Tabletop Simulator

Tabletop Simulator

Star Wars: Rebellion (+Rise of the Empire)
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Update: Jul 19, 2016 @ 9:15pm

fix

Update: Jul 19, 2016 @ 9:10pm

1) Improved combat dice script -- now spawns dice, adjusts value based on roll so dice can be used to mark hit targets, keep track of specials, etc. Also a reroll area where any dice placed there will reroll after button press.

2) Changed most bags to crates with symbol of contents on top. Will increase initial load time unfortunately.

3) Moved hands closer to board.


Expect more script changes.

Update: Jul 16, 2016 @ 12:32am

Significant update as part of a v4 effort.

Went a little script crazy. I had not intended originally on this being a script heavy mod, but the time cost of playing this game is one of it's main drawbacks. With streamlining clerical tasks through scripts, this game becomes immensely quicker to complete.

That said, if there is enough demand, I'll likely release a light/more vanilla version for the purists -- or have the option to turn the mod into that through some buttons on the admin console.

1) Added "Admin Console" object with buttons to control some settings -- mostly simple right now, but might have more features in future.
buttons:
--a 2 click fix button to run a function to fix the issues with faction side mats being hidden.
--toggles interactive state of certain static objects for customization

2) Added "Main Console" object for each faction with buttons to streamline faction tasks. More features to be added.
current buttons:
--draw buttons for each relevant deck that draw 1 card to the proper hand.
--draw start of refresh phase cards (2 missions and 2 probe/1 objective) with a hand counter that notifies if the mission hand > 10
--build calculator that counts up current production for each faction and reports to chat
---- I want to add these features in the future: recall leaders, clear mission area, 'auto' recruit leader

3) Added "Tactics Console" object for each faction that controls the draw and resetting of tactics cards. improved the scripting for these processes to result in less user error.

4) In line with the theme of the other console button areas, changed mission and combat dice rollers. Work same as before.
--not a current feature, but intend in future to spawn actual dice and change dice facing to match rolled numbers so these dice can be used to mark hits on units, keep track of specials, and place in an area for reroll.

5) Loyalty Tokens -- changed loyalty tokens again. Still use states, but only 1-3.
1 -- Imperial Loyalty - Systems with Imperial Loyalty, same front and back.
2 -- Neutral/Subjugation -- No loyalty. Top is a neutral graphic to show populated, flip to bottom for normal subjugation graphic when imp troops land.
3 -- Rebel Loyalty / Subjugation -- System with Rebel Loyalty; top graphic is normal rebel symbol, flip to bottom for subjugation graphic imposed over rebel symbol when imp troops land.
---------if you don't like the states, i'll likely provide an option for non-state versions in the future. for now you can reset them and make bags for your own use.

6) Sabotage/Blockade tokens -- change from states to front/back tokens so no state change needed.

7) Layout changes -- some modifications to layout for the new consoles.
-added summary unit info boards to sides of battleboard for reference to unit combat stats
-took unit combat stats out of unit production mat aids
-rearranged battleboard area
-some changes in bag placement

8) script clean ups -- mostly backend stuff, improved some scripts. need to overhaul setup scripts still.


Tested most of the new stuff but not with a full test game. If there's issues I'll get to them when I can


Update: Jul 14, 2016 @ 1:40pm

Fixed improper arrangement of Mon Calamari production symbols on game board.

Update: Jul 12, 2016 @ 6:21pm

Some big changes.

1) Added script to calculate the current build/production of both factions for when a build phase occurs. Please double check the calculations for the first few times and let me know if there's any errors.

2) This auto-calculator that saves some time depends on marking the system territories in a slightly different manner than vanilla. As a result, loyalty markers and sabotage markers have been changed:

2A) Loyalty markers -- Instead of front/back tokens, now these are the same on both sides, but come in a variety of 4 states.
State 1 -- Imperial Loyalty
State 2 -- Subjugated planet with neutral loyalty
State 3 -- Subjugated Rebel Loyalty planet (added a graphically different token for players to quickly ID what planets have rebel sympathy despite being occupied.)
State 4 -- Rebel Loyalty

Simply place one marker, either from Rebel or Imperial bags, and use the number keys or the context menu to change the states.

Note the build script depends on each territory ONLY having one loyalty marker -- do not doublestack.

2B) Sabotage markers now have 2 states to add an extra marker.
State 1 -- Normal sabotage marker that functions as before, marks a territory as sabotaged, removing its output from the calculation script.
State 2 -- "Blockaded" marker. This custom marker is used to mark a planet that is contested due to the presence of both faction forces (ex. rebels have space units, imps have ground). This marker tells the script to not count the build units there due to the presence of both forces (as per the rules).


Some more changes are coming up.

Update: May 27, 2016 @ 11:48am

1) Changed Assigned Mission card mats. This is a workaround to TTS not having a 'peek' function to look at flipped cards without revealing to opponent or taking back into hand.
This mat has these areas:
a) Leader box over each mission is for leaders to be placed that are assigned to missions -- this area is not hidden and available to opponent to signify a mission assigned and who is assigned.
b) Unrevealed mission card -- The snap point with a faded back image of the mission card is used for Unrevealed assigned missions. A small hidden area obscures these cards from the opponent meaning you can flip these cards over on their face to recall what they are -- I still suggest deploying/keeping these cards flipped face down by default to prevent accidental reveal.
c) Revealed mission card -- the snap point with a faded front image of the mission card is used for revealing assigned missions. Just simply move the unrevealed mission card forward to this slot -- it moves out of the hidden area and becomes revealed.

A current issue is that sometimes on load, the hidden area obscures the mat before the non interactable script can run. To consistently fix this, try immediately reloading the save as player black and without any other players currently in game. Since there's no way for a script to currently modify a hidden area, there's little more I can do on my end to streamline this. Worst case scenario -- you can't see your opponents mat.

2) Added more instructions/nuances to notepad -- addresses common issues/questions.

3) Resized Leader attachment rings to better fit new Leader tokens.

4) Lowered image size of faction reference mats -- should be more optimized now and modified setup script to place correct mat for player count and destroy the other. This is in lieu of state changes.

5) Added some missing snap points.

Update: May 18, 2016 @ 5:26pm

fix3 dammit.

Update: May 18, 2016 @ 5:24pm

fix 2.

Update: May 18, 2016 @ 5:17pm

Minor fix.

Update: May 18, 2016 @ 5:15pm

Removed product/unit labels near unit bags and replaced with larger 'mats' that also contain the units combat summary for battleboard usage. Also reduces load time.

Used leader token model from the Russian mod to replicate the real life character stands. Also makes leaders stand out more on the board due to being larger.

Replaced battleboard with similar graphic, swaps ground/space theathers to reflect general/admiral seating.

Cleaned up auto-die scripts and reports to game chat to make it easier to read if gamechat window is default size. Also rolls are uniquely assigned a global number and tracked at in global.