Vassal Module v1.99

By ransburger, in Star Wars: Armada

In lieu of the impending tournament I elected to go ahead and release an updated module. Many of you may have heard rumors of automated movement in v2.0. I'm still working on some kinks, hence this is version 1.99.

It can be downloaded here (Login for vassalengine.org is down, temporarily storing on dropbox)

Here's a rundown of what has changed since v1.0 that you all have.

New Content/Features

-The distance bands toggle on the obstacles now does all 5 distance bands, not just distance 1.

-The objective tokens have a toggle to measure all 5 distance bands

-Smarter articulated template. This is where most of the work has gone

  • Placing the template on the table removes older templates that were on the table.
  • Entirety of template is placed at once. Modifying a segment will affect all its children, just like the physical template.
  • Template can be "placed" next to a ship, which will offset it from the base until you are satisfied with its configuration, at which point you can "notch" it to commit to your move.
  • Template remembers its previous configuration, allowing you to swap it from one side of the ship to the other easily as you select your maneuver.

Bug fixes

-Length of the movement template has been corrected. Previously segments 2-4 were not being placed properly, causing a speed 4 ship to lose about 1/2 a distance in its movement.

-Made deployment guides unmovable

-Changed render order so that command dials will always be above the command frames.

-Changed render order so that squadrons are above capital ships (to resolve overlaps) and capital ships are above obstacles

-Assault Frigate front shield initialized at 4

Misc

-Mouse over of ships has been cleaned up

  • Only one frame
  • Removed "offboard" text
  • Added padding around the ship so that its name is visible on mouse over

-Location of Victory SD ship name was changed.

-Upgrade card previously entitled "X17" has been changed to "XI7"

-Implementation of articulated ruler has been cleaned up so that future changes are done in 1 place rather than 4.

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Automated movement is on the horizon, its close guys, I promise, hopefully for round 2 of the Vassal Tournament.

In the meantime, I plan to spend most of the tournament bug squashing and feature adding/improving. As you guys play/report games, please chime in here with ways you think the module could/should be improved and with any bugs/odd behaviors you might encounter.

Thank you for all your hard work!

Awesome!! :)

Glad we can use the tournament to beta test and debug it!

Glad we can use the tournament to beta test and debug it!

That's my plan! I figured my time is better spent bug squashing than participating.

That is terrific Ransburger!

Thanks very much for getting this upgrade done in time for the tournament. Are you planning to announce this on TeamCovenant?

A really great boost in usability! Great work!

So as some one who has never used vassel. How does it work. Do you make a list up and it loads all the ships and bits for you?

Not sure if it's just a problem on my end, but I can't seem to make the dice roller work. I click on them but they don't seem to respond or do anything at all. I believe that it worked before, and even tried running the 1.0 module but it wasn't working for me there either.

Edit: Figured out my problem, I was trying to interact with the dice as an observer. Though interacting with everything else seemed to work normally as an observer.

Edited by TrikkStar

As soon as I download 1.99 or first version the module Library comes up and shows only imperial assault and xwing.

HELP!

Very nice ransburger! Thanks for all your hard work.

Small bug report: the templates aren't clearing automatically for me. I place a new one and the old one still remains....I have to manually delete each section.

Very nice ransburger! Thanks for all your hard work.

Small bug report: the templates aren't clearing automatically for me. I place a new one and the old one still remains....I have to manually delete each section.

Is it happening for you in all instances, or only on a specific ship, on a specific side of the ship, or only on small vs medium ships?

Does clicking the button at the top of the table window "clear maneuver templates" or something also fail to work?

So as some one who has never used vassel. How does it work. Do you make a list up and it loads all the ships and bits for you?

Not quite. You'll have to manually gather all the ships and bits, but the magic is when you save a squad.

1) Gather your pieces and cards and stuff

2) File -> Begin Logfile. Save it to a folder or something

3) Delete all your stuff

4) Undo until its all back

5) File -> End Logfile

To load it

1) File -> Load Continuation

2)Step through until you reach the end of the logfile. "Step through" is the arrow near the undo button

Edited by ransburger

I found a similar bug, where occasionally the templates did not clear when swapping sides or notch. Clear Templates fixed the issue so easy workaround.

I found a similar bug, where occasionally the templates did not clear when swapping sides or notch. Clear Templates fixed the issue so easy workaround.

Next time that happens, send me a screenshot. I just tested all 5 ships using all 4 commands twice to place templates. No issues here.

Will do. It was intermittent. If i replicate it again i will screenshot it.

I found a similar bug, where occasionally the templates did not clear when swapping sides or notch. Clear Templates fixed the issue so easy workaround.

Next time that happens, send me a screenshot. I just tested all 5 ships using all 4 commands twice to place templates. No issues here.

Huh, I tested it and things are working fine now. I'm just on my laptop now, whereas I had an external monitor connected last night so I wonder if that was the issue. I'll test it out when I get home later.

Is it possible to remove the mouse-over frame for obstacles?

If you activate the new distance bands on (say, an asteroid field), the mouse-over frame fills the entire table (and then some!) leaving the user quite confused/disoriented.

I thought I was somehow clicking a zoom feature or something for a good 5 minutes before I realized it was just the ridiculously sized mouse-over.

Thanks for the update!

Similar to what RhymerNation is saying, I noticed that the range bands on the objective tokens seem to be part of the token itself. Two problems with this:

- As above, hovering the mouse over any part of the range bands will cause the zoom effect one would normally get from hovering on a ship.

- It is impossible to select anything UNDER the range bands other than the objective token that is projecting the bands. Trying to move an object that is underneath the bands is impossible, and in fact the token and range bands will be moved instead.

(have just noticed that it's not just under the bands themselves - it's under the entire "square" that surrounds the bands, including the blank space in the "corners")

Thanks for the continued support and improvements, Ransberger! You're a legend! :D

Edited by doobleg

Interesting. Didn't check those things with the distance bands...

Since the ships don't exhibit that behaviour (I'm pretty sure) I didn't check on the new things, although I think I had to cross that hurdle early on with the hsips, so I bet the answer is buried in there somewhere. I'll add it to the list, thanks guys!

Hey, nice work btw. Love the module. Since I dont have anyone nearby to play with, this has been a lifesaver.

A couple of things though.

The nebulon B arc seems to be a bit off. It can sometimes lead to problems, especially if you want to make use of the front arc. It appears that the arc lines should hit the corners of the rectangle, but in the module, its a bit inside it. The AF is also very slightly too far forward.

Also, does the white border count as a part of the hull? Or is it just there to distinguish the ship from the background? I ask because the arc lines end at the black area, just before the white border, which makes me think that it isnt part of the hull.

Hey, nice work btw. Love the module. Since I dont have anyone nearby to play with, this has been a lifesaver.

A couple of things though.

The nebulon B arc seems to be a bit off. It can sometimes lead to problems, especially if you want to make use of the front arc. It appears that the arc lines should hit the corners of the rectangle, but in the module, its a bit inside it. The AF is also very slightly too far forward.

Also, does the white border count as a part of the hull? Or is it just there to distinguish the ship from the background? I ask because the arc lines end at the black area, just before the white border, which makes me think that it isnt part of the hull.

RE: arc lines

The white border outlining the base includes the plastic rails along the left and right sides that hold the cardboard in place. On my NebB the firing arcs go to the corner of the cardboard, but since there's about 2mm of plastic yet, the firing arc doesn't go to the corner of the entire base. Same story on the AF.

Having measured my bases and translated that directly into Adobe Illustrator for the graphics work, I can assure you that the angles and such for the firing arcs are a perfect match to my cardboard tokens. We just have a bit of extra on the side due to that plastic in the physical piece.

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Do not include the white border as part of the hull. You are correct that it is there to distinguish the baseplate from the tabletop background.

A later version will include the plastic rails framing the cardboard. This will be part of a graphics update bringing the CR90, NebB and Vic into the same graphics style as the glad and AF.

Many thanks for your work on the module. After spending some time earlier today making setup files, I have the following notes:

Pieces->Imperials->Squadrons
*All instances of TIE should be in all caps.
*It would probably look better for everything to be leading caps as well.
*All fighters should spawn with blue activation tabs as this is the game default first round color.

Feature Suggestions:
*Make it so objective cards can be flipped. This will allow players to load them with their squads

without them being visible to the other player.
*Add a tab toggle to all ships to mark them as objective ships.
*Change tokens so they are always on top so things like objective cards cannot cover them up.
*Make the Command Stack outlines a color that is visible on a black background.

So im wondering, is it possible to change the card images, with my own scans, so i dont keep having to look at stuff cards.

The issue with your bases though is that they are off. The thin line effects ranges. Since measuring for fire arcs is done cardboard to cardboard and movement is affected as well. When you take broadside shots, you are actually getting more range. It's not much but it is there

Another quick suggestion:
Have a small change in shape/outline of the objective tokens, so colourblind people can differentiate between the green and red.