Tabletop Simulator

Tabletop Simulator

Power Grid: China/Korea (semi-automated)
7 Comments
NoodleTrickery  [author] Nov 6, 2021 @ 2:42pm 
@VA-Pops I have checked this multiple times with out seeing what you had seen, Just changed the model over to a new one!
VA-Pops Nov 16, 2020 @ 2:14pm 
The filename was removed by Steam I guess, but here's the final part of the URL:
id=0B_R2Mm1ALT39aUJnN20yb1pmbEU
VA-Pops Nov 16, 2020 @ 2:13pm 
Hello! Thanks for a great implementation. However, today when I tried loading the files I got an error for {LINK REMOVED} which I believe is the trash-tokens. You know what happened?
conrad503 Jun 12, 2020 @ 11:41pm 
Thanks for the reply. I'm of the opinion that, yes, less is more in this case. I think the level of scripting was great, and turn order is probably gilding the lily. It's easy enough to do 'manually' and eliminates one more avenue for crash potential. I'd look forward to checking it out again after you get a chance to sort it out. I'm sorry I can't provide more clues to work with. Cheers
NoodleTrickery  [author] Jun 12, 2020 @ 7:43pm 
I would have loved to be there conrad503. I programmed this after teching myself the language, with nobody to test with. Multiplayer might be kinda odd but I will see if there is something i can do to fix it up. Unfortunately I am away from my computer for the next couple months. I have started addressing turn order and almost have it done. I am under the impression that less is more at this point because of how personal some of the phases are... I may add a turn order but in a more limited fasion (up to the players to finalize ther involement in the phases. Alas I wont do anything until august...
conrad503 Jun 7, 2020 @ 11:55pm 
This is an excellent implementation, and the scripting is great. However, we had two sudden 'time-outs' approximately 1/3 of the way into the game, for no apparent reason. It was a five player game. The first occurred without using the scripted automation (we used manual). All players, except the hose, me, were ejected from the game to the server lobby. And the game no longer appeared on the server to players or host (although I could still view the game state on my screen). The second was basically identical to the first, except the scripted automation was utilized. No global server errors were reported on Steam in either case.
conrad503 Jun 7, 2020 @ 11:54pm 
I suspicion that the lack of turn-order scripting may be the source of the problem, or perhaps the fact that players made moves in an order that was inconsistent with the order displayed on the turn track (which was inaccurate). Not sure, but I would love to see the problem fixed. Otherwise this is a great job, now if we can just get the bugs worked out. Cheers!