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Vassal Development Thread

 Post subject: Re: Vassal Development Thread
PostPosted: Sun Jul 30, 2017 4:36 pm 
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small bump to list current file versions for all extensions (handy to always confirm you have the current build or something older)

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 Post subject: Re: Vassal Development Thread
PostPosted: Fri Aug 04, 2017 2:37 am 
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small update to eldar. corrected a weird set of triplicated eldar aspect character entries. they all worked but no one needs that spam.

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 Post subject: Re: Vassal Development Thread
PostPosted: Tue Aug 08, 2017 10:22 pm 
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1.5 and Tau release

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 Post subject: Re: Vassal Development Thread
PostPosted: Thu Feb 01, 2018 12:54 pm 
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Putting the request out there for anyone with a bit of graphic design ability (I really have none) and perhaps access to some 40k models they could, in theory take above pictures of that can then be stylized for use as unit sprites. So far I really need something to handle Dreadknights and Arvus lighters so I can finally publish the stupid GK/Ordo Hereticus extension and then Macharius/Gorgons for a DKoK army entry so we can stop using proxies in games.

Help? :sos :sos :sos

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 Post subject: Re: Vassal Development Thread
PostPosted: Mon Feb 05, 2018 4:37 am 
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I don't know who you are. I don't know what you want. If you are looking for ransom, I can tell you I don't have money. But what I do have are a very particular set of skills; skills I have acquired over a very long career. Skills that make me a nightmare for people like you. If you get some graphics now, that'll be the end of it. I will not look for you, I will not pursue you. But if you don't, I will look for you, I will find you, and I will tickle you....

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat Mar 17, 2018 2:51 pm 
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Hey just a note that there's a setting change on the Imperial Navy and the Necron module extensions allowing them to load under any module version. This will bring them into alignment with the conventions we've done on the rest of the extensions. Since there's no content change we've not performed a version number bump. Just overwrite your copy of the file.

Note: This doesn't magically make using the older modules or other peoples forks work. It's designed to use the 1.5.x EA Vassal module family - Using others will probably give you a bad a time.

Image

Along with this there's a Revision release of the EA module to bring it to 1.5.1 Details in OP

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 Post subject: Re: Vassal Development Thread
PostPosted: Sun Mar 18, 2018 10:54 pm 
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I have add the below in since JimmyZimms requested it... :)

OK time to list some advantages..

1) Setup can be short...In the case of Me and Norto doing a session(When we did sessions). I will have setup the terrain and have the forces in the deployment window, so when we login, straight into placing objective markers and than deployment of forces on board. So if you know one of you will be short on time, than the other can setup a couple days before hand, so yeah he will need copy of list from the other person..

2) Doesn't take up space and you can save the game at any point and come back to it any time..

3) Distance is not a issue.... ;D

4)Test armies you would normally not use, so gain a better understanding on how they work etc..

5) Face player you would normal not face..around the country..take it to the next step the world(although times zones will make it interesting :) )..

OK Disadvantages...

1) measuring can be pain...

2) Yes it does not have the appeal as the real thing...

3) All the units are not in the program...For someone who's testing stuff, this can be annoying, but great strides have been made to add more items....

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 Post subject: Re: Vassal Development Thread
PostPosted: Sun Mar 18, 2018 11:30 pm 
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Good summary mate. As I like to state, "Vassal is super easy but totally unintuitive". Posts like yours are fantastic views into pain points

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 Post subject: Re: Vassal Development Thread
PostPosted: Sun Mar 18, 2018 11:46 pm 
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Jimmy,

Been using your vassal module against Dave alto. It's pretty sweet. Just needs a easy readme on how to set up the files for it.

A few points

ZoC dont have got keys cnt 1 cnt 2 cnt 3 ect

Some of the stands have larger grab zones the the Sprite so it makes its super hard assaulting. Imperial guardsmen for example.

A ruler would be sweet too.

Nice work but setting it all up :D

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 Post subject: Re: Vassal Development Thread
PostPosted: Thu Mar 29, 2018 2:30 pm 
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We've got a dot revision release up today for the core vmod. Details in the OP

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 Post subject: Re: Vassal Development Thread
PostPosted: Tue Apr 03, 2018 1:36 pm 
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Norto wrote:
A ruler would be sweet too.


The epic tool not cutting it?

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 Post subject: Re: Vassal Development Thread
PostPosted: Tue Apr 03, 2018 2:28 pm 
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Never use it :P


Im super keen for this double thread. That will do me just fine :D

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 Post subject: Re: Vassal Development Thread
PostPosted: Tue Apr 03, 2018 3:53 pm 
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How hard is it to get all the unit boxes the same size as the bases? The IG and some of the Marines have unit boxes beyond those, it makes selecting them a pain.

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 Post subject: Re: Vassal Development Thread
PostPosted: Tue Apr 03, 2018 4:06 pm 
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a list of offending units would be handy. The prototypes are obviously wrong in relationship to base.

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 Post subject: Re: Vassal Development Thread
PostPosted: Tue Apr 03, 2018 5:00 pm 
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Alright, I'll see what I can do.

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