Hi Brent,
Thanks a lot for all these comments and suggestions.
For the sake of completeness, my answers below so you get a picture
of the current state of the project. Here a few other pending items:

1. I currently display the names of the irregular grid locations. It
helps because they are written according to the accepted order
abbreviations for tournament and pbem Diplo. Yet my pieces as
defined using the image tool in the Editor cover part of the
location name. My current workaround is that I abandonned image tool
definition and created piece images with a transparency foot that
artificially shifts the counter image several pixels above the
location text. Any more elegant solution is welcome.

2. I consider creating an overlay map that could display the
location abbreviations on demand. I would add a button in the menus,
and a simple click would toggle the location names overlay. More
elegant than having the little ugly names displayed at the locations
by the irregular grid tool.

3. I still need to design private windows to enable one-to-one
negociations, maybe allowing to open a negotiation room to more than
two persons, possibly even allowing evesdropping like in real gaming
conditions (that's perhaps too far fetched). I guess the first
objective is easy to set up. Maybe it even comes standard with
Vassal and is not Module specific ? (the first Module I ever looked
at had it: Air Force)

4. I need an order recording window, where each Power records their
official orders for the period to come, and that keeps track of
official, recorded orders for referee adjudication. This bit might
require more design on my side...

5. I am currently using a scanned image of the 1977 Diplomacy map,
from Parker, in its german edition. I anticipate that this could
obstruct copyright requirements when I ever post the module on the
Vassal site. But I really like that map ;D

Well, that's my "to do" list, including some points where I'm still
clueless as how to tackle them.

Michel.
--- In [email protected]
<mailto:[email protected]> , "Brent Easton" <[EMAIL PROTECTED]>
wrote:
1.
> No, 'Does Not Stack' just prevents pieces from stacking together,
it does not prevent them from being in the same place. So if you put
two 'Does Not Stack' pieces in the same place, they end up exactly
on top of each other and hide the bottom one.
>
> If I was you, I would forget about having VASSAL trying to prevent
having multiple pieces in a location and have the players do this
instead. Does a paper Diplomacy board stop a player putting two
Armies in one location? No - all the other players yelling at the
offender does.
>
> Same principle. There is a limit to what 'rules of the game' you
can get VASSAL to enforce. This is one of them. I would make the
pieces stackable so it is obvious when multiple units end up in the
same location.
>
Got the message, and I now clearly understand the function of "stack
(able)" in Vassal thanks to you. My main concern was that I dearly
want to restrict the total available number of game pieces of each
type, and not being able to notice that there might be two or more
pieces stacked in one location could lead to problems searching for
a needle in a haystack. Since having several armies in a single
location makes absolutely no sense in Diplomacy, no player would
actually voluntarily do so. Simply just activating the automatic
shift of stackable pieces will point players at possible errors of
several pieces in a single loc.

2.
>
>
> Stacking only applies when there is a grid to stack to. Making
your pieces Stackable (as above) will help.
>
point taken :)

> Where do you want your players to keep their off-board pieces? In
a private window, or in a shared off-board window somehere?
>
My main (and only) map consists of three boards: the game map of
Europe where the game is played, and two Army Pool boards on either
side, where I have defined as many zones as there are Powers (7).
The zones are rectangles framed with the color of the Power and its
name. These will be the repositories for the (yet) unused counters,
and also the "return" locations to send the counters back when
eliminated after a Winter period or because of direct elimination.

> Either way, if you do not specify a grid in that location, the
pieces can be stored there without restriction. An your 'Send to
Stock' option is definitely a good idea.
>
:)

> You idea to use a pre-defined setup with the 18 pieces layed out
in each 'Force Pool' area is the way to go in my book.
>
:) :)

>
> Other areas you may want to (or already have) look at:
>
>  - Define player sides and restrict access to a players own
pieces. Does not always work if you want players to be able to
remove opposing players pieces after a battle.
>
Done this, yep :) Only controlling Power and Referee have access.
Something strange happened there, I had the Restricted access for
Referee in the Prototype definition, and added the specific power at
the level of single piece definition, but that didn't work. So now I
removed that Prototype property and put both access at single piece
level.

>  - An Irregular Grid on the map to provide a single snappable
location for each board location. Helps prevent pieces creeping into
adjacent locations and allows reporting of move to/from in the chat
window.
>
That's indeed the way I figured out I had to work.

> Actually, remembering Diplomacy, this wouldn't work for you as you
need to place pieces on the borders to indicate Attacking and
support. You could either add additional snap points on the borders,
or use a Multi-zoned Grid and draw named zones over the top of each
map area and report movement using the zone names.
>
Not fully correct actually. Location invasion is usually solved by
comparing
the written orders of all Powers. Moving the pieces towards the
borders only provides visual help to assess the outcome of the
orders. I'll have a closer look at zones definitions to assess how
much they would help.

There's an impressive Java application for pbem diplomacy, jDip
<http://jdip.sourceforge.net/>  , and
I'd like to ask the author whether it would be possible to include
his adjudicator engine in the Vassal module, because he's already
done all the work of order formatting and updating. That's however
for later on my agenda. My first goal is to be able to game online
with my world-scattered buddies both quickly and without too much Module
design effort .

>
> Hope these ideas help,
> Cheers,
> Brent.
>
Sure they do, many thanks !!
Cheers,
Michel.



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