Automation feature request

msoong38

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Many of us uses the phase wheel to keep track of where we are. I imaging it wouldn’t be difficult to implement some global key command for marker maintenance, I.e

after movement phase is turned to DF phase, auto remove all resid counters.
after DF is moved to Af, auto remove all Df marker.
after AF changed to rout, reset all move , and remove all prep counters.
after CC is moved to next turn, auto reset all moved marker, and remove all pin, banzai, etc.

thoughts?
 

hongkongwargamer

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Many of us uses the phase wheel to keep track of where we are. I imaging it wouldn’t be difficult to implement some global key command for marker maintenance, I.e

after movement phase is turned to DF phase, auto remove all resid counters.
after DF is moved to Af, auto remove all Df marker.
after AF changed to rout, reset all move , and remove all prep counters.
after CC is moved to next turn, auto reset all moved marker, and remove all pin, banzai, etc.

thoughts?
Agreed. Great idea!

Except .. after DF is moved to AF, do NOT auto remove all DF markers .. if SAN hits, I want to know who in the target stack hasn't fired and can still Sniper Check.
instead : after AF changed to rout, reset all move , and remove all prep & DF counters.
 

Michael R

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Not a bad idea. I agree with Jackson about the DF marker removal; also required for a night scenario.
 

Steed

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Many of us uses the phase wheel to keep track of where we are. I imaging it wouldn’t be difficult to implement some global key command for marker maintenance, I.e

after movement phase is turned to DF phase, auto remove all resid counters.
after DF is moved to Af, auto remove all Df marker.
after AF changed to rout, reset all move , and remove all prep counters.
after CC is moved to next turn, auto reset all moved marker, and remove all pin, banzai, etc.

thoughts?
I've been playing around with the Phase Track counters and have set them up to remove Prep/Def/Pin/TI markers at the appropriate times ( I hope ). I've made an extension if you want to try them out. I've tested them fairly good but would like someone else to check them out and let me know of any problems and/or suggestions.

The extension makes a panel in the Other ->Map panel called "Mod Phase Track". There should be 4 in there.

Thanks.
Walt

EDIT : Updated File
Edit : Updated File to include Res FP and FL.
EDIT : Added Smoke Grenade removal - added correct file extension - remove test buttons (3-18-21)
EDIT : Added the 2 new Custom Phase Tracks and a label to each. (5-11-21)

Reminder - You can use the UNDO button to go back and undo what the Phase Track removes/flips, just in case.
 

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msoong38

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I tested it.
  1. Prep is removed at end of AFPh which is right
  2. DEF is removed at the end of AFPh which is per Jackson suggested so good.
  3. I see PIN and TI removed which is good.
I do not see any reset of movement markers. My request is:
  1. Reset movement at end of AFPh (so we get a fresh slate to track routers)
  2. Reset Movement at the end of Rout (so we can get fresh slate to track advancers).
  3. Reset movement at the end of turn before new player turn.
  4. If you can remove all the banzai counter and related counters (such as HW Dir and HW Range) that would be great.
Thanks for doing this, very helpful on the poor wrist!
 

Steed

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....

I do not see any reset of movement markers. My request is:
  1. Reset movement at end of AFPh (so we get a fresh slate to track routers)
  2. Reset Movement at the end of Rout (so we can get fresh slate to track advancers).
  3. Reset movement at the end of turn before new player turn.
  4. If you can remove all the banzai counter and related counters (such as HW Dir and HW Range) that would be great.
Thanks for doing this, very helpful on the poor wrist!

In regards to 1, it should remove (reset) the "Moved" from the units that moved when the Prep/Def markers are removed at the end of the AFPh. Is it not doing that?

In regards to 2 and 3, I did not think of doing that during those times, but it should be easy enough to add.

In regards to 4, I have not played PTO so I'm not familiar with the Banzai counter - that is removed when? (end of CCPh from your first post I'm thinking)
 

msoong38

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Just retested. You are right that move is removed, thanks

re 4, yeah those are all counters that is removed at the end of the player turn, along the same time as PIN and TI.
 

hongkongwargamer

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RE: [4] HW & Banzai, might I suggest that

At the end of the player's MPh,
  • Human Wave / Banzai counters flip over to their red on white side
  • Human Wave - Direction / Hex Grain counters removed
At the end of the player Turn
  • Human Wave / Banzai counters removed.
 

Steed

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RE: [4] HW & Banzai, might I suggest that

At the end of the player's MPh,
  • Human Wave / Banzai counters flip over to their red on white side
  • Human Wave - Direction / Hex Grain counters removed
At the end of the player Turn
  • Human Wave / Banzai counters removed.
I will look into this along with the Moved changes mentioned by msoong38. It'll be a couple of days or maybe next weekend before I can.
 

Steed

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Plans changed so I was able to look into this tonight.

I updated the file, please see post #4.

I think I've got everything - it's late and I may have missed something. Also I've never played PTO so I've never used the Banzai markers.
 

hongkongwargamer

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Plans changed so I was able to look into this tonight.

I updated the file, please see post #4.

I think I've got everything - it's late and I may have missed something. Also I've never played PTO so I've never used the Banzai markers.
Works pretty nicely.
Wonder if you can take out RESIDUAL FIRE & FIRE LANES after MPh as well please?
 

Steed

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Works pretty nicely.
Wonder if you can take out RESIDUAL FIRE & FIRE LANES after MPh as well please?

Done. Let me know if everything works OK.

I thought about Smoke Grenades but they have the same name as the ordnance smoke so I can't just delete "Smoke", so it'll have to wait until I get some time to look deeper into it.
 

hongkongwargamer

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Done. Let me know if everything works OK.

I thought about Smoke Grenades but they have the same name as the ordnance smoke so I can't just delete "Smoke", so it'll have to wait until I get some time to look deeper into it.
Works great for me, thx!
 

ColinJ

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I had the same thought, but took a chance, and copied the file contained within the zip file into the "Extension" folder without a .suffix. Did a quick test and the extension worked fine without the .mdx or .vmdx file suffix.
 

von Marwitz

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Should the extension in the zip file have an .mdx or .vmdx suffix?
Theoretically, both should work.

Generally, the file extension ".mdx" is pre VASL v6.x, The file extension ".vdmx" is VASL v6.x

Some old VASL-Extensions have become inherent to VASL or obsolete, some still work.

von Marwitz
 
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