Star Wars: Armada - Vassal module version 4.2.0

By Green Knight, in Star Wars: Armada

7 minutes ago, Villakarvarousku said:

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?

Dont save the module in program files. Vassal doesnt have authority to overwrite in that location.

Confused me for a very long time. Now my modules stay in downloads

34 minutes ago, Ginkapo said:

Dont save the module in program files. Vassal doesnt have authority to overwrite in that location.

Confused me for a very long time. Now my modules stay in downloads

Ah, of course. Seems to work perfectly now. Thank you very much!

Well it's been a long road, but version 3.9.1 is here!

We bring you a host of bug fixes as well as some quality of life improvements for existing content!

Keypoints:

  • Changed Turn change hotkeys to Ctrl+Shift+[ and Ctrl+Shift+]
  • Defense Tokens and Command stacks no longer refresh the start of turn 1 (not needed)
  • Suppressed individual command stack cycle messages on turn change (to avoid chat clutter)
  • Suppressed individual damage deck messages on turn 1 shuffle (to avoid chat clutter)
  • NOTE: Moved Turn counter button to the left of the table button if docked
    • You MUST have the table window open in order for the turn counter change to apply

Since it's not quite on the vassal site yet here is a dropbox link: https://www.dropbox.com/s/ia5kvkqm58m6cv6/ArmadaModule_3.9.1.vmod?dl=0

Graphics pack link: https://www.dropbox.com/s/2y2fchamuceocvs/Armada_graphics_pack_v3.9.1.zip?dl=0

Updated Alt-sizes Map Pack: https://www.dropbox.com/s/9rfv0mcocdedsst/ArmadaExtension_AltMapSizesPack_2.5.1.vmdx?dl=0

CHANGELOG:

Fixed Chart Officer spawning facedown

Fixed Arquitens spawning with 3 hull

Fixed Chaff Token Layer

Fixed Chaff Menu text

Ketsu no longer spawn aggressor

Range ruler piece can be copied

Range ruler piece can no longer be randomly rotated

Objective tokens spawn correctly off of obstacles

Victory tokens have range and distance bands

Changed sound file to fix "clear dice" sound lockup on Linux

Renamed Ambush Zone to Ambush/VIP Zone

Changed Turn change hotkeys to Ctrl+Shift+[ and Ctrl+Shift+]

Fixed Damage deck shuffle bug

Defense Tokens and Command stacks no longer refresh the start of turn 1

Suppressed individual command stack cycle messages on turn change

Suppressed individual damage deck messages on turn 1 shuffle

Moved Turn counter button to the left of the table button if docked (Must have table open for button to fire)

Hotkey Charts Updated

Moved Mirror match dots on some ships to avoid overlapping other information

Added Center marker to the regular setup zone (Salvage Run usage)

Added Fleet Command Card back image

Updated images for Errata'd cards for FAQ 4.1.2

Updated image scans on some upgrade cards

Alt-size Map Pack Changes

Added Larger grey space to 9x3 maps

Added setup buttons to the map pack extension to give setup zones for 3x3 6x4 8x4 and 9x3 maps

Added Another 9x3 Map "Dark Void

Edited by JJs Juggernaut

@Green Knight for topic title update. :P

Thanks to you and your team for your outstanding contributions! Without you there would be nearly no Armada for me!

16 minutes ago, JJs Juggernaut said:

@Green Knight for topic title update. :P

Quietly updated... like a Jedi space Ninja...

Thank you very much for the hard work!

55 minutes ago, JJs Juggernaut said:

Changed Turn change hotkeys to Ctrl+Shift+[ and Ctrl+Shift+]

YAYYYY GODS BE PRAISED!

Question: Have ship cards been shrunk? Or has my memory failed me?

(pretty sure it's all in my head)

Edited by Green Knight

I got bored waiting for the SSD, so I played around some with the module, and here it is, fully armed and operational, THE EXECUTOR!

THE GOOD: In terms of cards (ship/upgrade), everything has been spoiled on Reddit (and for a while on YouTube by Crabbok). The actual arcs we have from the article, so I think we have 100% coverage in terms of key components.

THE BAD: It's a "beta" build. I just took the old build I handed over to Team JJ, then merged in all of the good functionality I could find from their branch and then didn't really test much. So I may have missed something (turns out I did, but I went back and did a comparison of the code and fixed the holes). The build is quite unofficial, so expect this branch to die once the official build is out.

THE UGLY: We don't know EXACTLY what the new rules are. We have quite a few from the article - the pass rule, the three attacks, the new arcs, etc. But there may be more. I've made some educated guesses - like how to deploy (you can stick out of the zone as long as your *** touches the back - same as X-wing) - but we don't KNOW 100% yet.

But don't let minor quibbles stop you: try it, have some fun!

Unofficial 3.10.2b version: https://drive.google.com/file/d/1abe3qz4P11WGO8sHBoRP0KtAwNdPhKVJ/view?usp=sharing

Edited by Green Knight

We are working on getting the next Vassal release ready to go, but life has been a bit hectic for us all. In the next few weeks I should be able to scrape some time off to finish up...hopefully.

On 12/10/2018 at 10:36 PM, Green Knight said:

I got bored waiting for the SSD, so I played around some with the module, and here it is, fully armed and operational, THE EXECUTOR!

THE GOOD: In terms of cards (ship/upgrade), everything has been spoiled on Reddit (and for a while on YouTube by Crabbok). The actual arcs we have from the article, so I think we have 100% coverage in terms of key components.

THE BAD: It's a "beta" build. I just took the old build I handed over to Team JJ, then merged in all of the good functionality I could find from their branch and then didn't really test much. So I may have missed something (turns out I did, but I went back and did a comparison of the code and fixed the holes). The build is quite unofficial, so expect this branch to die once the official build is out.

THE UGLY: We don't know EXACTLY what the new rules are. We have quite a few from the article - the pass rule, the three attacks, the new arcs, etc. But there may be more. I've made some educated guesses - like how to deploy (you can stick out of the zone as long as your *** touches the back - same as X-wing) - but we don't KNOW 100% yet.

But don't let minor quibbles stop you: try it, have some fun!

Unofficial 3.10.1b version: https://drive.google.com/file/d/14UGcei9ADuEtbJ4t_CxcWomAMFhmN9rT/view?usp=sharing

I did find quite a few "holes" (having to do with quick-spawn and other stuff) in my build after running a comparison, so I filled them in since it wasn't so much work.

Unofficial 3.10.2b version: https://drive.google.com/file/d/1abe3qz4P11WGO8sHBoRP0KtAwNdPhKVJ/view?usp=sharing

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Edited by Green Knight

Nice background. :D

1 hour ago, GhostofNobodyInParticular said:

Nice background. :D

Ssd laughs at puny Raddus...

Hello all! Something big is here in Armada Vassal version 3.10.0

The Armada Vassal development team brings you the SSD as well as a few fixes to existing content!

Keypoints:

  • Wave 8 is here and that means the SSD!
  • Standalone command dials have had their implementation reworked to better function with Thrawn. Hotkeys have changed to be more like a command 1 stacks

  • NOTE from last update to remember: Moved Turn counter button to the left of the table button if docked
    • You MUST have the table window open in order for the turn counter change to apply

Since it's not quite on the vassal site yet here is a dropbox link: https://www.dropbox.com/s/l2oe46lv9xgab38/ArmadaModule_3.10.0.vmod?dl=0

Graphics pack link: https://www.dropbox.com/s/i1dzbke5cpawpj1/Armada_graphics_pack_v3.10.0.zip?dl=0

CHANGELOG:

Added spoiled Wave 8 content

Ordnance Pods exhaust functionality added

Avenger exhaust functionality added

Extra lines in Liberty arc removed

Ambush Zone renamed to Ambush/VIP zone

Thrawn upgrade can spawn command dials

Emperor Palpatine commander can spawn Defense tokens

Executor upgrade can spawn command tokens

Report functionality for above mentioned spawning

Report functionality for changing standalone command dials

Stand alone command dials hotkeys changed to follow command stack conventions

De-texted objective cards (texted versions included in graphics pack)

Added Quickspawn for Wave 8 content

@Green Knight for thread title change

Thank you!

Many children and a long life to the VASSAL Armada team! Thank you for your effort!

Thanks so much for your great work on this great tool.

However this made me cry inside.

6 hours ago, JJs Juggernaut said:

Wave  8 is her  e

P.S. if i may be so bold and make a request: The rng for the dice doesnt really seem very random to me, dont know if this has been discussed in the past.

Thanks again.

7 hours ago, RapidReload said:

The rng for the dice doesnt really seem very random to me, dont know if this has been discussed in the past.

Yes, and it is very random. :)

(I dare say much more random than the actual game dice.)

17 minutes ago, CaribbeanNinja said:

Yes, and it is very random. :)

(I dare say much more random than the actual game dice.)

I tend to believe that it can achieve a normal distribution of possible results over many many die rolls, as one would expect from actual dice. However it does seemingly so in a tendentially predictable and unrealistic way. Getting 5 red doubles followed by 10 blanks (only slightly exaggerated) may satisfy statistics, but does not make for a good game.

More precisely, I have too often noticed streaks of amazing luck, balanced out by streaks of abysmal rolls, sometimes making for highly unlikely and less enjoyable games.

I play Vassal mostly to test lists without having to travel far for a physical game with friends. I learn less if the game is dominated by dice luck/misfortune.

Its however not a large criticism, and it is true that all dice rolls are of course, theoretically possible :-p.

For all intents and purposes the dice are "random", however, due to how vassal works and the coding it runs on, it also seeks to have "balanced" results.

This means most games are usually fine, but some can get super skewed. Thats just the way it is and sadly not something JJ can fix.

I find it is still a great way to test lists and find results, in terms of tournament play. Well.... Thats Armada baby.

Edited by Karneck

Well this is way above my paygrade, but again, I'm pretty sure the dice are as random as random in computers get.

1 hour ago, Karneck said:

For all intents and purposes the dice are "random", however, due to how vassal works and the coding it runs on, it also seeks to have "balanced" results.

This means most games are usually fine, but some can get super skewed. Thats just the way it is and sadly not something JJ can fix.

I find it is still a great way to test lists and find results, in terms of tournament play. Well.... Thats Armada baby.

This not true to my knowledge. The Java random function that vassal uses is as random as machine random is. A seed is used (usually nano seconds on a clock) and that generate the random value. That generated value in no way effects future generated values to "balance" things out.

So I haven't played Armada on Vassal in a long time. Does it still have all the fiddlyness of having to pull out each piece for everything one at a time and all that? I love the effort and idea behind Varmada, but good lord is it cumbersome to play.