Will try this later at home, as I'm not so good at noticing details I totally missed the previous "bugs" and 2.3.5 worked just fine for me.
One question tho: what's the ETA on the 3.0.0?
Will try this later at home, as I'm not so good at noticing details I totally missed the previous "bugs" and 2.3.5 worked just fine for me.
One question tho: what's the ETA on the 3.0.0?
Will try this later at home, as I'm not so good at noticing details I totally missed the previous "bugs" and 2.3.5 worked just fine for me.
One question tho: what's the ETA on the 3.0.0?
The only visible details (in 235) was some trouble with the faded views of the ISD and H1.
There is no ETA on 3.0.0. It will arrive when we mean it to. Not before. Not later.
But we're talking the not so distant future here.
This is what we've been waiting for:
New ship arcs that accurately measure attack range from the attacking hull zone.
What we've been using thus far has been an approximation/simplification. Attack ranges have essentially been measured from the closest point on the base, rather than the hull zone in question. Not that it's the SIDE arcs that are affected - the fore/aft arcs have always been good.
It's not a very big difference (which is probably why no one has ever mentioned it). To elaborate: the greater the distance from the corners of the ship tokens to the place where the hull zone. So the ISD and the Liberty are the real bad boys, while the perfect broadsiders aren't affected at all (Neb-B, H1, GR-75).
Anyway, starting with v3.0.0 this will be fixed.
ISD: a double-arcing ISD might, in the past, have gained a noticeable (but hardly game-breaking) range boost for it's side arc shot.

Gladiator: the difference is almost negligible, a little over 10 pixels (60 pixels to the inch).

I noticed, but decided I didnt care
I noticed, but decided I didnt care
I decided I didn't want to do the work - just thinking about it made my head spin.
Fortunately ransburger was able to make something in CAD that could be imported into PS.
I didn't even realize there was an issue until I saw the new TTS version show up. My first thought was that the creator had the arcs wrong, and then I saw the same thing appear over in the x-wing module.
For those who don't realize why the above is more accurate, I'll try to explain it.
Measure close range from the side arc along the arc line of a VSD or CR90, now pivot the ruler right at the boundary of close range. The end of the ruler is passes over the base, so the edge of close range for the front or rear arcs is "further out" than the sides.
Another way to think about it... Since the side arcs don't quite go the whole length of the cardboard, the range bands start turning in earlier than they would other wise, which is what causes the distance disparity you are seeing above. The bigger the distance from the corner of the token to the firing arc line, the bigger the difference in range bands along the line.
Nice!
The ransburger/Green Knight combo is right now the most important thing to me in Armada!
You both need to know how much you have helped spread knowledge/experience about this game!
Quadruple Turbo-Laser Kudos!
Nice!
The ransburger/Green Knight combo is right now the most important thing to me in Armada!
You both need to know how much you have helped spread knowledge/experience about this game!
Quadruple Turbo-Laser Kudos!
Ransburger --> Venerable Master
Green Knight --> The prodigal Padawan (rash in his releases, but with a heart of gold)
Quadruple Turbo-Laser Kudos!
Completely unrelated:
If you get tired of flotillas, MC30 and Liberties...go Acky H1 + 2AFs with GT/QTL...watch 'em BURN!!!
Updated the beta to 2.4.0:
https://www.dropbox.com/s/6ogct22f8jj8prc/ArmadaModule_-_2.4.0.vmod?dl=0
2.4.0 is NOT compatible with older versions!
Major changes:
- new firing arc graphics
The new arcs have been given new names, so will not be visible to older versions, and will generate error messages. The 2.4.0 version also doesn't contain the old arc definitions, so can't see them (and will generate error messages). This is all intentional, to avoid mixing up arcs.
Minor changes:
- hotkeys for setting command tokens and command dials have been tweaked slightly, to make them more consistent
- added more references (renamed from charts), including list of hotkeys
- restricted more commands (example: you can't generate reports of taking command token 2&3 if you're a command 1 ship)
Bug fixes:
- H1 side LoS dots not showing when unfaded
To do list:
- some work on damage decks, including some auto-reports
There may be one final beta version (2.5.0) before the release of 3.0.0
2.4.0 is NOT compatible with older versions!
Edited by Green KnightDeveloper blog:
I've identified an issue with the Damage decks that needs fixing.
Currently, the damage deck is reshuffled every time you draw a card. You don't really notice this, since the cards are face down, but it happens.
You can try it yourselves by pulling a card, flip it face up to see what it is, then UNDO it back on top of the pile. Now pull the top card again and flip it over. Surprise, it's a different card ![]()
While the drawing process is entirely random, this isn't how it works in RL. So the purist in me demands a fix.
I'll probably add a little button on the main map that says "Shuffle damage decks" or something. I'll also add some reports that tell if a player tries to reshuffle his deck again.
Edited by Green KnightDeveloper blog:
I've identified an issue with the Damage decks that needs fixing.
Currently, the damage deck is reshuffled every time you draw a card. You don't really notice this, since the cards are face down, but it happens.
You can try it yourselves by pulling a card, flip it face up to see what it is, then UNDO it back on top of the pile. Now pull the top card again and flip it over. Surprise, it's a different card
While the drawing process is entirely random, this isn't how it works in RL. So the purist in me demands a fix.
I'll probably add a little button on the main map that says "Shuffle damage decks" or something. I'll also add some reports that tell if a player tries to reshuffle his deck again.
While this isn't supposed to happen, it doesn't affect game play at all. A shuffled deck is random, and reshuffling it just makes it random again. The probability of drawing any specific card doesn't change if the deck is reshuffled each time. Now if it shuffles in discarded cards, then you have a different scenario.
There have been cases where players had to Undo to correct something. As part of that undo, a face up card was returned to the deck. When re-drawn, a different card appears, with no way to correct it.
It's very minor, true, but still a little buggy.
The final beta build, Star Wars Armada v.2.5.0 has been released:
Will be up on the wiki as soon as it clears moderation.
In the meantime, get it here: https://www.dropbox.com/s/2ramoa9u0rvgbpd/ArmadaModule_-_2.5.0.vmod?dl=0
Semi-important change:
Damage decks do not automatically get reshuffled with every card that's pulled. Instead players must shuffle their decks at the start of the game. This preserves the order of cards in case one has to Undo (before you'd get a different card if you took 1 card, undid, then drew it again). It's a minor, but perhaps important change. Oh, and if you don't shuffle, you'll always get damage cards in reverse alphabetical order ![]()
Bug fixes:
- missing graphics for squadron Range bands
- reporting omissions when setting some commands
Tweaks:
- when spawning ships, they appear sightly to the right, to avoid obscuring the ship card
Compatibility:
2.4.0 setup logs are semi-compatible with 2.5.0, but you'll have to replace A) all squadron models to get range bands to show and B) all command stacks will have to be replaced (files renamed due to the horrible reporting bug).
Future development:
That's it fellows! 2.5.0 is what 3.0.0 will be, unless I get some more bug reports.
Edited by Green KnightOne more minor minor bug I forgot to mention yesterday. Every time the refresh tokens button is hit the new VP tokens also fip. It's really just cosmetic, but when I'm rebs and my opponent is imps it can be kind of confusing when your VP tokens are flipping.
One more minor minor bug I forgot to mention yesterday. Every time the refresh tokens button is hit the new VP tokens also fip. It's really just cosmetic, but when I'm rebs and my opponent is imps it can be kind of confusing when your VP tokens are flipping.
Thanks!