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Error in Script (Global) function
<startLuaCoroutine/setupGame>: chunk_4:(856,39-52):
attempt to index a nil value
I understand that the mod creator hasn't had much time to maintain this mod but if anyone else has run into this and has a fix for it, I would really appreciate it!
https://steamusercontent-a.akamaihd.net/ugc/960840425311575277/2F68BC7FA71E051E2BBA46C0D1B06A5972D52E7C/
- Issues with the faction tracks and scoring, sometimes the game seems to get muddled as to where your tracker is (likely after manual movement) and scores points when it shouldn't. Possible fix could be a move up/down that interfaces with the code similarly to the +1/-1 Victory point mover?
Hope this helps improve the game. It is a truly great implementation. Thank you so much for your hard work!
- After the first player marker makes its way to me, in the next round the order of play is reversed for some reason (maybe this is a rule that I am missing, otherwise it seems to be a bug).
- Swordmaster does not provide a 3rd pawn. I simply had to clone one of the other pawns, however then the game did not recognise it for return (not a massive pain to do manually, but figured it was worth highlighting).
On the resource locking, could possibly make a toggle to turn it on and off, but not 100% that's possible when a game is already active. Plus, it would remove the ability for everyone, not just the targeted player. Guessing you've got some rogue players trying to snag resources?
It should list in the game chat/log if someone is taking a resource. That might give you a little bit of a paper trail to leverage. As for reorganizing the bowls and what not, it's possible, but the potential for some of the code to get out of whack is probably pretty high. I'll make a note of the ask, but that one would be a heavy lift (for me).
Regarding manually selecting first player, nothing available currently. You could cycle through the turn(s) to get to the desired 1st player, but you'd have to manually do some clean-up to correct for end of turn mechanics (i.e. don't start a new conflict card, remove the extra spice from the maker step, etc..).
For the additional frames, I'll see if I can't find time this weekend to knock that one out and save you the trouble.
@Soaryn
@anyone
Can someone tell me how to add frames to --hagalrepack and where --hagalrepack is for 2 players?
Any way we can select who will be first player manually if we have already determined order (for our leader picks)?
Also, hats off. This mod is fantastic!
The question is if there's a way to lock users out of using the "Resources" overlay, or instead log the action taken in order to undo problematic players/situations.
The suggestion is mostly superficial/minor, but I was wondering if you would be open to reordering the resource bowls and bags that are in the middle of the table, to align top to bottom with the tie breaker order of Spice > Solari > Water > Garrison Troops?
Setting higher values on the time frames for "--Hagal Repack" on your lua scripts seems to fix the issue with playing both expansions with 1-2 players.
Apparently there wasn't enough time for the decks to merge before being moved.
Additionally, when clicking on the blue button labeled House Hagal another error is displayed: "Error in Script (Custom Tile - f1a7d1) function <drawHagal> chunk_3: (450,2-68): attempt to index a nil value
If you're able to share your save file with me, I can take a look and see what might be happening. Other options is you unsubscribe from the mod, delete the cache for it and subscribe again. Not sure that would fix it, but maybe something is just missing.
Perhaps see if that fixes the issue. I'll see if I can recreate it in the meantime.
1) Choose our colours by right clicking our names in the top right
2) Select both expansions (Switching the order in which we selected them didn't seem to have an effect)
3) Choose our leaders
4) Clicked setup games
It sets out the Hagal cards on the on the right side in 3 separate decks (2p / Churn / Regular Hagal Deck) then gives an error and the House Hagal button also gives an error when we click it.
"Error in Script (Global) function
<startLuaCoroutine/twoPlayerSetup>: Object reference not set to an instance of an object"
@ChiefBigFeather, if you're referring to the "pass" feature built into TTS, you'd have to configure that separately from the mod itself. For showing the row prior to picking a leader, that has been asked in the past, but from a setup/flow perspective, was how I had originally coded some of the validation logic. Plus, it avoids someone from having an advantage of knowing the cards in the row to select their character.
Could see an argument for both approaches though. Might be something I incorporate as an additional setup option, but still need to find the time to revisit a few other items already on the list.
I'll keep it in mind.