New Armada Vassal Module version 2.3.0 (beta)

By Green Knight, in Star Wars: Armada

For those of you that can't/won't update the images manually, I made this hotfix version:

- adds correct MC80H1 arcs

- adds correct MoV table

http://www.vassalengine.org/mediawiki/images/7/70/ArmadaModule_-_2.3.0b.vmod

100% compatible with 2.3.0 - no need to rebuild any logfiles or anything - basically anyone with the hotfix can see the new MoV table and the MCH1 arcs, those without can't.

Edited by Green Knight

Thanks! Now we just need some more Wave 5 details :-)

Thanks! Now we just need some more Wave 5 details :-)

FFG pls.

Thanks! Now we just need some more Wave 5 details :-)

FFG pls.

Come on FFG, let us have some!

Edited by Green Knight

Developer blog:

I've finally found the main slow-down culprit. Turns out it's the new reporting functionality for defense tokens. When I disable it, everything speed back to normal. AFAIK the way I've implemented it shouldn't cause such a slowdown. Could be there are some limitations in Vassal I'm not aware of. So the bad news is that it looks like I'll have to redo the defense tokens, but the good news is I know where the bug is.

I've also finished adding card backs to everything - so you can now flip each and every card in the game. It's mostly an aesthetic change, to bring everything closer to the table top experience, but it has some other applications as well. Discarding a card will now turn it facedown, rather than upside down, for example. You also have to option of deploying your fleet face-down, then flipping it faceup when your opponent has deployed. Not sure if that will be a thing, but I thought I'd mention it.

Next:

Range/distance measurements seem offset a pixel or two for certain ships. Will investigate and fix.

Developer blog:


Range/distance measurements investigated and fixed.


Next:


Continue work on slow-down issue caused by defense token implementation.


Concept study:


Auto-reveal/hide all commands when masking/unmasking stack.

Played a game yesterday and noticed one area of slow down.

If I select multiple ships and hit the cursor keys to rotate them all at once .... it really went to a painful crawl.

Really love the new graphics, range bands, etc. Very nice improvement!

Played a game yesterday and noticed one area of slow down.

If I select multiple ships and hit the cursor keys to rotate them all at once .... it really went to a painful crawl.

Really love the new graphics, range bands, etc. Very nice improvement!

All the slow-down is linked to the defense tokens. If I disable them, everything speeds back up to normal.

It's kind of odd, because I've reused the same logic I made for the dice roller. But then again, there is a tiny lag in the dice roller as well, only it's a self-contained board with minimum number of pieces, so is hardly noticeable.

On older versions the dice would occasionally hang up on me when selecting the dice window for the first time.

Small item: spawning a Gozanti Assault Carrier (from the token) gives you an Arquitens, labelled "Gladiator".

Small item: spawning a Gozanti Assault Carrier (from the token) gives you an Arquitens, labelled "Gladiator".

As do both gozanti titles.

Perhaps its just a well disguised gladiator.

Small item: spawning a Gozanti Assault Carrier (from the token) gives you an Arquitens, labelled "Gladiator".

As do both gozanti titles.

Perhaps its just a well disguised gladiator.

Lol! Yes, this has been pointed out already - I'm sure there are more bugs in the quick-spawn system. So many opportunities for mistakes :P

Edited by Green Knight

And Paragon is dysfunctional too!

Developer blog:

I've finally figured out the ins and outs of the slowdown issue.

It turns out it's not the Armada module at all, but limitations in Vassal.

I had a nagging suspicion this might be the case, but now it's been confirmed:

When the number of trait trees on any single game pieces becomes too large and/or complex, Vassal just slows down to a crawl. Even stuff not related to the actual activity is affected - hence movement is slowed down, even if it's completely unrelated to the defense tokens.

Basically the new defense token implementation is by far the most complex part of any ship, and on top of an already complex ship piece design, it is apparently enough to push the ships over the edge and into syrupy oblivion.

Just disabling the defense tokens speeds everything up dramatically. So that's kind of a fix.

Reverting to the old version, where token use was reported (but not the type) is also within acceptable limits. I mean, there's a very slight delay, but not enough to be bothersome. Just look at 225/6 - they are working just fine.

I have a few options:

1. Revert to the 225/6 version. This is acceptable, but a let-down, since it leaves out one crucial piece of auto-reporting.

2. Keep as is. Not really acceptable. The slowdown is pushing me towards the Dark Side...you know, slowdown leads to anger, anger leads to...

3. Figure out a brilliant new, much simpler way of doing things. I'd really like for that to happen, but right now I can't think of any smart ways to do it.

4. Trim some other traits used. This could help keep things within acceptable limits, thus avoiding slowdown.

So the auto reporting can happen, and ships are spawned from cards. Anyway of showing the tokens on the card, so there locstion isnt linked to the ship, reducing attached info?

The command stacks/ship cards/ship base are not really connected at all.

I've set up a system to summon what is basically unrelated pieces. It just appears they are connected, since each ship card summons the corresponding ship base :P

And as long as you name the command stack/ship base the same, it will report to the chat as if there was a connection.

I could move the defense tokens over to the command stack. That would remove the slowdown issue - the command stack is a fairly simple thing to begin with, so should handle the added weight of the tokens.

But its a bit hard to scroll back and forth between a ship and its command stack when playing on the PC. That's why it's so neat to have the def tokens on the ship base.

I must consider this some more.

Well its the def tokens and command tokens which slow ghings down. They dont NEED to be on the ship.

But, if not then we need an even clearer way of linking ships and stacks. I suggest bright ship and stack colour schemes. Maybe 5 colours available.

After discussing the defense token slowdown effect with ransburger I've reverted to the old system:

- it reports exhausted/refreshed/discarded, but not token type

- using the hotkeys repeatedly will again cause the token type to change (just undo if you mess up)

The important part is: SPEED IS BACK TO NORMAL AKA. LIGHTNING FAST!!!

Based on a string of ideas from ransburger I'll try to make something clever that doesn't break vassal's back...

(and just disregard the CC and wave 5 components - they are just placeholders)

Wiki is still buggy. Alternate link:

https://www.dropbox.com/s/46ali2eqp5v3wks/ArmadaModule_-_2.3.1.vmod?dl=0

Edited by Green Knight

So just for fun.

Had a guy that I was going to play today with 2.2.5 and I am on 2.3.0, second beta.

The interesting failure was that the dice and cards for my damage deck were missing.

Pretty funny failure.

So just for fun.

Had a guy that I was going to play today with 2.2.5 and I am on 2.3.0, second beta.

The interesting failure was that the dice and cards for my damage deck were missing.

Pretty funny failure.

That\s because the menu bar has been changed - things are reordered and have new button graphics :D

Version 2.3.2 is now ready:

You can get it on the Vassal wiki once it clears moderation.

In the meantime, get it here: https://www.dropbox.com/s/zr85w05nj92vvsx/ArmadaModule_-_2.3.2.vmod?dl=0

Changes:

- fixed some bugs in the quick spawn module (Jerjerrod appearing in main menu, Gozanti-->Arquitens and Paragon not showing up), so hopefully it's bug free now...

- defense token reporting is back, but without the excessive slowdown!

- tweaks to stuff you can't really see...

The beta is now very close to an official release.

Really love all your work GK, thanks a lot!

Note to self:

- exhausting cards don't turn 90

Solution: move prototype below layer

Add: Restrict Command to prevent double rotations.

Edited by Green Knight

Note to self:

- discard effects also not working