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Green Knight

Star Wars: Armada - Vassal module version 4.2.0

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Currently, if you park a squadron next to another squadron on top of an obstacle, it appears they are touching token to token, and the obstacle underneath can't be seen. Thus, there is no obstruction.

 

 

This bit is a null-issue mostwhat,  - The Rulebook states that they are still considered "Obstructed", even though they are "In contact", even if the obstacle underneath can't be seen...

 

 

Yes, that's why I haven't bothered before.

 

But then we got this:

 

Obstructed Q: While a ship is overlapping an obstacle and the attacking hull zone’s traced line of sight does not pass over a visible portion of that obstacle, or another obstacle or ship, is that attack obstructed?

A: No.

 

And then I started thinking about the squadrons, which really should have a 4-5 pixel semi-opaque ring around the base, rather than the current all-black base,

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Currently, if you park a squadron next to another squadron on top of an obstacle, it appears they are touching token to token, and the obstacle underneath can't be seen. Thus, there is no obstruction.

 

 

This bit is a null-issue mostwhat,  - The Rulebook states that they are still considered "Obstructed", even though they are "In contact", even if the obstacle underneath can't be seen...

 

 

Yes, that's why I haven't bothered before.

 

But then we got this:

 

Obstructed Q: While a ship is overlapping an obstacle and the attacking hull zone’s traced line of sight does not pass over a visible portion of that obstacle, or another obstacle or ship, is that attack obstructed?

A: No.

 

And then I started thinking about the squadrons, which really should have a 4-5 pixel semi-opaque ring around the base, rather than the current all-black base,

 

 

That's different through

 

Its because the LOS dot for the Ship is WELL inside the Cardboard.  No amount of transparency is going to help there....  or make a difference.

 

The LOS "dot" for a Squadron is at its Edge.

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Currently, if you park a squadron next to another squadron on top of an obstacle, it appears they are touching token to token, and the obstacle underneath can't be seen. Thus, there is no obstruction.

 

 

This bit is a null-issue mostwhat,  - The Rulebook states that they are still considered "Obstructed", even though they are "In contact", even if the obstacle underneath can't be seen...

 

 

Yes, that's why I haven't bothered before.

 

But then we got this:

 

Obstructed Q: While a ship is overlapping an obstacle and the attacking hull zone’s traced line of sight does not pass over a visible portion of that obstacle, or another obstacle or ship, is that attack obstructed?

A: No.

 

And then I started thinking about the squadrons, which really should have a 4-5 pixel semi-opaque ring around the base, rather than the current all-black base,

 

 

That's different through

 

Its because the LOS dot for the Ship is WELL inside the Cardboard.  No amount of transparency is going to help there....  or make a difference.

 

The LOS "dot" for a Squadron is at its Edge.

 

 

There could be situations where currently the side rails obstruct the obstacle, but if it was transparent it would not. 

 

Not a common occurrence, but could happen.

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I mean, its Vassal, and your discussion is based purely on that system (which I don't delve into)...

 

 

But, Considering most of my opponents play with Spray-Blacked Bases....  I wonder if it is actually "an issue" in real life.

 

...

 

We should also consider that the "Transparent" base is still counted for Overlap and such.  And that, really...  "Transparent" is a bit of a misnomer.

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Is it relevant?

 

To measure attack range to or from a squadron, measure to or from the closest point of the squadron’s base.

 

 

Not Cardboard Disc.  Base.

 

 

 

• Attacks that draw line of sight through an obstacle token are obstructed.

 

 

• If line of sight is drawn over an obstacle, the attack is obstructed even if the bases of the attacker and defender are touching.

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Another minor thing:

 

The new arc/range bands now take into account attack range measurements from attacking hull zone.

 

HOWEVER, for some reason squad commands also uses range bands rather than distance (only non-attack to do so, no?), which means some ships now have the wrong ranges for squad commands.

 

I'm not adding another layer just for that.

 

Use distance bands instead. Distance 5 is the same as range long (but more accurate, since it takes base into account). Distance 3 is practically the same as blue range (and again probably more accurate since it takes base into account).

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Another minor thing:

 

The new arc/range bands now take into account attack range measurements from attacking hull zone.

 

HOWEVER, for some reason squad commands also uses range bands rather than distance (only non-attack to do so, no?), which means some ships now have the wrong ranges for squad commands.

 

I'm not adding another layer just for that.

 

Use distance bands instead. Distance 5 is the same as range long (but more accurate, since it takes base into account). Distance 3 is practically the same as blue range (and again probably more accurate since it takes base into account).

 

You can use the ranges from the squadrons, those are still accurate.  They've had the close-medium-long ranges since the beginning due to Rhymer.

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I have issues with hanging when I notch, but as you saw last night, I think laptop might be almost dead.

I get this too, pretty bad (10-15 seconds), and I'm pretty sure it's neither computer nor internet connection in my case.

Well Ive nicked a laptop from work. (A none networked one that is essentially useless to work, and we only had cause I never gave it back after a contract job...)

What I find is that you need to avoid pressing ctrl 1 until its processed the notch.

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TO DO LIST for 3.1.0

 

Possible notch bug: some players report a delay when nothing the maneuver tool. Look into.

 

Range measurement for squad command purposes: either use distance 3/5 or use range bands on the squad you want to command. Will not be changed.

 

Transparent ship bases: make plastic rails transparent (for LoS-over-obstacle tracing). Implement - impact on game is minimal.

 

Transparent squad bases: differentiate transparent base from squad token. Probably not worth it - has no effect on the game.

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Add dice/re-roll fallacy debunked:

 

I've had some players insist that the dice roller's random function is bugged somehow.

 

Basically this:

 

A) Get different results when you roll all dice at once, rather than roll a few, then add some dice. Take Ackbar, for example. Roll 3 and then add 2 is supposedly different from roll 5.

 

B) Re-rolling a dice produces weird streaks. Re-rolls from Evades, Toryn Farr, whatever. So if you cancel a dice and add a dice instead (same net effect), you'll get different results.

 

I'm sorry, but I'm unable to locate any bugs.

 

Dice (and fickle red dice in particular) produce a wide range of possible results, no matter the method used to roll them.

 

As for re-rolls, yes there are streaks, but the same applies to canceling/adding a dice. As a matter of fact, it would be very strange not to get some streaks (blue/black dice should get plenty of HIT streaks in particular, but also ACC and HIT/CRIT respectively).

Edited by Green Knight

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Module version 3.1.0 is available here: http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada

 

(might take a while to clear moderation)

 

Alternate download: https://www.dropbox.com/s/0z53f2q1nqwwz6x/ArmadaModule_-_3.1.0.vmod?dl=0

 

Change log:

  • added recently spoiled squadrons from CC
  • added spoiled campaign objectives from CC
  • spoiled cards from w5 also present

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Module version 3.2.0 is now out:

 

http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada

 

(might take a while to clear moderation)

 

Alt. mirror: https://www.dropbox.com/s/03eovkllsfpyoqy/ArmadaModule_-_3.2.0.vmod?dl=0

 

Key features:

*Added spoiled objectives from Corellian Conflict
*Added dust fields (obstacles); note that they as of yet lack distance bands (use an objective token or something until I get those in place)
*Added Unarmed Station (under new Unaffiliated category); might add an alternative version of the station token with space for tracking hull directly
*Added Morna Kee Squadron, Commander Sato and Dual Turbolaser upgrades from wave 5. Those 3 cards have been fully spoiled, but lack proper graphics, so the images are quite grainy for the time being.

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Edge is so much faster at rendering than Chrome.  Chrome is just plain awful at rendering text.

 

Chrome is a monstrosity of late.  Google Hangouts actually works better in IE than in Chrome (go figure).  Edge is fantastic but it doesn't support all plugins.

 

When I'm browsing lately, I use Brave - unless the site requires something else.  But Edge works well.

Edited by SoonerTed

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Updated to v3.3.0

 

http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada

 

Changes:

 

Version 3.3.0

  • Added spoiled content from Wave 5
  • Sato with better graphics added
  • Ahsoka Tano & Major Derlin added
  • Fleet Command upgrades added
  • Pelta ship cards and title added
  • Quick spawn tokens updated

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Updated to v3.4.0
 
 
Alternate mirror (until it clears moderation on the Vassal site): https://www.dropbox.com/s/1zgo0k6lumcf12m/ArmadaModule_-_3.4.0.vmod?dl=0
 
Changes:
 
* Added spoiled content from Wave 5 (Arquitens expansion)
* Dual Turbolaser Turret with better graphics added
* Added Minister Tua, Reinforced Blast Doors
* Arquitens ship cards added
* Quick spawn tokens updated

 

Now go and play!!!

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