Complex possibly, but I hope logical
Well. Ummm. OK, before I start here, I would like to know where I can Pay Pal some money. I dont have a source force account, so I cant send money that way. I figure I ought to send some more.
Now, as for logical, I am sure it is entirely logical - to one of the people who is programming the entire engine.
Me, I feel like a guy trying to fix a warp engine, armed only with a heavily redacted out-of-date version of “Starship Engines for Dummies (in Klingon)”.
Dont get me wrong, plunking down a map and some counters is pretty easy. I have done it twice before (Arriba Espana and Apocalypse of Steel - for which I had some big help with).
However, one you get into some of the automation like chit-draws and such, it gets a lot more complex. I find most of the documentation to be rather spotty, and still very java-technical. I realize thats a function of things still being in flux, so I am not really complaining about that.
Because there are 4 different types of Activation chits that share some of the same commands with other chits. The ‘Chit’ prototype has the basic traits that are common to all types of Chit - The Mask trait and a Marker defining Type=Chit
‘Chit-Coffee’ is for the German and Allied DC that just go straight to the Coffee cup only. Notice that the ‘Chit-Coffee’ prototype includes the prototype ‘Chit’, so it includes the base command
Chit-Coffee-Division is for the Division Activation chits. Notice it includes the ‘Chit-Coffee’ protoype, which will also bring in the ‘Chit’ prototype.
Chit-german-Formation is for the German Formation Activation Chits and includes their special commands for purchase etc.
Chit-allied-Formation is for the Allied Formation Activation Chits and includes their special commands.
The Prototype structure has evolved over time and is not necessarily optimium now. Starting from scratch, ‘Chit-allied’ could be rolled up into ‘Chit-allied-Formation’ and ‘Chit-german’ into ‘Chit-german-Formation’.
Ahhhhh, that answers one of my questions. Functionally, they look to do the same thing, but are just (effectively) given different titles.
In some cases, they are just setting up Markers to identify those type of units. Not all of these are used for anything useful at the moment, but I have built it all for future expansion. When I was setting this all up, it seemed useful to be able to identify the type of any unit in case I later found I need to do something to ‘all german, tracked units’ for example. At some stage I may also want to display pop-up terrain cost data unique for that unit.
OK, can see why you do that - its just a bit confusing when trying to reverse-engineer something if a lot of the prototypes and markers are placeholders at the moment.
Still, I tried copying the chit draw structure of AVL to my project, and it still isnt working right. If all I need in my activation window is the cup, and a section for used (drawn) activation chits, all I should need (as far as I know) for the activation chits is a “chit” prototype with a Marker (“chit)”, a Mask (so the players don’t know what it is until they draw it), and a Return to Deck command (so you can toss it back when done).