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 Post subject: VASSAL VMOD 10.1 Update
PostPosted: Mon Aug 22, 2011 12:22 pm 
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It's available here:

http://www.vassalengine.org/wiki/Module ... ures#Files

Don't worry about it listing the size as "0". It's really 42MB.

New maps from JC/Ag7/West

Fixed typos in Logray and Senate Commando

For those still using the old .MOD naming convention instead of the updated .VMOD I think you can just change it after downloading if you prefer the old style. I've switched to VMOD

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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Mon Aug 22, 2011 3:00 pm 
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Thanks very much, NickName! :)

If anyone plans to play the Deep Vistas maps with SWM (the files I provided for Vassal have the SWM terrain lines), here are my suggestions for handling elevation. They've not been playtested and may prove to be abusive or overly complicated in a skirmish environment, but if anyone wants to try a change of pace and see how they work out, I'd love to hear an after-action report.

----------

These maps were originally designed for a D&D campaign, so a couple of them include a feature that the Star Wars miniatures game always steered away from: elevation. I've used purple lines to indicate borders between squares that are separated by an elevation shift. If you find yourself using these maps in a Star Wars miniatures skirmish, I propose the following rule treatment:

1) A solid purple terrain line indicates an area of higher elevation next to an area of lower elevation. If it lies between two miniatures on the battle grid, the following rules apply:
A. The miniatures are not treated as adjacent for any game effect.
B. The miniature on the higher elevation (as indicated by the map's artwork) ignores any cover that benefits a target at a lower elevation.
C. The miniature on the higher elevation gains the benefits of cover against a target attacking from a lower elevation.
D. A miniature at the lower elevation (other than a miniature with Flight, Force Leap, or Wall-Climber) treats a solid purple line as a wall for purposes of movement.
E. A miniature at a higher elevation may move across the solid purple terrain line, with the following effects:
1. The miniature must end its movement after crossing the line.
2. The miniature immediately takes 10 damage from the fall.
3. A miniature with Flight, Force Leap, or Wall-Climber ignores these restrictions.
F. Any line drawn between two areas of low elevation that crosses one or more solid purple lines indicating a high elevation in between is considered blocked.
G. Any line drawn between two areas of high elevation is not effected by low objects at a lower elevation.

2) A dashed purple terrain line indicates an area of higher elevation over an accessible area of lower elevation. It follows the elevation rules above, with the following exceptions:
A. A miniature at the lower elevation does not treat the dashed purple line as a wall, and can freely move through (under) the elevated terrain without restriction.
B. A miniature that is completely beneath a piece of elevated terrain can not be targeted by a miniature on the elevated terrain, and vice versa, if the line of fire drawn between the two does not leave the elevated area.
C. A miniature with Flight or Force Leap that moves across a dashed purple line from outside of the elevated area may choose which of the two elevations it enters.

3) A dashed red wall line is treated as a wall by characters at the lower elevation, but not by characters at the higher elevation.

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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Mon Aug 22, 2011 5:16 pm 
One of The Ones
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Does it work on Mac?


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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Mon Aug 22, 2011 7:46 pm 
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Yep. I've got a Vassal app on mine, and it worked for the RPG I played in last week.

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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Tue Aug 23, 2011 4:32 am 
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I downloaded v10.1 and don't see the Deep Vistas map. Am I missing something?

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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Thu Aug 25, 2011 9:48 am 
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Not sure what map you're referring to. I didn't get a map called "Deep Vistas" from Chris, Matt or Josh.

I'm pretty sure I added every map I recieved from them.

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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Thu Aug 25, 2011 10:05 am 
One of The Ones
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Deep Vistas (set of 6, by Chris)

Stalactite Gate
The Chapel of Scarabs
The Slave Pits
Dark Courtyard
Chasm Bridge
The Silent Garden

Edit: these are all present in the 10.1 mod


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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Sat Aug 27, 2011 11:32 pm 
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Thanks, Swinefeld! :)

Dark Courtyard is the trickiest of the bunch, as it not only has elevation shifts, but also suspended walkways that hang over the open area below. So you could have two minis occupying the same square, but at two different elevations...

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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Sun Aug 28, 2011 3:11 pm 
Junk Dealer Extrodinaire
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that is kinda a cool new interaction to how some of the maps play...I like it.


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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Fri Sep 09, 2011 2:39 pm 
Third Jedi from the Left
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Is there any way for the VASSAL VMOD to be use used to set up multiple maps? Think of the multiple maps some designers have made to work together, or an EPIC Hoth Battle.

Possible already?

Possible change for the future?


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 Post subject: Re: VASSAL VMOD 10.1 Update
PostPosted: Tue Nov 22, 2011 10:16 am 
Unnamed Wookiee
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I downloaded 10.1 and I can not find the RandR pieces can you help me with that? also I do not believe I have all the extensions nor can I find them. any help would be great.


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