ACTA V7.6 (Vassal Mod).

JayRaider

Mongoose
ACTA V7.6 (Vassal Mod).

http://www.savefile.com/files/578375

Changelog.
Turning using the keyboard now available for Ships/Aux Craft.
Starboard 45" ( Ctrl u).
Starboard 90" (Ctrl i).
Port 45" (Ctrl y).
Port 90" (Ctrl t).
Manual turning ( Ctrl r).

Movement Straight: (Ctrl 1-9).
Move 1/4 "(Ctrl -).
Move 1/2" (Ctrl =).

Ship/Aux Craft numbering, Ctrl [ (increase) : Ctrl ] (decrease).

Ships have a Explosion Radius built-in on the counter menu.
Ships/Aux Craft can be numbered 1-19.
Critical counters can be numbered and have a property sheet.
All movement/turns will auto appear in the chat window scroll.
Narn Emine counter included in Narn-Ships-Misc. It has a built in Explosion Radius of 3". The counter is adaptable to allow Wide Burst Emine variant explosion area.
Drakh/Dilgar counters cleaned up.
Jump point counter has a built in Jump Point Bomb area of effect.
Space stations can now delete.
New Stellar Debris counters, just for fun, Nebula/Blackhole/Pulsar/Asteroid field.
Arc template removed.
 
Erm, what 'remove movement trails' button? The only button on the map is 'Mark all Pieces on this Map as Moved' and that doesn't clear the movement trails. But to clarify, when you click and drag a fighter, it leaves a trail that is not removed by the above button. When you rotate it and move it using the movement controls like a ship then hit the above button it does remove those trails. With ships whether you click and drag, or use the rotate/movement controls, it does wipe the movement trails.

In addition, we do need some kind of fire arc template, maybe not something as complex as the previous one, but even an 'extended' X to make checking arcs easier would be very helpful.
 
The 'dice' also seem to be a lingering complaint - but that's not a module problem. Rolled consistently above average last night - but then again sometimes that happens with real dice.

3 6-6 criticals for me in one day at the Aldershot tourney...
 
Erm, what 'remove movement trails' button? The only button on the map is 'Mark all Pieces on this Map as Moved' and that doesn't clear the movement trails. But to clarify, when you click and drag a fighter, it leaves a trail that is not removed by the above button. When you rotate it and move it using the movement controls like a ship then hit the above button it does remove those trails. With ships whether you click and drag, or use the rotate/movement controls, it does wipe the movement trails.

In addition, we do need some kind of fire arc template, maybe not something as complex as the previous one, but even an 'extended' X to make checking arcs easier would be very helpful.

I understand what your saying now about movement trails. Fixable for the next update.
Regarding an Arcs template, thats more problematic. Placing a large counter like that is gonna cause memory problems. I could bring back the Arc template of old if needed (but it should only be used at a players risk).
 
The 'dice' also seem to be a lingering complaint - but that's not a module problem. Rolled consistently above average last night - but then again sometimes that happens with real dice.

3 6-6 criticals for me in one day at the Aldershot tourney...

I had a similar game yesterday. 5PT Raid ISA v Centauri. ISA gotta severe beating, the opening shot a Sulust practically Crippling a Whitestar, the game dice didn't improve for ISA as the game went on.
 
Laran and I had a similar story last night - minbari vs. pakmara, rolled well above average for my minibeams vs. all that hull 6. Beams were more average.

It can be annoying, but then on balance I dont think it's any worse than real dice - they're just as fickle!
 
the problem with a computer RNG is that eventually the program seems to get stuck on favourite numbers in certain combinations and thats what you are seeing with Vassal sometimes.

only problem I have now is I have to completely redo the 2e Mod I have to work with current mod as my current 2e works pre your little changes.
 
only problem I have now is I have to completely redo the 2e Mod I have to work with current mod as my current 2e works pre your little changes.

It won't take as long as you might think. Most of the changes occur in the Prototypes, so that will help speed things along. :)
 
it will as I have to re input every ships stats etc and add the new stats to your version.

anyway one problem - its all very good having all these keyboard shortcuts but it doesnt say what they are anywhere in the game. need to randomly press keys to remember them.
 
Are you guys seeing consistent results with the stuff coming out of the combat sim? With the new stuff I did to make the RNG faster it is possible something crept in there, but I did a lot of tests to make sure I didn't get the same results every time. If the problem is in VASSAL, then I seem to recall a developer discussion about switching the RNG to use a better engine.

To give you an idea of what I did in the combat sim code, when the application starts I create two arrays that contain 100 numbers between 1 and 6. Each time I "roll" the die I am just retreiving the next number in the array. when I get to the 100th one, I swap arrays and then go off and generate a new set of 100 in the array that isn't being used.
 
Are you guys seeing consistent results with the stuff coming out of the combat sim? With the new stuff I did to make the RNG faster it is possible something crept in there, but I did a lot of tests to make sure I didn't get the same results every time. If the problem is in VASSAL, then I seem to recall a developer discussion about switching the RNG to use a better engine.

No i wouldn't call it a problem. Just the random nature of dice, thats the way i look at it anyway :)
 
it will as I have to re input every ships stats etc and add the new stats to your version.

Yeah... can't say that I'm looking forward to re-stating all of the ships in the combat sim once second edition comes out. I know the Centauri basically lose all their beam weapons and even the beam mechanic is being changed so there will be a LOT of work to be done...
 
JayRaider said:
Are you guys seeing consistent results with the stuff coming out of the combat sim? With the new stuff I did to make the RNG faster it is possible something crept in there, but I did a lot of tests to make sure I didn't get the same results every time. If the problem is in VASSAL, then I seem to recall a developer discussion about switching the RNG to use a better engine.

No i wouldn't call it a problem. Just the random nature of dice, thats the way i look at it anyway :)

not when today playing a minbari versus EA game the minbari got a crit everytime I used mini beams and with generally only 2 hits too. and i mean literally every time.

and still need somewhere to have the keyboard commands down apart from this forum.
 
Obsidian said:
[Yeah... can't say that I'm looking forward to re-stating all of the ships in the combat sim once second edition comes out. I know the Centauri basically lose all their beam weapons and even the beam mechanic is being changed so there will be a LOT of work to be done...

So farm it out to the forum, it worked the last time you asked.
 
Obsidian said:
[Yeah... can't say that I'm looking forward to re-stating all of the ships in the combat sim once second edition comes out. I know the Centauri basically lose all their beam weapons and even the beam mechanic is being changed so there will be a LOT of work to be done...

I'm still trying to catch up with all the 1st edition stuff in S&P and the EM War before 2e comes out.

Put the T'Rakk up recently though.

LBH
 
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