Tabletop Simulator

Tabletop Simulator

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Star Wars Rebellion (Ultimate Edition)
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Type: Game
Complexity: Medium Complexity
Number of Players: 2, 3, 4
Play Time: 180+ minutes
Taggar: Star Wars
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3.766 MB
22 feb, 2020 @ 21:19
1 jun @ 23:07
137 ändringsnotiser ( visa )

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Star Wars Rebellion (Ultimate Edition)

Beskrivning
This is a heavily scripted version of Rebellion the board game.

Includes the Rise of the Empire expansion, the fan-made Wider Front Lines expansion (which includes the option to play with the larger Galactic Struggle mission deck).

Please Note: Wider Front Lines is undergoing play testing and will change from time to time as the designer adds balance tweaks.

Much of the game is automated.
--Units will move to/from the battlefield.
--Leader Rings auto-attach and can be detached by clicking a button.
--Building Units is automated/interactive.
--Units build and slide automatically in the Build Queue.
--Some sound effects. Plan to add many more.
--The game tracks turns, so it can remind you to resolve things like Rapid Mobilization and Play an Objective.
--when recruiting, leaders are displayed next to their card in a hidden zone to help with your decision.
--Missions that place cards on top and bottom of the decks can be handled by the script for easier play.


If you need to change the script's current Phase/Turn/Step, you can click "Reset Script" button (appears after setup is complete).

If you find a mistake/bug, feel free to let me know so I can fix.

Credit to:

Eskander - This is based on his awesome Rebellion mod.
Nikolay Andreev - For creating the Wider Front Lines expansion and helping me get it into TTS.
Populära diskussioner Visa alla (5)
1
25 maj @ 19:44
Get damage tokens with new dice panels?
Bluedude
128
29 mar @ 20:52
Bug Reports
DevKev
2
23 dec, 2021 @ 17:06
Question on hidden card implementation (and how apply it to another mod)
Daiyamo
337 kommentarer
DevKev  [skapare] 15 timmar sedan 
@Pax, I have thought about it, but I have already bitten off more than I can chew right now. It's not likely in the near future.

@LegitWaffles, ah that makes sense. I think it's because the images are higher res, and there are twice as many states on the Rebel map icons. It probably takes TTS an extra moment to load each image on state change.
Legitwaffles 19 timmar sedan 
Thank you for answering my earlier question. In regards to the rebel probe map inquiry, I was saying that there was a delay when changing the states. I do not find it to be a big deal but I thought I should mention it. Thank you again for this amazing script! Its my favorite on TTS!
Pax 2 jun @ 10:29 
Have you considered adding any of the variants with a larger map?
DevKev  [skapare] 1 jun @ 23:15 
If you choose "Original Units" during setup, instead of "Painted Units", you will see I've lightened the colors of both sides. The Imperial units should have more contrast / be much easier to see against the black board background. (They're still gray, just lighter).

I've also added some help text for new users to learn the various features that aren't always intuitive. Things such as how missions can be flipped face up and still remain hidden from your opponent. Dice results in combat can be dragged onto units to apply damage and healing, etc.
DevKev  [skapare] 1 jun @ 15:14 
Thanks R3N4RD and 87ii. The issue with Rebels not initiating the prompt for combat should be fixed now. I fixed 1 thing only to break another lol.
87ii 1 jun @ 11:22 
the only issue now that persists is the start combat button. when rebel drags units to attack, usualy there is no button. but for imperial there usually is a button.
87ii 1 jun @ 11:22 
green and blue can be good colours, thank you. just white is easily lost.
R3N4RD 1 jun @ 6:00 
When an space combat happens and the rebels are the one attacking, if it is on a remote system, the combat script doesnt start. It works if it is the other way around.
DevKev  [skapare] 28 maj @ 16:40 
Hi LegitWaffles. I removed the custom option because it causes problems with the AI i'm slowly working on. The AI needs to clearly know which systems were starting. I can add the custom option back in, and suppress it in the future when the AI is not chosen. In the meantime, you can drag the discarded imperial probe cards back out of the big game box by clicking the box and drag off of it 5 times to pull out the 5 cards. You can then make any custom changes you want to the board before continuing with setup.
I'm not having any issues with the Rebel probe map. When i hover directly over the icons in it and press 1-9, they change their state. The Rebel map will never auto-update, it's only for Rebels to track which probe cards they saw on which turn, (or any other way they want to use it). Do the number keys across the top of you keyboard not flip the states of the icon you hover over when pressed? It should take about 1 second for them to update.
Legitwaffles 28 maj @ 15:59 
Hello DevKev, I had a question about the scripted setup. Previously before the update there was an option for a custom setup for the game. Is this feature permanently removed or will it return at a later date? Also I'm not sure if what I found is a bug or not but the Rebel Probe map seems to work differently than the imperial probe map as changing states for the rebel tokens doesn't work unless I move my mouse off of the token. It wasn't a big deal but I just found it a little annoying when handling it.