Tabletop Simulator

Tabletop Simulator

Star Trek - Ascendancy (Ultimate Edition)
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Update: Dec 25, 2018 @ 1:03am

This is almost like a 2.0 version of the scripts.


New Features:

--Turn Tracking: The game now keeps track of the Stage, Turn, and Phase. The script can do so much more when it knows the game state.

--Audio: You have the option of including background music. The music is played from youtube through a tablet object. Tyrannicus has a beautiful Mega Suite of songs. I linked Khoralle's borg sound effect also.

--Systems no longer have a "+" button to add lanes. Just roll any space lane die and it will grab the lane you rolled for you. Drop that lane onto a system to attach it.

--Space Lanes warn when they are over the limit, but don't prevent you from going over it (several legit reasons to go over the space lane limit).

--Space lanes display who they are connected to. you can connect a space lane to an existing system instead of exploring a new one. The space lane will tell you if the connect was successful, or if you need to fix the distance or angle a bit more.

--Once a system is fixed, the space lane will not let you move it anymore.

--When moving floating space lanes, they move the contents of the system along with it now.

--The Borg Turn is scripted to guide you through all the steps (cube by cube).

--The Transwarp Hub will roll for a new Cube and knows if it cannot place one.

--The Borg Worlds will develop themselves and produce cubes. They know when they cannot develop (it will not place a new cube when there are no more, or when another cube is in orbit).

--The Borg control panel auto sets it's weapon slider based on the number of Borg Worlds in play.

--A cube that ends its activation in the Electrokinetic Cloud Phenomenon will be destroyed automatically.

--All Exploration cards now have a tiny button to discard the card.

--Civiliation Exploration Cards now auto-build their nodes in priority order. The borg Civ cards will pull the nearest cube. GF9 clarified that these cards should use proximity, so that is calculated when pulling the nearest cube.

--Advancement cards start off as Projects. When they are completed, they become Advancements.

--Some Advancement cards (Oribtal Laboratories, Labor Camps, and Multicultural Collaboration) affect the Recharge Stage resource income. The script will detect and include these cards when calculating the recharge stage resources.

--When Romulans complete projects with culture, the culture token is provided automatically on the card (only works for Romulans).

--When a project completes and has a command token, the game drops a command token for you to add.

--Advancements that are flipped face down are considered exhausted and the script knows to ignore exhaused cards. They will auto-ready themselves along with Exhaused Trade Agreements during Recharge.

--Dice boxes are now Dice panels. You can add, clear, and roll up to 40 dice. The roll results are printed in chat.

--Federation auto-gains a culture token when they discover a phenomenon or civilization. The event is printed in chat so you know it occurred.

--Long Range Sensor Arrays. When a faction has this Advancement active, they will get a choice of 2 systems when they click Explore. They can hit the Swap button to change between systems. Once they click OK, the system not chosen goes to the bottom of the System Stack per the rules.

--First Contact is automatically detected. This includes figuring in the Transwarp Hub and Conduits. This feature is only informational (to remind players who can bid and who cannot). When you can bid, make sure all players have bid and taken their turn order cards, and placed them in the proper spot in their area. Then click the "Deal Remaining Cards" and the game will deal out the remaining cards to those that don't have one.

Bug Fixes:
--Cardassian Overseer bonus will now only be applied when the fleet card is flipped to the Overseer side. It will also not be granted if a rival ship is in orbit (as it states in the rules that the Fleet must "Occupy" the system, and Occupy is defined in the rulebook as having no rival ships present.

Known Bugs:
Turn Order Cards multiply in storage. This does not affect Standard and Random Turn Order, but might cause a problem with Mystery Turn Order. This bug is next on my list to fix.

Update: Dec 3, 2018 @ 11:49pm

Update: Dec 3, 2018 @ 10:59pm

Update: Dec 3, 2018 @ 10:47pm

Update: Nov 30, 2018 @ 8:37pm

--Fixed missing images for Borg Command Tokens.
--several plastic figurines had the wrong texture/skin.
--Added a button to Civilization Exploration cards. Clicking OK will discard them and will leave in its place either resources (Pre-Warp), or Warp tokens with a modified description. The description tells the weapons, shields, and hegemony resistance.

Update: Nov 29, 2018 @ 10:40pm

Fixed:
--When the board has a large amount of components (late game), the Recharge Stage should no longer crash with the error "Physics.cast maximum hits exceeded". I no longer use it to scan the entire board, only individual systems and player areas.
--Romulans ships and fleets are now brighter green
--Klingon ships and fleets are now brighter red
--Locked dice boxes and the Turn Order Storage bag, so they don't get accidentally moved
--made warp tokens a little thinner.
--Resources pulled from the Federation bags are now identical to others and will go into any matching resource bag.
--Transwarp Hub will no longer gain a research token during the Recharge Stage.
--fixed some snapping issues for fleets and fleet cards.
--Fixed some typos in the Initiative Stage chat instructions.
--one of the 2s on the space lane die was smaller than the other, they're the same now.

Update: Nov 29, 2018 @ 3:59pm

bug fix: The Borg were not surviving as a player when reloading the game. Now, after reloading a game, they'll still be considered a player.

Update: Nov 29, 2018 @ 3:38pm

small fix: the new radial buttons were spamming their angle rotation into chat when clicked. they're silent now.

Update: Nov 29, 2018 @ 2:52pm

Fixes:
--Cardassian Overseer fleet no longer gets production bonus for Cardassia Prime.
--Ferengi now get 1 production for each Borg Spire they have a ship orbiting.
--5 player colors are available (I didn't realize deleting the hand zones deleted the players, they're back now)
--Systems, Space Lanes, and Ally cards now remember their states after reloading the game.
--iconian probe crisis card won't be seen as a non-crisis card.
--Systems keep better track of their space lane count, and warn when it is met and exceeded.
--(too many other small fixes to remember.)

Features:
--implemented Initiative Stage
--Myster turn order (my best interpretation of it anyway: Borg will always show their turn order card in mystery mode.)
--Ally Cards now prompt for diplomacy tests, including each time they are passed. Some don't pass until after they've been held through the Build Phase. They discard themselves to the bottom of the Exploration deck when diplomacy check fails.
--Crisis Diplomacy: Writ of Accountability now shuffles itself back into the Exploration deck on a failed diplomacy check
--Space Lanes are redesigned yet again. They now display a radial set of buttons (15 degree seperation) to more easily rotate them.

Next features:
--I want floating systems to move their other attached lanes, and tokens/nodes/ships to stay on top while moving.
--I want seats to be moveable. After the game randomizes location, it will seat the player as closely behind the homeworld as possible.
--I want to add a tiny (x) discard button to each Exploration card for easy discard.
--I want to have civilization cards auto add the warp tokens and nodes when drawn.
--limited supply. when a ship or control node is deleted by a user, I want to auto spawn a replacement in the main bag to keep the supply at the right number.



Update: Nov 29, 2018 @ 2:08pm