Vassal module timeline

By ransburger, in Star Wars: Armada

Greetings all,

I thought now that my core set is in hand I'll start hitting the vassal module again. To keep you guys apprised of my plan and progress I'm posting my TODO list and milestones when new versions might be released.

Any comments/questions/concerns are welcome.

Version 0.5 (mostly playable core set contents)

Complete CR90

Complete Victory

Edit ship cards

Additional upgrade cards

Small ship articulated template

Medium ship articulated template

Version 0.6 (fill in the blanks)

Damage decks

Black dice faces

Dice reports

Dice "set to" face

Dice "canceled"

Obstacles

Deployment areas

Additional "command stack frames"

3x3 LtP board

Squadron rotation graphic issue(see post #8)

Version 0.7 (squadrons)

A-wings

Interceptors

Bombers

Tie Advanced

Adjust keys for squadron defense tokens

Discard Pile for Damage Decks

Version 0.8 (tokens)

Reskin defense tokens

Command tokens

Turn counter button

Objective markers (locations)

Objective tokens (points)

Version 1.0 (Wave 1)

Wave 1 upgrades

Gladiator

Assault Frigate

Wave 1 won't be "complete" until we have cardboard bases and the cards. There were about half a dozen cards in the core set that weren't spoiled, I expect that to be the case for the wave 1 ships as well. There's a decent change a "best guess" gladiator and AFII will sneak in around 0.8, but i make no promises.

I'll post screenshots and updates a few times a week, and update this post as progress occurs.

Edited by ransburger

I haven't made as much use of the X-wing module as I thought I would, but I really see myself using the Armada module. While my opportunities for getting out to the FLGS are increasing as my kids get out of the burdensome mynock phase, it would still be great to be able to play late night games that you can save halfway through and finish the next night both you and your opponent are free.

I have to say a big Thank you to you ransburger for doing this. :)

If I can help in some way please don't hesitate to ask. At least I can play around with the module and see if I can break something! :D

Good luck, I made the Vassal 40k module playable and was the main developer for most of its time. So if you need advice or good luck whishes, let me know. :)

https://vassal40k.wordpress.com/

Ships should be done today, I will post images when they're done.

This is thinking a little long term, but if someone would be able to draw some top views of either the gladiator or the assault frigate that would be awesome. I've not come across anything for those 2 and would like to avoid doing those myself at this time, if at all possible.

Let me know, thanks!

nzxm2iI.png

Ships completed, including firing arcs, defense tokens, and command tokens to go along with the base.

Edited by ransburger

0.5 posted for download at the following link

http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada

Its got a functional articulated movement template in there. It requires a bit of work from you, the user. If you adjust a joint close to the ship, you'll have to delete the "child" segments and respawn them. Its possible to create really illegal arrangements of the template, I am aware of that, but fixing that is a pretty low priority right now.

Generation of the templates is done with each ship, with the root segment being placed in the appropriate spot.

Movement of the cap ships will have to be done manually for now after the template is in place.

A button across the top of the map will delete all segments with one click.

Further versions will have some streamlined tools for working with the articulated template.

Feel free to report any bugs, suggestions, comments etc here. Double check the TODO list in the first post to see if your suggestion is coming in future versions.

Enjoy,

Dan

Edited by ransburger

Hey ransburger, thanks for setting this up! This is some great work, here. There are a few issues my friend and I encountered when we tried this out (using v0.5):

--Range bands and distance bands are set incorrectly, for all ships and squadrons (way too large).

--The range ruler and fighter maneuver templates are also sized incorrectly (too small).

(These two facts made playing the game...interesting. ; ) Eventually, we decided to go with the templates, because they weren't *quite* as far off as the bands were.)

--When you rotate the squadrons (at least, the x-wing squadrons for sure) the circle representing the 'base' shifts position slightly. This came to light when I had to try to precisely measure if a range 1 shot existed against a ship; I could not see the circle because of the overlapping x-wing images--and then, when I rotated the squadron token, I noticed the circle shifting position.

--IndyPendant.

Edited by IndyPendant

This is something I'm going to be really keen to get into as there is a zero player base where I am at the moment. Is there a tutorial/guide any one could link me to please?

Many thanks :-)

I'd recommend Mu0n's guides, he's the one who really refined the x-wing module. His site with appropriate links is here:

http://s93768914.onlinehome.us/xwing/

Additionally, there's plenty of YouTube videos for getting vassal up and running, the main difference will just be using ransburger's vassal files, obviously.

Many thanks Brain_Black!

Hey ransburger, thanks for setting this up! This is some great work, here. There are a few issues my friend and I encountered when we tried this out (using v0.5):

--Range bands and distance bands are set incorrectly, for all ships and squadrons (way too large).

--The range ruler and fighter maneuver templates are also sized incorrectly (too small).

(These two facts made playing the game...interesting. ; ) Eventually, we decided to go with the templates, because they weren't *quite* as far off as the bands were.)

--When you rotate the squadrons (at least, the x-wing squadrons for sure) the circle representing the 'base' shifts position slightly. This came to light when I had to try to precisely measure if a range 1 shot existed against a ship; I could not see the circle because of the overlapping x-wing images--and then, when I rotated the squadron token, I noticed the circle shifting position.

--IndyPendant.

I'll address your points catagorically

1) Range and distance bands : The standalone rulers/token pieces are DEFINITELY incorrect. Those are from a previous version and scale grabbed from screenshots of preview articles. This piece should have been removed for clarity, that was an oversight on my part.

The bands that toggle off the squadrons and ships should be correct, they were drawing in the same image file and exported at the same scale. Measurements for those were based off the sizes listed in the RRG (bases) and from Forensicus's thread (ranges and distances). Regardless, I will verify when I get home this evening using physical components and get back to you.

2) Squadrons rotating funky : Thanks, I hadn't caught that, will be fixed in 0.6

This is something I'm going to be really keen to get into as there is a zero player base where I am at the moment. Is there a tutorial/guide any one could link me to please?

Many thanks :-)

Not yet, at least for this module. I've penciled in a guide/reference materials for part of the 0.9 version. If you've got specific questions, feel free to send me a pm.

Edited by ransburger

Thanks ransburger. I have an insane workload as the moment, but as soon as I get time to give it a go, I'm sure I'll have a question or two :-)

Hmm, now you've got me wondering; the stick was measured, but not the range bands. I just took my friend at his word when he said they were too big when we discovered the difference. Hopefully I haven't provided incorrect feedback! Please let me know, and I'll check when I have a free moment at the computer as well.

And again, thanks for all your hard work with this. : )

Hello,

I have made some graphics for the fighters if you want. I will send you a PN.

Will there be a damage deck soon?

Greetings

Hello,

I have made some graphics for the fighters if you want. I will send you a PN.

Will there be a damage deck soon?

Greetings

Those look sharp, thanks!

Regarding the damage deck, yes. Soon. Its mostly done but behaving a little oddly right now. It works, but its still frustrating to use. I'm anticipating a 0.6 release tomorrow sometime.

New screenshots.

Damage Deck

xYLJwQk.png

Edited by ransburger

That looks great! I'll try to find some time to tinker with this over the weekend- I'll post if I find I've got enough time to play a friendly match with someone Saturday night (post-9:00 EPT [GMT-5])?

0.6 posted. It hasn't been exhaustively playtested, so i'm sure there are some bugs and other oddities. (http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada)

Regarding the squadron's rotation that IndyPendant brought up. That appears to be a function of the resampling that takes place when the piece is rotated. With the way pieces are created in vassal, the only way to prevent it would be to bring the portions of the piece you don't want to rotate "above" the components "rotate" trait. Everything below the rotate trait still rotates. Bringing the base and models above the rotate trait fixes the resampling, but then things aren't rotating. Bringing just the base above the rotate trait, obscures the fighters. Adding a second rotate trait to counter the first doesn't help either. It is resampled and rotated, then resampled and counter-rotated, resulting in a still fuzzy image.

Solution was to add a command to hide the fighters when you really care about getting the precise edge of the squadron base. In all other instances any percieved perturbations resulting from rotation should be within acceptable limits, and in actuality are in the range of 1 px. Which is still way more accurate than moving the physical squadrons around.

Command stack frames added. As you can see in the screenshot they can be used in two ways. On the right is for the player who likes keeping track of everything on the base of the ship. The player on the left is using tokens for everything rather than the flags on the ship bases.\

H9ZQ8T4l.png

Edited by ransburger

Thanks for all this :D

Hey, this is great! If you like, I have another graphic for the victory that I ripped directly from the learn to play guide. It's 196x305, if it matters:

nYhiIYP.png

Also, does anyone have top down views of the Assault Frigate Mk 2 and the Gladiator yet? Full disclosure, they will eventually be needed for this but I'm trying to find them for a different project.

Version 1.0 of the module is complete and can be found at the link at the bottom of this post.

Haven't worked out all the bugs for movement automation yet, but decided to release the "content complete" module now.

Any feedback is appreciated. I've played through about a half dozen games with various ships, squadrons and objectives and corrected what i've come across.

I would be surprised if there wasn't some corner case that has been neglected somehow, or some issue still floating in there somewhere, so let me know what you find!

Future versions will have movement automation, visually cohesive ship graphics, and some reference materials to assist in getting started with the module.

http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada

Version 1.0 of the module is complete and can be found at the link at the bottom of this post.

Haven't worked out all the bugs for movement automation yet, but decided to release the "content complete" module now.

Any feedback is appreciated. I've played through about a half dozen games with various ships, squadrons and objectives and corrected what i've come across.

I would be surprised if there wasn't some corner case that has been neglected somehow, or some issue still floating in there somewhere, so let me know what you find!

Future versions will have movement automation, visually cohesive ship graphics, and some reference materials to assist in getting started with the module.

http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada

I look forward to giving this a go.

Me too- I'll have to take some time to put together some lists in the module so that I'm ready for a match or two!