SFiedler
Senior Member
doh, thxIts not an ext its a whole VASL mod
doh, thxIts not an ext its a whole VASL mod
Exactly as I would expect it to be (should have made this clearer in my post about the beta test module). VASL6.4.5-casbin includes changes to virtually every counter so I am not surprised that someone using 6.4.4 would not see units opened by 6.4.5. However, someone using 6.4.5-casbin probably would see units in a game started in 6.4.4.ITEM #1::
Last night I started a 6.4.4 game VSAV with 6.4.5 CASBIN and went online (VASL room). My opponent, using 6.4.4, can only see the mapboard and no counters.
We then did the opposite. He called up the VSAV via 6.4.4. I sync'd with 6.4.5 CASBIN .. I can see everything.
This is independently reported by @A_T_Great although he was doing PBEM. (Async, non VASL room)
ITEM #2::
Continuing on with my opponent having called up the VSAV with me on 6.4.5 CASBIN. He can't see me moving counters.
DTO. [F.3]Progress is being made. I see comments about the need to predetermine the CVP for units such as leaders, hs, and individual vehicles. I think I have found a way to do that for personnel units that will not force me to spend the rest of my life working on this.
I also think I have an idea for AFV. What about if I set the cvp for each vehicle type as the maximum for that vehicle and then provide menu options for reducing the CVP? It would take 3: MA Disabled (-1); Crew Survives (-2); MA Disabled and Crew Survives (-3). Selecting one of those options would reset the CVP accordingly. I don’t think that there are any other ASL conditions that change vehicular CVP?
Any SSR. The actual value that's applied to the CVP total probably should be user-editable.I don’t think that there are any other ASL conditions that change vehicular CVP?
While I'm here, I wanted to ask about this. When I read this, I wanted to scream, since it seemed to mean big changes would be needed for vasl-templates. But I checked this new release against vasl-templates a while back and everything seemed to be OK. I did a diff of the build file against the current version, and the changes were minimal, so I guess your changes were made somewhere else. Are they something I need to worry about? The only thing I care about is the mapping of GPID's to vehicles/ordnance, and extracting their images. Given that the build file doesn't seem to have changed much, I'm guessing that I'm OK...?VASL6.4.5-casbin includes changes to virtually every counter
Hm. Will that entail that almost any counter that came as part of an extension will be obsolete? That counters for all existing setup files needed to be "redone" by pulling new counters (as the automatic exchange has always been difficult with all counters using their names/labels at best).VASL6.4.5-casbin includes changes to virtually every counter
Yes, good one. I think a "Use DVP" submenu should handle it. Initially, I may have this pull up a dialog box where users would enter the DVP for said vehicle. Otherwise I would have to add both a CVP and DVP value to each vehicle counter. More work than I think necessary for version 1 of a Casualties Bin (and certainly more work than I can find time for).DTO. [F.3]
That's the plan, to allow for SSR and other special circumstances.Any SSR. The actual value that's applied to the CVP total probably should be user-editable.
This is certainly worth thinking through and testing very carefully. In the version of the module that I posted above, the counter changes were made at the prototype level (prototypes are used to generate base versions of counters with shared features. Several prototypes can be added together and then unit-specific features added in a final layer). As a result these would probably not show up in the build file. What should have shown as a big difference in the build file is the new map window (and associated items) that comprises the actual casualties bin.While I'm here, I wanted to ask about this. When I read this, I wanted to scream, since it seemed to mean big changes would be needed for vasl-templates. But I checked this new release against vasl-templates a while back and everything seemed to be OK. I did a diff of the build file against the current version, and the changes were minimal, so I guess your changes were made somewhere else. Are they something I need to worry about? The only thing I care about is the mapping of GPID's to vehicles/ordnance, and extracting their images. Given that the build file doesn't seem to have changed much, I'm guessing that I'm OK...?
With respect to the current beta version of the casualties bin, the answer is no, counters won't become obsolete. This is due to the fact that all the changes to the counters are applied at the prototype level and flow through to individual counters regardless of origin. At least that is what seems to be happening on my system. I only have one extension loaded that contains unit counters so I will need to do more testing to be sure about this. This applies to counters added to a game opened in VASL6.4.5-casbin by dragging them from the counter panels. For saved games, see below.Hm. Will that entail that almost any counter that came as part of an extension will be obsolete? That counters for all existing setup files needed to be "redone" by pulling new counters (as the automatic exchange has always been difficult with all counters using their names/labels at best).
von Marwitz
Yes, I would very much think so. A "setup file" by my definition is the following:Do setup files work just like saved games?
I have got the approach for vehicles described in my earlier post working. Now all I need to do is to change every vehicle counter to add an initial CVP value. This is not hard; it is laborious and repetitive. I am happy to do it. However, I would ask for some help if anyone is willing. It would make my work easier if I had a list of what the initial CVP value for each vehicle should be as per A26.212, assuming no cs (so maximum CVP). I can easily calculate these myself but it is just more work and will add to the time it takes me to get this done. So if anyone wishes to help, I would be grateful. I am going to start with the Allied vehicles, so if you are willing to help, it would be best for you to start with the Axis vehicles. Thanks in advanceProgress is being made. I see comments about the need to predetermine the CVP for units such as leaders, hs, and individual vehicles. I think I have found a way to do that for personnel units that will not force me to spend the rest of my life working on this.
I also think I have an idea for AFV. What about if I set the cvp for each vehicle type as the maximum for that vehicle and then provide menu options for reducing the CVP? It would take 3: MA Disabled (-1); Crew Survives (-2); MA Disabled and Crew Survives (-3). Selecting one of those options would reset the CVP accordingly. I don’t think that there are any other ASL conditions that change vehicular CVP?
Yes, in the current version that is how it works. In the upcoming version, that will be fixed so that HS are 1 CVP. I have all the infantry units, guns, and planes done. I have all of the Allied vehicles done. Will probably take me another month or so to do all of the Axis vehicles. Then I should have a new beta test module to go.I'm not sure if this was intentional or not, but HS created from full squads also have the default 2CVP as full squads.
Tracking where units died might determine last known Control of something for VC...you KIAed my hs in R2...but I still control R2, something like this...I'm far from an experienced player, but isn't CVP calculation the only reason why you want a feature like this? e.g. why would you need to know where a unit died?
Hello Doug,I have got the approach for vehicles described in my earlier post working. Now all I need to do is to change every vehicle counter to add an initial CVP value. This is not hard; it is laborious and repetitive. I am happy to do it. However, I would ask for some help if anyone is willing. It would make my work easier if I had a list of what the initial CVP value for each vehicle should be as per A26.212, assuming no cs (so maximum CVP). I can easily calculate these myself but it is just more work and will add to the time it takes me to get this done. So if anyone wishes to help, I would be grateful. I am going to start with the Allied vehicles, so if you are willing to help, it would be best for you to start with the Axis vehicles. Thanks in advance
Everything else (infantry, guns, planes) is done. As soon as i get the vehicle changes done, I can release a full-blown beta version for combat trials.
“Valhalla”>”Dead Pile”"Dead Pile" > "Casualty Bin"