Star Wars: Armada - Vassal module version 4.2.0

By Green Knight, in Star Wars: Armada

4 minutes ago, JJs Juggernaut said:

Could not duplicate this.

ok seems I confused myself, ignore me, also just tried and couldn't do, guessing it's just accidental shift holding when I do :P

Not actual feature request, but more like an idea:

The damage deck isn't what you think it is

  • The deck actually shuffles EVERY TIME A CARD IS DRAWN
  • This usually doesn't matter, bc random is random.
  • BUT when you have to undo a faceup, typically bc a LoS tool is stuck, you WON'T get the same crit when you pull it anew
  • The solution is to not down the original crit, but that's a bit complex.
  • I had a solution - kind of:
    • Those with good memory might remember a long-lost Beta that required you to Shuffle the deck manually before a game started.
    • Bc of limitations in the engine that was the only way I could make it work.
    • Problem was you had to shuffle manually start of game - which ppl oc forgot...
    • Forgetting to shuffle meant crits in reverse alphabetical order...much worse than the issue they were supposed to fix
    • So I rolled it back and never looked at it again

Perhaps the new team might find a solution?

Shuffle on switch from turn 0 to turn 1?

If turn counter adjusted and turn =1 shuffle pack?

Not actual feature request, but more like an idea:

How many points is that?

I had an idea a while back, that I never put into the module:

  • A separate map window (or maybe reuse the damage deck window), where anything you placed there would be summed up.
  • So if you lost an AF w/GH & Rieekan, you could drag those over to this window and it would count and report 72+8+30=110

I think I shelved it bc it felt a bit clunky, but it was an interesting idea. I think it can be done in module, but maybe something with custom classes would do. Referencing to some json or something.

2 minutes ago, Ginkapo said:

Shuffle on switch from turn 0 to turn 1?

If turn counter adjusted and turn =1 shuffle pack?

Something like that might work. We'll be looking into it

2 minutes ago, Ginkapo said:

Shuffle on switch from turn 0 to turn 1?

If turn counter adjusted and turn =1 shuffle pack?

I don't remember. It's been a while. But I think it was problematic to find a trigger - you cannot trigger from going to turn 1. That's not a keystroke. But maybe a workaround can be found.

9 minutes ago, Green Knight said:

Not actual feature request, but more like an idea:

The damage deck isn't what you think it is

  • The deck actually shuffles EVERY TIME A CARD IS DRAWN
  • This usually doesn't matter, bc random is random.
  • BUT when you have to undo a faceup, typically bc a LoS tool is stuck, you WON'T get the same crit when you pull it anew
  • The solution is to not down the original crit, but that's a bit complex.
  • I had a solution - kind of:
    • Those with good memory might remember a long-lost Beta that required you to Shuffle the deck manually before a game started.
    • Bc of limitations in the engine that was the only way I could make it work.
    • Problem was you had to shuffle manually start of game - which ppl oc forgot...
    • Forgetting to shuffle meant crits in reverse alphabetical order...much worse than the issue they were supposed to fix
    • So I rolled it back and never looked at it again

Perhaps the new team might find a solution?

For the record (and so reading the code will be easier because we'll know what it's doing) is it shuffling all possible cards, and only showing the possible number to be left in a real deck, or is it shuffling the actually-remaining cards?

3 minutes ago, GiledPallaeon said:

For the record (and so reading the code will be easier because we'll know what it's doing) is it shuffling all possible cards, and only showing the possible number to be left in a real deck, or is it shuffling the actually-remaining cards?

It shuffles the REMAINING cards.

The shuffle triggers every time a card is drawn.

There is actually a little security hole here; we can discuss it in PM if you desire.

Possible bug (386):

  • When I spawn objective token from obstacle, I get command 1 stack instead

Can anyone confirm?

Feature request:

  • Attack ranges from objective tokens (ion cannon)
On 2/4/2018 at 1:33 PM, Green Knight said:

Not actual feature request, but more like an idea:

The damage deck isn't what you think it is

  • The deck actually shuffles EVERY TIME A CARD IS DRAWN
  • This usually doesn't matter, bc random is random.
  • BUT when you have to undo a faceup, typically bc a LoS tool is stuck, you WON'T get the same crit when you pull it anew
  • The solution is to not down the original crit, but that's a bit complex.
  • I had a solution - kind of:
    • Those with good memory might remember a long-lost Beta that required you to Shuffle the deck manually before a game started.
    • Bc of limitations in the engine that was the only way I could make it work.
    • Problem was you had to shuffle manually start of game - which ppl oc forgot...
    • Forgetting to shuffle meant crits in reverse alphabetical order...much worse than the issue they were supposed to fix
    • So I rolled it back and never looked at it again

Perhaps the new team might find a solution?

Two potential suggestions: Shuffle on switch to turn 1, or make this a part of setting default ship values.

Request:

Add a range tool that shows Medium Range from ships without accounting for hull zone firing arcs. Alternatively, add a small distance band stop that indicates the edge of Medium Range from the nearest hull zone. Currently, ships with uneven firing arcs can have difficulty when trying to measure out to range bands for non-combat upgrades and actions like squadron activation.

Request: Allow players to rotate the range/distance tool piece.

Did you guys know that Tie Phantoms are misspelled?

Bug: Spawn Upgrade > Turbolaser > Quad Turbolaser Turrets should be Quad Turbolaser Cannons .

Bug: armed station

  • when you deploy the man tool, the range bands turn on
  • pressing "Remove tool" does not clear it

Request:

Nudge ability for, well, everything. Trying to make precise adjustments in setup is very difficult. I'm also obsessive about getting cards lined up, which is very difficult (come to think of it, some sort of snap to grid for the cards would really be great.

Request:

Ability to grab or delete objects outside the window, or prevent objective cards from spawning outside the window.

Move spawn marker toward left side of window. Spawn objective cards. They apparently are created off of the tabletop to the left and are unretrievable. While you can move the spawn token back onto the tabletop and spawn more objective cards, this was incredibly confusing to me as a new user.

On ‎2‎/‎11‎/‎2018 at 10:02 AM, Green Knight said:

Possible bug (386):

  • When I spawn objective token from obstacle, I get command 1 stack instead

Can anyone confirm?

Yes, this is due to my changing of the VP tokens to a new menu location. Missed it then, but it's already fixed in the new version.

On ‎2‎/‎11‎/‎2018 at 10:04 AM, Green Knight said:

Feature request:

  • Attack ranges from objective tokens (ion cannon)

Will add.

On ‎2‎/‎11‎/‎2018 at 11:12 AM, thecactusman17 said:

Request:

Add a range tool that shows Medium Range from ships without accounting for hull zone firing arcs. Alternatively, add a small distance band stop that indicates the edge of Medium Range from the nearest hull zone. Currently, ships with uneven firing arcs can have difficulty when trying to measure out to range bands for non-combat upgrades and actions like squadron activation.

Request: Allow players to rotate the range/distance tool piece.

Due to the scope of such an undertaking, this probably won't be happening. Most situations can be solved if there are any questions by using Distance 3 of the distance bands (very close to medium range), or by toggling the range band of whatever piece you are trying to effect.

On ‎2‎/‎11‎/‎2018 at 11:28 AM, rasproteus said:

Did you guys know that Tie Phantoms are misspelled?

Indeed, a long standing typo that has fixed for the latest release. The TIE Panthoms are no more.

On ‎2‎/‎11‎/‎2018 at 12:27 PM, elbmc1969 said:

Bug: Spawn Upgrade > Turbolaser > Quad Turbolaser Turrets should be Quad Turbolaser Cannons .

Thanks, will fix!

9 minutes ago, Green Knight said:

Bug: armed station

  • when you deploy the man tool, the range bands turn on
  • pressing "Remove tool" does not clear it

Will investigate.

6 minutes ago, elbmc1969 said:

Request:

Nudge ability for, well, everything. Trying to make precise adjustments in setup is very difficult. I'm also obsessive about getting cards lined up, which is very difficult (come to think of it, some sort of snap to grid for the cards would really be great.

Due to the way vassal is setup, this would be a rather challenging request. A grid isn't really in the cards (technically there is a grid, but it is very tiny since we are dealing with tens of thousands of pixels). Zooming in and moving cards is the easiest way to line things up.

3 minutes ago, elbmc1969 said:

Request:

Ability to grab or delete objects outside the window, or prevent objective cards from spawning outside the window.

Move spawn marker toward left side of window. Spawn objective cards. They apparently are created off of the tabletop to the left and are unretrievable. While you can move the spawn token back onto the tabletop and spawn more objective cards, this was incredibly confusing to me as a new user.

Sadly the only way to avoid this would be spawning things directly underneath whatever is spawning them, otherwise, no matter the offset there will be at least on position on the board that something will spawn out of the window. We try and keep the spawn distances close to the object that spawns them however, so if you keep the spawning piece away from the edges you should never have any issues.

7 minutes ago, JJs Juggernaut said:

Sadly the only way to avoid this would be spawning things directly underneath whatever is spawning them, otherwise, no matter the offset there will be at least on position on the board that something will spawn out of the window. We try and keep the spawn distances close to the object that spawns them however, so if you keep the spawning piece away from the edges you should never have any issues.

I would say, don't change the spawn distances, except possibly to have the objective cards spawn a bit closer. They should definitely keep their relative positions.

I really want nudging for ships, though ...

9 minutes ago, JJs Juggernaut said:

Sadly the only way to avoid this would be spawning things directly underneath whatever is spawning them, otherwise, no matter the offset there will be at least on position on the board that something will spawn out of the window. We try and keep the spawn distances close to the object that spawns them however, so if you keep the spawning piece away from the edges you should never have any issues.

You can't simply check the distance between the spawner and any given board edge and spawn it on a side with the greatest distance between spawner and edge? I ask because I don't know how Vassal is organized, but with my limited knowledge I would think that at least the checking portion would be a couple of simple IF-ELSE statements.

16 minutes ago, GhostofNobodyInParticular said:

You can't simply check the distance between the spawner and any given board edge and spawn it on a side with the greatest distance between spawner and edge? I ask because I don't know how Vassal is organized, but with my limited knowledge I would think that at least the checking portion would be a couple of simple IF-ELSE statements.

Sadly it's not the way Vassal works at all. We are mainly working within the limitations of the module editor, in which creating even one IF logic loop is rather challenging. If it was just a matter of straight coding, it would be that simple.

32 minutes ago, JJs Juggernaut said:

The TIE Panthoms are no more.

I'll have to make some Panthom fleets then, just to give them a proper sendoff.

53 minutes ago, elbmc1969 said:

I would say, don't change the spawn distances, except possibly to have the objective cards spawn a bit closer. They should definitely keep their relative positions.

I really want nudging for ships, though ...

There is talk of redoing several parts of the spawn system to organize everything a little better, so we might tweak some starter positions if we remember/it works out well.

Unfortunately, like JJ said, there already is nudging, on the scale of nearest 60th of an inch. Vassal (the engine)'s origins as a boardgame and hexgame simulator crop their heads up here. About all we can offer is the undo tool. Sorry. (Very similar to the oft-requested "snap" feature for squads that is equally beyond our powers.)

Easy (hopefully) bug report:

Half the Ambush Zone marker has lost it's boldness. See below, easy to tell the difference between left and right.

ambush_zone.png

Are all cards supposed to be able to be flipped? I know ship cards can, and I know most upgrades can. But Leading Shots cannot. It only has Clone and Delete as options. Is that a bug or is it that only some cards can have actions?

Edit: I also can't increase the hull of an armed station beyond 13. Could that possibly be made a feature?

Edited by GhostofNobodyInParticular