May Coding Update
over 7 years ago
– Sun, May 07, 2017 at 09:47:48 PM
We've got a whole bunch of bugs fixed and new features added in.
We've also updated the landing page at http://services.adastragames.com/avid/
Added in the 3D viewer. This shows a render of a box mini in tilt blocks (and on stacking tiles) that accurately reflects the orientation of the chosen ship.
We fixed a glitch in the firing arcs display; it wouldn't show both windows when the in-game mechanics would give the firing player a choice; now it does.
The URL has changed for this, and it's no longer being actively developed.
This is the public beta of the Squadron Strike variant. The Squadron Strike variant has a lot of additional features over the Calc version. It uses an internet connection to go to a very primitive database for data swapping, and as such, it expects you to do some data entry before the game begins.
You'll start by entering a game name and clicking the "Game ID" button. A 10 digit game ID will be generated. Everyone at the table has to use the same Game ID and Game Name.
You'll want to click the "Lock" and "Full Screen" buttons on your phone to make the setup more usable. In addition to keeping you from changing the game name and game ID button, "Lock" also filters out the ships that aren't yours from the top selection bar, and filters out your own ships from the bottom selection bar. The "Page" button regulates how swipes left and swipes right are managed on touch screens, and the "Rotate" versus "Fixed" button changes how the orientation symbols are shown on the AVID.
The upper left bottom button defaults to "Normal" - which means that every player has to manually sync their data to the database. Once everyone's entered the Game Name and Game ID and pressed the "Lock" button, we recommend that the player in charge of calling the steps of the Sequence of Play set that button to "Leader" and everyone else in the game be set to "Follow."
Next, you'll add ships. Enter your ship's name, class name and hull ID number - for example, the Enterprise would be a Constitution-class and would use the number on the Box Mini for the hull ID number. Or the number on the EoT Tent.
You'll also enter the ship's maximum movement, pivot and roll, and then its position as an offset from a defined hex on the hex map. and its initial speed. If you're adding multiple ships with the same maneuverability stats, click the button that says "Clone Ships."
Once you've entered the ships, click on the "Ships" button and set their initial orientation on the AVID. You can also change the facing of the AVID by hitting the "rotate hexagon" icon on the lower right. (Having the bottom button with the triangle highlighted lets you pivot, having the button with the star highlighted lets you roll.)
When setting your ship's orientation like this, you can also update the ship's position relative to your hex map reference point, and update the speed.
The "List" button shows all ships in the game; ones controlled by you are highlighted. Clicking on the ship will show you a rendered 3D view of the ship; your ship's orientation is shown in the notation used in the rulebook: Nose direction (Top position). A ship with an orientation of A/B(+++) is has its nose facing in A/B and its Top pointed straight up.
The "About" button shows the current version, and cycles through all of the Kickstarter Backer's names at about one per second or so.
Now click on the light blue "menu" button - you'll see four new buttons arrive at the top of the screen.
The tool has full support for the Squadron Strike Sequence of Play, and will walk you through the steps. The Plotting view allows you to enter movement plots via your device, including pivots and rolls, increasing or decreasing thrust, defining your vertical shift, and defining your horizontal shift. Hopefully, the iconography on the buttons will make this easier to read.
If you're using your phone during the Plotting phase, you may not see the entire Plotting window at once - use the button with the right pointing triangle to see the vertical and horizontal plotting tools.
IMPORTANT NOTE: The app expects you to pivot and select thrust, THEN plot vertical shift, then plot horizontal shift. If you go back and adjust your thrust or your horizontal shift, your later steps will be re-set to zero. We're working on a suitable notification for this; for some reason using the app causes players to forget to do this in the order in the rulebook!
When playing the game, you'll spend most of your time in the AVID view (the "AVID" button) or the Arcs view (the "Arcs) button. In both views, there's a green area and a pink area.
The green area has your currently selected ship in the middle. You can cycle through your ships by pressing the "<" and ">" buttons. The pink area has your targets, and you can cycle through them the same way. One special option when cycling through targets is "Freestyle Target" - this is entered as an offset from your ship, and it shoots a bearing. Use this to figure out what weapons can fire at missiles and torpedoes by entering offsets.
If you're still in the Plotting Phase of the Sequence of Play, there will be a purple crosshair icon on the AVID (or a purple window on the Arcs view). This is a predictive bearing, shot from your EoT tent to the target's EoT tent. Use this to figure out where to plot your movements to get your guns in arc.
If you're in the Movement Phase or Combat Phase, you'll see two crosshairs. One crosshair is red; that's the bearing from your ship to their ship. The other crosshair is blue; that's the bearing from your ship to the target's EoT tent, useful for launching torpedoes or missiles. The corresponding windows will be highlighted on the Arcs view.
A more detailed writeup of the features of the program can be found in the feature documentation.
If you have feedback, suggestions, or find a glitch, please email your reports to: [email protected]