VASSAL Module version 1.5

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3 years 11 months ago #289 by g1ul10
Version 1.5 (beta) of the module is available from here: Version 1.5

The included scenarios have NOT been updated yet, so before playing you have to refresh the counters using Tools->Refresh Counters. You are welcome to test and report any bugs.


Changelog:
- added the possibility to play inspired actions directly from the leadership card (right-click menu);
- consistent reporting from the different game components;
- alt is now the meta-key for command cards (drawing, activating, flipping and deleting) to avoid any interaction with the units on the board;

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3 years 11 months ago #293 by RiverWanderer
Nice update, Giulio! So far it works on my machine, once I realised that I need to refresh counters even when using a log file.

Some suggestions/thoughts below.

1) IMO the whole IA selection process should ideally be moved into the player's hand, becoming part of "Activating" the card rather than part of "discarding". Perhaps it would help if the possibility of manually moving a card from hand to the board was removed.

2) The convenience of this update brings a risk of accidentally selecting an Inspired Action that is invalid for your side. Perhaps it would help to mark those type of restricted IA's (e.g. with asterisk *).

3) Building on point (2) - it would help to have some warning text on the relevant IA cards such as e.g. "Hun/Vandal Only".

4) Would it be possible for the IA card to automatically appear when the user scrolls onto the associated text on the Leadership card drop-down menu?

5) Building on (4) could the dropdown command itself activate the Leadership Card with the associated IA, displaying both on the board, to be discarded? Obviously activating without an IA needs to be made explicit as well, so that it is clear that the choice is being made.

6) How about integration with the IA Tokens? ie. prevent IA (or "grey out" IA options) when tokens=0, decrease tokens when IA is selected.

7) The IA used could be recorded in the log.

Thanks for your continued work on the module. I hope some of the above is helpful, at least.

Regards,

Mark

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3 years 11 months ago #294 by g1ul10
Replied by g1ul10 on topic VASSAL Module version 1.5
Thank you Mark. Feedback appreciated. A lot of good suggestions! Let's see what I'm able to do.

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3 years 4 months ago #415 by RiverWanderer
Hi Giulio,

I see you've done some Inspired Action enhancements in v1.6; I think it works well to see the IA description alongside the card. I also like the little touch on the Player hand buttons; simple and clear which side of the board they take! Since my previous post, my own knowledge of Vassal module internals has increased, so I appreciate the effort required and limitations of what can be easily done or not.

I noticed the standardisation of key prefixes between blocks (Ctrl) and Cards (Alt). I will follow your lead and try to ensure the same approach, and ideally the same key combinations, in the C&CN module.

Mark

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3 years 3 months ago #439 by Zamba Bone
Hello,

I checked out the CCM module and it's a great improvement (over CCN): the block aesthetic, the activation graphic, etc, it all looks better and feels more solid. And I absolutely love the option to display the number of blocks on the side of the blocks instead of the numbers.

Great job Giulio

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3 years 3 months ago #440 by mk20336
Replied by mk20336 on topic VASSAL Module version 1.5

Zamba Bone wrote: Hello,

I checked out the CCM module and it's a great improvement (over CCN): the block aesthetic, the activation graphic, etc, it all looks better and feels more solid. And I absolutely love the option to display the number of blocks on the side of the blocks instead of the numbers.

Great job Giulio


CCM is based on teh great CCA module, which was converted some time ago to beautiful and usable version. Maybe CCN will undergo such change in future?

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