Green Knight 9,799 Posted October 31, 2020 11 minutes ago, Laminidas said: To make things easier, you could assign EVERY ship (whether it is Rebel, Imperial, Republic, Separatist) the same amount of 6 defense token slots, so every ship refers back to that same code piece. You won't have to use different code for each ship. Those ships using less than 6 tokens just leave some of the slots unused. I'm by no means a coder, but that concept should leave the vassal module less complex. Ideally, yes oc. But vassal isn't really up to handling this type of coding, so it slows down too much. So must find other solutions. Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 1, 2020 (edited) Did some test with 5 and 6 defense tokens, and performance was fine. So I think I'll go ahead and add this functionality to the next build. SH = 6 tokens MCs = 5 tokens Edit: Small bases are...small. So the MC30 has the 5th token hanging a bit after of the edge of the base, but it looks fine. Edited November 1, 2020 by Green Knight 3 GhostofNobodyInParticular, CaribbeanNinja and Darth Veggie reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 8, 2020 Vassal 3.4.8 with a fix for the reporting bug has been released, paving the way for the next module update. But should I wait and see if CW is spoiled this week? So many choices... 🤔 3 Bertie Wooster, GhostofNobodyInParticular and Wolf_58 reacted to this Quote Share this post Link to post Share on other sites
Abraksis 0 Posted November 8, 2020 (edited) Hi Green Knight, Latest Vassal engine and module build. Seems very slow to load the module. Very slow when I go to file / load continuation. seems really laggy. Is there something I can do on my PC to speedi t up, R5 3600, 16GB, 2070 Super, all SSD no spinning rust. Edited November 8, 2020 by Abraksis Quote Share this post Link to post Share on other sites
Karneck 1,993 Posted November 8, 2020 I'd suggest waiting and see. 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 8, 2020 25 minutes ago, Karneck said: I'd suggest waiting and see. Since you look like a Wise Wizard now I'll listen to this sage advice Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 8, 2020 Final call for bugs and feature requests for module version 4.0.0! 1 cadetvw reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 9, 2020 4.0.0 status: Reporting bug fixed after Vassal 3.4.8 update. "Teaming Up" article included in module. Waiting for more articles before release. 5 Bertie Wooster, Wolf_58, Darth Veggie and 2 others reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 10, 2020 Tiny teaser Thanks to talented fans on the internet for the ship/squad models. 6 Rimsen, GhostofNobodyInParticular, sasska and 3 others reacted to this Quote Share this post Link to post Share on other sites
Laminidas 83 Posted November 10, 2020 Oooooh, that map looks gorgeous! 🤩 ...aren't the Munificent frigates looking a bit too dark, though? 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 10, 2020 10 minutes ago, Laminidas said: Oooooh, that map looks gorgeous! 🤩 ...aren't the Munificent frigates looking a bit too dark, though? Munificent: images are ripped from the net. Once I get my starter boxes I'll be able to provide proper pictures.. 1 sasska reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 12, 2020 On 11/8/2020 at 7:42 PM, Abraksis said: Hi Green Knight, Latest Vassal engine and module build. Seems very slow to load the module. Very slow when I go to file / load continuation. seems really laggy. Is there something I can do on my PC to speedi t up, R5 3600, 16GB, 2070 Super, all SSD no spinning rust. What versions are these? 3.13.0 and 3.4.7? Does the lag occur only in this configuration? Can you test that module version with other Vassal versions (you can have many installed at the same time). Have you tried to uninstall Vassal and reinstall? I have a modern gaming rig, so I'm not really the man to comment on performance problems. Quote Share this post Link to post Share on other sites
BiggsIRL 6,754 Posted November 12, 2020 I need that playmat to be a real, physical, official FFG product. 2 Green Knight and Karneck reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 12, 2020 20 minutes ago, BiggsIRL said: I need that playmat to be a real, physical, official FFG product. Vote Green Knight for President of FFG and thy will be done! 1 Karneck reacted to this Quote Share this post Link to post Share on other sites
Laminidas 83 Posted November 14, 2020 (edited) Just had a fun Vassal Armada match (though I lost ). While the match itself went smoothly, I received the following error message when I attempted to save the game log: "Memory full. Vassal is out of memory. This module requires more than the maximum heap size." (translated from Germany) My computer has plenty of RAM so the issue shouldn't lie within that. I assume I have to change the under File/Preferences/General the "JVM initial heap" and "JVM maximum heap"? If I'm guessing right, which values would you recommend? Edited November 14, 2020 by Laminidas Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 14, 2020 I have 256 initial, 512 max, which IIR is the default? I've not had that error myself, but I vaguely remember it being reported before. I think the solution was to increase the limits. If you have modern PC with lots of RAM why not set it much higher? I have 32GB, and I rarely use more than a fraction of that. 1 Bertie Wooster reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 16, 2020 "Mechanized Might" added to module Only missing Hardcell, Consular, and the squads now. Hurry up FFG, we've very exited. I've ordered 2 of each core and 3 of each squad pack. That kind of exited Just so you don't think I've forgotten the Imps/Rebs, this is one of the new maps that will come with 4.0.0: Defend the shield gate! 7 GhostofNobodyInParticular, Bertie Wooster, cadetvw and 4 others reacted to this Quote Share this post Link to post Share on other sites
KaLeu 257 Posted November 16, 2020 49 minutes ago, Green Knight said: Hurry up FFG, we've very exited. I've ordered 2 of each core and 3 of each squad pack. That kind of exited Don't forget your card pack! Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 16, 2020 36 minutes ago, KaLeu said: Don't forget your card pack! 2 card packs Quote Share this post Link to post Share on other sites
BiggsIRL 6,754 Posted November 16, 2020 I may be more excited for those maps than anything else. 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 20, 2020 @BiggsIRL 1 cadetvw reacted to this Quote Share this post Link to post Share on other sites
BiggsIRL 6,754 Posted November 20, 2020 Oh my. 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 21, 2020 This fully armed and operational battle station. 4 Darth Veggie, Bertie Wooster, Mogrok and 1 other reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 30, 2020 (edited) Module version 4.0.0 is available! Download: http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada Checksum: cc62cc18 ### WARNING!!! ### MODULE: THIS VERSION OF THE MODULE IS NOT COMPATIBLE WITH ANY PREVIOUS VERSION!!! VASSAL: REMEMBER TO UPDATE YOUR VASSAL INSTALLATION (this was built with Vassal 3.4.8) OVERVIEW Clone Wars factions added: Republic and Separatist. Graphical enhancements for Empire and Rebel factions. Standard-sized maps (6x3) contained in main module (no need for map pack). There are 20 maps: 10 SW themed and 10 generic space. Mini-maps (3x3) moved to main module bc of popularity of RitR/task force games (no need for map pack). There are 5 maps, all of them generic. All extra maps put into one unified Map Pack (ArmadaExtension_MapPack_4.0.0.vmdx). CRITICAL BUGFIXES Vassal 3.4.X (used to build Armada module version 3.13.0) broke some auto-reporting functionality. This is fixed in Vassal 3.4.8 (used to build this module version). OTHER BUGFIXES Sending facedown damage cards to the discard pile will never report the name of the card. SSD can now take Salvo tokens (Local Fire Control). Fixed some spellings errors in card names (but exogorth SHOULD be spelled "space slug"). Scatter token is no longer upside down - I bet you've been waiting for that fix for 5 years 🙂 MAJOR NEW FEATURES UNDO has CTRL+Z assigned as hotkey (new functionality in Vassal 3.4.X) Spawning a command stack from ship card now sets the name of the stack = default name of the ship. Many report formats have changed: Ship/Squad reports are typically prefixed with PlayerName. Changes in value (hull, speed, shield, etc.) typically follow a from X to Y format. All Empire/Rebel ships now have proper images for ship models (Chimaera added as a separate model). All Empire/Rebel ships have 2 alternate color schemes (the default one is always spawned from Shirmpbot and Quickspawn - you have to get these from the Pieces menu). All Empire/Rebel squadrons now use a unified top-down appearance. All Empire/Rebel aces and uniques have alternate color schemes to aid with identification (might tweak colors some more later). Starhawk can take 6 defense tokens (Agate + Title). MC30/75/80 can take 5 defense tokens (Agate) Quickspawn for CW factions added. Focus tokens (placeholder tokens) implemented (work about the same as Chaff, but are not removed on round refresh). RitR Commander Abilities exist as game pieces for ease of reference. Map Pack reorganized: It now contains maps with alternate 6x4 and 8x4 formats, as well as 9x3 (CC final battle). Additionally, there are some standard 6x3 maps with extra border area, for those big battles with lots of cards. Pack also contains some old 6x3 maps that have been retired. OTHER NEW FEATURES Added new scans of damage cards with the right game text (been wanting to do that since forever). All errated card images added (Rhymer, Relay, TRC, etc.). Superweapon card back added. Added RitR version of Base Defense objectives. Some rescaling of cards to make text more readable. Some low-quality card images replaced to improve readability. Module now has red/blue ignition tokens 1-3 that are flippable to change color. Many tokens have been replaced with better-quality ones. Pass token added (from the SSD, but looks like the new pass rule will use the same tokens). Squads defense tokens can only be Brace, Evade, and Scatter. Added missing strategic campaign tokens. Sounds have had their base volume reduced (so your ears won't bleed). Maps have the Star Wars: Armada logo in the corner (it looks nice). TO-DO Add proper images of CW ships once physicals models in hand. Replace all remaining Upgrade cards once the Card Pack hits. Edited December 3, 2020 by Green Knight 2 8 Grumbleduke, sasska, LTD and 7 others reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,799 Posted November 30, 2020 (edited) @Ardaedhel has rolled out ShrimpBot 4.0.0 over at the Discord https://discord.gg/ym4sUAy This is a handy script tool that converts text export from all major builders into Vassal vlog-setup files. It's fully compatible with module version 4.0.0+ and Warlords lists. If you spot any bug, please report to: https://github.com/sprintska/shrimpbot/issues Edited November 30, 2020 by Green Knight 2 Ardaedhel and GhostofNobodyInParticular reacted to this Quote Share this post Link to post Share on other sites