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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!
https://steamcommunity.com/sharedfiles/filedetails/?id=2541133581
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.
@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.
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.
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.
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.
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?
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
--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, 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
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
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.
-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.
Great game & thanks for it! :-D
The target marker for the mission card "Reconnaissance Outpost" is missing, can u please upload it?