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One thing though, the fully opened 3D doors (State 3) have collisions above them, so putting a character or zombie next to it is impossible, as it rises up on the side where the door is pushed.
The Mod includes the Tiles from the limited Retro Pack expansion that was available in the Kickstarter Campaign and shortly aftterwards.
It has some unique Tiles directly based on Iconic Locations like Kendos Gun Shop or the NEST Main Shaft among others.
Gameplay wise those Tiles mostly dont differ from the Base Game Tiles, except that they have Walls already printed on (so you dont need Barricade Markers here) and the Enemy Spawn Points in Kendos Shop are at the shop window.
Does the problem persist after a Restart of TTS?
For RE2 and 3 a Setup Script could be pretty straightforward, I guess.
But for RE1 it contains a lot of variables, but is the fastest to set up manually.
My scripting knowledge is pretty limited. If anyone wants to help out, I´d be happy.
@Perquisite Magnate:
I cant check right now, but I think RE1 and 3 Door Tokens are the same.
Even if not, the difference is barely noticeable.
I assumed that anyone uses the 3D Doors anyway.
I will check if they are any different and may add them, but its purely cosmetical and therefore lowest priority.
@John Doe:
The 2x1 Tiles are part of the default Tiles of RE2.
RE3 and 1 dont have any 2x1 Tiles, but updated the Artwork to be more clearly visible.
@Jack Bauer:
The way RE1 Scenarios are built up prevents me from Pre-Building any map.
I fixed them now.
First thing is the Danger Dial mentioned by LordJosh286. Unfortunately the glitching issue with the dial is the code not working properly sometimes. A lazy and quick solution is to simply take out another dial from the game. You can do it by going into the Game window, then clicking options on the mod and select search, and then select the dial and spawn it on the table.
Secondly I don't know what coins are you talking about, Eagle987. Maybe you mean token, please let us know what token exactly. And the health bar is an object with "states. Any object with those states can be changed by the row of numbers on your keyboard, by the keys "page up" and "page down", or you can right click -> States -> select the state number.
To Cap'n Blokebeard, it would be wonderful to have an auto-setup but my knowledge of coding is very little and it would take time to learn to do it properly. We welcome anyone who's willing to help us with that!
Absolute love this as it means I can try it out before I by a physical copy. Couple of dumb questions:
1. Where is the coin to check if a door open is successful for the RE1 set?
2. How do I change the health state on the real time health status bar?
I'm trying to play the Resident Evil 1 Board Game if that makes any difference. Would really appreciate any help you can offer with this
RE3 adds Non-Linear Progression, which means a setup script would need to take a lot of variations into account, even though the basic map setups remain static.
I tried ease the setup by adding the bags with the Maps and Card Decks, but you still need to place some items yourself on the map.
RE1 takes the formula of RE3 to the next level with multiple evolving card decks, and introduces non linear exploration. The scenarios get build as you play.
But that makes RE1 easy to set up and get ready to play manually by setting up a few cards and tiles.
That all being said, if someone with scripting talent is up for that pile of coding challenges, I´d happily welcome them to the team.
From that point on you need to follow the instructions in the rulebook.
While I´d also love a Auto Setup myself,
I can only barely script for TTS,
and these 3 games have so many variables that I reckon it would be a enormous design task, even for a experienced coder.
That kind of differs depending on which game you want to play.
On the upper right corner is a small table with the game packages.
Here you can unpack the game you want to play by pressing the games "Place" Button.
I heavily recommend to just load 1 game, as it is a lot of content that needs to load up.
All Tokens you could need are in the upper right corner of the Table,
Player Characters and Cards are in the trays on the upper side,
enemies are in the trays in the left.
The Manuals with all Setup instructions are on the Table extension to the right, they will tell you how to set up the game/scenario.
For RE1, you need to put the Map pieces manually,
RE2 has Pre-Built Map Boards for each scenario but you need to build the card deck for each scneario manually,
RE3 has Bags with all the Maps and Card Decks you need for each scenario.
It seems to me that some Battle Gsme cards from the Director's Cut expansion are missing (there are 18 cards instead of 25) and there are no Traitor cards.
Can you help me?
It is no easy "separate" RE1/RE2/RE3/Expansions components.
I had to start acampaign but before I made a table with all and only RE1 components, organized end separated expansions in differtent boxes and checked all decks