VASL Map Online Problem/Suggestion Form

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ibncalb

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My current thing is setting wrecks ablaze in CG night scenarios to blind my opponent. I've noticed that it's not possible to "unwreck a wreck".

In our CGs where scrounging is common it would be useful to be able to unwreck, just to ID the tank. Is this possible?

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ibncalb

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Is it possible to make stacks entirely made of dummies appear differently to the owning player?

It would be easier to see these stacks as clearly different rather than have to mouse over each stack to check which is real. (Currently setting up a night defense with 40 squads and 50 dummies)
 
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Stewart

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Is it possible to make stacks entirely made of dummies appear differently to the owning player?

It would be easier to see these stacks as clearly different rather than have to mouse over each stack to check which is real. (Currently setting up a night defense with 40 squads and 50 dummies)
YES, HIP a couple of ?ments under the stack. Move with stack OBVIOUSLY...it should set it apart.
OR HIP a RED marker on top
Innumerable ways to indicate
 

ibncalb

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YES, HIP a couple of ?ments under the stack. Move with stack OBVIOUSLY...it should set it apart.
OR HIP a RED marker on top
Innumerable ways to indicate
For a CG or large night date, that's a lot of work, in terms of generating counters. That's not what i'm looking for. A tint or visual effect when a stack is solely dummies.
 

DougRim

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My current thing is setting wrecks ablaze in CG night scenarios to blind my opponent. I've noticed that it's not possible to "unwreck a wreck".

In our CGs where scrounging is common it would be useful to be able to unwreck, just to ID the tank. Is this possible?

View attachment 27407
I am sure we could figure out a way to make that happen. But then we would have to apply that change to each wreck type in VASL. A lot of work for not much return.

For your purpose, why not label the wreck after it is created?
 

ibncalb

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Better Visualisation of Firelanes

These are the active Firelanes at the start of the Allied MPH. They will have a significant effect but are hard to visualise "as is", by my opponent.

There are (by my rough count) 89 hexes of FL. This is only the night time BS M and Hmgs. There are another 11 german LMGs positioned to FL.

I have achieved this visual effect (for me by) linking ACQ and the MGs, although as they are concealed my opponent cannot see the red lines so I created acq in the MGs' hexes and linked them also to the FL ACQs so he can, with a drag selection, see the main FLs.

Is there a better possibility of representing these FL?

There is a FL overlay, but that is for individual hexes and not elongatable.

The FFE barrage overlay serves a better function as it covers a (possibly alternate) hexrow of hexes.

Is it within the realms of possibility to have a FL overlay where I can define length and (alternate) hexgrain?

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zgrose

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As a quick(er) hack, you can use Overlays -> Map Annotations and then use either Straight Arrows (max length of 10, IIRC) or Perimeter Lines for those super long ones. And just have a convention of Red for Right-side and Blue for Left-side.
 

ibncalb

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Screen Focus and Moving HIP units

Had a situation during the first turn of a PT scenario where i realised I could not set up my gun in a building so had to reposition it. My opponent pointed out that even though I moved a HIP unit his screen centred on my move, which, due to the terrain of the map, showed him where I had repositioned my gun to.

Is it possible to change this? It is a REALLY niche problem - repositioning a HIP asset during play - but it may have an effect during cave play.
 

apbills

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Is your desire with the FL an overlay that places a residual FL counter in each hex of that FL, given it can both be a variable length and hexgrain?
 

Jazz

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Screen Focus and Moving HIP units

Had a situation during the first turn of a PT scenario where i realised I could not set up my gun in a building so had to reposition it. My opponent pointed out that even though I moved a HIP unit his screen centred on my move, which, due to the terrain of the map, showed him where I had repositioned my gun to.

Is it possible to change this? It is a REALLY niche problem - repositioning a HIP asset during play - but it may have an effect during cave play.
Tell you opponent to uncheck the preference to center on your opponent's moves? Is it a hassle? Yes. You did mention it is a niche issue....so use a niche method to get around it.

Seems obvious to me?
 

ibncalb

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Is your desire with the FL an overlay that places a residual FL counter in each hex of that FL, given it can both be a variable length and hexgrain?
That's it. It doesn't even need to have the FP it just needs to be a reminder that there's a FL there. If it originates 16 hexes away it can be difficult to have the right zoom to see the regular FL marker
 
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Stewart

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As a quick(er) hack, you can use Overlays -> Map Annotations and then use either Straight Arrows (max length of 10, IIRC) or Perimeter Lines for those super long ones. And just have a convention of Red for Right-side and Blue for Left-side.
Don't really need a convention...just off set the arrow...I do it all the time...and it's BEST with HUMAN Waves cuz every fkks up the path
 

DougRim

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Tell you opponent to uncheck the preference to center on your opponent's moves? Is it a hassle? Yes. You did mention it is a niche issue....so use a niche method to get around it.

Seems obvious to me?
Or ask your opponent to look away from the screen (or minimize their window).
 

Carln0130

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Completely reasonable.

I thought the inability to 'unwreck' may have been an easy to fix oversight rather than a lot of work.
One method, if not too much time has passed, and that I often use, is to just work the undo button.
 

apbills

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That's it. It doesn't even need to have the FP it just needs to be a reminder that there's a FL there. If it originates 16 hexes away it can be difficult to have the right zoom to see the regular FL marker
Conceptually, is this along the lines of what you are thinking? Note the green color is to conform to the ASL Residual FP color.
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