January 19, 2025, 02:28:03 AM

Author Topic: Vassal Warmaster  (Read 45548 times)

Offline Jurisch

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Re: Vassal Warmaster
« Reply #60 on: June 16, 2015, 02:31:06 PM »
Hi,

great work. Haven't played it online yet, but that gives a lot of opportunities to setup a global campaign!!!

Cheers,

Jurisch
Armies ready for battle - Empire, Chaos, Dwarves, Skaven, Bretonia, Araby, Witch Hunters
Armies in recruitment - Orcs & Goblins, High Elves, Dogs of war

Offline Geep

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Re: Vassal Warmaster
« Reply #61 on: June 17, 2015, 03:15:54 PM »
Playing globally would be great- so far I only have a player pool of 1, and that's only because of this program!

I'd also like to make a hex-based tile system one day, to keep track of campaigns. That's probably a far distant event, if ever, though.

Since my study procrastination skills are the stuff of legend, I've made a few variant deployment zones to suit the rulebook scenarios. I'm also making maps for the scenarios.

This is the map for 'The Battle of Grimm-on-Sour', with many buildings waiting to burn. I copied the rulebook image as accurately as possible, but with the addition of a few fences and walls. The placement of all fences and walls at the main town have purposeful strategic flaws, to not much of a 'must use' thing.


I'll probably alter the hills and forest a little bit once I've made more variants.

One problem that Vassal suffers from is a strange scaling issue when you zoom- pieces can shift, so the road and river sections come slightly out of alignment and look bad. I've set these up so they look best when zoomed in close. The map above is formed from quite a few mid-zoom photos, which is probably about the usual zoom level.

I forget whether I mentioned it earlier, but I've also added 'Drive Back Markers'. They're the same as the wound markers, only blue (and with a different border). Previously I used wound markers to remind me of drive back, but then forgot to roll once bases were removed, etc. Hopefully these will help.

Offline Shapeshifter878

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Re: Vassal Warmaster
« Reply #62 on: June 19, 2015, 11:58:56 AM »
Looks like you've gotten a lot of things done! Feel free to edit the stats I did for the Empire. The special descriptions for the artillerty in particular got pretty long. I'm busy with other things at the moment, but I've done some of the stats for the Dwarfs. They are available below if you want to finish those. They all have Dynamic properties and 3 infantry units have the Spreadsheet property.

http://s000.tinyupload.com/index.php?file_id=74291201554624481460

Offline PatG

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Re: Vassal Warmaster
« Reply #63 on: June 19, 2015, 01:19:55 PM »
This looks great! Well done sir.

Edit: You are probably already aware but Junior General has a large collection of fantasy top down images than might be of use:

http://www.juniorgeneral.org/index.php/figure/figureList/nonhistorical#100
« Last Edit: June 19, 2015, 02:11:57 PM by PatG »

Offline PatG

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Re: Vassal Warmaster
« Reply #64 on: June 20, 2015, 12:18:47 PM »
With apologies for double posting.

I have been mucking around with the module and I am thoroughly impressed!  Excellent work!

I have all the modules  (xxx_v1) and stats (xxx.vdmx) in: VASSAL-3.2.15/modules/Warmaster0_ext/

So far so good but when I load the game I get the following errors:
[spoiler]
 - v_Warmaster version 1.0
 - Extension Chaos_v1 v0.5 loaded
 - Extension _Dwarfs_v1 v1.0 loaded
 - Extension Empire_Stats_1.0 v0.0 loaded
 - Extension Khemri_v1 v0.5 loaded
 - Extension Empire_v1 v1.0 loaded
 - Extension Id for Empire_v1 (bb9) conflicts with previously loaded extension /home/pat/VASSAL-3.2.15/modules/Warmaster0_ext/Empire_Stats_1.0.vmdx
 - Extension Dwarf_Stats_1.0 v0.0 loaded
 - Extension Id for Dwarf_Stats_1.0.vmdx (817) conflicts with previously loaded extension /home/pat/VASSAL-3.2.15/modules/Warmaster0_ext/_Dwarfs_v1
 - Extension Chaos_Stats_1.1 v0.0 loaded
 - Extension Id for Chaos_Stats_1.1.vmdx (597) conflicts with previously loaded extension /home/pat/VASSAL-3.2.15/modules/Warmaster0_ext/Chaos_v1
 - Extension HighElf_Stats v0.0 loaded
 - Extension HighElf_Stats_1.1 v0.0 loaded
 - Extension Id for HighElf_Stats_1.1.vmdx (520) conflicts with previously loaded extension /home/pat/VASSAL-3.2.15/modules/Warmaster0_ext/HighElf_Stats.vmdx
 - Extension _HighElves_v1 v0.5 loaded
 - Extension Id for _HighElves_v1 (520) conflicts with previously loaded extension /home/pat/VASSAL-3.2.15/modules/Warmaster0_ext/HighElf_Stats_1.1.vmdx
 - Extension Orcs_and_Goblins_v1 v1.0 loaded
 - This game was saved with extension 'Dwarfs_v1' loaded. You do not have this extension loaded. Place the file into the '/home/pat/VASSAL-3.2.15/modules/Warmaster0_ext' folder to load it
 - This game was saved with extension 'HighElves_v1' loaded. You do not have this extension loaded. Place the file into the '/home/pat/VASSAL-3.2.15/modules/Warmaster0_ext' folder to load it
[/spoiler]
Obviously there is some sort of module conflict due to an error on my part - any idea on how to clear this up?

Thanks

Pat

EDIT: Fixed it more or less by RTFM for VASSAL especially the section on adding extensions.
« Last Edit: June 20, 2015, 02:12:08 PM by PatG »

Offline Geep

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Re: Vassal Warmaster
« Reply #65 on: June 20, 2015, 11:55:51 PM »
Yeah, sorry, the load errors are because what is currently in the dropbox is a bit of a mix of versions- I need to update it. The stats files are all being worked into the main army files, so 'Empire_stats1.0' is redundant once you have 'Empire v1.0', and so on for all of the other files- that's why they clash with each other. Despite those conflicts, it should still be working. In the main Vassal window you can click the '+' to show all extensions for a mod, then right-click and 'deactivate' an extension- that's a quick way to stop the clashes.
From memory you'll probably be experiencing pesky little errors like the stone bridge not being able to rotate. If you come across specific things like that please let me know- I'm sure I don't catch them all, and this thing is becoming quite a big beast.

I'll try and update the dropbox now, but I'm too distracted by an exam tomorrow to go double checking everything.

I hope to have everything neat and shiny by Tuesday, as I'll be trying to play against a friend Tuesday night (6pm Australian Eastern Standard Time if anyone wants to drop in and look- though we talk over Skype rather than chat in-program).

Edit: Thanks ShapeShifter for the Dwarfs, and thanks for the top-down link PatG.
« Last Edit: June 20, 2015, 11:59:19 PM by Geep »

Offline PatG

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Re: Vassal Warmaster
« Reply #66 on: June 21, 2015, 11:08:15 AM »
No worries - exams are more important than gaming.  I'll get to work on some Dogs of War bases.

Edit:

First pass at DoW Pikes:


(xcf available)

Not entirely happy pikes  could be longer.

Tuska

« Last Edit: June 21, 2015, 12:21:08 PM by PatG »

Offline Geep

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Re: Vassal Warmaster
« Reply #67 on: June 23, 2015, 08:44:05 AM »
Thanks PatG!

The files in the dropbox should all be equally up to date now. Apologies Shapeshifter- I haven't grouped them yet, I'll try and do that sometime this week.

I've also yet to add any pre-set rulebook scenarios as instant set-up game options.

I'll add the Dogs of War models soon. Right now I think I'll add them to the 'Miscellaneous' section of Empire (where the cart is), as I want to keep the number of extensions as low as possible until things become more concrete (If we end up with a full DoW army I'll obviously give them their own extension).

One thing I'm currently thinking over: The deployment zone piece sits like terrain on the board, but is lower than all other terrain (to allow easy terrain placement in deployment zones). Unfortunately that then means terrain covers and hides the borders, which can make accurate troop placement tricky.
I don't seem able to make the zone marker sit above the terrain yet not block access to it.
While typing this I just had an idea- I could make the deployment layer sit above terrain, but below troops, and add a 'hide/unhide' button on it, so that it can be shrunk and returned to full size without displacing it (moving such a large piece with accuracy is awful).
Ideas or opinions?

Offline Geep

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Re: Vassal Warmaster
« Reply #68 on: June 26, 2015, 05:48:33 PM »
I've been feeling a little lazy recently, and not very creative, so I've done some simple work- I've re-coloured the Empire troops so that players can now choose from Talabecland, Altdorf or Middenheim. At some point I'll do more, but this is pretty low on the list, so no guarantees on how fast these will progress. Does anyone have any province preferences?

Top to bottom- Talabecland, Altdorf and Middenheim- identical 1000pt armies.


I've also made the deployment zone markers collapsible with a simple button on the marker (I'm quite happy with that- it solves the issue well), and made an orc cart (including looted version). I'll show them sometime later. PatG's models are also added to the Empire Miscellaneous area (for the Talabecland army, as a place holder until DoW get a full extension of their own). This includes stats, spreadsheets and all.

I've not added these latest things to the Dropbox, and still haven't grouped the Dropbox either. I'll try and do both of these in the next week, as I may disappear for roughly the next month with work stuff.

Offline jchaos79

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Re: Vassal Warmaster
« Reply #69 on: July 02, 2015, 04:56:01 AM »
Looking good

Offline Geep

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Re: Vassal Warmaster
« Reply #70 on: July 02, 2015, 02:26:24 PM »
Thanks  :)

A little bit more stuff:

An Orc Wagon


The wagon after looting (it may not be clear, but the squig is eating the orc's leg)


Ehlijen made a start on the Khemri undead. I put them on the brown bases to try and give more contrast to all of the bone (the sand bases are way too similar in colour to the bone, and hard to modify enough without looking silly)
Spearmen... well, ex-men


Archers


To these I've added:
Skeleton Cavalry (I'd like to add some model variation at some point)


Chariots


Kitty cat


Bone Giant (I now really dislike this model! It's very awkwardly posed)


There's only a few Khemri and Chaos models remain until all 6 main armies are done!

Offline marell le fou

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Re: Vassal Warmaster
« Reply #71 on: July 02, 2015, 09:20:09 PM »
Nice work, as usual.

Offline Geep

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Re: Vassal Warmaster
« Reply #72 on: July 04, 2015, 11:05:20 AM »
I'm about to head off, and expect to have little or no internet for 3 weeks. So for now, here's everything:

A RAR file of all extensions (WinRAR is free if nothing else opens it):
https://www.dropbox.com/s/n4vfgffwlo12a0b/Warmaster0_ext.rar?dl=0

The extensions individually:
https://www.dropbox.com/sh/0qhlbc8cq59ds0a/AAAItstghL0PTOhIsaS3oezIa?dl=0

And the basic game:
https://www.dropbox.com/s/fn1pi6prp3ne1cw/Warmaster0.vmod?dl=0

I hope the links all work.
Extensions must be put in the same file as the basic game, in a folder called 'Warmaster0_ext'

If there are any problems with the above... I can't hear you for 3 weeks :p

Offline Geep

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Re: Vassal Warmaster
« Reply #73 on: July 12, 2015, 02:39:51 PM »
I've managed to get some free time this weekend, and as proof of my lack of other life I've managed more work on the Khemri models  :P



The basic Bone Thrower overlaps the base sides pretty awkwardly, so I've had to do some tricks for when the pieces are beside each other. This has resulted in different models being needed for each one, so I've added a bit of variety among the placements and crew.
Two Bone Throwers from different units will still overlap awkwardly, cutting off the arms of one, but I can't do anything about that.

I won't get a chance to upload these before I'm busy again.

Offline Geep

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Re: Vassal Warmaster
« Reply #74 on: July 18, 2015, 02:47:43 PM »
I've been working on some Carrion



Like the Bone Throwers, they go outside the base boundary, but issues are mostly covered. Oddly, the bases seem out of line- but any attempt to fix that just puts them further out of line, so I've left it as-is.



I haven't bothered trying to correct the overlaps on the rear bases, but this shouldn't be a problem- any combination of 3 bases can still be made with no overlap issues.

I may re-size them- I have no carrion on hand. I also want to add some turquoise, to fit the army colours, but haven't decided where yet.

Only characters to go! I'll be happy to see these guys done- the single colour, with so much bone, is quite hard and a bit dull.