Star Wars: Armada - Vassal module version 4.2.0

By Green Knight, in Star Wars: Armada

Module v3.8.0 beta 1 has been released:

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

Changes:

  • adds the spoiled cards from w6
  • adds MOCKUPS of the Quasar (VSD) & Hammerhead (CR90); the real version will have to wait until I get the models

Quasar: the arcs aren't half bad in terms of size, but they are too far forward (same with los dots).

Hammerhead: the important arcs are pretty close to the real thing, but the rear arc is off.

Edited by Green Knight

As you may (or not) be aware of, X-wing has recently implemented a pretty neat system, where you can import builder output (permalink) and have the module set up the fleet automatically.

@Aresius asked me if this was possible for Armada.

The answer to that is: Yes, but unlikely to happen in the foreseeable future.

It's simply too much Java work for me, even if I scavenge the custom code from X-wing. Complicating the issue is the fact that the various builder sites have a very different permalink system. Compare this to the number of players using the module, and the ease of setting up a fleet with the quick-spawn system, and it's simply not worth the effort.

At least not for me.

But if anyone wants to do the chore, they are more than welcome. Note that some (but not a whole lot) Java proficiency will be needed, in addition to understanding how Vassal works and how the module is built.

Edited by Green Knight
20 hours ago, Green Knight said:

Module v3.8.0 beta 1 has been released:

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

Changes:

  • adds the spoiled cards from w6
  • adds MOCKUPS of the Quasar (VSD) & Hammerhead (CR90); the real version will have to wait until I get the models

Quasar: the arcs aren't half bad in terms of size, but they are too far forward (same with los dots).

Hammerhead: the important arcs are pretty close to the real thing, but the rear arc is off.

Nice, nice. As always the Vassal crowd gets the new toys to play with first. Green Knight for president!

Just now, Darth Veggie said:

Nice, nice. As always the Vassal crowd gets the new toys to play with first. Green Knight for president!

keep-calm-and-viva-el-presidente-2.png

From the HR department:

We're (meaning me) looking for an assistant dev - or something along those lines.

ransburger (the original module dev) is no longer active. Hasn't been logged into the forums for half a year. So that means it's just me maintaining the module.

That's not ideal. If I get incapacitated - or just get bored with the whole game - tough luck.

So I'm looking for some help.

You do not need to be a programmer. You don't need to be great at Vassal module creation either, but it certainly helps (I can offer insights into the module, but I'm not going to do a lot of vassal mentoring - those skills you have to acquire yourself).

Anyway. If you're interested, reply here or shoot me a PM.

There is a bug in the new beta module: What ever ship card you try to spawn via the rebel token it ends up to be an Arquitens class ship (not even the card). And whatever rebel squadron card you try to spawn: It will be an aggressor squad. For imperials everything is fine.

Well, at least I think it is a bug. But maybe @Green Knight wants to tell the rebel players something... ;-)

38 minutes ago, Darth Veggie said:

There is a bug in the new beta module: What ever ship card you try to spawn via the rebel token it ends up to be an Arquitens class ship (not even the card). And whatever rebel squadron card you try to spawn: It will be an aggressor squad. For imperials everything is fine.

Well, at least I think it is a bug. But maybe @Green Knight wants to tell the rebel players something... ;-)

That is something that happens if there are duplicate ids. Vassal is a very crude application in this regard.

I will look for the duplicate and fix it.

Thanks.

On 6/8/2017 at 7:21 AM, Green Knight said:

That is something that happens if there are duplicate ids. Vassal is a very crude application in this regard.

I will look for the duplicate and fix it.

Thanks.

Something similar...

When spawing Titus from a ship card, Advanced Gunnery pops up.

On 7.6.2017 at 1:10 PM, Green Knight said:

From the HR department:

We're (meaning me) looking for an assistant dev - or something along those lines.

ransburger (the original module dev) is no longer active. Hasn't been logged into the forums for half a year. So that means it's just me maintaining the module.

That's not ideal. If I get incapacitated - or just get bored with the whole game - tough luck.

So I'm looking for some help.

You do not need to be a programmer. You don't need to be great at Vassal module creation either, but it certainly helps (I can offer insights into the module, but I'm not going to do a lot of vassal mentoring - those skills you have to acquire yourself).

Anyway. If you're interested, reply here or shoot me a PM.

@JJs Juggernaut has been hired.

From now on he'll do all the work, while I get all the credit!!!

Good job JJ! And good job GK, you can now inevitably quote yourself and only have to change one letter when you replace him with a better model!

On 6/8/2017 at 7:42 AM, Darth Veggie said:

There is a bug in the new beta module: What ever ship card you try to spawn via the rebel token it ends up to be an Arquitens class ship (not even the card). And whatever rebel squadron card you try to spawn: It will be an aggressor squad. For imperials everything is fine.

Well, at least I think it is a bug. But maybe @Green Knight wants to tell the rebel players something... ;-)

This also applies to Rebel ship title cards FYI

I finally found the time to fix the bugs in beta 1, so 3.8.0 beta 2 is up:

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

Note that this is STILL A BETA - please report all bugs here or by PM.

Stuff:

- I got my Quasar/Hammerheads yesterday. Got to play a game with them too. But the module still has MOCKUPS of those two ships.

- Quad Batteries is in

- D Caps moved to the right section

- TRC now can exhaust (errata)

- Quickspawn fixed

I also did some changes to several image file names. There were several reasons for this, but lets just call it future-proofing and leave it at that.

More importantly: 3.8.0 beta 2 (and later builds) ARE NOT COMPATIBLE WITH 3.7.0 or older versions. Nothing dramatic - you won't spontaneously combust while playing, for example - but you might not see all you opponent's cards and vice versa.

Edited by Green Knight

Oh, and I made a new Graphics pack too - it 3.8.0 compatible only (having to do with filenames).

GK, thanks for continuing to make Armada accessible to so many thanks to Vassal!

8 minutes ago, BrobaFett said:

GK, thanks for continuing to make Armada accessible to so many thanks to Vassal!

Thanks for playing! :)

Spawning Rebel squads still don't work. Same for Pelta and Rebel transports. Hammerheads are fine :D

And as Brobafett said: Thank you for your effort! Where is the free beer emoticon in this forum!

Edited by Darth Veggie
2 minutes ago, Darth Veggie said:

Spawning Rebel squads still don't work. Same for Pelta and Rebel transports. Hammerheads are fine :D

And as Brobafett said: Thank you for your effort! Where is the free beer emoticon in this forum!

Why!??? WHY!!!??? :angry:

2 hours ago, Darth Veggie said:

Spawning Rebel squads still don't work. Same for Pelta and Rebel transports. Hammerheads are fine :D

And as Brobafett said: Thank you for your effort! Where is the free beer emoticon in this forum!

I found the errors and corrected them (again). I swear, if the module acts up again, I'm going to burn it while I dance naked around the fire!!!

You need to upload a video of that as proof that your word can be trusted!

On 2017-07-25 at 5:46 AM, Green Knight said:

More importantly: 3.8.0 beta 2 (and later builds) ARE NOT COMPATIBLE WITH 3.7.0 or older versions. Nothing dramatic - you won't spontaneously combust while playing, for example - but you might not see all you opponent's cards and vice versa.

What I'm getting from this is that someday you'll create a build that will be capable of making your opponent spontaneously combust? That'd be AWESOME.

1 hour ago, Maturin said:

What I'm getting from this is that someday you'll create a build that will be capable of making your opponent spontaneously combust? That'd be AWESOME.

Not only your opponent. It will have the power to destroy entire planets. I'm calling it the 'Death Star'.

I bring glad tidings Earthlings!

I've ironed out the quick-spawn bugs (already said that, but I'll repeat it for @Darth Veggie 's benefit).

More importantly I've gotten my wave 6, scanned the tokens, and made a new range overlay for the Quasar.

This is kind of big, since it was always ransburger who did the arcs, and they are kind of tricky to get right.

Tomorrow I'll tackle the Hammerhead.

Then some other issues in my backlog.

And then we'll be ready for 3.8.0 (although I might just call it 4.0.0 - we'll see).

On 7/25/2017 at 8:46 AM, Green Knight said:

More importantly: 3.8.0 beta 2 (and later builds) ARE NOT COMPATIBLE WITH 3.7.0 or older versions. Nothing dramatic - you won't spontaneously combust while playing, for example - but you might not see all you opponent's cards and vice versa.

Is this true for the full card pack? So you'll have another card pack for 3.8?

36 minutes ago, Undeadguy said:

Is this true for the full card pack? So you'll have another card pack for 3.8?

The Force, the Jedi. All of it. It's all true.

Oh right, not the question...

Note to self: stop quoting dead scoundrels.

The next module version will not be compatible with older versions. Same with the graphics pack; not backwards compatible.

Mostly some squadron models and squadron cards that won't be visible to your opponent and vice versa. And the Hammerhead/Quasar arc will be all wrong etc.

If you have some older setuplog, just load them, see whats wrong, and replace missing components. Should be easy.

Well, well...looks like there was nothing much to do at work...so now the good ole Hammahead is also done!

I'm spoiling you...