Author Topic: MW:LL Force Calculator  (Read 4122 times)

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Offline Stormin'

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MW:LL Force Calculator
« on: May 17, 2010, 04:46:46 PM »
I made a quick and dirty force calculator based on the c-bill cost of assets in MW:LL for use in setting up team matches, so I thought I would open it up for public use.  It's missing a few items, since these costs came from the Wiki -- you will see those with a cost of zero (0).  I haven't had time as of yet to go into the game and confirm costs or get the missing ones.



Here's the link:
MW:LL Force Calculator (Lance Command)

If you like it, feel free to use it and let me know how it worked for you here.  If you really like it, help me out by posting my missing costs or any corrections that need to be made.

I'll expand this in the future with descriptions, etc., if it is being used.  This one is basically a hack of the purchase menu in LC.

Enjoy!
« Last Edit: May 17, 2010, 04:52:48 PM by CHHš Stormin' »


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Offline KingLeerUK

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Re: MW:LL Force Calculator
« Reply #1 on: May 17, 2010, 04:54:16 PM »
My only suggestion would be to have the Units default/imply "1" if no entry is made otherwise.
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Offline Stormin'

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Re: MW:LL Force Calculator
« Reply #2 on: May 17, 2010, 04:56:10 PM »
My only suggestion would be to have the Units default/imply "1" if no entry is made otherwise.

Good idea!


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Offline (TLL)Siilk

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Re: MW:LL Force Calculator
« Reply #3 on: May 17, 2010, 05:19:19 PM »
Very good! BTW, I think it would be nice to have an installable version of this tool. Could you make it a java app?



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Re: MW:LL Force Calculator
« Reply #4 on: May 18, 2010, 12:03:51 AM »
Been after one of these for weeks to sort scrim loadouts out.

My suggestions would be, if we could have a way for it to calculate ammo costs, that would be great. And if there were BA kitting options, that would also be awesome.

Otherwise, great work mate.


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Offline ~SJ~ Blhurr

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Re: MW:LL Force Calculator
« Reply #5 on: May 18, 2010, 12:05:43 AM »
Nice! I've been wanting to do one of these but I would never have thet time.
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Offline Stormin'

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Re: MW:LL Force Calculator
« Reply #6 on: May 18, 2010, 12:14:53 AM »
I could easily add something like a generic ammo/repair kit to flush out costs (like +10k, qty blah blah or something like that), but to tie it specifically to the chassis based on available space and type of ammo would take some work (since I'm not currently tracking that in LC).  But as is, at least the first option would keep you from running out of cbills in a match by allowing you to pad your expenses...it will just take some experience to know how much extra you will need to allow.  I can probably add that in just a bit.


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Re: MW:LL Force Calculator
« Reply #7 on: May 18, 2010, 12:17:39 AM »
might be better to just do a separate ammo section and let people put in the quantity of what they need in total possibly?


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Offline Stormin'

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Re: MW:LL Force Calculator
« Reply #8 on: May 18, 2010, 12:27:17 AM »
If you mean another drop-down menu item, that's what I was thinking.  That reminds me, I need to expand this out past 10 slots...

I could add another "ammo cost" field to the chassis record, then maybe have a checkbox on the line to include ammo...?  Just add the cost, instead of figuring available tonnage and ammo type...hmm.

I might expand this out more at some point.  The problem is some of this info isn't relevant to the league, and this is sort of tied into it.


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Re: MW:LL Force Calculator
« Reply #9 on: May 18, 2010, 12:34:40 AM »
I've been doing ammo calculations for all our TOS matches at a set cbill limit for the whole team, so it would be useful for the format SJ and FSAC have been using. Also, another idea is if we could have some way of sending a list possibly to another person to import? and also if this feature could be put in, it would be could to be able to send a 'private' list that maybe wasn't viewable without a password or something, but that clarified the amount of cbills spent. This would enable teams to exchange rosters for validity but now know what their opponent was dropping with at the start of a match, and then open them after exchanging passwords at the end of the match to confirm composition.


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Offline Stormin'

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Re: MW:LL Force Calculator
« Reply #10 on: May 18, 2010, 12:42:33 AM »
Haha, you are describing LC's battle ready room.  Damn, I need to get this thing running.

I'll look into it and see what I can do. =)


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Offline Raz.Creamslop

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Re: MW:LL Force Calculator
« Reply #11 on: May 18, 2010, 02:18:53 AM »
I think these are the only values that are missing:

APC 32,000
long tom 82,510
harasser
  • 38,170 prime
  • 35,170 a
  • 40,170 b
  • 35,670 c
sulla
  • 35,400 prime
  • 45,400 a
  • 56,150 b
  • 54,400 c

just to save you a job. Will note which variants take how much of which ammo and what they all cost as and when i next play, if you intend to add that info as well.

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Re: MW:LL Force Calculator
« Reply #12 on: May 18, 2010, 06:09:42 AM »
Awesome, +thanks!

Was able to update the missing values, added +weapons, +ammo, and +repair allowances (generic fix), expanded the number of rows, and added Leer's suggestion of defaulting to qty 1 when making a selection.

I'll have to rethink some things before I change up the form too much since the form is part of the existing purchase system.


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Offline Aidan

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Re: MW:LL Force Calculator
« Reply #13 on: May 18, 2010, 08:33:45 PM »
Are these vehicle costs accurate? This is written to the Crysis Dedicated Server server.log file.

<Lua> Price of CL_CougarB set to 62483
<Lua> Price of IS_HawkmothA set to 37800
<Lua> Price of IS_DemolisherB set to 76000
<Lua> Price of IS_MaulerB set to 101283
<Lua> Price of IS_HawkmothB set to 34800
<Lua> Price of IS_WarhammerPrime set to 86600
<Lua> Price of IS_LongTomTankPrime set to 82510
<Lua> Price of IS_PartisanA set to 48910
<Lua> Price of IS_AtlasB set to 125183
<Lua> Price of IS_AwesomeA set to 97933
<Lua> Price of IS_MaulerC set to 105033
<Lua> Price of IS_HarasserA set to 35170
<Lua> Price of IS_ShivaB set to 84550
<Lua> Price of IS_OwensPrime set to 45166
<Lua> Price of IS_HarasserB set to 40170
<Lua> Price of CL_NovacatPrime set to 107600
<Lua> Price of CL_VulturePrime set to 93650
<Lua> Price of CL_HuitC set to 79560
<Lua> Price of CL_PumaC set to 63583
<Lua> Price of CL_OroPrime set to 74894
<Lua> Price of IS_AtlasC set to 114433
<Lua> Price of IS_OwensC set to 51166
<Lua> Price of CL_SullaA set to 45400
<Lua> Price of CL_SullaB set to 56150
<Lua> Price of IS_ShivaPrime set to 92800
<Lua> Price of CL_NovacatA set to 110850
<Lua> Price of IS_CatapultA set to 79750
<Lua> Price of IS_OwensB set to 48666
<Lua> Price of CL_MKIIB set to 123333
<Lua> Price of CL_UllerB set to 42533
<Lua> Price of IS_CatapultB set to 77700
<Lua> Price of IS_HawkmothPrime set to 33550
<Lua> Price of IS_ShivaC set to 119300
<Lua> Price of IS_HollanderPrime set to 50066
<Lua> Price of CL_CougarA set to 58483
<Lua> Price of IS_BushwackerC set to 67366
<Lua> Price of CL_UllerA set to 47033
<Lua> Price of CL_HuitB set to 81060
<Lua> Price of IS_WarhammerA set to 84800
<Lua> Price of CL_VultureC set to 87650
<Lua> Price of CL_NovacatB set to 93350
<Lua> Price of IS_AtlasPrime set to 126983
<Lua> Price of CL_MadcatC set to 109350
<Lua> Price of CL_ShadowcatA set to 64516
<Lua> Price of IS_ThanatosA set to 89800
<Lua> Price of IS_CatapultPrime set to 73700
<Lua> Price of IS_PartisanPrime set to 47910
<Lua> Price of CL_HuitA set to 74060
<Lua> Price of IS_RavenA set to 48416
<Lua> Price of IS_ThanatosB set to 87700
<Lua> Price of CL_OroB set to 76394
<Lua> Price of IS_AwesomePrime set to 96183
<Lua> Price of CL_CougarC set to 62233
<Lua> Price of CL_OroC set to 70644
<Lua> Price of IS_PartisanB set to 59660
<Lua> Price of CL_ShadowcatPrime set to 65516
<Lua> Price of IS_AwesomeB set to 92433
<Lua> Price of IS_WarhammerC set to 84550
<Lua> Price of IS_RavenC set to 49716
<Lua> Price of CL_NovacatC set to 104350
<Lua> Price of CL_OroA set to 79394
<Lua> Price of IS_RavenB set to 40416
<Lua> Price of IS_HarasserPrime set to 38170
<Lua> Price of IS_MaulerA set to 101533
<Lua> Price of IS_BushwackerA set to 58866
<Lua> Price of IS_OwensA set to 41416
<Lua> Price of IS_ShivaA set to 89300
<Lua> Price of CL_SullaC set to 54400
<Lua> Price of IS_OsirisA set to 46066
<Lua> Price of IS_HollanderA set to 50066
<Lua> Price of CL_SullaPrime set to 35400
<Lua> Price of CL_CougarPrime set to 59483
<Lua> Price of CL_PumaB set to 57583
<Lua> Price of CL_PumaA set to 48583
<Lua> Price of IS_OsirisC set to 51266
<Lua> Price of IS_BushwackerPrime set to 57866
<Lua> Price of CL_UllerPrime set to 47033
<Lua> Price of CL_PumaPrime set to 55083
<Lua> Price of IS_HawkmothC set to 49550
<Lua> Price of CL_VultureA set to 76150
<Lua> Price of CL_MadcatPrime set to 114100
<Lua> Price of IS_DemolisherPrime set to 69000
<Lua> Price of CL_MKIIC set to 131583
<Lua> Price of IS_HollanderB set to 50065
<Lua> Price of IS_BushwackerB set to 69866
<Lua> Price of IS_ThanatosPrime set to 80850
<Lua> Price of CL_UllerC set to 51033
<Lua> Price of ALL_Apc set to 32000
<Lua> Price of CL_ShadowcatC set to 59766
<Lua> Price of CL_VultureB set to 98150
<Lua> Price of CL_MKIIPrime set to 131583
<Lua> Price of IS_DemolisherA set to 81000
<Lua> Price of IS_RavenPrime set to 50166
<Lua> Price of IS_OsirisPrime set to 41666
<Lua> Price of IS_DemolisherC set to 79000
<Lua> Price of CL_MadcatB set to 112100
<Lua> Price of IS_AwesomeC set to 96433
<Lua> Price of IS_HarasserC set to 35670
<Lua> Price of IS_CatapultC set to 82700
<Lua> Price of IS_HollanderC set to 52566
<Lua> Price of IS_ThanatosC set to 80150
<Lua> Price of CL_MadcatA set to 112350
<Lua> Price of CL_ShadowcatB set to 70016
<Lua> Price of CL_HuitPrime set to 64060
<Lua> Price of CL_MKIIA set to 122333
<Lua> Price of IS_WarhammerB set to 56550
<Lua> Price of IS_MaulerPrime set to 98283
<Lua> Price of IS_PartisanC set to 53660
<Lua> Price of IS_AtlasA set to 118483
<Lua> Price of IS_OsirisB set to 43666


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Offline KingLeerUK

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Re: MW:LL Force Calculator
« Reply #14 on: May 18, 2010, 09:14:25 PM »
I would disallow non-integer values in the input fields (i.e. "1.75"), just a minor issue if since you can never but one and 3/4 of an asset.  Silly, but simple validation to implement.
 
If your credit value goes negative, I would change the text colour to red.
 
One final feature that might be kind of cool would be to export all of the values as a text-block to be copied/pasted into forum posts or news releases, showing the composition of your team.
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