Latest Vassal Mod (0.7.5)

as i would have to type out the results from the Combat Sim into Vassal.

You type the results? Why not click in the results area and use Select All (Ctrl-a), Copy (Ctrl-c) and Paste (Ctrl-v) ? Does Vassal not allow you to Paste text or something?
 
Sorry for the double post.
Inspired by Obsidians work on the superb Combat Sim, i've turned my attention again to the Vassal ACTA mod to see what could be improved.
I've come up with a few things, mostly superficial.
However i've made a breakthrough regarding movement!.
A future update of the mod will include the ability to turn a ship in a fixed movement of 45 degrees by a simple keyboard command.
Manual rotation will remain too!
Being a lazy gamer i'm delighted at this new ability :D
Although the rest of the possible changes for a future update are superficial, they are still time consuming so i can't give an estimate for when it will be released.
I'm working on another feature, it won't affect game play but would add a cool Starfield board. However be warned! This feature is still currently causing an unacceptable level of out of memory crashes within Vassal.I'm doing my best to try and find a solution to this.
Well, just wanted to share my excitement with you all :wink:
 
want to let me in on them? lol as i seem to be doing most updates lately. 45 degree turn one is a good update however as long as manual turns can still be accomplished of course. starfield isnt really needed though.
 
want to let me in on them? lol as i seem to be doing most updates lately. 45 degree turn one is a good update however as long as manual turns can still be accomplished of course. starfield isnt really needed though.

Yes manual turns will still be available too.
The rest of the changes are mostly decorative like the starfield and don't have to be used.
The starfield , if i get it working properly, won't be default, the all black board will remain.
Some of the other changes include cleaning up some of the counters, such as the Dilgar/Drakh, some new stellar debris counters, some new keyboard actions to streamline things.
Most of the changes are superficial and won't effect the current structure of the game in any way.
The only big change will be the ability to turn 45 degrees with one keyboard hit :)
 
An Update.
The next version will have a 45 degrees turn port and starboard. Also a 90 degree turn to starboard.
All using the keyboard. :D
I've given Space Station counters the ability to delete.
I've given Aux Craft changeable numbers (like ships).
Aux Craft can now be turned using the keyboard.
Aux Craft have a movement trail now.
A new method for measuring when a ship explodes whether nearby ships have been caught in the blast. This new method uses Vassals built in abilities and therefore is easier for the Mod to implement. It will make the old Arc template obsolete (it always caused memory issues anyway).

The Arc template is being removed.
The ability to change a ship's number can only be done now by the keyboard.

I'm gonna include a new e-mine counter for our Narn friends. This counter will have the ability to show the blast coverage of the E-Mine.
Thats all i can think of for now :twisted:
 
why just a 90 degree turn one way? also you could always change the ship numbes using the keyboard. and why do fighters need numbers? there's no differance between fighters, no differant CQs unless using them in a campaign. I could have put numbers on fighters if i felt there was a need. stop messing with the little stuff :p the turns is useful but half the other stuff there was no need for. aux craft also have no need to turn having turrets on all of them. see more un-needed changes.
 
Hi Katadder.
I figured with you being busy working on the 2 Ed i'd make the next Vassal ACTA mod update :)

Yes some of the changes didn't need to be done. And don't have to be used. But i think these simple refinements will be very helpful.
Giving numbers to Aux Craft will make returning fire from ships more accurate. Instead of saying " i'm firing on the front 2 Starfuries to the port" you can call out there numbers instead.
I know u could change the ship numbers using the keyboard, its the best method to do so, alot faster.
I've just removed the option from the ship counter on the right click (to make this menu less cluttered).
Giving Aux Craft the option to move like a Ship counter is a step forward. Previously you had to use the Range line to estimate there movement first. The old way of moving remains if u should wish to use it.
They also didn't have a movement trail, therefore your opponent couldn't check the distance they've travelled.
The removal of the Arc Template is a major step forward. It always caused memory issues and on slower PC's took time to appear. I know you'll the like replacement since its built in to the game.
I just included 3 keyboard turns at this time. The reason being the keyboard buttons are already being used for other actions.
With the 90 degree turn button, u only have to press it 4 times to do a complete 360, so its still efficient.
Thats about it for now 8)
 
JayRaider

Since you have done a starfield, is it possible to do backgrounds with the delpoyment zones drawn in?

BTW,

where is it going to be published?
 
The Starfield is still a work in progress. Vassal has a big problem when u attempt to place large counters, since a entire starfield would take up the entire board 6x4 , Vassal would immediately Crash if u tried.
Placement of Deployment zones by the usage of counters would be very problematic and likely result in Crashes too.
However if somebody was to make a seperate document containing Scenario Deployments Zones, it could be included the same way the Critical Hit Damage table is. :)
PS the next mod update will be posted in the forum for download.
 
yeah have been working on 2e, but also managed to keep this updated, sometimes like the Pak the updated has been ready before the rules release due to having advance rules available.
as for fighter numbers, the numbers only go 1-9 so its still kind of pointless in a game with lots of fighters. now if you can find a way to make the numbers go further that would help as have sometimes used 10 or more of the same type of ship.
 
JayRaider said:
A future update of the mod will include the ability to turn a ship in a fixed movement of 45 degrees by a simple keyboard command.

YES! YES! YES! YES!

No more(or atleast less...) ships mysteriously making 180 degree turn and moving backwards when you tried to get it move forward. No more strugling to get those darn 45/90 degree turns. Thank you! You rule!
 
katadder said:
aux craft also have no need to turn having turrets on all of them. see more un-needed changes.

They have if you don't want to stack(illegal wasn't it?) and want to maximise number of fighters around ship that isn't moving straight up/down/left/right.
 
now if you can find a way to make the numbers go further that would help as have sometimes used 10 or more of the same type of ship.
Adding numbers from 10-20 should be easy enough :)

Update: numbers from 10-19 added for Ships/Aux Craft.
Update: I've included numbers on Crit counters, for example, if you get two -2speed crits, instead of having to place two -2crit counters beside the ship, you only place one, and increases its number value.
 
Another big breakthrough :D
Anytime a ship moves, straight or turning degrees, the coresponding movement distance/turning angle will appear automatically in the Chat Window.
For example, move a Starfury one inch.
The following will appear in the chat window auto.
" Moved 1.
Starfury has moved."

Nice! :twisted: :twisted: :twisted: :D
 
well as long as the breakthroughs stay on the control side of things and you leave stats to me :) we all saw your comments on the balvarin ;)
 
katadder said:
well as long as the breakthroughs stay on the control side of things and you leave stats to me :) we all saw your comments on the balvarin ;)
True! :lol: :lol: :lol: :lol:

You'll be happy to know that i'm nearly finished. I just have to give the Narns non-standard Emine counters and thats it. :)
 
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