In my B5CCG, "boards" are just areas where players
place cards. Since there can be up to 9 players, there
are nine different boards each containing two draw
decks and one discard deck. I could assign each B5
"race" a given play board, but I don't beacuse it is
possible for 3 players to play the same "race". Plus
people like to choose the background color of the
board they are using. 

I could name the sides Player1, Player2, etc., but I
don't because people like to be the Centauri, Narn, or
whatever.

What I wish to do, is assigned ownership of cards,
decks, and Send To's private hands after people have
started the game and loaded their decks.

I also want to create a shared semiprivate hand. where
it is owned by everyone, can have it's ownership
restricted to 2 players and then opened up to all
again. This would facilitate cards that let you look
at other peoples hands or decks. But I guess the honor
system and one universally shared hand might work in
this case.

--- Tim McCarron <[EMAIL PROTECTED]>
wrote:

> Brent sez :-)
> 
> "Making the Map and Board names variable will need a
> change to make the map
> and board fields manually updateable. Will anyone
> actually want this
> feature? Possibility of typing mistakes, but no real
> problem. If the name
> map or board does not exist, or the X or Y position
> is not numeric, then
> then command just quietly fails and does nothing.
> The 'Select' and 'Clear'
> buttons would remain."
> 
>  
> 
> Yes - I have actually requested this before (ref
> sourceforge1383010) . I had
> imagine it being done though implementation of
> marker traits attached to the
> map board / zones somehow but if there is another
> way.. well I wont complain
> :-)
> 
>  
> 
> Games such as AH's Magic Realm benefit from this
> where the board is "built
> as you play" for example or is randomly determined
> through card draw, Lost
> Battalion's Battlelines for example. I'm sure there
> are other games that
> could use it
> 
>  
> 
> I think your summary would cover it :-)
> 
> Fyi, I'd still like to see a sub stacking trait for
> game piece layers. The
> perfect example I can think of is a set of cards
> with their 4 suites. They
> might stack numerically via the game piece layer,
> but are restricted by
> suites also so they cant mix even though they might
> consist of the similar
> properties
> 
>  
> 
> Tim
> 
>  
> 
>   _____  
> 
> From: [email protected]
> [mailto:[EMAIL PROTECTED] On
> Behalf Of Brent Easton
> Sent: Friday, July 21, 2006 10:00 PM
> To: [email protected]
> Subject: [vassalengine] Variable Send To Location
> [was Definition of Player
> Sides]
> 
>  
> 
> Hi Don,
> 
> Excellent Questions. Have you tried these and are
> asking for enhancements,
> or are you asking if anyone else has tried? Why not
> try and see and let us
> know?
> 
> >Can the Send to Location be made to accept Dynamic
> >properties to specify maps, boards, and xy
> positions?
> >
> 
> Don't know about the others, but this particular one
> came up for me the
> other day in a module I was working on. I wanted a
> 'Send To Location' that
> would send each counter to a slightly different
> location so that the
> counters would be layed out next to each other at
> the destination, rather
> than in a stack.
> 
> The answer is no, standard vassal does not support
> this. I wrote a special
> mod to 'Send to Location' to do just what my module
> needed. 
> 
> I was just in the process of deciding how to make
> this generic for general
> use. Note, that this discussion also applies to the
> 'Moved Fixed Distance'
> trait.
> 
> At a minimum, just allowing $property$ as an option
> in the destination x & y
> coords will do most of what is needed. In my case,
> what I wanted was to lay
> out the pieces neatly, so I justed added a marker
> calked 'Index' with values
> of 1,2,3,4,5 etc. to each piece and implemented a
> Send To Location that
> effectively did this:
> 
> X position: 30 offset by: $Index$ times: 47
> Y position: 50 offset by: 0 times: 0
> 
> i.e. my counters are spaced out neatly at 4 pixel
> intervals. I could easily
> change the spacing to test how it looked. All 6
> numbers could be $property$
> values.
> 
> Making the Map and Board names variable will need a
> change to make the map
> and board fields manually updateable. Will anyone
> actually want this
> feature? Possibility of typing mistakes, but no real
> problem. If the name
> map or board does not exist, or the X or Y position
> is not numeric, then
> then command just quietly fails and does nothing.
> The 'Select' and 'Clear'
> buttons would remain.
> 
> The only argument I can think of against adding
> these features is added
> complexity
> 
> So, the big question, what to people want:
> 
> Send to Location
> ----------------
> 
> 1. Ability to have property names in the X & Y
> coords.
> 
> 2. Option to have an additional 'Offset By x times
> y' option for x & y
> co-ords'
> 
> 3. Option for Map and Board to use $propertyName$
> values.
> 
> 4. All of the above.
> 
> Move Fixed Distance
> -------------------
> 
> 1. Ability to have property names in the X & Y
> coords.
> 
> 2. Option to have an additional 'Offset By x times
> y' option for x & y
> co-ords'
> 
> 3. The whole kit & caboodle
> 
> This question begs the additional question - What
> other values specified in
> unit traits and game componens could logically
> benefit from allowing
> $propertyName$ values to be specified?
> 
> Cheers,
> Brent.
> 
> >*********** REPLY SEPARATOR ***********
> >
> >On 21/07/2006 at 7:13 PM Don Holt wrote:
> >Can the Restrict Access piece trait accept a
> dynamic
> >property as the side to which it belongs?
> >
> >Can Send to Location be used to send a piece to a
> >deck?
> >
> >--- Brent Easton <[EMAIL PROTECTED]
> <mailto:b.easton%40exemail.com.au>
> com.au> wrote:
> >
> >> Click on GameModule, then import and import the
> >> class
> >> 
> >> VASSAL.build.module.PlayerRoster
> >> 
> >> and that should do it.
> >> 
> >> Cheers,
> >> Brent.
> >> *********** REPLY SEPARATOR ***********
> >> 
> >> On 21/07/2006 at 9:07 PM Stan Hilinski wrote:
> >> While editing a module, I deleted the "definition
> of
> 
=== message truncated ===


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