X-Wing Vassal module 7.4.1 (lots of new automation)

By Mu0n729, in X-Wing

I can honestly say it's the update I've worked the most for. Lots of gory details here with images:

https://teamcovenant.com/star-wars-x-wing/x-wing-module-7-4-1-available-loads-new-automation

Also, HEADS UP, everything is explained in the link just above, but just to make sure you are aware of:

http://xwvassal.info is the new home for:

-The Vassal League season 5 (will start in September, very soon)

-My hands-on install + playing guide for X-Wing vassal

@Mu0n:

New cards:

  • Captain Jostero (Kirahxz pilot)

  • Harpoon Missiles (missiles)

  • Harpooned (condition)

Popup window on opening the module:

  • Always shows up (experimenting with this)

  • Displays your version and the latest downloadable version

  • Will tell you if the latest version is higher than your version, or if you have the latest version

  • Will provide an alt download link to the non-Vassal website module download, hosted on github. This is faster than waiting for the Vassal website approval period.

  • Will provide a clickable link to the installing/playing hands on guide at http://xwvassal.info/guide

  • Will provide a link to the latest module version blog post

Auto-range detection - firing options:

  • From a selected ship, get the ranges to every other ship in turret/TL range

  • Displays a chat window message for all players with the ordered results by range, telling which ship/pilot name is at which range 1-2-3

  • Displays a visual cue with blue lines only for the player activating the feature

  • Works with target locks and turrets by hitting CTRL-SHIFT-L

  • In-arc similar feature to follow for a later module version

New Bomb Spawner:

  • Redone from the ground up in java code to give it much more powerful smart features, as well as make it future proof (extensible and manageable should the gameplay radically alter it again)

  • Hard Turn 1 left and right are now available as bomb drop locations (CTRL-SHIFT-1 and ALT-SHIFT-1)

  • Bomblets are now available as a bomb option (CTRL-B)

  • Any mine (ie prox, cluster, conner) dropped in a location that overlaps a ship will now be detected, flash yellow and say so in the chat log, naming the ship’s pilot name and ship type

  • The missing S&V ships who can now drop bombs thanks to Cad Bane crew can now do so (G1A, Hwk, Jumpmaster, Lancer, YV-666)

Post-movement template spawn (with the ‘c’ keystroke) reworked:

  • Maneuver templates spawned after a ship movement with ‘c’ have been redone in java code

  • Tallon Rolls automatically spawn a template after moving, as it used to do a while back

  • Found the offsets for every move except the ones found by Antigrapist below

Ship repositioning smart features:

  • A barrel roll template dropped with CTRL-R (left) or ALT-R (right) can now itself declare if it’s overlapping an obstacle.

  • Once it’s dropped, you can check again if you type ‘c’ while that template is selected. Do it as you try to find a valid (non-overlapping) position for it

  • Ditto for all other similar kinds of drops (Lorrir/StarViper Mk. II BR, decloak, echo decloak) and any regular template or collision aide spawned from Pieces

  • If you reposition a ship (ie barrel roll as forward as possible) and land on a ship and/or obstacle, you’ll see: a copy of the ship staying at the initial position, a copy of the ship at the final position, the template in place between these copies. This is to allow you to get a valid position if possible.

General overlap detection:

  • Any regular template that is selected and hit with the ‘c’ keystroke, will now detect if there is an obstacle underneath (useful for barrel rolling in tight rock clusters, for example)

  • Any ship that is selected and hit with the ‘alt-c’ keystroke will now detect if there is an obstacle or ship underneath (also useful for finding a valid position during a barrel roll tweak)

Bugs dealt with:

  • The center cluster bomb tokens now have the correct orientation when dropped from a ship that has turned.

  • Small ship bases which had very long ship name tags would make their text area overflow to the sides, also making the Pilot Name tag overflow as well. Thanks to a remark by BlueRook17, this bug was brought to my attention and I made the same code that shortens the pilot name to also perform its work on the ship name.

Home of the Vassal League website:

  • Draft of the layout for what should become a one-stop shop for the Vassal League players, at http://xwvassal.info

@Antigrapist:

Post-movement template spawn (with the ‘c’ keystroke) reworked:

  • Found the collision aide translation offsets in local ship coordinates for Reverse Banks (large), sloop 1 (small and large), sloop 2 (small), sloop turn 3 (small), t-roll 2 (small and large) for completeness and future proofing

@kelriel:

Home of the Vassal League website:

Is it possible to do range to only one chosen ship? That's how TL is supposed to work after all :)

1 hour ago, thespaceinvader said:

Is it possible to do range to only one chosen ship? That's how TL is supposed to work after all :)

The classic CTRL-L for 360 range finding (manual) gives us total info about more ships than just a pair.

Can you quote which document/page in the rules where you have to restrict yourself to just one target? It's my understanding that you can check many different targets during a shot. The main reason that you restrict yourself during a target lock is because it would slow down gameplay. This is clearly not an issue anymore.

2 hours ago, Mu0n729 said:

The classic CTRL-L for 360 range finding (manual) gives us total info about more ships than just a pair.

Can you quote which document/page in the rules where you have to restrict yourself to just one target? It's my understanding that you can check many different targets during a shot. The main reason that you restrict yourself during a target lock is because it would slow down gameplay. This is clearly not an issue anymore.

He was talking about target locking.

And restricting yourself during acquiring a TL serves a purpose. For example, an arc dodger can declare a target lock on an obviously out-of-range ship just to see if a different one is in range. Commonly used irl when facing formations, but getting a big 360 circle gives you information on range that you wouldn't get otherwise (even by accident sometimes- you may legit want to target lock ship A, but you can't avoid seeing if ship B is in range or not)

Edited by Elavion

Yup. Not when firing, when locking. The rangefinders aren't that easy to use and subject to user error, and ctrl+L has always given extra info it shouldn't.

So this topic is brought up today instead of back in December 2012 because...?

I've had people liberally rotate their wrists to get the info they wanted when declaring a ship clearly outside of range IRL. I don't think you can even police it well on a real tabletop, so trying to ask for this right here and then when this update has been a long time coming about other features is kind of strange. What's really on your minds, fellas?

Those target locks are ingrained into online play and I'd get blood cries if I messed with it. Iirc TTS also lets you gain that information with a full circular graphic (isn't that their only firing arc as well? Which means it's a bit inaccurate).

Edit- you can always enforce your version of target lock checking by spawning a range ruler template and asking your opponent to properly line it up from one ship to a chat-declared target. I wish you good luck and sustained patience.

Edited by Mu0n729

Because i don't know about anyone else but i wasn't playing then. People cheating doesn't mean the game should make it easier ;)

I ask because it seemed like it might be a possibility. It's no loss if not and it makes a lot of things better and easier to have accurate rangefinding automated.

For TL action a player should announce who they are checking for a lock and must take if in range. If they are choosing a ship obviously in range or obviously not in range and bringing up the tool, they are being sketchy and would probably be getting similar info by being sketchy irl.

Yeah, as I said, how often is this subtle rule enforced, even in tournaments? I personally think it's impossible to verify that every player adheres to it when it happens so often during a game. I haven't been able to imagine a simpler/fairer rule that could replace it.

Thinking outloud, it could be a good future problem to practice for vassal's interface as other situations will call for 2-step modal mouse-driven mechanism, such as mouse placed barrel rolls under pre-calculated position restrictions. We're getting far away from the basic vassal functionalities thought out by the creators here, but I think it's doable. Certainly, a sequence of 2 clicks is doable. But are these things easy to fit into a Vassal command, which can be logged and transmitted to the other player? I have no idea yet.