New Armada Vassal Module version 2.3.0 (beta)

By Green Knight, in Star Wars: Armada

Exhaust/discard fixed in 233.

Next:

New look at the command stacks.

Calling all beta players:

Do you have anything to report!? The beta is nearing the end of development, so if there are any more bug reports or feature requests, now is the time!

Skilled first officer has no discard option in my 232 build, not sure if that's what you meant you updated.

Yes. That's the one. When I made the cards flipable I forgot to change some things with the upgrade cards.

This is the first time for several months I have taken a look into Vassal Armada. And I am amazed what has happened. The new graphics are gorgeous. Thank you again for all your effort!

This is the first time for several months I have taken a look into Vassal Armada. And I am amazed what has happened. The new graphics are gorgeous. Thank you again for all your effort!

Good to see you.

Come play us again!

Version 2.3.3 is now available:

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

Major feature (by request from gowtah):

- masking the command stack (CTRL+M) now automatically reveals all command dials (to you)

- and vice versa unmasking the command stack automatically hides all command dials

- top commands that have been Revealed (i.e. the ship has activated) remains face-up regardless of mask/unmask (is turned face-down only when the stack is cycled)

- you still have the option to manually reveal a command (i.e. Director Isard's ability)

This feature should both save time (no more CTRL+Q/W/E) and prevent you from accidentally revealing any commands.

Minor features:

- Repair tokens are now called just that, rather than the erroneous "Engineering tokens"

- you can no longer "spend" a non-existing command token

- new tokens for Flagships (2 Rebel, 2 Imperial - the scans are not looking 100%, so I might redo them later)

- spawn Victory Tokens directly from Objectives

- spawn Objective Tokens directly from Obstacles

Bugfixes:

- fixed LoS dots on faded H1 and ISD (reported by itzSteve)

- moved spawn tokens further to the right (red objectives were spawning off-map)

- fixed non-rotating exhausting cards (they were reported as exhausted, but didn't actually rotate)

- fixed non-flipping discarded cards (option to discard was gone from menu)

New feature request:

- when stacks are cycled, leave dials "spent" (layer deactivated)

- add "empty" graphic to easily identify spent dials

Will consider feasibility.

New feature request:

- when stacks are cycled, leave dials "spent" (layer deactivated)

- add "empty" graphic to easily identify spent dials

Will consider feasibility.

Feasibility study:

- code implemented

- will add a nice graphical overlay

Update on command stacks:

- dials will start "empty", to make sure people remember to set dials round 1

- when a dial is spent and the stack is cycled, it becomes "empty" again

- empty dials have a red overlay

- the overlay is visible even when masked, to easily identify empty dials

Some pics:

Starting look (round 0/1):

09-09-2016%2009-28-27_zps4r7cfiat.png

Top dial spent and cycled (typical start-of-round look):

09-09-2016%2009-29-02_zps1tjzamte.png

Masked mode:

09-09-2016%2009-29-12_zpsunrlndkk.png

Edited by Green Knight

Possible tweak:

- change hotkeys for setting new commands (they are the same as the ones used to move ships, so can cause issue if both a ship and a stack are selected)

Eye candy (new map):

09-09-2016%2010-03-48_zpsr0irmvmt.png

Amazing!!!! A million thanks for the hard work! Now, to find time to play :-)

I dont like so much maps with planets, always looks so off scale. But this one gives an eerie realistic feel, fantastic!

Update on command stacks:

- dials will start "empty", to make sure people remember to set dials round 1

- when a dial is spent and the stack is cycled, it becomes "empty" again

- empty dials have a red overlay

- the overlay is visible even when masked, to easily identify empty dials

Some pics:

... snip ...

Top dial spent and cycled (typical start-of-round look):

09-09-2016%2009-29-02_zps1tjzamte.png

... snip ...

Top dial at bottom of column, twitch, I know - I know, I should relax

nice work!

Version 2.3.5 is now available:




Major feature (by request from gowtah):



- dials will start "empty", to make sure people remember to set dials round 1

- when a dial is spent and the stack is cycled, it becomes "empty" again

- empty dials have a red overlay

- the overlay is visible even when masked, to easily identify empty dials



Minor features:


- new map (Death Star orbiting a planet, from Rogue One - me thinks this will be a hit)


Bugfixes:


- fixed faded H1 and ISD (after the last bugfix they suddenly lacked shield dials)

- fixed non-rotating exhausting cards (this time I got all of them - I think)

- fixed non-flipping discarded cards (this time I got all of them - I think)

- trying to spawn Dodonna brought up Ackbar (ransburger)

Edited by Green Knight

My to do list is now EMPTY.

So that leaves only bugfixes before we get a new official release.

Also waiting for wave 5 and the Corellian Conflict...so hurry up FFG!

I got a question about .vlog setup files:

Q: Will I have to redo them every time there is a new version?

A: No. You only have to replace those components that have been updated, then save the logfile again.

Example: going from 233/234 to 235, you would have to swap out all command stacks, any ISD/H1 bases, and any cards not exhausting/discarding properly.

Edit: on those occasions where there are major changes that essentially makes old saves/logs useless, I will notify you of it (like I did when I started the 2.3.x line of development).

Edited by Green Knight

Update on command stacks:

- dials will start "empty", to make sure people remember to set dials round 1

- when a dial is spent and the stack is cycled, it becomes "empty" again

- empty dials have a red overlay

- the overlay is visible even when masked, to easily identify empty dials

Some pics:

... snip ...

Top dial spent and cycled (typical start-of-round look):

09-09-2016%2009-29-02_zps1tjzamte.png

... snip ...

Top dial at bottom of column, twitch, I know - I know, I should relax

nice work!

The top dial is at the top...the red color is after revealed dials have been cycled down to the bottom of the stack. It's a reminder, so you don't forget to set your dials.

Is there a tutorial on how to create a .vlog set up file? I remember seeing one many months ago but can't seem to find it. Looking good.

Is there a tutorial on how to create a .vlog set up file? I remember seeing one many months ago but can't seem to find it. Looking good.

On the Facebook group.

Link in my profile.

Beta version 2.3.6 is out. This is the FINAL beta version before 3.0.0 is released.

Currently awaiting moderation on the wiki (sigh), but in the meantime you can get it here:

https://www.dropbox.com/s/9tndyyc3ta86c4v/ArmadaModule_-_2.3.6.vmod?dl=0

Changes:

- fixed some missing LoS dots (ISD/H1)

- minor tweaks and fixes

IMPORTANT NOTICE: make sure you and you opponent have A) the same version of the beta and B) that ship definitions are also from the same version. Otherwise you might end up seeing different arcs and ranges (we're talking a few pixels, nothing more, but still) or have only one player missing LoS dots. The 3.0.0 will have new names for arc graphics, to make sure players get a warning if there is a porblem. But for beta purposes you have to make sure yourselves!

Q: How do I make sure we have the same version?

A: Check your own version number and that of your opponent. You should also have the same checksum. Just right-click a username and view profile to see this info.

Q: How do I update "ship definitions"?

A: Load your fleet. Delete all ships. Spawn new ships. Save fleet. Prosper.

Notice to Vassal WC players:

I sincerely hope you'll all migrate to 2.3.6. It is vastly superior to 2.2.5/6.

2.3.6 is also very similar to the upcoming 3.0.0 official release, which should make the transition less noticeable.

Complete stupid question, but what version of extensions will we need to load with 2.3.6, if any?

Complete stupid question, but what version of extensions will we need to load with 2.3.6, if any?

The two map packs are still good:

Map Pack 2.0.0

Alt Sizes Maps 1.0.0