F&E with Vassal

Star Fleet Universe Discussion Board: Federation & Empire: F&E COMPUTER PROJECTS: F&E with Vassal
  Subtopic Posts   Updated
Archive through June 03, 2014  25   06/03 12:10am
Archive through December 17, 2014  25   12/17 04:47pm
Archive through November 11, 2015  25   11/11 10:22pm
Archive through July 22, 2016  25   07/22 08:31am
Archive through December 19, 2016  25   12/19 11:43am
Archive through December 04, 2017  25   12/04 12:52am
Archive through February 04, 2019  25   10/08 03:47pm
Archive through March 23, 2021  25   04/13 08:50pm
Archive through December 12, 2021  25   01/16 02:29pm
Archive through December 21, 2022  25   12/27 07:21am
Archive through April 20, 2023  25   07/06 11:32pm
Version 2.1 of the Vassal module  -    
Archive through October 08, 2023  25   10/10 12:02pm
Archive through January 04, 2024  25   01/08 07:41pm
Archive through January 24, 2024  25   02/08 08:43pm
Archive through April 03, 2024  25   04/16 04:30pm
Archive through January 17, 2025  25   07/14 03:45pm
Archive through May 08, 2026  25   05/08 04:52pm

By Kevin Howard (Jarawara) on Friday, May 08, 2026 - 07:32 pm: Edit

Some of the provinces, though, end up putting the capture markers extending over the province boundaries, or push it entirely into a singular hex.

In that province I listed above, the five province hexes are 2304, 2403, 2404, 2504 and 2505. If I place the marker in hexes 2304 or 2403, they drift to the upper left, which puts them over the boundary of the adjacent province. If I go to 2404 or 2505, they drift directly left, which puts them over the boundary of the province to the lower left. That leaves 2504, which drifts to the upper right and thus stays within the province... but it drifts too far, going fully into hex 2403 and thus obscures the planet there.

That's just an example; I've seen it happen elsewhere. I don't know the solution, but it's my own solitaire game so it's not like I'm confusing the recipient of the gamefile.

I'll try to track down other examples if you wish.

By Lawrence Bergen (Lar) on Friday, July 31, 2026 - 06:40 pm: Edit

DEAD POOL

An idea we have had while playing was a way to move ships easily to a 'dead pool'. We currently use the Vudar Shadow Fleet and a Seltorian fleet to store these units.

A couple of things we noticed that would need to be resolved...

Moving ships to a dead pool would have to also remove them from the active ship count for their empire. Right now the only way to resolve this is to mark them as captured by the unused empire.
Proposal: Barring another idea (I have limited knowledge of VASSAL and how it can be programed to work) I am suggesting the following:

Create a "Dead" Empire.
Generate a Fleet Box for each 'Dead' Empire in the game (Klingon Dead, Fed Dead, etc). The gray space that allows data about ship equivalents needs to be big here.
Generate a capture style "Dead Flag" for the dead pool so ships can be marked as dead in the same simple way. Some units like FRDs cannot be captured under the rules and VASSAL has reflected this but they should be able to be marked as dead.
Provide the Dead with a Chart that has a box for dead ships to pile up on. Players can send their non-salvage dead/scuttled ships here and the salvaged ships after they process the salvage. (This would work the same as sending a unit to Salvage, right click choose DEAD and poof it goes to the designated spot.)
Can the action of sending them to the dead pool automatically flag them as dead? If not, the players can at the end of their turn 'Dead' flag them and take all the piled up dead and move them over to their "dead" Fleet box.
Create a Dead report: Allow the dead empire units to show up in the reporting.

There may be a better way to do this, just an idea to get the juices flowing.

By James Lowry (Rindis) on Sunday, August 02, 2026 - 12:57 pm: Edit

It's been brought up before, and is on the list of things to get to. And yes, that's a fairly good summary of what needs doing. The biggest user problem is that file size, load times, and performance are somewhat dependent on the number of counters out, and without the dead ships going away... (shouldn't be a huge problem, but it will add up).

Right now, I need to get back to updating all the save game files to the new working version and get that out the door finally.

By Ryan Opel (Ryan) on Sunday, August 02, 2026 - 04:43 pm: Edit

Awesome.

By Sean Dzafovic (Sdzafovic) on Thursday, October 22, 2026 - 08:19 am: Edit

In my last game, we used ISC fleets (one for Alliance, one for Coalition) as the "dead pile" and marked them as captured by the ISC in order to not skew the ship counts.


Add a Message


This is a private posting area. A valid username and password combination is required to post messages to this discussion.
Username:  
Password:

Administrator's Control Panel -- Board Moderators Only
Administer Page | Delete Conversation | Close Conversation | Move Conversation