New Armada Vassal Module version 2.1.0

By ransburger, in Star Wars: Armada

Special request;

Sorry for the later bump, but Green Knight, can you please fix the MC80's side arc dots? They're way off right now and there's a pending Vassal tournament.

Special request;

Sorry for the later bump, but Green Knight, can you please fix the MC80's side arc dots? They're way off right now and there's a pending Vassal tournament.

Yes, I know, I'm in the tournament :D

I have a fix for the LoS dots on the MC80. I've also fixed the wrong starting hull for the MC30.

There is a still a bug where placing the maneuver tool LEFT will cause it to point at a weird angle. Not sure if I'll get the working right without more testing.

Anyway: not sure there will be an official update, but at the very least I'll have a fix we can use for just the tournament.

Special request;

Sorry for the later bump, but Green Knight, can you please fix the MC80's side arc dots? They're way off right now and there's a pending Vassal tournament.

Yes, I know, I'm in the tournament :D

I have a fix for the LoS dots on the MC80. I've also fixed the wrong starting hull for the MC30.

There is a still a bug where placing the maneuver tool LEFT will cause it to point at a weird angle. Not sure if I'll get the working right without more testing.

Anyway: not sure there will be an official update, but at the very least I'll have a fix we can use for just the tournament.

Good news: I found the place maneuver tool bug and got it fixed.

I've no further bugs on my list.

Re. a new version I have to coordinate that with ransburger.

I added a version 2.1.5 fixing the 3 bugs listed above (by request from the Tournament players).

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We've also had reports of the Vassal module repeatedly tiling on startup, rather than the first time after installation.

This cause very slow startups for the affected players.

It seems this problem is related to a weird combination of the A) latest Java release and the B) timestamp on the image files.

By updating the timestamp on the images (to the current date) we are able to eliminate the issue.

A fix will be provided in a later version.

EDIT: This is the last "quick-fix" version. If more bugs are discovered, they'll have to wait for 2.2.0 to be resolved.

Edited by Green Knight

Setup files (Rebel/Imperial) have been updated to 2.1.5

Some people were using the newest version of the module, but were loading ships/dials created using an outdated version, resulting in old bugs reappearing.

If you already have a setup .vlog, please bring it out, delete all ships and dials, then add in the new ones from the latest version.

Edited by Green Knight

Hey GK, would it be possible to get slightly darker lines on the arc boundaries? A bit difficult for me to tell, as my laptop cannot handle zoom of the appropriate magnitude

Hey GK, would it be possible to get slightly darker lines on the arc boundaries? A bit difficult for me to tell, as my laptop cannot handle zoom of the appropriate magnitude

All I am hearing is. "We will last longer then we will against that death star." -Lando

Is this an actual game or a place to test moving and shooting. Nowhere have I seen a description. Is it difficult to install. I saw a lot of files etc. and thus for more experienced so outer people?

Hey GK, would it be possible to get slightly darker lines on the arc boundaries? A bit difficult for me to tell, as my laptop cannot handle zoom of the appropriate magnitude

I'm working on new ship graphics. I'll darken up the firing arc divisions a hair while I'm at it.

Is this an actual game or a place to test moving and shooting. Nowhere have I seen a description. Is it difficult to install. I saw a lot of files etc. and thus for more experienced so outer people?

Vassal is a java based program to aid people in digitally recreating board games. Module creators collect/generate graphics and add appropriate functionality to them.

The armada module currently has any functionality you'd want to do in real life. It rolls dice, it measures things, it delineates setup space, ambush zone, and deployment areas, the ships can change their shield values etc. The ship pieces have the option of displaying all pertinent info such as hull left, speed, what defense or command tokens are present etc.

You only need 2 files to install, the vassal software, and the armada module. There are a lot of files on the module page, I'll explain those really quick.

Anything not under 2.1.5, you can ignore, as those are older versions. We keep those around for people who preferred older versions, or who come across logfiles (recordings of games) from older versions that might not work with the latest version.

armadaModule - X.X.X is the current version. This is the only file you really NEED.

the 2 files with "setup" at the end of the name are helper files that make it faster to assemble squads, NOT needed. To use them, once your module is opened, go file -> load continuation, and click the arrow in the top bar, it should be 2nd or third from the left, it'll be labeled something like "step forward" when you hover your mose

The others are extensions for additional content, NOT needed. Within the vassal window you can add an extension to the module, these files will add more maps, and more ships if you want to use any non-FFG ships.

Vassal is really helpful because it allows you to play against people from all over the world. If you have any other questions feel free to PM me.

Underneath the 2.0.0 there is a "how-to" pdf, I'd recommend perusing that to orient yourself within the module. Most of it is still up-to-date and hasn't changed.

bump

If anyone would like to try out my experimental Vassal Armada 2.1.6 (unofficial beta) build:

http://www.vassalengine.org/mediawiki/images/b/ba/ArmadaModule_-_2.1.6.vmod

It's the same as 215, except the following automatic reports added:

Squadrons:

- HP change (gain/loss)

Ships:

- Speed changes (gain/loss)

- Shield changes (gain/loss)

- Hull changes (gain/loss)

- Exhaust/Refresh/Discard defense token

- Notching the maneuver tool (to signal that the tool can no longer be manipulated)

Command stack

- Cycling the command stack (this was a loophole - you could mask your stack, then cycle without triggering a report, creating a possibility for players to unlawfully manipulate their commands)

I've played quite extensively with these extra auto-reports and it speeds up play quite a bit, especially when using only the text chat.

It also makes it less of pain to make sure you and your opponent are actually tracking all changes - no more of that "didn't you go to speed 3 last round?" or "did you take it on your left zone?". It's all in the log!

As an added bonus you no longer have to stare intently on the screen to make sure you don't miss something :D

Any "clogging" of the log is more than offset by the reduced need for stating the obvious and asking "did you do this or did you do that".

Other stuff:

- Added a cycle option for command 1 ships (you don't really need to cycle as such, but I often select all my ships, then hit cycle, which makes it kind of annoying that command 1 ships don't cycle along with the others)

- Also includes option of rolling more dice (max 10 red, max 8 blue/black - yeah, we're talking Assault Cruiser/Ackbar/Defiance/Opening Salvo/CF stuff here!)

Note:

- The dice roller window is created by the player that sets up the New game, so if he has 216 BOTH players get to see the extra dice options (and vice versa)

- Using old setup files and save games...existing game pieces are NOT affected. You have to start fresh (or just delete and replace the parts that need updating - cards aren't affect, for example, but all ship/squad models and command stacks are)

Please note that these changes MAY OR MAY NOT make it into the official 2.2.0 build (graphics update). What gets included is up to ransburger.

Edited by Green Knight

Great changes GK. Ill try em next time I play.

If I may add a suggestion related to your cycling:

A button at the top (like remove movement templates) that will cycle all command stacks on the board/ that you own.

Great changes GK. Ill try em next time I play.

If I may add a suggestion related to your cycling:

A button at the top (like remove movement templates) that will cycle all command stacks on the board/ that you own.

I'm waiting to see what ransburger comes up with - he intends to reinstate the refresh tokens/cards button. Maybe he'll add cycling to that.

Edited by Green Knight

Planning to tie that into a generic "status phase" button. A single click button to refresh *all* defense tokens, refresh exhausted upgrade cards, and to cycle all command stacks exactly once as long as they haven't been cycled already.

There will also be a graphic making it abundantly clear when a command in your stack is "empty"

Planning to tie that into a generic "status phase" button. A single click button to refresh *all* defense tokens, refresh exhausted upgrade cards, and to cycle all command stacks exactly once as long as they haven't been cycled already.

There will also be a graphic making it abundantly clear when a command in your stack is "empty"

That would be the very best solution!

I've added 2.1.6 beta 2

(checksum aa6726b9)

It fixes:

- some issues with the auto-reports

- the LoS-dot error on the MC30c (side dots too far back)

Also:

- playing around with some alternate graphics for tokens, flags etc.

Note that this is an UNOFFICIAL BETA build. It's fully compatible with 2.1.5, but contains some new features.

See this post for more info: https://community.fantasyflightgames.com/topic/193885-new-armada-vassal-module-version-210/?p=2027678

Edited by Green Knight

Another UNOFFICIAL BETA version is out: 216 beta3

Checksum: 84a2acdf

Key changes:

- there are 2 LoS tools, one blue and one pink (experimental feature, each player should stick to one tool)

- there is a button in the map window that automatically loads default shields/tokens for all ships on the table (as soon as the turn counter is set to 1+ this function is DISABLED to avoid mistakes)

- there is a button in the map window to automatically refresh all defense tokens and exhausted upgrade cards (this was in 200, but got disabled in 210+, now its back and improved)

- that same button also cycles all command stacks (obviously you want to be hitting this button ONCE during the status phase)

- upgrade cards that Discard can now be discarded by turning them upside down (allows them to stay by the ship, while obviously having been discarded)

The global buttons (default setup and refresh) overrides the various auto-reports to avoid spamming the chat (but the actions still take place, globally)

Edited by Green Knight

GK, you the man! Keep up the awesome work!

On a related point, is there any chance we will get ship arc lines well visible anytime soon? I'm no expert, but it would seem this should be a very easy fix to make, one that the community has been asking for some time now.

Big up to you guys, thanks for this.

GK, you the man! Keep up the awesome work!

On a related point, is there any chance we will get ship arc lines well visible anytime soon? I'm no expert, but it would seem this should be a very easy fix to make, one that the community has been asking for some time now.

Big up to you guys, thanks for this.

I don't want to tamper with the graphics files. That's ransburger's stuff. He has all the source files, so if I do anything it would just be hack jobs.

Anyway, I'm not sure what the arc line problem is: should they be thicker? another color?

Unless i miss it is there a range 1 sqaudron tool. Since you cants use the normal range rule for squadron vs squadrons fights. And the range band kind of hard to see the different ranges. Maybe on the distance range go red/blue/red?

Thanks for the hard work

Can we get an alert when dials are cycled?

Yes.

- If you use the global button it cycles all stacks, but with only one report.

- Anyone cycling manually will generate a report, including ship name (i.e. cheat alert).

(requires turn counter to be set to 1+)

Unless i miss it is there a range 1 sqaudron tool. Since you cants use the normal range rule for squadron vs squadrons fights. And the range band kind of hard to see the different ranges. Maybe on the distance range go red/blue/red?

Thanks for the hard work

Not sure about this request. SHIFT+B to display distance bands? What doesn't work? Or do you mean it could use with some better contrasting colors?

GK, you the man! Keep up the awesome work!

On a related point, is there any chance we will get ship arc lines well visible anytime soon? I'm no expert, but it would seem this should be a very easy fix to make, one that the community has been asking for some time now.

Big up to you guys, thanks for this.

I don't want to tamper with the graphics files. That's ransburger's stuff. He has all the source files, so if I do anything it would just be hack jobs.

Anyway, I'm not sure what the arc line problem is: should they be thicker? another color?

Another color, like light green or something, would be clearer I think. Thicker not so much because of the other problems it would bring.

Right...like the LoS tool, a color that stands out more. Good idea.