Tabletop Simulator

Tabletop Simulator

Star Wars Rebellion (Ultimate Edition)
Ergebnisse 21–30 von 143
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Update: 15. Feb. 2023 um 0:02

--I tweaked the cached objects (miniatures in the corner) to try and fix slow load times.

--I reduced the texture sizes of many painted units to decrease load times.

--Modified the "breathing" time of the setup coroutine to hopefully be less jerky during setup when putting objects away into the box.

--added a "Done" button to Stolen Plans so you can choose to put the cards back ontop yourself instead of clicking each of the in order.

--The script finally handles the mission deck when it is depleted. It will rebuild the deck from the mission discard pile when it is depleted and you need to draw missions.

--I went through every loop that deals cards and added a timeout. If a card gets deleted or stuck while the script is attempting to deal it, it used to wait forever, which caused the script to get stuck. It will now timeout after a few seconds if a card never reaches it's dealt destination and attempt to continue the the script with an error warning that it failed to deal the card.

--I finally figured out that manually re-building decks is somehow causing decks to have nil descriptions, and causing issues with the script. The script should be able to handle manually rebuilt decks. If it encoutners an object with a nil description, it will fix it and continue.

Update: 11. Feb. 2023 um 0:02

Update: 10. Feb. 2023 um 14:06

I significantly reduced the size of various Unit textures. Hopefully this solves the long load times that pop up sometimes when pulling a unit out of the bag.

Update: 9. Feb. 2023 um 17:55

Bug fixes:
=============
--revealing or discovering the Rebel base when a leader is present no longer generates an error message.
--many of the painted models are updated so their center is closer to the center of the model. They don't do a tall barrel roll when flipped anymore.

Enhancements:
=============
--Dice that are blocked by played Advanced Tactics are automatically placed in the blocked area right after rolling.

--At the start of the Refresh Phase, both the Rebel and Imperial player will get a display on their panel showing possible Rebel objectives (whether they are present in the game or not).

--The Imperial probe map is more automated. It will mark on the map which probe cards you have in your hand. You can still place probe card markers if you prefer.

--

Update: 7. Feb. 2023 um 13:20

Fox Disovered a bug when retrieving leaders. If the faction sheet was changed after setup, the script looses the location of the leader pool and generates a game breaking error when it can't retrieve leaders.
This is fixed. the script now re-evaluates the faction sheet and updates the leader pool location before retrieving leadesr.

Update: 30. Jan. 2023 um 16:52

minor change:
--removed the "game data saved" log message everytime TTS saves the game. It caused the chat window to constantly pop up.

Update: 28. Jan. 2023 um 0:39

--I adjusted the unit sliding during the deployment step. They'll slid and drop down from a height to prevent collisions when the build count is very high. Also, sometimes a unit would slide too far down and hand half into the next queue area.

--The script will remove the miniature models (it uses for caching) that are removed from the game, once painted or original is selected during setup. I believe the lag spikes are related to the complexity of some of the models. This will reduce the number of models on the board and hopefully reduce the lag spikes. Eventually I plan to re-work all the models so they have less polygons and use less resources (but still look good).

Update: 27. Jan. 2023 um 10:41

bug fix:

--there was a script killing bug when the rebel base was revealed and blockaded during the build step. This is fixed now.

Update: 26. Jan. 2023 um 23:58

--Updates------------

--When leaders are dragged and dropped on to the board, the chat will display a message (not just the log).
--When units are dragged and dropped on the board, the chat will display a message (not just the log).
--When the script discards mission cards during refresh, the cards discarded and returned to hand will be displayed in chat, but only visible to the appropriate players. This helps you remember what was just discarded or returned to your hand.

--Bug Fixes----------

--Manually dragging units to the battlefield should no longer mess up the board counts, (where you have to click re-calc to fix).

--When the rebel base is revealed on a populous system. If that system has Imperial Loyalty, or an Imperial unit, the build icons will now be properly blockaded.

--Players will not get "Imperial Victory" message if the base if flipped up, but still hidden. Normally a face up probe cards means the base is revealed. The Rebel player can now play with it flipped up with the "hidden" tag until the Imperial player scans to reveal the base.

--The failed button on the Stolen Plans mission card now works.

--When the script discards missions it will scan the mission zone correctly now. It was using a sphere, which bled into the board. Now it properly uses a rectangle when scanning the mission area for cards to discard. Any face up cards pulled forward into the revealed zone will be discarded (unless they are starting missions). Any face up/or down mission cards not pulled forward (lower half of mission area) will be returned to your hand. If you have a card that should be returned to your hand because of an effect (2 leaders on Build Interdictor), you need to manually move that card to your hand as soon as you resolve it. Don't let the script auto-discard it.

Update: 26. Jan. 2023 um 22:08