Tabletop Simulator

Tabletop Simulator

Star Wars Rebellion (Ultimate Edition)
350 Comments
DevKev  [author] Jun 30 @ 3:19pm 
Hi. After you choose Base game, or Rise of the Empire (the first setup prompt), then, without clicking any of the fan content buttons, click "Continue (no fan content)". During setup, all the extra unused content will automatically get put away, back into the box.
jeff.s.wiggins Jun 30 @ 12:53pm 
How do I only play with the base game and ROTE expansion? I don't want to play with anything other than the two boxes that FFG made for the game IRL
87ii Jun 29 @ 7:23am 
thanks devkev amazing, and i think i see the rebel has been changed to red, thank you very much. :steamhappy:
DevKev  [author] Jun 28 @ 10:08am 
I thought about leaving the chat message about the leader and mission, and only removing the ping. I tend to be wishy-washy about where I'm playing a mission. I'll drop my leader in 3 different systems before I finally come to a decision: "this is the system". This fills up the chat with a lot of updated messages. The original intent was to help the AI player know what mission was being played in which system so it could make a decision to oppose. A human player changing their mind would confound it, so I have to go a different path with an AI player and prompt the human player to signal they are done selecting a mission system.
Will Jun 28 @ 12:36am 
Oh damn, i liked that feature.
DevKev  [author] Jun 27 @ 11:15pm 
I removed the pinging for now. It was originally added as part of the AI player code.
87ii Jun 27 @ 6:15pm 
thanks ill give it a try, by the way the new addition recently with the auto-pings that happens when you reveal a mission then drop a leader.

is there a way to turn these off? we just had a issue last game were the ping made it seem as the other play accepted the mission and did not intend to contest. but in reality it was the ping from the mission that was somehow delayed for one player, maybe because of ping.

if there could be the option to toggle it on and off that would be amazing,

thanks for all the amazing work so far!
JME Jun 25 @ 3:18pm 
Awesome mod - great job and thanks!
DevKev  [author] Jun 22 @ 2:28pm 
@87ii, try the test version to see the player color changes. Changing the player colors was trickier than it first seemed, and I need to make sure I have all the bugs fixed before moving it to prime time.
https://steamcommunity.com/sharedfiles/filedetails/?id=2541133581
87ii Jun 22 @ 10:55am 
thank you for the amazing updates, i will continue to send awards. was there any update on changing the rebel color, to something easier to see in chat
DevKev  [author] Jun 20 @ 1:36pm 
@Remedy. Thanks for the report. I'm releasing an update in the near future. I'll try to address this issue in that same update.
Remedy Jun 19 @ 10:18am 
Yo! Wanna report legacy bug. When press battle button above the system, sometimes part of units may stuck in random places of the board during teleportation. Idk what is mechanism of it, but may be they need to be lifted higher, and then be teleported to a battle board
DevKev  [author] Jun 5 @ 9:46pm 
I'm doing my best to thoroughly test an update that uses larger units. I think I have the bugs worked out, but I'll wait until after the tourney before I push this update out. I'd hate to break someone's game with a new bug.
I still hear a lot of complaints about the "units are too small." I originally sized the units to be the same scale/size as the actual game. You can change the size of units during setup, but enlarging them wasn't really feasible before because it would cause trouble when units moved to the combat board and smashed into each other.
Now, this new update will start with, and accommodate large units by default. You can still make them smaller during setup. Making units smaller won't cause the collision chaos that making them larger does. Units that move onto the battle field will automatically resize while there, so they can all fit in their predetermined positions. Once they leave the combat board, they'll return to previous size.
DevKev  [author] Jun 2 @ 7:58pm 
@Pax, I have thought about it, but I have already bitten off more than I can chew right now. It's not likely in the near future.

@LegitWaffles, ah that makes sense. I think it's because the images are higher res, and there are twice as many states on the Rebel map icons. It probably takes TTS an extra moment to load each image on state change.
Legitwaffles Jun 2 @ 3:07pm 
Thank you for answering my earlier question. In regards to the rebel probe map inquiry, I was saying that there was a delay when changing the states. I do not find it to be a big deal but I thought I should mention it. Thank you again for this amazing script! Its my favorite on TTS!
Pax Jun 2 @ 10:29am 
Have you considered adding any of the variants with a larger map?
DevKev  [author] Jun 1 @ 11:15pm 
If you choose "Original Units" during setup, instead of "Painted Units", you will see I've lightened the colors of both sides. The Imperial units should have more contrast / be much easier to see against the black board background. (They're still gray, just lighter).

I've also added some help text for new users to learn the various features that aren't always intuitive. Things such as how missions can be flipped face up and still remain hidden from your opponent. Dice results in combat can be dragged onto units to apply damage and healing, etc.
DevKev  [author] Jun 1 @ 3:14pm 
Thanks R3N4RD and 87ii. The issue with Rebels not initiating the prompt for combat should be fixed now. I fixed 1 thing only to break another lol.
87ii Jun 1 @ 11:22am 
the only issue now that persists is the start combat button. when rebel drags units to attack, usualy there is no button. but for imperial there usually is a button.
87ii Jun 1 @ 11:22am 
green and blue can be good colours, thank you. just white is easily lost.
R3N4RD Jun 1 @ 6:00am 
When an space combat happens and the rebels are the one attacking, if it is on a remote system, the combat script doesnt start. It works if it is the other way around.
DevKev  [author] May 28 @ 4:40pm 
Hi LegitWaffles. I removed the custom option because it causes problems with the AI i'm slowly working on. The AI needs to clearly know which systems were starting. I can add the custom option back in, and suppress it in the future when the AI is not chosen. In the meantime, you can drag the discarded imperial probe cards back out of the big game box by clicking the box and drag off of it 5 times to pull out the 5 cards. You can then make any custom changes you want to the board before continuing with setup.
I'm not having any issues with the Rebel probe map. When i hover directly over the icons in it and press 1-9, they change their state. The Rebel map will never auto-update, it's only for Rebels to track which probe cards they saw on which turn, (or any other way they want to use it). Do the number keys across the top of you keyboard not flip the states of the icon you hover over when pressed? It should take about 1 second for them to update.
Legitwaffles May 28 @ 3:59pm 
Hello DevKev, I had a question about the scripted setup. Previously before the update there was an option for a custom setup for the game. Is this feature permanently removed or will it return at a later date? Also I'm not sure if what I found is a bug or not but the Rebel Probe map seems to work differently than the imperial probe map as changing states for the rebel tokens doesn't work unless I move my mouse off of the token. It wasn't a big deal but I just found it a little annoying when handling it.
DevKev  [author] May 28 @ 1:30pm 
The issue should be fixed now. The imperial probe map and system scanning should be much improved. It will now update after the Rebel base is moved, and while it is revealed.
DevKev  [author] May 28 @ 7:55am 
Hi R3n4rd, I am seeing the same bug as you. I'll get it fixed asap.
R3N4RD May 28 @ 1:22am 
I'm not sure if only happens to me but when I move to a remote system there is no pop up message to scan for the rebel base after I land ground units on it
DevKev  [author] May 24 @ 6:19pm 
Hi RetroVertigo. You can now drag and drop the dice from the Roll/Reroll box directly onto the unit. Drag crossed sabers onto your units to remove damage, and drag damage dice onto the enemy unit to apply the damage.
If the dice matches, it adds the damage token and moves to the used box. If it does not match the die returns to the Roll/Reroll box.
If you have trouble accurately dragging/dropping the dice, you can use the shadow of the dice to tell what it will hit when it drops.
RetroVertigo May 24 @ 2:53pm 
Hi there, just wondering if something has changed with the combat dice bit. You used to be able to get the damage tokens automatically. The UI in that part has changed.
DevKev  [author] May 22 @ 8:26pm 
@87ii: I could swap the Rebel Admiral/General colors, so the Admiral/Primary is Red and the General/Secondary is white. I anticipate the issue with Red/White is that player's chat would look similar to a red error message. I also believe TTS auto sits the first player to join into the white player seat, which would be the wrong seat to default to (Rebel General).
This shouldn't really be an issue though, because in a 2P game, the script will move a player from the General seat over to the Admiral Seat if it is empty.

I originally chose White/Red for Rebel team since it matches their symbol colors.

I chose Blue/Orange for Imperial team since it matches space/ground colors in Rebellion.
(Black and Grey are not available player colors).

What's your opinion on Red as the primary Rebel player color and White as secondary? TTS Player colors are limited: Yellow, Brown, Purple, Red, Green, Blue, Orange, Teal, Pink, and White.
Team Red & White?
Team Red &Yellow?
Team Red &Pink?
87ii May 22 @ 8:10pm 
also one more thing, it seems the host can always see the buttons on the map that pop up. but other players dont always see them, the scan button and the combat button
87ii May 22 @ 7:50pm 
DevKev u are the man. i want to thank you for the amazing hard work, along with anyone else who has worked on this. thank you very much for keeping this updated.

if there is one small request i would make is to actually change the rebel color to something else, as white can get lost in the chat easily
DevKev  [author] May 22 @ 7:21pm 
I updated the mod with many small items. I tried to debug everything, but please let me know if you find any issues.
--You can now toggle "Quick Roll" on/off from the script panel after setup. This will enable/disable the dice rolling animation. (Requested by some players).
--You can now choose to use Advanced Tactics with the base game (request from some players).
--No updates to the Imperial AI player are in this version. It is still a work in progress.
--dice panels updated with new graphics.
--neutral loyalty markers have a new graphic.
Ercoles Apr 28 @ 7:52pm 
@DevKev Thank you, i'll try it! Keep up the good work!
DevKev  [author] Apr 28 @ 6:54pm 
@Lathelus, I haven't had much time to work on TTS lately. I'll see about adding this option, as it shouldn't be too much work.

@Ercoles, The game is far from done for Solo Mode. I removed the button in the main mod because it is not ready. (Kind of forgot it as still active). The test mod is further along with solo mode, and you should try it there. Look at it as you are playing the game on your tabletop by yourself. You have to move the Imperial player's pieces. The solo script makes decisions on what to do, but you need to move the pieces.

You can subscribe to the test version here: https://steamcommunity.com/sharedfiles/filedetails/?id=2541133581
Ercoles Apr 28 @ 5:53pm 
Hello, it's a very nice mod, but when playing solo the automa does nothing, am I doing anything wrong?
Lathelus Apr 23 @ 8:21am 
Hi! AMAZING mod, definitely THE way to play rebellion on tabletop, hands down. Would it be hard to add an option to the base game setup, to play with cinematic combat from the expansion, but leave the rest? I know there are cards that require new units to work, but we can just remove them from the deck and never use them with base game. That would be a great quality of life addition for me and my friends.
DevKev  [author] Apr 16 @ 9:05pm 
Hi 20thmaine63. Sadly no progress on the Solo mode (in the test version). I do intend to get back to it someday.
20thmaine63 Apr 4 @ 7:35pm 
DevKev - thank you for this amazing mod. It enables my brother and I play a game or two every Tuesday night from opposite US coasts, so thank you!

How is the functionality of the Han Solo mode? I've tried playing it a couple times and understand it's not fully developed... just want to know if it's possible to play solo games yet and if there are any tricks I need to know
DevKev  [author] Mar 31 @ 9:44pm 
Hi Zippy. Thank you. There are no scripts for the target markers. Only a small number of cards are scripted. The majority need to be manually remediated, such as the target markers
zippy Mar 31 @ 3:53pm 
This is an absolutely amazing mod! But I have a couple of questions. Is there a script for the target markers? I had Rebel Cell and had to just manually discard another objective card and move the reputation on.
DevKev  [author] Mar 3 @ 12:23am 
@Inferni, For the Yoda ring, I'll update the "?" button text to use the 180/flip instead of the original text when playing WFL.
DevKev  [author] Mar 3 @ 12:20am 
Hi Inferni, thanks for playing the mod. I will fix the Jabba turning Rebel issue. I'm adding a toggle button to the Support of the Hutts card that will toggle him between Rebels/Imperials. In the short term, the easiest way to switch him is to right-click and edit Jabba's description. Change Imperial; to Rebel; in his description and he'll be rebel the rest of the game. The WFL rulebook is not finalized, even after all these years. There are a few rules that changed or are being reviewed. I believe I added the most recent changes to the mod, but the rulebook has bot been rewritten yet.
I have an editable copy from Lantanian, so I can do some editing to fix a few rules issues that I know were finalized. I'd trust the settings in the mod for limits and not the book. The mod's been updated, but the rulebook has not been finalized.
Inferni Mar 2 @ 8:37pm 
I've played a few times (*awesome* mod by the way, I can tell you put a lot of soul into the QoL features). Have noticed a few discrepancies for the Wider Front Lines expansion however, as the rulebook isn't always lining up with what's in play. For example:
-The rulebook says there is a maximum of 2 Lambda Shuttles, but the unit box and construction queue is coded with a maximum of 3.
-The rulebook says Yoda should flip a die 180, but the ? button on the ring prints that it performs a reroll.

In the event of a conflict, what should we be assuming is most up to date? The rulebook, or the automated features?

One other bug of note:
-If you use Aid of the Hutts to recruit Jabba for the Rebels, I noticed that he is still treated as an imperial unit by the scripts. I could fix this by changing it's LUA script to reference it as "Rebel" and changing the tag of the object to the same, but that's probably over the head of the average user.
DevKev  [author] Feb 20 @ 3:54pm 
@HeyDoc1985, Thanks for playing the mod. Glad you found the token.
HeyDoc1985 Feb 20 @ 12:53am 
I have overlooked the target marker. An upload is not necessary. Sorry.
HeyDoc1985 Feb 19 @ 12:33pm 
Hi DevKev.
Great game & thanks for it! :-D

The target marker for the mission card "Reconnaissance Outpost" is missing, can u please upload it?
DevKev  [author] Feb 8 @ 8:00pm 
Hi mrgsantos. I haven't gotten around to making a how to use video, but the script follows the game rules. here's a video on how to play star wars rebellion: https://www.youtube.com/watch?v=yzjXjtuym1Y
mrgsantos Feb 8 @ 6:40am 
Hi I`m sorry to bother you but is there a tutorial video on how to play the game using your mod? I find it VERY interesting and well made. Congratulations! However I`m new to this game and I`m struggling a little bit in setting it up and playing the game properly. Thank you very much for your support!
DevKev  [author] Jan 22 @ 10:41am 
Hi Remedy, I use the standard TTS roll function when rolling the dice. In order to have the dice flip to a random face without rolling, I'll need to program in a custom randomization/rolling function. Most of the feed back I get is that the dice rolling animation didn't tumble enough, and people suspect it isn't random. The truth is the dice are as random as TTS can maek them. The face is instantly randomized by TTS at the start of the animation. The animation has little effect on the randomization. I added an extra roll mid-roll to give them a pump and cause them to tumble more violently. The dice all arrange themselves after the roll. Eskander's mod must be using a custom randomization function that grabs a random value 1-6 then rotates the die to that face. I'm not sure exactly how he does it, but he doesn't appear to use the build-in Roll function. I'll experiment and see if how easy it would be to make it an option to choose roll animation or not.
Remedy Jan 15 @ 3:53am 
Adding to my last comment: may be it is possible to create a toggle (jumping dice/flipping dice), cos a lot of people may love dice throw immitation