Find me on the Pirates CSG VASSAL module
It's a Pirates' Life for me!
Experimenting with the VASSAL module is something that's been on my Pirates to-do list for a while now. I finally downloaded the program a few days ago and it looks great.
I've started another thread HERE on MT for discussion. If you have an MT account already, I would recommend posting there, but either way I'm just trying to get more people interested.
THIS is the original thread at MT.
You can download Vassal HERE and get the folder containing the Pirates module HERE.
Or use the link captain_vendari provided:
contains both VASSAL and the Pirates module for easy download.
From Vassal, you must use File>Open Module> (wherever you have bj_0's .zip file)>the .zip folder. Vassal should recognize and load it.
Find me on the Pirates CSG VASSAL module
It's a Pirates' Life for me!
This is a megapost. I'm hoping that people check this thread a lot, because I'll definitely continue to post here even if it directly follows my previous post.
I thought I'd start with this. After corresponding with B.J. over the past day or so, I got his permission to share part of his email:
As for modifying the module, I have no problem with that if anyone can figure it out. Vassal isn't the most user friendly program. The module isn't compiled or anything like that, so anyone should be able to edit it as-is. Vassal has gone through a couple of versions since this was created, but I don't think that will cause any issues.
I doubt I'll return, since there's really not much I can contribute, but thanks!
This is great news that apparently anyone can make edits to the module! Now it will be up to us to do so and improve it.
I think I'll reread the old thread soon.
Alright, here is the best sort of "Easy Startup Guide" I can do:
1. Download VASSAL and [url=http://**-o23.deviantart.com/art/Pirates-of-the-Spanish-Main-190387382]the Pirates module[/url].
From Vassal, you must use File>Open Module> (wherever you have **_0's .zip file)>the .zip folder. Vassal should recognize and load it.
3. VASSAL is now open. The Welcome screen doesn't appear to have its own window that you can minimize. You can create a username and password.
Select Play Mode: Under Select play mode, select one of the following:
a. Start a new game offline: choose this option for beginning an email game, playing
solitaire or hotseat, or to edit a module.
b. Look for a game online: to play on the Server or peer-to-peer.
c. Load a saved game: to play a previously saved game, or to review an email game log.
We're generally going to go with the middle option. Solitaire games would be the first option, while I would assume that the third option could work for campaign games that are saved.
5. Now you should be in the Main Room.
To join a game on the Server,
1. In Module Manager, in the
Module Library window,
double-click the module you
want to play. The Welcome
2. In the Welcome Wizard,
under Select play mode,
choose Look for a game
online, and then follow the
other Wizard steps as the module requires.
3. On the Toolbar, click Connect.
4. On the right side of the screen, the Active Games window opens. The Active Games window
displays the Main Room for the module, which is the default location for all players who are not currently in a game, and any active game rooms under that. Only rooms running the current module
are displayed. The number of players is displayed in parentheses.
5. Double-click the name of the game room you wish to join.
6. If prompted, enter the password for the room. (This password is generally different from your Vassal
7. Right-click on the name of a player who has already begun a new game, then click Synchronize.
You and the selected player will be synchronized and the game play can begin.
I hope that helps! You can also private message other users on the same module, which was helpful to el_cazador and I when trying to get the game set up. However, once the game starts, it's easier to just use the chat at the top of the window, which is where the game transcript thread came from.
In terms of Pirates, the setup gets easier. Go to File at the top left, and then choose an Ocean Layout. It's helpful to adjust the top panel and drag it up so you can see more of the water. At the top of the window, there are numerous command buttons, and the telescopes are very useful. They can be used for a basic zoom in and out, but the middle one allows you to fit the game to different percentages. Also very useful, the button to the right of the telescopes (looks like a map) allows you to see an "overworld" view of the entire game in a smaller box, regardless of how much zoom there is on the overall game.
To the left of the zoom buttons, there is a camera button where you can save snapshots of the game. However, it's a bit odd. It might just be my current computer, but the images saved as generic files, so I had to open them with Paint and Save As PNG file types in order to convert the pictures to usable files.
The question mark to the left of the camera button brings you to B.J.'s help guide, which is very useful when you're starting out.
The treasure chest button allows you to have a "locker" where you can flip coins over without other players seeing them. Other than that, there is some transparency in the game - you can keep your crew "hidden", but other players can still flip them over. Also, when crew are hidden, their names still appear below the crew chip, as long as you've defined their properties.
The islands are available within the game piece palette ("ship" button) on the "Terrain" tab. Just drag and place them where you want them, rotating if necessary. After placement, islands cannot be selected unless you SHIFT+CLICK on them.
Each player can drag the coins they want from the game piece palette. Unique treasure must have its properties (CTRL-P) defined before placing them on the islands. Once all players have selected their coins, make sure they are all showing the backs and not the values (flip if necessary with CTRL-F). Then one player can select all the coins and stack them (CTRL-S), which send them all to a stack in the upper left corner. A player can then pull coins off one at a time and place them on different islands.
Also, you can edit a ship's properties in the pieces window before it's introduced to the game. In this way, you can eliminate masts and start fires before it even shows up in the ocean, making my fireship idea even more intriguing. Also, forts can be on fire too!
I think I'm going to slowly start investigating how to edit the module (Designer's Guide), and any help would be greatly appreciated! I'd love to add some more ship types.
I'm also going to start looking into the possibilities of playing a campaign game. I'm going to create a custom ocean as an experiment, to see how big I can make it. There can be up to 4 players on the module, but the side labeled "observer" seems to allow you to move other things around as well, so possibly up to 5 could play.
- Last edited Sat Jan 30, 2016 8:22 pm (Total Number of Edits: 2)
- Posted Sat Jan 30, 2016 8:19 pm