WHERE WE LEFT OFF WITH PART 6/10
Here is what the application looked like on the 8th May 2015.
We had added in the Grid Mark Reference Lines and also made the changes for Round-to-Round non-persistence of the Expended Move Value (i.e., so that it doesn't continue to compound).
MORE PROGRESS THAT HAS BEEN MADE
One of the problems that have been in existence since implemented has been the Move Enhancing checkbox options. We put them in back during Part 2/10, but they didn't "do" anything to the Remaining Move Value. I wanted the process of checking the checkboxes to increase/decrease the Remaining Move Value - and when unchecked they could reverse the effect - but not impact the Expended Move Value that had been accumulated.
During the post for part 4/10, we also added the logic to enable and disable the Hornblower checkbox based upon the selected Desired unit (i.e., whether or not the Unit supports it as an upgrade or has it as a default included in the profile).
Here, we have selected the Faction "Gondor & Arnor" and selected the Unit "Minas Tirith Archers" - which allow for the Hornblower upgrade (hence the checkbox is enabled). Notice that the profile's Move Value (just under the Desired Unit) shows the baseline value of 6.00" for the Archers. Since the Hornblower checkbox is unchecked the Remaining Move Value is equal to the baseline profile Move Value (6.00") - since there are no modifiers applied to the formation.
Here, we have checked the Hornblower checkbox. The baseline value for the unit is still unchanged (as expected) and the Remaining Move Value has been updated to include the extra 1" provided by the upgrade (so now it is reading 7.00").
Recall that in order to enable the other checkboxes (which are impacted on a Round-by-Round basis of activation), the first Round must be established by Baselining the Formation and its configuration. The baseline configuration is set to be the 2x3 Configuration of the Formation of 6 Infantry companies.
Next, we checked the "At the Double!" checkbox. From the description in the rulebook on page 64 - this effectively allows the Remaining Move Value to be doubled. Again, notice that there is a Hornblower in the formation, and the formation is performing an "At the Double!". This means that the formation can move its full 7.00" (from the baseline Move Value + the Hornblower) and then move another full 7.00" immediately, again. If you look at the Remaining Move Value for the formation - it is under this combination now a value of 14.00" (double 7.00"). Something else to notice, here, is that before - checking the "At the Double!" checkbox disabled both itself and the Heroic Move checkbox ... this wasn't correct - so that disabling feature has been removed. Just because a formation performed an "At the Double!" does not disqualify it from performing a Heroic move - and checking it by accident should not disallow unchecking the option.
In the following figure, the "At the Double!" checkbox has been unchecked and the Difficult Terrain checkbox has been checked. From the rulebook on page 33, it mentions that Difficult Terrain movement counts as double (effectively meaning that the Move value is halved while in effect). Here we have the formation that still includes the Hornblower (7.00" Move Value) in Difficult Terrain - so the remaining Move Value has been reduced to 3.50" under these circumstances.
Similarly, from page 33 - the same rules apply for the "Enemy Upon Us" condition. here the formation also has 3.50" Remaining Move Value due to those conditions.
If you were curious, yes - Difficult Terrain and "Enemy Upon Us" modifiers do stack. In other words, if both the checkboxes are checked then the remaining Move Value would be 1.75" (one-quarter of the original baseline Move Value + Hornblower upgrade for the Unit).
Note that this is a little controversial of a subject - some would suggest that the rule should not be quadrupled, but instead tripled - meaning if the Formation were moving forward 1", it would cost 1" for the Move, +1" for double cost due to difficult terrain, & +1" for the Enemy Upon Us rule = 3" total cost.
The way that we have treated it is that if the Formation were moving forward 1", it would cost 1" for the Move and +1" for double cost due to difficult terrain = 2" subtotal cost; and then for double cost due to the Enemy Upon Us rule would be +2" = 4" total cost.
Here we have the Formation with a Hornblower Upgrade that has called a Heroic Move via a Hero. According to Page 66 of the rulebook, this effectively triples the Move Value for the formation. So, in this case, the base move Value of 6.00" is upped by +1" for the Hornblower = 7.00" subtotal and then tripled for the Heroic Move = 21.00" Total Move Value.
Now we are talking ... we can perform quite a few of the Reconfiguration Costs with a Move Value like that or we can take full advantage of rotating and translating!
One nuance that we were trying to accommodate for was the condition where the "At the Double!" checkbox had been checked but then as an afterthought it was decided to spend the Might and perform a Heroic Move. In this case, we decided that checking the checkbox for a Heroic Move should "overwrite" the "At the Double!" - so it unchecks the checkbox and disables it (so that you cannot get into a situation where both are checked at the same time.
However, if you then decide to go back and turn off the checkbox for the Heroic Move - the "At the Double!" checkbox is re-enabled and allowed to be re-selected if so desired.
Here is a situation where the Formation started at the location above at the beginning of Round 1. They have a Hornblower, so they had 7.00" Move Value. As they begin to rotate and move to the left and back they expend the entire 7.00" of Move Value, so they decide to call an "At the Double!" (which they roll for [not modeled, yet] and pass). They then continue to move left and down to the current position, with using up 11.26" of their 14.00" of Move Value.
Here is the same type of movement, but this time the Formation is within Difficult Terrain and has decided to use a Heroic Move to accomplish the full move of 10.50" (6" + 1" ==> 7" / 2 ==> 3.5" * 3 = 10.5" Total).
Here we have a Formation of Moria Goblin Warband comprised of 9 companies in 1x9 Configuration. Their base Move Value is 8.00".
Adjusting nothing else, if we attempt to reconfigure this Formation from 1x9 Configuration to 9x1 Configuration, as we saw from Part 5/10 the warning dialog will pop-up to indicate that there is not enough remaining Move Value to accomplish this reconfiguration. In fact, the cost to reconfigure is 25.64" - as indicated in the pop-up.
To accomplish this, the formation has been upgraded to include a Hornblower (now has a 9.00" Move Value) and then uses a Might Point from a Hero to call a Heroic Move (it now has a 27.00" Move Value). This is enough to accommodate the reconfiguration cost of changing from a 1x9 Configuration to a 9x1 Configuration.
Now that there is sufficient Remaining Move Value, the Formation can be Reconfigured!
This led to the next change that I wanted to implement... Notice that the formation is so wide that it now goes off the left and right side of the view. To help with this problem, I added a zoom in/out capability. It is located off to the top right of the view. Clicking + zooms the view in, and clicking - zooms the view out. In the image below, I have zoomed out twice, so now the formation shows up in its entirety within the view again.
Everything still works ... I can rotate and the zoom factor does not change any of the functionality.
Here we have zoomed back in after performing the rotation.
One more cosmetic change that I wanted to point out - if you look at the line for Rotation, I've change the degree symbol to actually be superscripted (instead of just an "o") - so it looks a little more pretty.
So, there we have it. Hopefully everyone reading this is just as excited about this as I am ... It is really starting to come together - and become something that could be useful!
LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
- WotR Formation Movement Calculator - Work in Progress [Part 1/11]
- WotR Formation Movement Calculator - Update ... Progress still being Made [Part 2/11]
- WotR Formation Movement Calculator - WFMC Continuing to Come Together [Part 3/11]
- WotR Formation Movement Calculator - Formations Look Like REAL Formations and Groundwork for Reconfig Costs Put in Place [Part 4/11]
- WotR Formation Movement Calculator - Load Previous Data & Reconfig Costs/Restrictions [Part 5/11]
- WotR Formation Movement Calculator - Fixed Expended Move Costs Round-to-Round and Added Color to the Reconfiguration Combo Box [Part 6/11]
- WotR Formation Movement Calculator - Movement Modifier Checkboxes Work Properly and Zoom Capability [Part 7/11]
- WotR Formation Movement Calculator - Implementing the Options for Rotation [Part 8/11]
- WotR Formation Movement Calculator - Calculating the Translation Distance for Vanilla WotR Rules of Movement [Part 9a/11]
- WotR Formation Movement Calculator - Calculating the Translation Distance for Vanilla WotR Rules of Movement (Continued) [Part 9b/11]
- WotR Formation Movement Calculator - Starting the Implementation of the Mobile Version on iPhone/iPad [Part 10/11]
- TBD [Part 11/11]
LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 2-3 Companies [Part 2/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 4 Companies [Part 3/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 5 Companies [Part 4/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 6 Companies [Part 5/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 7 Companies [Part 6/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 8 Companies [Part 7/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 8/23]
- Movement Types and Limits Series - Reconfiguration Summary of Infantry Formations by Company Size [Part 9/23]
- Movement Types and Limits Series - Infantry Restrictions of Reconfiguration by Formation Name Summary [Part 10/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
- Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
- Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
- Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
- Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
- Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
- Using WFMC to Verify Movement Examples [Part 23/23]