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battletech-tools's Issues

TSM interaction with Heat

Using the Alpha Strike tool, if I give a mech with TSM a level of heat it modifies the movement as if it didn’t have TSM.

Great work though, I use the app all the time!

Aerospace Formations

Just built out an Aerospace Strike Squadron for Alpha Strike and noticed the Aerospace formations aren't available.
image

Incorrect Alpha Strike damage values in 'Mech Creator.

Creating a 'mech today and I made it entirely heat neutral, however for some reason in the damage calculation for the alpha strike cards it gets an extra 2 damage in the heat section? I don't know all the math behind this so maybe I'm wrong but shouldn't the damage value stay at 5? 7 seems too high.
image-9

Setting XL engine.

Setting an XL engine should move existing critical allocations “down.” Right now, it places XL “over”

TRO Copy/Paste Import

Had this idea last night:

Not sure how feasable this will be (it shouldn't be hard, the format is pretty standard the last 30 years!), but copying and pasting from PDF TROs would be very helpful. Having to use (allegedly) purchased TROs from DriveThru/their website should keep Catalyst happy about their IP (it would me if it were my ip).

Importing Custom Alpha Strike Cards

Just trying figure out a way to load custom Alpha Strike units / cards into the tool. My playgroup is utilizing your tool, but we will have custom cards that will need to be imported.

Alpha Strike “Available Bonuses” are allowing invalid Ground Formation Types”

When creating a force the “available ground formation bonuses” aren’t validating/filtering out invalid formation options.

e.g. example to replicate issue:

Select “Inner Sphere Urban Lance” from the ‘Quickly Add Force Pack’ option.

This adds:
Inner Sphere Urban Lance
Victor VTR-9B (SZ:4 MV:8”j SKIRMISHER)
Enforcer ENF-4R (SZ:2 MV:8”j SKIRMISHER)
Hunchback HBK-4G (SZ:2 MV:8” JUGGERNAUT)
Raven RVN-3M (SZ: 1, move 12”, MISSILE BOAT)

Select “available bonuses”:
Among the options are:
Light Recon
Recon

Light Recon requires that all units be “Size 1” , have the Scout role and a minimum move of 12”.

The only mech that can move 12” is the Raven. Which is a Missile Boat, not a Scout.

Recon requires all have a move of 10” and be Scout or Striker

Engine Crit Spaces

Unless I am missing something, but shouldn't there be only one critical hit space for the Engine, and not two?

Lance Builder and In-Play record sheet

Ability to run lances on a tablet easily using familiar record sheets and auto-fill-ins for damage with IS overflow. Heat tracking with MP and To-Hit mods too.

Suggestion - lance/star/level building by setting the type first

Would suggest a filter where we choose the formation type first. e.g. Assault Lance, and when we search for the mechs, it will only display units that fit the requirements.

This will make the formation-building process much easier especially when having to sort/match for role requirements.

Usability on large displays

First of all, I'm loving the Alpha Strike tools and they've been a huge help to our games, so thank you for providing the community with them.

I was wondering if there was any way to implement a view that fit more cards on screen at once, mostly for use with larger displays? Currently our play space has a fairly large TV set up, and we'd love to be able to show both sides on it at once so onlookers could follow along more easily.

I understand and recognise that this is a hobby project, but if it's quick and easy to implement I'd love it if you could.

Cheers,
Ally.

Alpha Strike Jump TMM Display Issues

Continuing on from some troubleshooting that was discussed elsewhere and mostly resolved, TMM is currently not calculating correctly for units with an equal ground movement and jump movement distance. For units with identical ground and jump move distance, TMM is displayed as a single number that includes the +1 modifier for jump movement. However, the "normal" ground movement TMM is not displayed.

An example of an affected unit:

Shadow Hawk 5M

  • Displayed TMM 3, MV 10"j
  • MUL displays TMM 2, MV 10"j

This issue is not present on any unit that has separate ground and jump movement distances, including those with JMPW/JMPS special abilities. Some examples:

Grendel G:

  • Displayed TMM 3/4, MV 18"/14"j, no movement special abilities

Shadow Hawk 2H

  • Displayed TMM 2/2, MV 10"/6"j, JMPW1

Phoenix Hawk 7K

  • Displayed TMM 2/4, MV 12"/18"j, JMPS1

Visibility Issue with Lance Groups in Unit Selection

In the Alpha Strike tools, there is a UI issue when attempting to add a unit to a lance after searching for a specific unit that returns only one option. Upon selecting the 'Add to Lance' option, only the first lance is prominently displayed, and the container seems too small for the content, barely showing any part of the second lance below it. This issue likely involves the container's height not adjusting to fit the multiple lance options available. Could this be investigated and fixed to ensure all lances are properly visible and selectable?

Screenshot 2024-04-13 231028

Unity availability incorrect?

I was playing around with making a list, and found that one of my units wasn't showing as available. After some experimentation, it would appear that the app is using the Production Era for availability, and I usually go by Availability Era from the MUL. Would it be possible to go by availability era instead, or possibly have a toggle to choose which?

For reproduction, I was looking at the Kanga Hovertank in the Clan Invasion era.

Thanks!

"Tablet View" for gameplay

The Alpha-Strike tool could offer an addition to the gameplay view. It could look like the card is full screen and with a navigation at the top for the units and on the left for the mechs (or units). In this way, it would be a charm to use the cards on a tablet standing next to the gaming table.

Pilot SPA bug

Greetings, this is the first time I have used GitHub and so I hope I'm doing this correctly.

The bug, if you call it that, I found is that for Special Pilot Abilities (SPA), you can only add 1 SPA for your pilot. As I understand it, a really advanced pilot could have up to 3 SPA with a total of no more than 6 points. Unless I am missing it, I don't see how to add more than 1 SPA to any one pilot. I hope that this is not a difficult error to correct.

Or if anyone knows how to add more than 1 SPA to a pilot, please let me know!

Thank you for this awesome program and I pray your health is improving.
David Ellsworth

Sign in Options

Hello,

I just found your programs and they are amazing! I just used it for my Alpha Strike Game today. Would it be difficult to create accounts to sign into? I have been working on your program on various devices and it would nice to have continuity between them.

Alpha Strike forcepack quick add adds the wrong or no mechs on some forcepacks

When adding the Inner Sphere Battle Lance adds a Sneede and not a Rifleman RFL-3N.

Inner Sphere Command Lance does not add a Stinger to the current force.

Clan Elementals adds elemental sqd 3 and not sqd 5.

Clan Ad Hoc Star only adds the Hellion Prime and Fire Falcon Prime. It's missing the Kodiak, Pack Hunter, and Baboon.

Clan Striker Star doesn't add anything.

Minimal Damage Not Indicated

Hello,

Love the site and so far has been working great for me. Last night I noticed that minimal damage indications where not present on a card I know has them. Specifically Flatbed Truck (SRM). On MUL is has an * next to medium and short range. Would it be possible to indicate this on when pulled into the alpha strike card on your tool?

Elemental Unit Cards

Would it be possible to pull up the 5-suit unit for Elementals instead of the 4-suit unit? Or be able to select 4, 5, or 6 suit squads of battle armor for the various factions?

Alpha Strike: Overheating mechs have incorrect TMM / move / sprint values when overheated

TMM and movement are calculated incorrectly for some mechs in overheating status.

TMM is being incorrectly calculated for Walking & Jumping when overheating (TMM is being decreased for both)
Movement is being incorrectly calculated for mechs with the same movement value for walking and jumping
Sprinting (ground movement) is not being modified when overheating for all mechs.

Per the following official guidance movement decrease from Heat is calculated, and the sprinting value is calculated.

current:
Mech has same value for Walking & Jumping

  • each OV level subtracts 2” for both walking and jumping
  • Same TMM modifier is used for walking and jumping
  • At OV level 2 TMM is decreased by 1 for all movement. (Not expected, should be different values)
  • Sprinting (ground movement) is not being modified for overheating

Mech has different value for walking and jumping (e.g. GLADIATOR (EXECUTIONER) PRIME)

  • Each OV level Subtracts 2” for walking
  • Each OV level subtracts 0” for jumping movement (this is expected behavior)
  • At OV level 2 TMM is decreased by 1 for BOTH Walking and Jumping movement
  • Sprinting (ground movement) is not being modified for overheating

rule states:
“A unit’s current heat level will be added to its weapon attack Target Numbers, and twice its current heat level (in inches) will be subtracted from the unit’s ground movement rating . Move and TMM is not affected by the heat scale when using Jumping movement . Subtract 1 from the unit’s target movement modifier (TMM) at Heat Level 2 or higher.” P.52, AS:CE (6th corrected printing)

Rewrite to Typescript + React

Due to "Javascript Fatigue" I had stopped work on this project. I'm currently rewriting the entire app in Typescript and using React as the front end UI.

The rewrite steps will be in this order:
Alpha Strike Roster
BattleMech Creator

Printing functions will be via HTML/SVG when those are done.

Current Progress: Scaffolding is done, Alpha Strike display card is done, Alpha Strike in-play butons and events aren't yet.

This is all being handled in master branch, gh-pages are created by a gh-pqages deply function in npm. All the old code is now in the old branch.

Search by Unit Type

The "Search for Units" dialog is able to search by Tech, Rules, and Era- would it be possible for it to search by Unit Type as well? (like BM, CV, BA, etc)

2 of the same unit

Hi,

when you create a roster with 2 or more of the same unit and go in the play mode you can mark one unit and the other will additionaly marked (damage or something).

Kind regards

Cavalry Lance broken in AS roster

As far as I can tell, as soon as you add any 'mech of a size larger than 1 it immediately removes the option to make a cavalry lance, no matter the speed or role of the mech.

Printing Units take too much space

So A few weeks ago I could get 6 units along with the formation info onto a single page and now it seems to cap out the units per page to 4. And it gets really weird with the pdf generating a third blank page for no reason.

Command Formation Not Displayed

Command Formation not displayed when either checking available formation bonuses or selecting it from the menu of a new formation.

CommandFormationNotDisplaying-New
CommandFormationNotDisplaying

Issues adding mechs to Lance

I’m unable to add mechs to the Lance groups, it gives me the option but when I select it I am taken to the display page for the data sheet instead of it being added to the Lance.

I’ve tried this on Chrome and Safari browsers and tried it on an iPad and iPhone, haven’t had a chance to try it on my Windows desktop yet.

Command Lance (Ground Formation Type / Missing)

Hi there!
First - I want to let you know this is a great site - https://jdgwf.github.io/battletech-tools/alpha-strike/roster/ -> It's been a revelation and will really revolutionize our table! (sorry if this is out of format for a bug report - I'm not a dev)

Anyway...

Per p120 Alpha Strike: Commander's Edition "Command Lance" is missing as a Ground Formation Type along side your already stated other lances (e.g. Pursuit, Battle, etc).

Thanks again for taking a look!

Command Lance page 120
Ground Formation page 117-118

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