New Armada Vassal Module version 2.1.0

By ransburger, in Star Wars: Armada

Greetings all! I'd like to start by thanking you for the kind words of encouragement in MattShadowlord's thread. Its easy for me to lose sight of the fact that this module is the only way they might be able to play on a regular basis. I'd also like to thank GreenKnight for helping me with this release. He kept me on track, put together most of the new help menu, and did a lot of bug squashing for me.

Version 2.1.0 is primarily about getting wave 2 into the module, as well as a few new features that should streamline gameplay now and future development. (more on that later)

Link

New Content

  • Imperial Star Destroyer, Raider Corvette, MC30, MC80 and all attendant ship cards and titles
  • Rogues and Villains
  • 4 Admirals
  • Wave 2 upgrades
  • Contain token

Upgraded Content (links to Imgur)

  • "Smart" Command Stack. (Menu) When you are looking at your commands remember to turn on the mask so that your opponent can't see them. It adds a red film over the top so that you know for sure that you are in "masked" mode. Your opponent will see a similar red screen on your stack with text stating that you are looking at your commands. The command stack has been completely reworked to automatically cycle your command dials, and provide reports to the chat log. In the linked picture you can see that a command is revealed. Cycling the commands brings everything up a slot, freeing the bottom dial to receive a command. Since the game has started and it is no longer "turn 0" every time a command is set a report will be fired off to the chat log.
  • Defense tokens. Captain Needa means that imperial ships can modify their defense tokens at will, so a more flexible system has been implemented. Each ship has 4 slots for defense tokens and you will set them before each battle. In the interest of further future-proofing I went ahead and included Scatter in there just so that all 5 defense tokens would be represented.

Modifications

  • Added plastic rails to the ships
  • Changed render order of upgrade cards so that they are no underneath most things
  • Added an option to straighten the maneuver template automatically
  • Added a toggle for the ambush zone
  • Ship rotation options increased from 16 to 64
  • Selected ship rectangle rotates with ship (bug fix)
  • Ship speed display starts at 0 (instead of 2)
  • Shields start uncharged and go up to 6, similar to the physical components. (future-proofing and ease of future implementation)
  • Moved objective tokens from "Objectives" to "Tokens"
  • Additional links within the help menu to things like the wiki, this forum, fleet builders, damage deck text etc

The future

In about 2 weeks, after Thanksgiving here in the states, I'll start on version 2.2.0. The primary goal of 2.2.0 is to generate unified graphics for all the capital ships. Right now ships are mismatched things i was able to grab and edit easily. Beyond that 2.2.0 will reinstate the button to automatically refresh defense tokens. Due to the radically different defense token implementation for squadrons and the new capital ship tokens the old one was not sufficient. The new implementation will handle "status phase" stuff such as all defense tokens, and unexhausting the appropriate upgrade cards (NK-7, intel officer, ECM etc)

I'm sure there will be some more 2.1 bug squashing to be done in 2.2.0 as well.

EDIT: Disregard this paragraph as Green Knight has spearheaded this project and brought it to fruition much faster than I could have. ****In the more distant future, probably between waves 2 and 3, I'm aiming to include the custom content that DiabloAzul has been working on. The custom content will be in the form of an extension to the module, rather than an intrinsic part of the module. What this means is that it will be a separate download, and those who want to use the content can download it and add it into their base module. People who don't want to use it won't have it clogging up their pieces pallet.****

Enjoy,

Ransburger

EDIT: version numbering due to bugs found in posts 9,11,12

Edited by ransburger

Literally, the second I posted to try this out, this post comes out.

THANK YOU SO MUCH!

SWEET!

All hail, Ransburger!

WE ARE SAVED!!!

Guess I'll need to update my "how to vassal" article.

Ransburger, thank you for all you have done with the vassal module and keep up the good work!

Now I just need to replace my hard drive so I can actually play on vassal again...

So, I know it will be picking nits here but. . . With the new rails on the ships, do you have Distance measurements coming from the same starting point that Range measurements are coming from?

I ask because I did get a clarification that Range is measured from the Cardboard and Distance from the base (excluding dials) when it comes to ships. Squadrons is based on the base which is great because it is beveled.

I think there's a defect with shields stay in aspect with ship orientation:

http://imgur.com/sX9DgHR

I think there's a defect with shields stay in aspect with ship orientation:

http://imgur.com/sX9DgHR

Weird. That didn't happen during testing.

Also, Rebel squadron cards do not delete and sit on top of defense tokens.

command dials also do not delete if you happened to do it the old way and not use the command stacks

Edited by KAGE13

OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD

/breaths into bag to stop hyperventilating

So, I know it will be picking nits here but. . . With the new rails on the ships, do you have Distance measurements coming from the same starting point that Range measurements are coming from?

I ask because I did get a clarification that Range is measured from the Cardboard and Distance from the base (excluding dials) when it comes to ships. Squadrons is based on the base which is great because it is beveled.

Range measurements do not include the rails, only the black cardboard tokens.

Distance measurements are not as precise, error of about a millimeter. About halfway through I realized that the most recent FAQ had corrections for ship dimensions, so the 41 mm width I'd been working on was completely invalid. Will update that with 2.2 along with the graphic overhaul.

Bug squashing:

Brought command dials to their previous level of functionality

Rebel Squadron Cards functional (wrong trait name for the prototype)

Assault frigate shield number rotation thing fixed

Renamed new one as 2.1.1 and uploaded to the module page in the link above.

Edited by ransburger

48-minute turnaround on the shield dial bug. THAT'S product support!

Thanks for all the work you've put in for the community, Rans.

I will be trolling for a game tonight around 1600 and later GMT+7 (Arizona) and will be available until about 1930.

THANK YOU!!!

First thing I did: I confirmed that a speed 3 ISD/engine-tech'd MC80 can always be attacked on the next turn without a command if you put fighters at distance 1 in front of it :D (per previous post about setting up for attack run).

For those extra curious, you can only do 2 fighters for an m80 using a nav dial on a double click segment 1 turn, but you can go up to 4 fighters on an ISD even if it has a dial.

Minor issues:

- Link to How TO file not working. Don't know why. I worked when I tested it.

- Same with link to Warlords builder.

Edit: Needs more maps (you can find two maps ready to add in the builds I uploaded) :D

Edited by Green Knight

Bug: If you put a Ship card on top of the new command stack card it disappears underneath. Layer error.

Layer equals Obstacle.

Edit: Adding a new bottom layer called Stack to the 3 command stack cards fixes the problem.

Edited by Green Knight

Yay! Also thanks for listening to feedback about the command stack!

Added a v2.1.1 hotfix to the DL page that takes care of the stack issue + broken links.

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

Great turnaround guys :)

Was the ship shield bug active on all ships or just that one Frigate?

Just the AF. I didn't notice it at all during testing. But then again the medium ships behaved well, so I didn't give them much attention :D

So, I know it will be picking nits here but. . . With the new rails on the ships, do you have Distance measurements coming from the same starting point that Range measurements are coming from?

I ask because I did get a clarification that Range is measured from the Cardboard and Distance from the base (excluding dials) when it comes to ships. Squadrons is based on the base which is great because it is beveled.

Range measurements do not include the rails, only the black cardboard tokens.

Distance measurements are not as precise, error of about a millimeter. About halfway through I realized that the most recent FAQ had corrections for ship dimensions, so the 41 mm width I'd been working on was completely invalid. Will update that with 2.2 along with the graphic overhaul.

Bug squashing:

Brought command dials to their previous level of functionality

Rebel Squadron Cards functional (wrong trait name for the prototype)

Assault frigate shield number rotation thing fixed

Renamed new one as 2.1.1 and uploaded to the module page in the link above.