Why I did this module.
I wanted to make some videos. All the tools out there
were inadequate for what I wanted to do. There was SFBOL.com but they use
official game counters that are in my opinion too damn hard to see unless
you ZOOM the map. I tried using a paint program, a screenlets program etc..
but all that wasn't good enough. Then I found vassal and started modifying
an existing module. So I had something that worked to do the videos I wanted
to do. So on a total lark I asked ADB if it was ok to do a CADET only module
using the free download files they had on their website for the
Vassalengine. To my shock and horror they said yes. Hence this module! Note
the older versions are available in the facebook group files section.
See my youtube vids for help on how to use/play. Links
are in the help menu, or just search on youtube for "SFB cadet vassal".
https://www.youtube.com/playlist?list=PL32gkZI6CapuP-AjjMXDawrX9NpAig5vi
Facebook group https://www.facebook.com/groups/707030712766345/
26th Update
* Added menu option to ship counters to open the player
SSD area window from the counter.
* Drones cards etc.. were not working properly, had to
add a second mask image as the counters were restricted access and could not
rely on "display style" for masking, which worked for unrestricted counters.
* Mine and cadet drone cards had the restricted, mask and
invisible traits in the wrong positions. Fixed They also had the text label
above invisible. Moved below so names cound be seen even if invisible.
Plasma Mask changed so Enveloper box is visible.
* Missed removing an old style Wyn ESG option. Removed.
* Missed removing old Hydran SOP counter. Removed.
* Added Units on Map 25% and TEXT only
* Divorced "Clear Move" at the map level from turning off
and blanking the movement trail. To do this now each player must clear their
own moves(and trails). This can be used as an indication they are done move
stage. Now however there is no way to clear trail history. So now there is a
map level clear fire, clear trail, and clear move button.
* Added in a counter menu option to clear the Move Trail
history.
* Added menu option to counters to move counter to Hex
number.
* Broke the NoActions Thinking and Ready
buttons into 3 with three separate sounds so different players can have
different sounds.
* DAC dice no longer sort in order.
* Fixed a damage error on Fed CA full scale(it jumped
from 8 to 10 damage).
* Increased size of silhouettes by 50%
25th Update
* Added Cards for Drones, plasma and shuttles.
* Redid the graphics maps and scenarios with map hex
sizes increased from 64 pixels to 100. This increase in size allowed
for better larger png graphics almost as good as the much larger file size
svg graphics. This allowed me to remove them and reduce the file size by 8
MBs. Added a "monster ship" counter under generic pieces. This was a lot of
work. It was like rebuilding the module from the ground up almost.
* Added silhouettes to ssd parts to help build partial
graphic ssds. If you are using paper ssds these are good for weapon location
and damage and shields, where all other systems are tracked on paper.
* Added Tholian DN and BCH
* Added Tholian FF, corrected an error on Thol DD
* Combined the various Gorn Dn's to 1 SSD with variable
plasma selection.
* Corrected minor error on Fed CLP
* Added some campaign counters to generic pieces
24th Update
* Added Ships an Alternate Gorn Rom(new construction)
& ISC BCHs, Civilian Large Freighter & Large Q ship
* Fixed minor error on Hydran BCH, Added Hydran DN and
alt DN
* Fixed a few typos scen4 rules.
* Fixed minor mistakes on Orion CA and Klingon D6 Full
scale EA forms and a couple cadet Ea forms.
* Fixed error on the text 32 impulse chart for impulse
14,21
* Removed the 8 impulse SOP caller that echoed to chat -
It just never got used as players move onto the 16/32 impulse game rather
quickly.
* Re-labelled the SOP & Speed callers with "Echoes to
Chat" or "Graphic" to make it easier to understand what each is.
* Alphabetized menus & rearranged other of buttons,
renamed PubprivNotes as SOP Orders & placed after SOP Steps followed by
Dice & Ready.
* Resized the graphics of the Menu bar which allowed me
to shorten the length of it.
* Updated the RulesbyRuleNumber to include sections that
were in the 2nd printing of the cadet manual but not the 1st.
* Fixed a broken shuttle damage on Klingon DN (yes the
same error on the Roms last update)
* Delete action chit as I could see no use for it.
* Fixed an error in RulesByRuleNumber F2.2 section was
out of place.
* Add an ADD table for the Ph-3/ADD drone
* Added Large freighter and Qship BPs to BP charts
* Added Rom ships K series CL, DD, Old series CL,FF
New Series DD, FF
* Changed the 50% view window to 200% for people on small
laptop screens.
* Removed the static tables window and moved all charts
to be dragNdropppable.
* Added a few more maps.
* Label on EA forms wasn't working - Fixed.
* Forgot to put a line for Bridge on the Property Sheet
Text SSDs, fixed.
* Kzinti was missing from the "Race only units list" -
fixed.
* Put 50% window back in, in addition to the 200%.
* Added Property Sheets to all ships for Doing EA, you
can choose property or spreadsheet to do it, your choice.
* Updated the Old Text SSD method so all the lines are
clickable now, this may be too much for older less ram systems. Let me know.
* Created a way to use dragndrop items to build generic
ssds with definable and clickable labels
* Wow those 3 lines were about 24 hrs of work.
23rd Update
* Fixed a broken shuttle damage on Rom DN-KR series
* Added Rom DNs-new Construction & OldSeries.
* Added Cadet BCH SSDs for Fed, Gorn, Kzinti, Klingon,
Romulan KR & old series.
* Added a menu option for previous image to a bunch of
counters.
* Added a 100% units on map window in addition to the 50%
one. It's useful for the 16 and 32 impulse charts.
* Modified the 16 & 32 impulse charts to have menus
for speed and impulses so they can be used in the 100% window.
* Removed EA from the Multi-access Text SSD counter as it
needs to be on the map to access the SSD (Ctrl-P) and the Multi-access EA
form is
supposed to be used for it's EA which
can be in the player's SSD area
* Added ESG shading option on the multi-access ship
counter
* Added Life Support, Active Fire Control and Power to
Shields lines to the EA for the Multi-access EA Form
22nd Update (2.2)
* Fixed Scenario 3 - I forgot to give up the Klingon slot
before saving it, thus preventing anyone trying to load it from becoming
Klingon.
* Moved Multi-access counters to top of menu.
* Added a few more moon and planet graphics avail with
next image.
* Multi-access text ssd uses a properties sheet instead
of "show data" to list systems and is on the counter itself. Race specific
text SSDs are still there.
* Fixed Tables>damage>SS chart, it was broken
apparently and trying to load an html instead of a png
* Added some more dragndrop charts/tables firing arcs
etcetera
* Removed the old rules checklist methods, now added as
Drag N Drop click-able sheets.
* Added SSD for Hydran Cadet BCH, ISC cadet CL &
cadet DD, Romulan Cadet-CL(new series), 2 Romulan Cadet DNs
* Changed the Turn modes on some ships.
21st update (2.1)
* Minor change to EW Increased it to 12 and changed the
graphic
* Minor change to Fired toggle, changed command to
"clearfire" from ALT-F as having alt-F for both turning it on and off via
the button was
toggling all units on the map.
* Terrain pieces had an ECM trait when the label should
have been EW Status, thus they were unable to set an EW level. Fixed.
* Added an UNOFFICIAL Random damage die roller but it
won't follow the official statistical damage allocation chart. For instance
the first roll could be an excess
damage or it could do 10 torp hits in a row. I'll add it to the dice menu so
people can play around with it.
* Found a more appealing way to do text SSDs directly on
the counter with a property sheet, and using a dynamic text label for the
shields
around the counter.
* New Text SSD counter with EA Form. If it is on
the map it is visible to all so created a standalone EA Form to drag into
SSD area to restrict access.
* Removed the old Text SSD sheets to reduce file size but
left it in for Merchant, Fed, and Klink.
* Found a crude way to enter the number of dice to roll
at range for a weapon and have the numbers added up for you. It doesn't let
you see the individual rolls.
* Added EM, PFC,NoFC status to the generic Text SSD
counter.
* Added a previous image option as the number of images
to flip through has gotten quite large.
* Created a new way to show ECM ECCM levels on the new
text SSD counter but there is no way(yet) to turn it on off so not using
that method on the racial cadet
counters.
20th update (aka V2.0)
* Rewrote scenario 11 with some addenda rules that were
not in the cadet module, and made it harder as it was too easy.
* Added a couple more drones so all drone speeds have 2
kinds to make use of the Labs to ID seeking weapon rules.
* Added clone ability to fire tracking sheets and a few
terrain pieces.
* Added facebook group link to the help menu (actually
added last version but forgot to add it to this list.)
* Cleaned up the full scale ssds from their original
blurry jpeg images.
* Put the boarding party chart on the pirate qship at
base scenario page.
* Found new way to do rules checklists with an html
button and page
* Updated the "rules by scenario" page to put a brief
description of the scenario to the right of what rules are learned
* Fixed a couple typos in the scenarios
* Removed the old maps with no size descriptor (42*30).
* Added a new map background
* Created a MultiAccess Ship counter for single play
* Speed Call Charts had label trait added so Turn could
be assigned as a label.
* Added a multirace Masked counter with selectable image
* Rearranged menus
* Fixed a couple typos on images
* Added more DragNDrop charts
* Remade all the scenario files with new counters. Only
the tutorial still uses the old counters
* Rewrote the pirate Qship scenario 12
* Reworked the masking function. What appeared to be
working wasn't. It works for tbombs, tracking & SOP sheets but not for
any counter that can be rotated to a facing other than A. The masking works
but non-owning players always see a counter in facing A. I thought I had
fixed this with a transparent layer but it disabled the restricted access,
or is restricted access was kept made the counter invisible. Weapons
tracking sheet or delayed tab can be used for revealable info, like type of
drone, or real fake plasma.
* Removed show data on some items in favour of a property
sheet as those are "always on top" of the map.
* As a consequence of removing masking I was able to
collapse the multiple drone, plasma, shuttle counters to one counter with
rotating layers.
19th Update
* Found a way to use area of effect for ESGs - it's a
solid cirlce instead of a hollow one however.
* Cleaned up the Menus a little. Marked move, movement
trail and some other items moved. Added a submenu for EW.
* Changed MV button to CM clear moved.
* Added a dice option for 20,40 Dac rolls
* Changed DAC table so that the top left swuare "Die
Roll" now rolls dice.
* Added a 75% reduced graphic size DAC.
* Changed the graphical Impulse procedure chart so
that each stage can be highlighted individually separately.
* Made a tutorial logfile.
* Fixed a misalignment of the Fed-Ca-Cadet Ph-3 damage
box.
18th update
* Changed Line of Sight / Range to be visible to opponent
only when persistent.
* Made a change to Plasma, Drone, Fighter, Tbomb counters
using a mask function to turn on and off restricted access, so that a piece
may be unmasked to allow an opponent access to "show data" / "Property
sheet". This allows info to be hidden until it needs to be revealed.
Civilian units are not restricted.
* Added counters for weapons tracking, It's a maskable
spreadsheet. Where you can record what fired(or what you are about to fire).
* Added counters for SOP (Sequence Of Play). A
spreadsheet listing the SOP steps and you can enter a mark to indicate the
SOP step you want to execute.
* Added counters wrapped in an scalable vector graphic
(svg) for ship, plasmas, drones, tbombs and shuttles. These are for those
that like to play at high zoom levels. They look good at lower zoom levels
but might be hard to see below 100%. Some day I may have the time to do real
svg graphics but not now. these are just pngs encoded to svg.
* Fixed broken movement trails
* Did about 6 days worth of work cleaning up traits and
things that aren't visible to the front end.
17th Update
* Added numerous new counter categories for the races
that had only a few even though there are no SSDs for them.
* Added Text SSDS for each race so that each has a
selectable counter graphic so you can have multiple text SSDs open & be
able to tell them apart by the image in use.
*Preloaded the remaining full scale ssds using the text
ssds for the ships that come in the cadet booklet. The Romulan had the KR
and the WE so I chose the KR. The races that didn't have full scale ships in
the cadet booklet have blank text ssds ready to be filled out when you want
to use a regular ship from any SFB module that you might purchase later or
already own; or you can just make something up. There are also a lot of fan
made ssds online.
* Changed the Terrain section counters to use multiple
images on one counter, added Debris rings, and new asteroids.
* Changed the ship racial counter listings to be one
counter with the ability to cycle through multiple images for each class.
Did the same for ESGs, and Tholian and ArcheoTholian non ship pieces.
* Fixed the ECM and ECCM so they don't use such a large
invisible square.
* New cover image for the module.
16th update
* Added a Generic Text Based SSD so you can input the
stats of any ship and use it. It's not pretty but it works.
* Moved the menu location of the charts that are drag and
droppable onto the map or into the SSD area.
* Mad the Full Game DAC clickable to mark off underlined
systems, and all of a similar system when all are destroyed.
* Made the 8 impulse speed chart click-able in case
people want to experiment with scenario 1-3 with speeds other than speed 8.
* Made a change to allow preferences settings to work re
auto-report.
* Changed Cadet DAC to be clickable
* Added Double Dice (rolls 2 D6 and adds the total) for
rolling damage on the Full game Damage Allocation Chart(DAC). These
can also be used for rolling PPD and Hellbore weapons.
15th Update
* Found way to restore functionality to units on map list
by making player specific ones
* Restricted counters so only the owner could move them.
Added some Merchant weapons counters as Merchants were left non restricted.
* Added a button to show a configurable list of rules in
use. Just remove or add a checkmark to indicate use/non-use.
* Fixed a couple typos
* Downgraded Klingon DD and DDK
* Added NeoTholian DD and ArcheoThol DD, ArcheoTholian CL
and counter
* Fixed shuttle bay not being able to be damaged on
Tholian ships
* Updated the maps with their hex sizes. Had to leave a
duplicate of some because renaming the map boards broke the maps in saved
scenarios.
14th Update
* Fixed a Bug with the Units on Map list
* Added Federation CL Photon Variant
* Added Federation DD Plasma Variant
* Added LDR CL
13th update
* Fixed issue with Windows users not being able to use
the number pad for movement like GNU/Linux and Mac users could.
* Re-saved all the scenarios so they all had the new
counters with the changed contextual menu.
* Added four scenarios
* Changed the scenario Menu options under File
* Added a large blank map 80*60 hexes
* Added smaller map 20*15 hexes
* Added counters for Lyran CL, DD and Hydran CL, DD, FF
* Added counters (even though there are no ssds for them
yet): Tholian DN, DD, PC, NDD, NFF; Federation BB, DW, FW, Pol; Klingon
BB,D5; Romulan DN, NCL, Ftr; Gorn BB; Kzin FF; Lyran DN, CW
* Added the Cadet rules listed by rule numbers without
the scenario information to make looking up a rule faster.
12th Update (My Organian, there's been 12 already?)
* Quick access ready thinking no action SOP buttons(with
sound)
* Modified ships Fed CA DD add 2 ph-3
* Added a Klink DDk (non drone cruiser DD)
* echo to chat for moves and change label
* sounds for Dice rolls and SOP action steps
* Drones & shuttles can now change label so speeds
can be set more visibly
* List of "rules by scenario" and "Note for Full players"
* Interactive DAC
* Labels on counters all Green colour to be more easily
seen on both White and Black background maps
* Added Ships Lyran CL, DD
11th Update
*Fixed a couple menu entries in game pieces that were
still a collapsible side list.
*Fixed a minor Frax player SSD Area issue.
*Separated the Sequence of Play out of the 8/16/32
Impulse Speed tables so that speeds no longer shows up on every SOP step.
*Updated the Vid links in the Help Intro section.
*Customized the Default Ea Forms for All ships.
*Misspelled Laboratory as labratory everywhere. Fixed
*Fed DD could damage lab by the menu but not by clicking
on it. Fixed.
*Added A Gorn DN with Mixed torps S,F,F (It's just a
simple label change on the torps)
*Put Example drone load outs on the EA Form for most
ships.
*FiringArc Overlays
*EW Overlays
*ESGs as overlays
*Separated out the robot rules into it's own tab.
*Created interactive charts that can be dragged into the
player SSD area. i.e. Seltorian can drag particle cannon, shield cracker
& web breaker tables as well as the ssd into the SSD Area.
*Put the Robot Rules into a quick access window.
*Sorted the Info Table drop downs to be alphabetical
*Since I made the SOP a little more complicated I made a
simple form of SOP that can be dragged onto the map or ssd area that works
like the paper version would.
*New SOP echos to Chat
*Rearranged the Top bar menu to save space
*Updated the Tables some, removed critical hits table as
Cadet doesn't use it and it's optional for the full game.
*Added a reference tab for an index and abbreviation
list.
*Added a tab for boarding parties per ship type & for
Tbombs
10th update - I didn't plan on a 10th update this soon.
HONEST!
* Somewhere around update 6 I had adjusted the maps as
column 1 had half the numbers cut off. It was so minor I didn't even list it
as something I changed. For instance 0101 was seen as 01, 0102 as 02.
Instead of fiddling with hex adjustments(which were throwing other things
off)) I simply added a column "0". Well I didn't notice that it threw off
the numbers vertically, which made the scenario 1 walk through and examples
more than a little confusing. Originally 0101 was above 0201 but with 0001
added 0001 was now above 0101 and 0101 was now below 0201. I have rewritten
the scenarios with corrected numbers and for some scenarios added pictures
into the explanations.
* I changed the Ship SSD listing to be completely pull
down menus instead of pull down and a side list. Sometimes the side list was
completely collapsed on opening by some people and they couldn't see the
other ships. I did the same with the Information Tables/Charts and
scenarios.
* I had neglected to put the max range limit for the
disruptor ships on the SSDs. I have added this to the weapons chart. FF=R10,
DD/Qship=R15, CL=R22, CA=R30, DN/base=R40 It is also in Rules to learn for
scenario 3.
* Learned how to save spreadsheet column and row header
and filled these in for all SSDs.
* Changed the Cadet DAC to allow control spaces to be hit
after excess damage. Updated the graphic of the Cadet DAC. This was done
because the Klingon Cadet cruiser has both a bridge and security box and it
made no sense to have two boxes that could never get hit.
* Cleaned up the damage menus on a few ships I didn't
have the time to do before releasing for the 49th anniversary of Star Trek.
* A couple Scenarios had a copy paste error in the text.
This is now fixed by moving the text where it should be.
* Added Conceal Masks for all races
9th Update
* Changed map blank default to be 42x30 which is the
standard sized SFB map. Or 2366x1926 pixels. The other maps are defined by
the background image.
*Added Hydran CADET-CL, DD, FF
*Added Lyran CADET-BCH
*Added Orion CADET-DW with Engine doubling
*Changed the OrionWyn Sheet to be Cadet appropriate.
*Put cloak costs on all cloakable ships. The cost is in
the rules but the rules mention the KR cloak costing 20 and this confused
people as the Full Scale KR is one of the ships that we are not allowed to
have in the Vassal module, but it is in the downloadable Cadet manual as a
paper SSD.
*Reworked the WeaponsSheet to be more easily read.
*Corrected Turn mode on Rom DD
*Edited the Qship and base for each race and included
those in each race menu, Turned the Base under Civilian into a Neutral
Civilian base.The same for a Civilian Q-ship.
*Addded Selt Web Breaker table which was missing.
*Added Drone Table to Drone sheet.
*Saturn map went missing and had to be re-added.
*fixed a location error on archeotholian ssd action
button(disB and Ph1-2) and base 3rd option mount
8th Update
* Added Impulse procedure tables
* Added a CADET-Frax Cruiser
* Added CADET-Base with optional weapons for all races.
* Added Federation CADET-DN, CL, DD
* Added Gorn Cadet- DNH, DN, DNL, StrikeCA, CL, DD, FF
* Added Klingon CADET-DN, CL, DD, FF. Seperated the Full
scale D7 and D6 into separate SSDs
* Added Kzinti CADET-DN, CL, DDV
* Added Romulan CADET-DN, DD, FF
* Added Peladine CADET-CA
* That's enough ships unless there is a special request.
7th update
* added player sides and a player SSD area. This SSD area
only allows that player to damage the SSD. If the SSD is not in that area
but on the map board anyone can damage it.
* Turned off the auto zoom on mouseover of the SSD.
* remove the unused SOP steps from the 8 impulse chart as
the 8 imp chart is only used for the first 3 scenarios and after that it is
the 16/32 chart that is always used.
* edited the scenario rules and setups to remove
references to paper and pen and insert the Vassal equivalents.
* resaved all the scenarios with player side windows and
prefilled all the Ea forms with column and Row headers. Added a scenario
4Full in addition to #4. One with cadet ships the other will full sized
ships. Same for 8Full.
Had to manually copy these into the vmod(Zip) file.
* ADDED Q Ship
* still working on a "reveal SOP simul" and "Move piece
to Hex".
6th update
* Finished adding the cadet ships as graphic SSDs that
were text versions in previous releases.
* Added Klingon, Federation and Orion Full size SSDs. The
internal boxes have been rearranged a little to facilitate the way Vassal
does things but does not change the operation of the ship at the cadet
manual rules level.
It will if catostrophic damage or boarding diagram rules
are used, but those are advanced rules not in the Cadet Manual.
* The Full SSDs are a little fuzzy. This is a result of
scanning a pdf and resizing so I wouldn't have to recreate a duplicate
graphic overlay library used for just 3 ships. We are limited to just the 3
full sized ships by ADB.
The 3 ships are Klingon Federation and Orion.
* removed the annoying "unchecked" label from the list
pieces window. This was an artifact of copy pasting the example checkbox and
it literally had to be removed from every graphic layer.
5th update is 4th update corrected. see 4th update last
point.
4th update Wow up to V4 already and I'm releasing it now
only because ADB made a public announcement about the vassal mod, so I
figured I'd rush the graphic SSDs for that.
* Fixed Range/LOS showing wrong range. This changed the
maps and meant resaving all the scenarios after readjusting counter
positions.
* Minor fix to text in intro, designer notes, weblinks
* fixed an improper counter for Rom and ISC. Had to
resave the Rom scenario.
* redid the ship ssds so that the text is on white
background. This meant resaving all the scenarios AGAIN and no sooner was
this done than I figured out how to do graphic ssds instead of text.
* Starting work on graphic damage application, this meant
remaking all the SSDS and resaving all the scenarios again. Fed, Klingon
RomKR/KE/FH, Orion, Kzinti/KzintiDC, Wyn Fish/Aux, Hydran, Freighter done.
It takes a day to do each ssd graphically. Tholians, Seltorian, Lyran/LDR,
and ISC will be V5, Fed and Klingon Full size SSDS will likely be V6. Some
of the boxes may not line up exactly right and some shields may be slightly
off center with it's mirror image. This is a side effect of trying to do
these quickly and the action button(area where you click) not being visible
onscreen and the X Y coordinates being negative in the up direction which
makes mentally adjusting the coordinates annoying.
* Had to reupload as V5 because the saved scenarios
didn't update into the (zip)vmod file and when I manually did it somehow I
wiped out the graphic ssds and overwrote them with text ones. I recovered
from a backup properly corrected and uploade as V5 and took down V4.
3rd update
* added show data and notes to weapons to track info and
label them
* Added the sav game for scenarios 1-12 so they are there
and ready to go
* added some additional maps
* Combined some Toolbar menus into drop down selectors
* Added LDR race counters
* added some terrain dust, radiation, heat
2nd Update
* added map zoom
* Added Line of Sight/Range string
* Tbomb/Ship explosion area of effect
* Added numpad movement & High Energy Turns
ctrl+shift+numpad 7,8,9,4,6,1,2,3
* Added functioning movement Trail(clears on marked as
moved)
* improved range counter but still wrong
* text damagable ssds <<--- Big Job
to do this
* Removed 2nd erroneous shut from Klingon
* Relabeled shut on kzin ssd as shut 1
* Relabeled Arcs on Rom FH ph-3's as they were reversed
* Relabeled shut on Lyran ssd as shut 1
* Relabeled shut on LDR ssd as shut 1
* Relabeled shut on Hydran ssd as shut 1
* Relabeled shut on Freighter ssd as shut 1
* Added LS RS arcs to selt SSD which were missing
1st update 001
* added weblinks to help menu
* added the Cadet manual with the scenarios and the rules
for them - Note that full size ships are not included yet.
* Changed SSD access from tabbed to a list
* updated ssds with the (c)ADB used with permission
banner
* added designer notes
* add masking to action /no action piece
* added a spreadsheet 2x10 to action no action piece
* changed counters from scroll list to all be pull down
* fixed esg colour issue(vassal dumps everything to a
common directory so all graphics must be unique name)
* Added buttons for 8,16,32 SOP