============================================ Vassal Module for A Time for Trompets (2020) ============================================ ------------- GENERAL NOTES ------------- The module is almost 107MB with all scenarios included (naked it is 55MB). You can also download the Module User Guide, which can also be found in the "help" menu of the module. It is highly recommended to read it before starting to play. You must use the Vassal v3.6.6 or more recent higher version to open the module. The module offers to play on of the 10 scenarios described in the Scenario Book. WARNING: The Campaign Game and The End Game Campaign take a little while to download. Indeed they have almost 2000 pieces each on map and charts. The download time can vary between one and several minutes depending on the power of your computer (ie couple processor - memory). Once loaded, everything works perfectly. Indeed the module is very greedy in memory. It is recommended to increase Vassal's Heap Size so as not to risk having an "out of memory" message. You can allocate up to 60-65% of the total memory capacity of your computer This is not necessary for playing the scenarios but for one of the 2 campaigns probably. However, note that increasing the heap size will not necessarily reduce the loading time of the 10 modules offered in a noticeable way. Adjust the heap size to your liking depending on the capabilities of your computer. With 16GB of total memory normally it should work perfectly. The module has been created on a computer with 8GB of total memory capacity on which it works great. The minimum settings that works for me are: To ajust the heap size (minimum settings): 1. In Vassal's preferences (main window), "Converter" Tab (Module converter settings) set the size to 512MB 2. In Vassal's preferences (main window), "Tiler" Tab (Module converter settings) set the size to 512MB 3. Then open the module and select "New Game". Once the module is open go to the module preferences, "General" tab, fix the heap size at 2560 MB. Now close and open the campaign. It should work. If that doesn't work, increase the size of these values little by little, knowing that it's points 2 and 3 that have the most impact (i.e. you can incrase 2 @ 1024 and 3 @ 5120). It is important not to set the size of the heap to your maximum memory capacity of your computer, otherwise the operating system itself will have no more space to function correctly. Make sure that other softwares that can consume memory is not open at the same time. The module offers a whole bunch of automations to make the game more enjoyable and comfortable to play. For exemple the activation system (Rules 13.0 to 16.0) is fully automated and supports changes of subordination, transfers and attachments. Some end game turn procedures that involve removing a whole bunch of markers (which takes a lot of time) are also been automated. For example, the "61.0" menu button accomplishes actions detailed in rules 61.1a through 61.2.o in sequence. Everything is done with a single click. For more details, everything is explained in the manual. The counterpart is that some commands for these actions take a bit of time to process. We just need to educate ourselves to be patient. A greedy action (Remove all fired markers or actionate the "61.0" button as an example) can take maybe up to 10 seconds which is not bad at all compared to the time we would take to search for the markers or counters at each step and removing them one by one manually. It is a considerable time saver. Indeed, for some action, the entire board is scanned in search of the desired pieces (such as remove all fired markers). So the action time depends on the number of pieces on the board, the more counters you have, the slower is the command time. Some other actions take a few seconds and some are instantaneous. And again, these action times will also depend on the capacity of your computer. The more powerful and efficient it is, the shorter these delays will be. Wait for the complete end of compilations before moving on to another action to prevent a "vassal freeze" (although I have never seen this happened). If you notice errors, omissions, misprintings, bugs, wrong setups or anything else please fell free to contact me by email and report it to me. I will make the corrections accordingly. Enjoy Jean Philippe B. jphbiron@orange.fr ---------------- VERSIONS UPDATES ---------------- In a general way it is recommended that players use a same version. version 2.8 Created with Vassal v3.6.10 Released 2023.01.27 * Leaders are no longer been marker "active" or "resting" per rule 39.2.b. * Units that separate their Strat Move marker are now reported. * The warning message for changing 8C/8CLux zone is now extended for all 8C subordinate HQs. * Added "mvt trail" trait for trucks and Fuel dumps. * The ability to highlight Fuel Dumps is now available. * A new orange Memo Marker is now available, at the request of players who use them frequently. * Added a "Decision" marker to make the Combats a little more enjoyable in PBEM. * 1SS & 12SS artillery counters now show correct range. * 2SS/3/III mounted/dismounted statuses change now works properly. Other units with the same problem have been corrected. * 6th Army 506 Companies have now the correct pictures. * 2SS/3/III can now lose a step. The command did not work. * 3PZG/8/II can now be switched back to truck mounted status. The command did not work. Other units with the same problem have been corrected. * The 519 PzJ and some German Bridge units have now also a 5PzA representation for game purpose. * Created a new button in the general menu that reset all the Bridge Crossing Markers to 0. * Other minor improvements and corrections of some small bugs. * User Manual Update. * ReadMeFirst file update. This version is compatible with vlog or vsav files from v2.7 earlier version. Files just need to be refreshed (check "Use Names to match modified Text Label traits" & "Delete pieces without map" when refreshing). ----------- version 2.7 Created with Vassal v3.6.7 Released 2022.12.13 * 150th Panzer Brigade - Choosing "reserve status" for any of these units didn't place "RESERVE" Markers. Fixed. * 3FJ Division - None of these units could have a "label" set. Fixed * Added a button in the general menu to flip automatically all the Defensive Position Markers during the Player End of Turn Segment (Step 31). * Added a button in the general menu to Show/Hide Control Markers. * The "Remove Fired Markers" button is now active also on the German Artillery Park Cards. * The Leader "Spent" side is now with transparency on the front side. * The "Strategic Movement" Markers are now with transparency on the units. Useful to avoid big stacks of units with "Strat Move" Markers. * Corrected 5GRA/7MA unit (wrong backside). * Many other useful change and minor corrections. * User Manual Update. * ReadMeFirst file update. This version is compatible with vlog or vsav files from v2.6 earlier version. Procedure to refresh: * If the 3AD/CCB Disp CP unit is in play: open your file with v2.6, locate where the unit is, delete it permanently with the following command: CTRL + SHIFT + ALT + Num-Minus (numeric keypad) and save the file. Re-open it with version 2.7, replace the unit with a new one from the units window, refresh (check "Use Names to match modified Text Label traits" & "Delete pieces without map" when refreshing). * If the 3AD/CCB Disp CP unit is not in play: Simply open the file with version 2.7 and refresh (check "Use Names to match modified Text Label traits" & "Delete pieces without map" when refreshing). ----------- version 2.6 Created with Vassal v3.6.7 Released 2022.10.14 * Fixed a bug where Memo Markers were wrongly removed when applying the 58.0 procedure. * 15PG HQ can now be flipped on its deployed side. * Other minor changes. * User Manual Update. * ReadMeFirst file update. This version is compatible with vlog or vsav files from v2.5 earlier version. Files just need to be refreshed (check "Use Names to match modified Text Label traits" & "Delete pieces without map" when refreshing). ----------- version 2.5 Created with Vassal v3.6.7 Released 2022.10.09 * Added Territorial Limitations in some scenario. * Added "Show/Hide Territorial Limitations" button in the Main Menu. * Added "Turn Off all Highlights" button in the Main Menu. * Added 6PzA/StM-StuG Ko and 6PzA/StPz-StuG Ko units in accordance with the errata-fix counters publied in C3i#35 * Changed the new Map index (all cities, towns, villages, etc...) created and updated by John Devereaux. * Fixed the 30C HQ who did not activate. * Placed some essential control Markers on the Map. * User Manual Update. * ReadMeFirst file update. This version is compatible with vlog or vsav files from v2.4 earlier version. Files just need to be refreshed (check "Use Names to match modified Text Label traits" & "Delete pieces without map" when refreshing). ----------- version 2.4 Created with Vassal v3.6.7 Released 2022.08.18 * Mainly corrections for the scenarios (unit placements, text of memos missing in v2.3, more accurate text labeling, etc...) * Added new Combat Markers for Blitz Combats * Minor bugs fixes * New Scenario: Race to the Meuse & Salm and the Ourthe linked together (independent vsav file to download) * User Manual Update * ReadMeFirst file update This version is compatible with vlog or vsav files from v2.3 earlier version (just need to be refreshed). ----------- version 2.3 Created with Vassal v3.6.7 Released 2022.07.13 Activation: Some Leaders did not activate. Fixed now. Now aborted Aircrafts are removed from the game, Aircrafts that are not spent can be returned to the Holding Boxes in the Aircrafts Display. Added Control Markers. Useful for memorizing controlled cities, towns and villages. Added Bridge Crossing Markers. Useful when using the Bridge Crossing Chart (pp11 in the Play Aid Book). Added Bridge Crossing Chart in the Charts and Tables Display. Added KGC HQ on German Reinforcements Card 3. Schnee Eifel Area is more visible on the Game Map. Decision Markers and Numbers Markers can be labelled. Some Counters placements have been corrected. Some Counters graphisms have been improved. Reserve units can be highlighted. Other minor changes. This version is compatible with vlog or vsav files from v2.2 earlier version (just need to be refreshed). ----------- version 2.2 Created with Vassal v3.6.6 Released 2022.04.14 * Fix a bug with the two dice roller which systematically gave 1,1 for the first roll in previous versions. * other minor changes CAREFULL: This version is not compatible with vlog or vsav files from a v2.# earlier version (even if refreshed). So if you have a game in progress on a v2.# earlier version, never count the first roll of two dice (which will always give a double 1). From the second everything is normal. ----------- version 2.1 Created with Vassal v3.6.6 Released 2022.04.04 * Version 2.1 offers now the multiplayer option (three German Players and two Allied Players): * German 5th Pz Army / German 6th Pz Army / German 7th Army / Allied 1st Army / Allied 3rd Army * For secret allocation of aircrafts, passwords and aircraft reveal, the system remains unchanged.