Tabletop Simulator

Tabletop Simulator

Dune Imperium + Rise of IX + Immortality (scripted)
703 Comments
Casper35th May 7 @ 10:10am 
How in the world do you start a solo game?
Luvac Zantor Apr 12 @ 1:37pm 
Same issue with missing import.
Yuri (The first Cosmonaut) Mar 23 @ 9:29am 
The Trashcan asset is not loading and missing from files
DelboyS Feb 27 @ 8:11am 
has anyone else had the following error when trying to set up a solo game (no expansions enabled in this case):
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!
BrickHouse  [author] Jan 22 @ 9:22pm 
Yeah, that's fine by me. I haven't had nearly as much time to keep this mod updated these days unfortunately.
Digitalag Jan 21 @ 8:35pm 
Excellent mod. My friends routinely play this version as it has the best QOL features and is very immersive. I was planning on producing a Dune Imperium + IX + Imm + Bloodlines (not Uprising) version using this as a base. I'm not a fan of sandworms. Ha. Are you cool with that BrickHouse?
xCentra Nov 13, 2024 @ 11:20am 
script broke
dholmestar Jun 18, 2024 @ 10:50pm 
Loading a save game wrongfully adds solari and spice to player's tally
Informal_Geek May 31, 2024 @ 7:08pm 
Thanks for replying back. Yeah, I was having some rogue players causing problems, and I tested it again via hotseat and there isn't any form of logging when a resource is taken/returned. If that's a light lift, I think that'd be real helpful. I understand how the job-life stuff goes so no worries if you don't get to it. The mod is still great and appreciated.
Deadly Pancakes May 16, 2024 @ 6:35am 
Note: Relating to my swordmaster comment: It is on the board during setup next to the swordmaster space, but then gets moved to the trash bin.
Deadly Pancakes May 16, 2024 @ 6:33am 
Minor QoL suggestion. After factions have been chosen the remainder could be deleted. I have found that when using the immortality track, sometimes there is click through to the faction sheets below.
Deadly Pancakes May 16, 2024 @ 6:31am 
General bug encounters:
- 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!
Deadly Pancakes May 16, 2024 @ 6:31am 
Bug encounters in Solo mode with both expansions available and two rivals selected for the hardest difficulty with myself as red and the other factions as blue and orange:
- 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).
maewionn May 2, 2024 @ 12:17pm 
I often encounter a bug, when I move the markers on the faction influence tracks from space 2 to 3, the game sometimes gives out a VP to the faction I just moved, but from the second to the third, nothing should happen.
jakemedrano911 Apr 18, 2024 @ 11:48pm 
We appreciate all the hard work!
BrickHouse  [author] Mar 30, 2024 @ 11:51am 
Apologies all, been very very busy with the ol' jobby job and have had zero time to really refocus on this mod as of late!
BrickHouse  [author] Mar 30, 2024 @ 11:51am 
On rebuilding the conflict deck, yeah, that could be tricky with the current setup of everything. Could probably pull the cards from the resource bags and manually reconstruct the deck... not ideal, but means to an end.

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).
BrickHouse  [author] Mar 30, 2024 @ 11:51am 
For drafting, nothing on that front yet. Would be cool, but again, fairly intensive to weave into the existing logic. Would be one of those scenarios where rebuilding the whole thing is probably a better path than trying to further modify. Perhaps one day...

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.
jakemedrano911 Mar 28, 2024 @ 6:26pm 
@Brickhouse
@Soaryn
@anyone

Can someone tell me how to add frames to --hagalrepack and where --hagalrepack is for 2 players?
haggoid Mar 19, 2024 @ 1:15am 
Just came looking to see if there was a way to draft, but not implemented yet.
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!
Informal_Geek Feb 17, 2024 @ 7:21pm 
First off, great mod and thanks for all your effort to make it what it is today! I have a question and a suggestion.

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?
IcarusNatusPugnam [TFB] Feb 1, 2024 @ 7:33pm 
*same resources and cards and intrigue s and everything else spend already spend and trashed
IcarusNatusPugnam [TFB] Feb 1, 2024 @ 7:14pm 
According to the ruless we start for another round, so we remake the deck of conflict and reset game has usual right, everything els e same
IcarusNatusPugnam [TFB] Feb 1, 2024 @ 7:04pm 
hit engame 1 point from winning on hardest dificulty, how to remake the deck of conflict?
IcarusNatusPugnam [TFB] Feb 1, 2024 @ 7:04pm 
had to set up fixed and the worm starting palyer piece was in the battle field
BrickHouse  [author] Jan 27, 2024 @ 12:16pm 
Did you select your game options and do the setup action (i.e. select the buttons on the board)?
IcarusNatusPugnam [TFB] Jan 27, 2024 @ 6:43am 
Where are the starting chip and the mentat, i don't think i get it or know where it is
BrickHouse  [author] Jan 2, 2024 @ 2:09pm 
Interesting, perhaps some instances are running faster than others depending upon the rig. Appreciate the investigation on the timing. I'll work on getting that updated for a quick refresh.
Soaryn ツ Jan 2, 2024 @ 5:06am 
@BrickHouse

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.
Allecks Jan 2, 2024 @ 1:25am 
Great mod overall, thank you for putting it together. However, I',m experiencing the same issue as Atreides. Setting up and playing a solo game with either one of the expansions works well, but when I want to set up a game with with both expansions enabled at the same time the House Hagal deck is not set up properly (split up into 4 stacks located below the Arrakeen Scouts bag: 20 cards Hagal Core Deck, the 6 two player game cards for the expansions, a blue button labeled "House Hagal", a grey button labeled "Auto Agent Placement", 2 Imperium Churn cards and 1 Imperium Churn card) and an error is displayed: "Error in Script (Global) function startLuaCoroutine/onePlayerSetup>: Object reference not set to an instance of an object"
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
manny Dec 3, 2023 @ 1:03pm 
solo rival logic isnt working i think ? do i have to do something to start the npc after setup ?
BrickHouse  [author] Nov 13, 2023 @ 6:18pm 
Very strange. Both expansions work for me in solo mode and in the 2-player setup... Something must be off, just not sure yet what it is in your particular situation.

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.
Atreides Nov 13, 2023 @ 6:01pm 
Just tried choosing blue and orange and it's still coming up with the same issue. As a side note we did try each expansion on its own and it seems to function properly. We only get the error when we set up both expansions. I also still get the errors when I try to set up both expansions in a solo game.
BrickHouse  [author] Nov 13, 2023 @ 5:47pm 
It's still working for me, but I'm testing it via a hot seat setup. I do recall there being an issue in the past that I wasn't able to chase down that seemed to be addressed if you chose the Blue and Orange colors vs. one of the colors on the edge.

Perhaps see if that fixes the issue. I'll see if I can recreate it in the meantime.
Atreides Nov 13, 2023 @ 4:51pm 
Basically from start up we:
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.
Atreides Nov 13, 2023 @ 4:27pm 
Yeah we've tried to restart the game multiple times without touching anything else and we weren't able to clear that error. We noticed though as soon as it lays out the Hagal deck that part of it lands on the blue bag for "Arakeen Scouts" in the top right. I'm not sure if that's part of the problem?
BrickHouse  [author] Nov 13, 2023 @ 1:59pm 
Did a quick test and it appears to be working. If you let me know the combination of expansions, leaders and settings, I can see if I can recreate the same situation.
BrickHouse  [author] Nov 13, 2023 @ 11:59am 
I'll have to take a look. If an object gets deleted or moved from the original setup, it can get dicey with the scripts.
Atreides Nov 12, 2023 @ 3:21pm 
I tried to set up a two player game with a friend and I kept getting an error after clicking setup and the Hagal Deck button doesn't function.

"Error in Script (Global) function
<startLuaCoroutine/twoPlayerSetup>: Object reference not set to an instance of an object"
BrickHouse  [author] Nov 4, 2023 @ 12:13pm 
Possibly, but might take some time. Depends on how complicated it is to integrate.
~Legend~ Nov 3, 2023 @ 6:42pm 
Is this mod getting updated with the latest expansion: Uprising
BrickHouse  [author] Sep 28, 2023 @ 5:07pm 
Hmm... they should auto stack back together as part of the script. I'll see if something might be getting off alignment that is throwing it off for some people.
UnderKingDuck Sep 28, 2023 @ 4:47pm 
never mind, I found them. The missing cards spawn on the top of the player area and where not being added into the deck. I thought that would be done since it was scripted.
UnderKingDuck Sep 27, 2023 @ 5:56pm 
It might just be a steam workshop problem.
BrickHouse  [author] Sep 26, 2023 @ 9:31pm 
Took a look this evening and the Hagal deck appears to be setting-up correctly (I see Tech Negotiation and Dreadnought in the deck). Maybe something else was throwing off your setup.
BrickHouse  [author] Sep 26, 2023 @ 8:48am 
I'll take a look this evening. See if anything is missing.
UnderKingDuck Sep 26, 2023 @ 6:58am 
When i do the solo mode with Rise of IX expansion it seems like the Hagal deck is missing some cards like Tech Negotiation and Dreadnought. I have yet to try Immortality to see if there is a issue there,
BrickHouse  [author] Sep 16, 2023 @ 9:20am 
@Brunlasty, is there a specific error happening or is it not loading the components properly? Want to say it "was" working previously...

@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.