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Need a mercenary company?

Just for the heck of it, I went on YouTube and learned PHP just now. That was fast.

I'm joking. But I did write some quick code to test. So linking to a PHP file only results in receiving the output from it. Linking triggers its execution. Nice. So source code cannot be had, I'm guessing? I like that.

Just need a good PHP editor now.

There are ways to grab the code - but it relies on some apache exploits.
 
Okay, give it another shot. The skill lists are my own doing, and the number of skills is d6 + MAX_RANK/2 for that position. In this case ranks go from 1-16 (BG). The number of skills does not include default skills for the position like GunCbt for enlisted, Recon for junior NCOs, etc.

http://beta.reuel.net/game/create_mercenary_unit.php

You can create as many companies as you like. I've not given much though to Brigade or above sized units. If you need more just re-click the link and you have a whole new company!

And for Aramis, since I like to put array entries on their own line, it went from 165 LOC to 252. Using some better functions the main part of the program lost several duplicated lines.
 
I was having trouble running PHP locally. Just ran across a YouTube video that mentioned Wampserver 2.2. So now my localhost works. Picked up Notepad++ also. Been using regular notepad or wordpad for everything.
 
I was having trouble running PHP locally. Just ran across a YouTube video that mentioned Wampserver 2.2. So now my localhost works. Picked up Notepad++ also. Been using regular notepad or wordpad for everything.

I'm not sure on Windows, but on Linux you can run:

php myfile.php

And it will run the flie on the command line, without a webserver. Or you can use the built in webserver:

http://php.net/manual/en/features.commandline.webserver.php

I'm looking forward to seeing your handiwork!
 
My WinXP comes with nothing, as far as web serving or programming goes. I don't think it came with QBASIC even? I think I copied that over from my Win98 CD.

At first, I downloaded/installed from php.net. It asked which server I wanted to install. I didn't want to turn my computer into a web server with services running and all. Plus, I didn't know which server to install/use (or all of them). But Wampserver only runs when I double-click it.
 
At first, I downloaded/installed from php.net. It asked which server I wanted to install. I didn't want to turn my computer into a web server with services running and all. Plus, I didn't know which server to install/use (or all of them). But Wampserver only runs when I double-click it.

The internal php server only listens on the localhost port, which means that no one else besides your machine can reach it. It just saves you the trouble of the WAMP server. Of course, if you already have one then you're good to go. :)
 
Ha ha. I wanted to do more than a PHP command line, but less than a full-on PHP server. :)

I still need to refine my Python code further and get it completed before I start converting it over to PHP. I'm in the process of outputing my Python generated homeworld and character into an Excel Traveller character sheet of a sort.
 
Two things: Skills and Quality!

I generally allow the recruits to keep their ranks, if only as a honorary thing; that means there are a lot of 1LT and even CPT squad leaders in a quality unit, even with a some raw recruits.

To gold-plate this thing, having the ability to specify the number in a squad (NCO's and and Enlisted), the number of squads in a platoons, and platoons in a company. Also, how many in company headquarters. That's a lot! A Cr.05 solution is to make 4 platoons of 4 squads of 11, with 1 SSG and 2 SGT's; then I can take the output, and just lop off what I don't need.


I've added skills, don't have the old Striker stuff for Quality, and have not done much for prior service ranks and such. One thing I was thinking about was being able to generate an actual military unit per TOE. That would allow for medals, etc.

I've also thought about allowing modifications for size of units, etc. One request was to add first names, to which I jokingly replied that PVT *is* a first name. However, what do you all think? First names yay or nay?
 
I've added skills, don't have the old Striker stuff for Quality, and have not done much for prior service ranks and such. One thing I was thinking about was being able to generate an actual military unit per TOE. That would allow for medals, etc.

I've also thought about allowing modifications for size of units, etc. One request was to add first names, to which I jokingly replied that PVT *is* a first name. However, what do you all think? First names yay or nay?

I would do first names. You look at a roster, the first thing you see are the names, then the ranks. Having first names (and middle initials!) just feels right.

The unit size would be helpful, as well as having the ranking NCO in the platoon listed as the right under the Platon Leader.

Actually, the latter would be more important than the former, plus one more junior enlisted (private) in the platoon HQ. (Radio operator, batboy, driver). If I have something that is generated that gives me too much, I can just ignore/delete what I do not want.
 
I'm working on being able to modify the stats and numbers of troops now. Stuck, but thank goodness for #php. :)
 
The new page lets you set minimum and maximum stats, and allows for minimum physical, mental, and overall minimums to be done separately. If you set the specific minimums below the general minimums it lets the general override.

It lets you set the number of troops per squad (though fire teams are set at 4), squads per platoon, and platoons per company.

It also gives you first names.

http://beta.reuel.net/game/create_mercenary_unit.php
 
This looks great, but has a couple of hiccups.

The fire teams for me seem to be 3 in the first and 4 in the second.
Also, the attributes limitation mechanism seems statistically broken. The mechanism should be to generate each characteristic with 2D6, then reject the UPP if it doesn't meet the criteria, and loop back to generate. What I am getting lookss like a random number between the top limit and bottom limit, which skews it quite unnaturally towards the top.

I have, strictly for illustrative purposes, put a couple of files in showing a merc battalion I have generated/filled using SignalGK:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=28724

Now partly I think it is an interesting unit because I built it around the folks that came out of the generator; it is far from done. It is interesting as well in showing the value of what you are doing, because it took me HOURS to fill this thing, mostly by copying, interpreting and typing from the Word document into the spreadsheet. That said, the spreadsheet is sort of a patchwork, and is far from finished. It shows what I envision, a cadre unit, with experienced leadership spread throughout the subunits, which will be filled with some recruits.

While I was not following any specific Striker rules in filling this, I had in my mind trying to allow each “stand,” (fireteam, crew, or staff section) to benefit from some leadership and “stiffening” from veterans.
 
I'm in the "Fail early, fail often" crowd. I wrote the original script in a couple hours and had no one cared about it things would have ended there. The later phases of development have been because people said "Hey neat, can it do this?"

As to stat spreads, you are right. Totally linear. What would you think about "Roll 2d6, if below MINIMUM then STAT = MINIMUM"? So no re-rolling, just minimum assignment.
 
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