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Vassal Development Thread

 Post subject: Re: Vassal Development Thread
PostPosted: Fri Oct 04, 2019 2:55 pm 
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Custodes get a much needed update with the new FW units
Attachment:
Custodes.PNG
Custodes.PNG [ 162.7 KiB | Viewed 12955 times ]


Caladius (both turrets CNTL-W to swap as always), Coronus, and Pallas grav tanks/transports
Telemon heavy dreadnoughts, Venetari, and the Orion dropship round this out for them

Not to be left out the Grey Knights get an Inquisition Arvus Lighter as well
Attachment:
Inq Lighter.PNG
Inq Lighter.PNG [ 30.57 KiB | Viewed 12955 times ]

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 Post subject: Re: Vassal Development Thread
PostPosted: Fri Oct 04, 2019 3:04 pm 
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The DKoK Marcharius image assets have been cleaned up to not be a picture of an otterware macaroni tank ;)
Attachment:
Update Macharius.PNG
Update Macharius.PNG [ 79.28 KiB | Viewed 12954 times ]


In addition the Imperial Navy has gotten the marauder destroyer added
Attachment:
Destroyer.PNG
Destroyer.PNG [ 53.13 KiB | Viewed 12954 times ]


Chaos fans should see a likewise updated hellblade asset that's actually a hellblade model :D
Attachment:
Updated Hellblade.PNG
Updated Hellblade.PNG [ 27.64 KiB | Viewed 12954 times ]

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat Oct 05, 2019 1:10 am 
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Thanks Jimmy,

Really appreciate the work your doing for Vassal. Its my only way of really gaming so your making my days brighter.


Just with a lot of units the selection area is very large and makes it super clunky when your have a formation of 10+. Any chance of fixing this?
Attachment:
vanguard.jpg
vanguard.jpg [ 11.06 KiB | Viewed 12929 times ]


Also, just with blast markers. Could we get one from the old 1.1.15 version Shadowlord done? Just a lot easier when it has a counter on it.
Attachment:
blast.jpg
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Wish list
Assault Drills
Dune Crawlers
Rustalkers/Infiltrators
Electro-Priests


Thanks Jimmy

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat Oct 05, 2019 1:23 am 
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Hrmmm not sure about the selection. Might be the tool. I'll take a look at the docs. It's quirky AF. Maybe cropping the images may help.

Cool idea on the fire icon. Easy enough. I'll have to release the core module in an update. Probably a good reason to finally pull the Orks and Nids out into their own extensions.

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 Post subject: Re: Vassal Development Thread
PostPosted: Tue Oct 08, 2019 3:44 pm 
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OK Norto the requested Dunecrawler unit is added. Defaults to the icarus but can be changed to the neutron cannon thingy (as always CTRL-W to cycle weapons). It's not a big unit so to help distinguish them the icarus version has the turret gunner. FYI

Attachment:
Dunecrawler.PNG
Dunecrawler.PNG [ 84.54 KiB | Viewed 12886 times ]


Anyone that has the current version downloaded should re-download the ad mech extension.

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 Post subject: Re: Vassal Development Thread
PostPosted: Thu Apr 02, 2020 3:26 pm 
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The links seem to be in need of an update, and the 1.5.4 one doesn’t even have a non working link.
Is it possible to put them back in working order? During this Epidemic these things will come in handy.

Have good one.


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 Post subject: Re: Vassal Development Thread
PostPosted: Thu Apr 02, 2020 3:29 pm 
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Cyguns wrote:
and the 1.5.4 one doesn’t even have a non working link.


jimmyzimms wrote:
Of course we're fully respectful of an IP issues and in no way distribute such a thing. In unrelated news, I like people and they can PM as I like meeting new ones. ;)


*cough cough*

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 Post subject: Re: Vassal Development Thread
PostPosted: Thu Apr 02, 2020 3:41 pm 
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If I wish really hard, can we get a better map editor?

I mean, is there a way to undo the accidental misplacement of a terrain feature? Just like that steering wheel in my lap, it’s driving me nuts.


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 Post subject: Re: Vassal Development Thread
PostPosted: Thu Apr 02, 2020 4:12 pm 
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That's Vassal, not the module. I don't maintain Vassal so can't really help you there.
It's an imperfect tool we're abusing to simulate a TTG. (it's actually designed for board game simulation)

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat Apr 04, 2020 2:44 pm 
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Thanks to semajnollissor we've got a new ready made map. This will be great for those that want a difficult LOS terrain blocking slug-fest!
Attachment:
hills and trees and rocks and ruins.PNG
hills and trees and rocks and ruins.PNG [ 1.4 MiB | Viewed 11984 times ]

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat May 02, 2020 9:39 am 
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The selection size thing Norto pointed out is a unit cropping issue- probably an invisible layer when the unit was imported. I fixed up a heap of these ages ago when I was trying to improve the mod- it's a time consuming PITA, good luck.
Thanks for the work!


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 Post subject: Re: Vassal Development Thread
PostPosted: Mon Apr 05, 2021 3:39 pm 
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Wow! A lot of time/effort/love in this project, it is much appreciated in this time of remote gaming.

Any chance someone could write up a brief summary of how to load in a map and pre-make armies? Last time I played vassal was a long time ago and I have essentially forgotten everything about the program.


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 Post subject: Re: Vassal Development Thread
PostPosted: Sat Dec 18, 2021 8:56 am 
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If someone would be so kind, could I get a PM containing a link to latest Epic Vassal module?

Pretty please.


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 Post subject: Re: Vassal Development Thread
PostPosted: Sat Dec 18, 2021 10:14 pm 
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I'm also looking for a link to the latest (hypothetical) EA Vassal module. Can anyone message me it? Please and thank you!


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 Post subject: Re: Vassal Development Thread
PostPosted: Wed Dec 22, 2021 2:08 pm 
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jimmyzimms wrote:
Cyguns wrote:
and the 1.5.4 one doesn’t even have a non working link.


jimmyzimms wrote:
Of course we're fully respectful of an IP issues and in no way distribute such a thing. In unrelated news, I like people and they can PM as I like meeting new ones. ;)


*cough cough*

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