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Commands & Colors: Ancients» Forums » General

Subject: New CCA Vassal module (v 4) rss

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Alessandro Crespi
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Work In Progress: CCAncientsV4.vmod

Changelog
- modified icons (from left to righ: undo, next, disconnect, change side, p1, p2, dice from 1 to 7, terrains, units, notes, charts, end turn / clear)
- I've also modified Zoom, "LoS" and Clear moves icon
- card back with white round corner
- player's hand windows with grey / bronze background (following toolbar icon color)
- (not wisible) changed dive piture with HQ images and round corner)
- draw icon on player's hand (hand icon) to automatically draw to hand 1 card (with log on main log window)
- right click (or shortcut) on selected card to be "played" (as to say: send it to the center of the map, instead of drag'n'dopping things around) deck card counter (a small number to show remaining cards)
- swapped "draw" and "discard" deck to keep more visible "actual card in play" (instead of scrolling to the right)
- thicker "movement trail" to be more visible
- "color coded" it to better understand relative faction
- added a "star icon" to identify actual in turn player (icon shows on top or bottom of the map) linked to "End Turn" hourglass icon
- added "cards left" counter below command card draw deck
- added sound: dice roll
- added sound: draw / flip / play a card
- added sound: reshuffle deck
- card counter on main deck
- redesign victory track bar (what do you think about placing one at the top and the other one at the bottom of the sidebar, instead of both at the bottom?)
- star icon (bottom left) to show actual player (it cycles from bottom left to top left every time a player ends turn)
- HQ dice picture on sidebar
- added "report in log window" for marker actions like "attack" and "target"
- slightly changed markers: attack = double swords, target = bullseye, battled = tick)
- integrated all extension materials (markers, units, terrains, chards, scenarios, ecc) inside main module, so we are going to have a single VMOD file including all official components
- added scenarios menu (submenu) with unlinked scenario vsav files
- added units with color-coded movement trails
- unit movement using numpad keys
- added a "Hide units" icon to easily show the map with terrains only
- added "Area of Effect" trait to see ranged combat max distance for bow, sliger (foot and cavalry) and war machines.
- added links in "About menu" to easily reach Units and Terrain section on Official Website
- changed highlight color to be more visible and less "overlapping"
- "Mouse Over Stack" feature will show both terrain and units
- added "hide letter" button (to enable / disable top left letters inside unit block)
- added Figs Lost count
- added 1st scenario (001 Akragas) to playtest.



To Do List
- create all VSAV files for each scenario
- creating a "floating dice pool" (if you prefer having it somewhere else)
- possibility to move "draw" and "discard" deck in a floating/different windows


Hi guys,
after the "quite recent" module update by Giulio I've decided to refresh a little bit both style and game experience of this great game (or at least try to).
Here you can see a small preview.
More details next.
Waiting for your kind feedback and suggestions.
Ale
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Giulio
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Re: Vassal module (v 3.4)
I definitely like the new deck and the cards with rounded corners. Did you introduce a color code for the players? If yes, maybe it would be nice to have the same color as the background of the end of turn icon. In this way, one can see who's the active player in the turn. Just change the icon when the button is pressed. This might also be a way of denoting the player who moves first in the scenario. It requires some work on the saved games though.
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Alessandro Crespi
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Re: Vassal module (v 3.4)
Thank you Giulio!

Actual Changelog:
- modified icons (from left to righ: undo, next, disconnect, change side, p1, p2, dice from 1 to 7, terrains, units, notes, charts, end turn / clear)
- I've also modified Zoom, "LoS" and Clear moves icon
- card back with white round corner
- player's hand windows with grey / bronze background (following toolbar icon color)
- (not wisible) changed dive piture with HQ images and round corner)
- draw icon on player's hand (hand icon) to automatically draw to hand 1 card (with log on main log window)
- right click (or shortcut) on selected card to be "played" (as to say: send it to the center of the map, instead of drag'n'dopping things around)

I like your suggestion about adding something to better show "actual player" (instead of watching the log area)

I would like to also add these features (let me know your thoughts about them):
- deck card counter (a small number to show remaining cards)
- adding a "solo button" that automatically draw 1 card to the center of the map and discards another one (this is one of the fastest way to play solo using a single side).
- creating a "floating dice pool" (if you prefer having it somewhere else)
- maybe swapping "draw" and "discard" deck to keep more visible "actual card in play" (instead of scrolling to the right)
- possibility to move "draw" and "discard" deck in a floating/different windows
- more to come...
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Robin Reeve
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Re: Vassal module (v 3.4)
Hi,
Congratulations for your investment in this wonderful game !
Will it be necessary to change the name of the expansions folder, matching the new version's name?
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Alessandro Crespi
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Re: Vassal module (v 3.4)
maybe adding "figs lost" with automatic sum/count?
 
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Alessandro Crespi
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Re: Vassal module (v 3.4)
Hi Robin,
thank you for your support.
After this heavy update I think every scenario should be setup again.
Said that I could even think about integrating all official extension inside the main game module.
Maybe it would be easier...
Let me know your thoughts about that, as usual.
Thank you
Alessandro
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Miguel
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Re: Vassal module (v 3.4)
Caesar wrote:
Said that I could even think about integrating all official extension inside the main game module.
Maybe it would be easier...

That would be REALLY great! meeple
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Alessandro Crespi
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Re: Vassal module (v 3.4)
Here are some additions on the fly:
- thicker "movement trail" to be more visible
- "color coded" it to better understand relative faction
- added a "star icon" to identify actual in turn player (icon shows on top or bottom of the map) linked to "End Turn" hourglass icon
- swapped draw/discard decks
- added "cards left" counter below command card draw deck
- added sound: dice roll
- added sound: draw / flip / play a card
- added sound: reshuffle deck
 
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Alessandro Crespi
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Re: Vassal module (v 3.4)
Poll
Would you prefer a floating dice window (instead of having dice directly on the board)?
Yes
No
      18 answers
Poll created by Caesar
 
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Grant Linneberg
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Re: Vassal module (v 3.4)
One of the things that makes the CCA module so much better than the CCN module is that the dice aren't in that tray.

In the CCA module, you roll the dice, then go back to typing comments, no problem. In CCN, you roll the dice in the dice tray, then you have to remember to click somewhere on the main screen or in the comments log before typing comments again. As well, the tray gets caught behind other windows sometimes so you have to click it's icon to get it to the front. Clicks don't sound like much, but the way the CCA module is set up with the dice integrated into the main screen makes for much smoother workflow. No clicking just to get the proper screen activated.

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Alessandro Crespi
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Re: Vassal module (v 3.4)
No problem Grant,
I was asking exactly to receive this kind of feedback.
I'll surely leave it where it is right now.
Are there any kind of suggestions about sideboard layout?
Interested in adding "foot step" sound during unit movement and/or end turn sound ?
Suggestions?
 
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Alessandro Crespi
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Re: Vassal module (v 3.4)
Another small update to show you actual progress:
- right click on command card to play it on main board
- swapped draw discard deck
- card counter on main deck
- redesign victory track bar (what do you think about placing one at the top and the other one at the bottom of the sidebar, instead of both at the bottom?)
- star icon (bottom left) to show actual player (it cycles from bottom left to top left every time a player ends turn)
- added sounds for draw, play, roll ,reshuffle, move units, etc (impossible to show them using a picture)
- HQ dice picture on sidebar
- added "report in log window" for marker actions like "attack" and "target"
- slightly changed markers: attack = double swords, target = bullseye, battled = tick)


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Michal K
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Re: Vassal module (v 3.4)
Looks great, especially victory track. I would leave both tracks one to another as it allows for quick check of the situation with VP.
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Alessandro Crespi
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Re: Vassal module (v 3.4)
I've also integrated all extension materials (markers, units, terrains, chards, scenarios, ecc) inside main module, so we are going to have a single VMOD file including all official components.
We could keep sseparate extensions for unofficial materials.

By now I've only added scenarios menu (submenu) with unlinked scenario vsav files because I have to set them up from scratch. surprise
... but I'll do this after completing module refresh.

So... go on with suggestions!
Do you have any suggestions about "unit layout" or is it going to be ok as is?
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Alessandro Crespi
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Re: Vassal module (v 3.4)
Added all units and color-coded respective trails...

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Alessandro Crespi
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Re: Vassal module (v 3.4)
Added selected unit to move using numpad keys
numpad-7 --> top left
numpad-9 --> top right
numpad-4 --> left
etc

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Mark McG
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Re: Vassal module (v 3.4)
what is the running speed, I recall BattleLore used to hang at the end of every turn until some kind soul fixed that.
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Dan Cavaliere
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Re: Vassal module (v 3.4)
Minedog3 wrote:
what is the running speed, I recall BattleLore used to hang at the end of every turn until some kind soul fixed that.


That would have been LurchBrick and he did a great job on the BL module. We never quite finished getting him the last few bugs but overall the module is complete.

Speaking of - not to put more on anyone's plate but are there plans for BL to someday be on to the C&C website with all the others?

All the additions being done here look great Alessandro!
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Grant Linneberg
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Re: Vassal module (v 3.4)
One thing that would be great is when you mouseover a hex, the terrain underneath a unit is visible. Many times terrain in CCA gets forgotten as it is obscured by the unit.

Also, bolder (or perhaps wider) bands of colour for the units. Particularly for armies that have a pale colour. Many times in email games I or my opponents have moved the other side's unit accidentally as the colours fade away. Perhaps we're just getting too old

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Alessandro Crespi
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Re: Vassal module (v 3.4)
sushidog wrote:
One thing that would be great is when you mouseover a hex, the terrain underneath a unit is visible. Many times terrain in CCA gets forgotten as it is obscured by the unit.


Hi Grant, I've just added a "Hide units" icon to easily show the map with terrains only.
I think it should work.
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Alessandro Crespi
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Re: Vassal module (v 3.4)
sushidog wrote:
Also, bolder (or perhaps wider) bands of colour for the units.


I was thinking something similar talking about "unit layout" in my previous post.
Any suggestion about unit "redesign"?
I could ask GMT Games for HQ pictures if we mind to change something.
Let me know.
Ale
 
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Alessandro Crespi
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Re: Vassal module (v 3.4)
- added "Area of Effect" trait to see ranged combat max distance for bow, sliger (foot and cavalry) and war machines.
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Michal K
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Re: Vassal module (v 3.4)
Caesar wrote:
- added "Area of Effect" trait to see ranged combat max distance for bow, sliger (foot and cavalry) and war machines.


That is greatly appreciated.Doe it take LOS into account or simply shows the range?
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Alessandro Crespi
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Re: Vassal module (v 3.4)
Hi Michal,
Areo of Effect is manually activated on each unit.
CTRL + ALT + A (enable / disable) or via right click menu

In this preview you can also see (3rd from right) the toolbar icon to hide units and show maps with terrains.

I've also shaped card fronts

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Miguel
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Re: Vassal module (v 3.4)
Thanks for all this work Alessandro, I thought the module was fine enough but you are taking it one (big) step further in quality!

Will this new module be able to read previous saved files? Not a big deal if not, but just to know.

PS/ Our Greek and Carthaginian friends won't be happy with your roman numerals for the banners...
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