, recreate table with proper parameters dynamically - API to query stats on units, or get all stats for a unit - Track all requests and errors - Based on manufacturers, automatically create probably factions - Stop using dynamic number for record sheets. Instead use the name+model+omni, if unique, as the identifier. - Cache the HTML output TRO pages - When drawing all point circles, center them vertically and horizontally, maybe spread them equally vertically and horizontally as well Future Features: - Button on each unit page to submit an error - User login. Potentially use phpBB for the validation and such - Allow users to create their own formations. Print them in a single PDF of record sheets, or Quick Strike, or Battleforce sheets. Optionally print as large BF formations. Or just print out a list. - Each user element is in a different table. This way things like ammo, damage, etc can be tracked - ATOW Character Generator, with tracker for RPG tracking - The TRO page will have a previous/next button, to cycle between all available images - Search by equipment, manufacturers, fluff, or all sorts of other things - Time of repair determination. Can give resources and all repairs will be attempted, based on criteria you select (mobility up, firepower up, etc) - Type of refit determination - Page to input data, and have the design validated - Page to apply damage, use ammo, and so forth for player based units - Finish Code for PDF *OR* PNG Vehicle BF - Finish Code for PDF *OR* PNG Mech BF - Finish Code for PDF *OR* PNG Aerospace BF - Finish Code for PDF *OR* PNG Warship BT/QS/BF - Finish Code for PDF *OR* PNG Jumpship BT/QS/BF - Finish Code for PDF *OR* PNG Station BT/QS/BF - Finish Code for PDF *OR* PNG Dropship BT/QS/BF - Finish Code for PDF *OR* PNG ProtoMech BT/QS/BF - Finish Code for PDF *OR* PNG Battle Armor BT/QS/BF - Finish Code for PDF *OR* PNG Infantry BT/QS/BF - Finish Code for PDF *OR* PNG Building BT/QS/BF - Finish Code for PDF *OR* PNG Mobile Structure BT/QS/BF - Finish Code for PDF *OR* PNG Warship BT/QS/BF - Add many more images of units from all over. Allow user to request which is on their record sheet - Create production map of an element - Unit combat simulator. Pick 2 units, pick a range, and the two will slug it out until one dies, multiple times, to let you know which is "better", more features will eventually be added - Save to Megamek, SSW, HMP, etc - "Export PDF" option, that basically takes a known published book, and creates a PDF with all those units in typical TRO format, optionally with record sheets within or at the end of the PDF. - Ability for you to upload your own designs, that can be selected as an option when doing searches (by default they will always be off however) - Screen saver version, randomly shows images, record sheets, or maybe even a bunch of random units on a megamek map (just an image, nothing more, I can make the maps and copy images easy enough) - Clicking a TRO or RS will link to a search page with all units from that product - I'd like to give an ability to put in a path to your PDF, which could then have a link that opened on an exact page, though opening local files with a website I think may be impossible (security reasons) - Tablet/Phone interface to use for your units while gaming. Network support so there can be limited intel, hidden movement, etc. - Maybe in the big weapon detail section. Instead of having a # for the items, under each row have a listing of O's for each item on the unit. Maybe broken down by Front/RA/LA/Back(Turret) or something. May work well, may not, dunno. - Add support for pilot names/skills on the record sheets - When drawing all point circles, center them vertically and horizontally, maybe spread them equally vertically and horizontally as well. This may make the spacing look nicer - Add support for frankenmechs & patchwork armor (structure type, structure tons, tech, and armor type by location) - Option for d12 for critical hits, instead of 1-3+1-6, and 4-6+1-6 - Record sheet weapons have a # identifier by them, so a box of death can be used for weapons - Configure die set colors, then print each weapon in a specific color to help out to-hit rolls - Add support for calculating BV based on environment. Things like high gravity, underwater, vacuum, etc, can all affect BV pretty considerably Additional Products: - Planet Atlas System - Force System (listing of various unit rosters) - Battle Tracker (history/notes of all battles) - Personality Tracker (track people in universe, I have ZERO motivation to input the data however, so somebody else will have to do the data input) Quick Strike, Alpha Strike, and Battleforce Generation Notes: - New Abilities: - BW# = Burn weeks of fuel - FP# = Fuel points. Aerospace units get 1 per 3 points of fuel, and each can move 1 map. It can be doubled if it doesn't need to return to base. - STR# = Strafe attack for fighters - LA#/# = Limited Ammo Shots/Tons. For ballistic only attacks, a unit gets this many attacks before resupply tonnage in ammo must be done. - Attacks are now #-#/#-#, for Energy-Overburn/Ballistic-Overburn. If there is no overburn, there will be only 1 number. If there is only 1 number, treat it as energy. - HH#/#-# = Hand held weapon attacks. Each unit can only use 1. The attack is energy/ballistic-# of shots. The first weapon hit critical destroys it. They might be represented by counters. - RL# = Strength of a single rocket launcher attack, can only be used once. - ARM = Arms. Mechs with 2 hand actuators. These can carry hand-held weapons and climb stuff. Also includes protomechs, and battle armor/infantry with anti-mech ability - Armor/Structure System: - I never cared for the +1 damage to rear attacks, as it simply doesn't mirror BT nor does it really make it any faster. Instead the following is used: - Armor is still circles, but it would be in the formation #/#/#. The 3 numbers are ALL, FRONT, and REAR. An AS7-D Atlas would go from 10 armor and 8 structure, to: OOOOO/OOOO/O and OOOO/OOOO - When damage is taken, it alternates between ALL and FRONT. However, if it is a rear shot the rear circle is taken out instead. - Once all the circles of a given type are taken out, structure circles are then taken out in the same location - ALL represents the arms/legs/head, front represents the CT/RT/LT, and back represents the CTR/RTR/LTR. The total armor/structure must be the same as it would normally be, add any reminders to the front. - In the AS7-D's case, if it is undamaged and attacked on the rear, the 4th damage point scored would go to the structure instead (ALL-REAR-ALL-REAR, with the last rear having no armor, and thus hitting the Front/Back structure section) - If a unit has LRM, I don't add "IF", as LRM is also "IF" - If a unit has quirks, and they matter in BF/QS, they are listed in brackets after the special abilities - C3 needs additional point value for each unit if its used - I had to come up with an algorithm to generate mech structure. This was to support frankenmechs and superheavy mechs. The original tables on p359 of SO simply didn't work for everything. It should be the same in non-frankenmechs under 101 tons. - Sometimes my rounding was a bit different. Often "round up" was in the rules, but sometimes it didn't make sense (1 point of armor rounding up to 1 damage in BF). So instead, I usually round normally, but in some cases ensure there is a value of at least 1. - * by the BV denotes a value calculated by code, instead of whatever was listed on a canon record sheet - I round damage to the nearest 10, not up to the nearest 10. - All special attacks (AC, LRM, etc) must do at LEAST 10 damage at *some* range band to get their factor. - Heat efficiency is calculated per range band, not overall. This helps units that would overheat at short range, but could keep up long range fire all day long. - I add maximum movement heat to all attacks. This can hurt some light long jumpers with lots of lasers, but in battle they always run really hot anyway, and they do still have overburn! - I dynamically determine the structure for superheavy mechs and frankenmechs. This is because there is currently no support for frankenmechs or super-heavy Mechs, so I extrapolated. - If the rounded damage was under 1, I gave a “#+” value instead, meaning if you do get a hit, you need to roll that number or higher on 1d6 to do 1 damage (so 2 damage would need a 6+) - Instead of a single modified roll to hit doing full damage, I *HIGHLY* recommend using the missile hit table with inverted modifiers applied to that roll instead. Still 1 roll, MUCH more realistic damage. - Melee (MEL) attacks should be able to be used WITH standard attacks. Units can always kick (or if leg weapons, punch), so it shouldn't be an either-or sorta thing. However, to do 1 melee damage point requires being adjacent, and rolling equal to or less than the size factor. - Units have a repair cost for armor/structure damage, this is equal to the total cost of armor divided by the armor points, and the total cost of the unit (minus armor and of course ammo) divided by structure. These costs are divided by 10,000 C-Bills. - Image Issues: - Shandra reconnaissance vehicle (from RS:MWDA) has no decent image anywhere i can find, and some MWDA units have crappy pics, but ALL units now have at least 1 image. - Generic infantry has never had specific images, the canon MUL used infantry from TRO 3085 but I left them blank - Most buildings don't have graphics - Some more generic units I used substitute graphics, like some generic weapon carriers, or units that have alternate mobility types with no new pic, or some of the generic MWDA IndustrialMechs Quick Strike/Alpha Strike/Battleforce Ideas: - I was thinking XL engines treat ammo hit as destruction instead, as they are more vulnerable. This way they'd have the same structure, just more of a chance of dying from a crit. - When rolling to hit, inverse the modifiers and roll your 2d6. Instead of a hit/miss doing full damage, use the missile hit table. This is FAR more accurate to the game, makes more sense, and is simple - You should track ammo, seriously. Some units, say an AS7-D Atlas, only has 3 turns of combat endurance, after that its got 2 medium lasers and thats it. Without ammo, heavy ammo using mechs tend to be FAR more effective over time. - Ablity to attack multiple targets? If swarmed by 1 damage units, the amount of overkill means most damage of powerful units are wasted, when in BT they could kill multiple units. - It is stupid to think that just because a weapon is more accurate, it can do more damage. Since we use 100% of potential damage to determine amount of damage, there isn't really a way to fix it I can think of yet.