19 hours ago, JJs Juggernaut said:Once again, very easy coding wise, not so simple in vassal. I'll check a bit to see if it's workable.
19 hours ago, JJs Juggernaut said:Once again, very easy coding wise, not so simple in vassal. I'll check a bit to see if it's workable.
21 hours ago, JJs Juggernaut said:Once again, very easy coding wise, not so simple in vassal. I'll check a bit to see if it's workable.
IMHO, I'd really rather just have the defense token refresh remain distinct from the turn button. Or, perhaps, when you click the turn end button have an 'are you sure?' popup (which I'd like for its own reasons) that has a distinct checkbox for '...and refresh defense tokens' you could toggle on/off before hitting 'ok'.
Edited by xanderfI've tried to do some research and haven't come up with anything, but I have a great ability to be stupid. Is anyone else having an issue where they cannot get the range tool to show up for ships or objects? I can get the distance tool to show up either by clicking or hot key, but no such luck for range. Possible other issues: I'm on a new computer and for some reason couldn't log in as Player 1, so I entered as Player 3, but everything else works. And for what its worth the new computer is a PC instead of a Mac like the old one.
Also thank you for creating such an incredible game so I can temporarily sate my Armada addiction online!
Edited by Matrim of Ravens11 hours ago, xanderf said:IMHO, I'd really rather just have the defense token refresh remain distinct from the turn button. Or, perhaps, when you click the turn end button have an 'are you sure?' popup (which I'd like for its own reasons) that has a distinct checkbox for '...and refresh defense tokens' you could toggle on/off before hitting 'ok'.
Could you explain why? I honestly don't see a reason for this. It should always happen when you end the turn anyway
16 minutes ago, JJs Juggernaut said:Could you explain why? I honestly don't see a reason for this. It should always happen when you end the turn anyway
They're mentioning the one time it doesn't happen - when you have the Critical Effect that stops you from Refreshing them.
8 minutes ago, Drasnighta said:They're mentioning the one time it doesn't happen - when you have the Critical Effect that stops you from Refreshing them.
And, moreover, the 'are you sure' box makes sense given how imperfectly (at least, last time I tried) it is to undo a turn change. It's been a while since we accidentally goofed one (basically, we skipped the squadron phase and shouldn't have), but it didn't seem there was any clean way to undo that - the revealed commands seemed to just 'go away' when pushing the turn back one, and then moving forward revealed the next command up, etc. Things just seemed to end up in an odd state, so having a quick 'are you sure' second button to hit on a turn advanced seemed a good idea. Adding a checkbox for the defense token refresh to that then seems the easiest way to pile onto it with the handling of the crit state. At least, outside of a lot of special coding that recognizes what crits are in play and adjusts accordingly. Which seems like more work than makes sense. Forcing players to figure out their own defense token refreshes in the instance of a relatively-uncommon crit seems a less painful way of handling both cases.
(And, seriously, this only happens 5 times a game - it's not like adding or removing steps to the turn change process is going to negatively impact the game experience)
14 hours ago, xanderf said:And, moreover, the 'are you sure' box makes sense given how imperfectly (at least, last time I tried) it is to undo a turn change. It's been a while since we accidentally goofed one (basically, we skipped the squadron phase and shouldn't have), but it didn't seem there was any clean way to undo that - the revealed commands seemed to just 'go away' when pushing the turn back one, and then moving forward revealed the next command up, etc. Things just seemed to end up in an odd state, so having a quick 'are you sure' second button to hit on a turn advanced seemed a good idea. Adding a checkbox for the defense token refresh to that then seems the easiest way to pile onto it with the handling of the crit state. At least, outside of a lot of special coding that recognizes what crits are in play and adjusts accordingly. Which seems like more work than makes sense. Forcing players to figure out their own defense token refreshes in the instance of a relatively-uncommon crit seems a less painful way of handling both cases.
(And, seriously, this only happens 5 times a game - it's not like adding or removing steps to the turn change process is going to negatively impact the game experience)
Ahh, now I understand. Currently for that crit you just have to re-exhaust your tokens, which is a little annoying, but simple enough. As for the turn messup, the key is using the undo button to go back, not hitting the turn button back to the previous turn. If you use the undo button, everything should go back to exactly the same state it was before.
55 minutes ago, JJs Juggernaut said:Ahh, now I understand. Currently for that crit you just have to re-exhaust your tokens, which is a little annoying, but simple enough. As for the turn messup, the key is using the undo button to go back, not hitting the turn button back to the previous turn. If you use the undo button, everything should go back to exactly the same state it was before.
Yeah, at the last time we'd tried that, we did do the 'undo', but it didn't seem to return the turn counter back one turn, and (IIRC) left a couple things set incorrectly - the squadron activation sliders, perhaps? So we then set the turn counter back one turn, and that combination of 'undo' + the turn change back seemed to be what messed everything up.
Been a while since we've tried it, though - perhaps 'undo' does handle everything better, now, on its own.
21 minutes ago, xanderf said:Yeah, at the last time we'd tried that, we did do the 'undo', but it didn't seem to return the turn counter back one turn, and (IIRC) left a couple things set incorrectly - the squadron activation sliders, perhaps? So we then set the turn counter back one turn, and that combination of 'undo' + the turn change back seemed to be what messed everything up.
Been a while since we've tried it, though - perhaps 'undo' does handle everything better, now, on its own.
I could be wrong here because I'm going on memory: I believe you might have had to undo several times to fully undo the "refresh tokens and cycle dials." It seems that is no longer the case, though.
I’m liking the combined turn and refresh/cycle button.
20 minutes ago, PartyPotato said:I’m liking the combined turn and refresh/cycle button.
Me too!
50 minutes ago, xanderf said:Yeah, at the last time we'd tried that, we did do the 'undo', but it didn't seem to return the turn counter back one turn, and (IIRC) left a couple things set incorrectly - the squadron activation sliders, perhaps? So we then set the turn counter back one turn, and that combination of 'undo' + the turn change back seemed to be what messed everything up.
Been a while since we've tried it, though - perhaps 'undo' does handle everything better, now, on its own.
I will check into it to make sure everything is working as intended, there could still be some bugs in the new system. We'll have version 3.9.1 out in a week or two with bugfixes, since a few have already cropped up.
Error in dice window and log.
DarthVeggie rolled 3 red dice, then 3 blue (MC80 Star Cruiser).
In dice window, red dice appeared correctly. Three blue dice appeared, then there was a space where the fourth die should be, then there was a blue die in the fifth slot.
Log reported:
* DarthVeggie rolls 3 red dice and gets: HIT/HIT ACC ACC
* DarthVeggie rolls 3 blue dice and gets: CRIT HIT HIT
Darth Veggie vs. Ginkapo, you'll have to ask them if they have a log file.
Bug report: Hitting the square bracket ] advances the turn. I haven't tested it, but it occurs to me that [ may move back one turn.
Also, there seems to be some weird combo that gives a fresh contain token to ships. I have no idea what it is, but in several games we have come across a ship that has a fresh token but shouldn't, either because it had discarded it, or because it doesn't have one. In my most recent game, against Dr. Alex, his Raider on turn 5 was found to have it.
1 hour ago, GhostofNobodyInParticular said:Bug report: Hitting the square bracket ] advances the turn. I haven't tested it, but it occurs to me that [ may move back one turn.
Also, there seems to be some weird combo that gives a fresh contain token to ships. I have no idea what it is, but in several games we have come across a ship that has a fresh token but shouldn't, either because it had discarded it, or because it doesn't have one. In my most recent game, against Dr. Alex, his Raider on turn 5 was found to have it.
As for the first, It's not a bug...due to removing the refresh button I figured a hotkey for turn change would be handy. Upon review [ and ] probably weren't the best choices due to accidently hitting them while typing. In the next version the hotkey will be changed to a combination to avoid accidental use.
I'll look into the second one, but without anything more specific it might be hard to track down.
Bug Report: I hit some combination of keys in the new module and lost a game 9-2 to @Viktor Tanek . Can you look into this for me?
J/K
Keep up the great work! Muy Apreciado!
Gonna bump this so:
A- All the lurkers can download Vassal and watch all the crazy Monster Trucks games going on soon.
and
B- Potentially pick up a game and try it for themselves.
How am I supposed to maintain my dials with Thrawn?
I think before the last update, you could set a command card with dials on it, and reveal them later. Now with the combined round/refresh thing, all my dials are reset even if I don't reveal them.
1 hour ago, Undeadguy said:How am I supposed to maintain my dials with Thrawn?
I think before the last update, you could set a command card with dials on it, and reveal them later. Now with the combined round/refresh thing, all my dials are reset even if I don't reveal them.
I happened to see a bit of your match yesterday, looks like you were spawning three command-1 tiles: those get cycled at end of turn. You can spawn the command dials individually, though, from the pieces window - I don't believe those get cycled automatically.
1 hour ago, Undeadguy said:How am I supposed to maintain my dials with Thrawn?
I think before the last update, you could set a command card with dials on it, and reveal them later. Now with the combined round/refresh thing, all my dials are reset even if I don't reveal them.
Use the legacy standalone dials. From the pieces menu.
28 minutes ago, rasproteus said:I happened to see a bit of your match yesterday, looks like you were spawning three command-1 tiles: those get cycled at end of turn. You can spawn the command dials individually, though, from the pieces window - I don't believe those get cycled automatically.
They don't. But make sure you set them from turn 1. Even when flipped, they are visible to your opponent on turn 0.
With respect to some discussion about a Vassal cast/stream:
1) Can we look at the welcome screen? If you use the keyboard to navigate to the "play online" option, the "next" button still takes you to start a game offline:
2) Could we get a hotkey added somehow to join a game? If someone were to create a Vassal bot that would join a game and cast it either via PM or automatically, it would be nice to not have to script out a right-click-join.
I've never been able to install the map pack – hasn't been that big of a deal so far, but I now realise I need the 3x3 map if I want to take part in the 200 point skirmish tourney. When I try to add the extension, I get this . Any idea what could be causing it?
Edited by Villakarvarousku