Tabletop Simulator

Tabletop Simulator

XCOM: The Board Game - Master Edition
44 Comments
Cluny  [author] Apr 16 @ 4:16pm 
It's fixed.
Cluny  [author] Apr 15 @ 3:37pm 
You're right, there is a problem. Investigating, it seems a number of objects in my old mods drawn from my pastebin account have just spontaneously stopped being importable to TTS, thus breaking every mod that uses them - including some mods like this one that have been around for nearly 10 years. To fix it I'll have to systematically identify the glitching files, transfer them to dropbox, then swap out the links in each mod, and update. I'll be frank: The thought of so much hassle over ancient mods gives me the heebie-jeebies. I may still do it, though, out of sheer god damned cussedness, over the next few days. If I do, I'll post back here.
FreneticNova Apr 6 @ 4:05pm 
This table appears to be missing some objects. the table extensions boards try to load something from a pastebin link and fail
Khalthehunted332 Jun 6, 2024 @ 1:30pm 
XCOM: The Board Game is a real-time cooperative
experience where players take control of the XCOM defense
force and fight back against an alien invasion. Each
player assumes a unique role within XCOM. The invasion
is controlled by a free software application usable online
and on most mobile devices. Players must work together,
assigning Interceptors, deploying soldiers to missions, and
researching advanced technology in order to overcome the
invasion.
Each round begins with a real-time phase. In the realtime phase, players start the app and information is
relayed about the alien invasion. UFOs appear over various
continents, crisis cards are drawn from a crisis deck, and
aliens assault the XCOM base. Players deploy soldiers to
defend the base and go on missions, Interceptors to shoot
down the UFOs, scientists to research technology, and
satellites to collect intel and jam communications.
Bitwolf Jun 7, 2020 @ 3:38pm 
Does this have the expansion?
dariusp Apr 8, 2020 @ 7:08am 
Just booted it up and is missing objects/images. It seems to be looking for models from a dropbox link and failing.
kenkakuknight Apr 5, 2020 @ 8:56pm 
Since this is a timed game and manipulating digital items in a virtual space isn't as intuitive as in real life, have you considered making some of the board spaces interactive? For example, clicking on a lab will place a scientist token. Clicking a satellite spot will place a satellite token. Clicking a country or orbit will place a UFO. I suspect the timings on the companion app were set under the expectation that people would physically manipulate items, instead of through a mouse/keyboard interface. Little quality of life additions like that will make navigating this board game more akin to a playing the game IRL.
Gritzy Aug 25, 2019 @ 11:06am 
Just wanted to say how much I appreciate the little thign syou didn't have to do: The background, the snapping, AND THE UFO AND INTERCEPTORS ACTUALLY HOVER. Amazing, and kudos.
Thels Jun 29, 2018 @ 2:36pm 
It has its own browser based on the Steam interface. I seriously doubt you can mod that in.

Even if you could, each client loads the webpage separately, so each client would get different values.
Sadwick Jun 29, 2018 @ 2:07am 
@Thels: Why? If it is a browser, and unity works, should be all fine. But the thing is that Unity has to be add to the browser as a player, and I dont know "which" browser it uses in Tabletop.
Thels Jun 28, 2018 @ 1:08pm 
@Sainto Fen: I haven't tried that. I usually just download and run, or use a tablet. However, even if you can get Unity to work properly in your regular browser, I doubt you can get it to run on your ingame 'tablet'...
Sadwick Jun 28, 2018 @ 12:16pm 
@Thels : There is an Xcom "online web" app here https://xcomapp.fantasyflightgames.com/web/Player.html
It is official. But it requires on your browser Unity player (I tried in game, I do have access to the page with the virtual Ipad)

I just cant figure it out how to install Unity Web player (required) as it isn't supported on Chrome and all anymore (by the dev')
Thels Jun 28, 2018 @ 9:05am 
@Sainto Fen: The game is designed so that only one player needs access to the app. The guy in control of the satellites (forgot the name for a moment). So that player needs to run the app on a second monitor or a tablet. The other players don't need to hear/see the app for the game to work at all.

If you really want, you could stream the app to Youtube, and open Youtube in the in-game "tablet". (The in-game tablets are actually browser windows, not tablets.)
Sadwick Jun 27, 2018 @ 12:41pm 
for example, I see there is a possibility to play the official app "online" (no download)
https://xcomapp.fantasyflightgames.com/web/Player.html

can we include it with a virtual internet/screen on the boardgame? (even if only one or two player can use it..)
Sadwick Jun 27, 2018 @ 12:32pm 
Hello ! Top mod (and game) but isn't there a way to include in a way or another the sound/app inside the tabletop? How do you people play usually to communicate the info with some immersion? I have the feeling that with alt-tab, the "app" player cant do much else..
Danksama Aug 10, 2017 @ 6:35am 
If possible adding the expansion would be good, this is my favourite version of XCOM on the Workshop
Radzui Jul 30, 2017 @ 1:05pm 
does anyone still host games of this?
legobil Feb 8, 2017 @ 5:24pm 
Well, I didn't use the cellphone to recapture your images, i found links to those in the json files if i saved your objects. What I meant was that I used my cellphone to capture the new material from the expansion pack, Evolution. Thanks for the concern anyway! Will check out that tool! Gonna see if I can grab a Tau unit and mod it to use as the MEC trooper :)
Cluny  [author] Feb 8, 2017 @ 4:57pm 
You know, if you use Froghut's TTS backup tool you can easily acquire all of the assets behind a mod at once, my friend, in their original form, without need for fanciful measures like cell phone photographs. Go to the TTS offiical website to find it. It's very useful.
legobil Feb 8, 2017 @ 4:49pm 
Ok. I think I am almost done, at least with the annoying part. Tokens, dice and cards. I used the backs of your cards (new crisis, enemies, tech, missions, assets, and reserve) where applicable. And although my cards are a bit more pale than yours (pictures taken with cell phone camera, with sleeves still on since I couldn't be bothered to unsleeve.) it looks decent enough. The hard part remains though imo, to find suitable models for the MEC Troopers. I checked around and didn't find anything I really liked. Possibly some kind of Tau walker or Space Marine Terminator. Got any ideas?
Cluny  [author] Feb 7, 2017 @ 8:43am 
As listed in the credits for the mod, the soldiers figurines were added from Hikuso's "Imperial Guard Warhammer 40K" mod & SocMonkey's "Epic Armageddon Imperial Guard" mod (although I made changes to the texture files and reflectivity settings) and any other 3D models the original XCOM mod by Snowgust, Nelerenn and Litho (of which this mod is a revised customisation).
legobil Feb 7, 2017 @ 8:03am 
Hi there! Love the work you did on this, just wanted to let you know that I am currently working on the expansion, have done enemy deck, destruction deck, tokens and dice. This is my first workshop project thus far, just fyi. One thing however, I am curious where you got the 3D models for interceptors and soldiers? I would like to have the 3 MEC troopers to come from a thematically similar source. I am also going to use the pictures you have as backsides on appropriate decks (crisis, enemy, rersearch, mission plan and so on) so our image quality won't clash when it matters.
karnage10 Jan 5, 2017 @ 5:33pm 
+1 for the expansion. I really like the way this game setup is done. Great work Cluny.
Thels Dec 30, 2016 @ 4:20am 
Awesome mod. Expansion would be a cool addition.
PointMeAtTheDawn Dec 18, 2016 @ 3:07pm 
+1 to request for evolution, thanks for the mod!
nebulus Dec 17, 2016 @ 5:47pm 
Yay :-) It's been 5 years since your last one, right?
Cluny  [author] Dec 17, 2016 @ 2:45pm 
I may make some more of those sometime soonish - maybe in January or February, beginning with Warhammer Total War.
nebulus Dec 17, 2016 @ 1:10pm 
What a coincidence seeing you here - I remember laughing my ass off at your RTW videos 8 years ago :steamhappy:
Choccy Moo Moo Juice Dec 16, 2016 @ 4:09pm 
im not sure if you still update this game but, a new expansion came out for the actual game. do you think you could add in the new assets if possible?
Cluny  [author] Nov 24, 2016 @ 4:50pm 
You're welcome, dude.
jinn0h Nov 24, 2016 @ 4:27pm 
Played this yesterday with friends since I'm away and can't play the physical copy, so much fun! Many thanks!
punchaszeurface Nov 14, 2016 @ 11:19pm 
One of my favorites. Everything works great. Thank you.
Tango Crime Nov 1, 2016 @ 1:11pm 
It seems that placing interceptors next to one another in the designated spots makes them fall over each other. Perhaps the boundaries are too large?
puppygirlboyfriend Oct 23, 2016 @ 5:49pm 
Never mind, just had threading on
Cluny  [author] Oct 19, 2016 @ 6:22pm 
I investigated your issue, FenrisKitsune, inc. getting other people beside myself to subscribe and load the game - they did so without difficulty. I can find no problem with the mod at present.
puppygirlboyfriend Oct 19, 2016 @ 5:56pm 
Game will not load assets; gets stuck @ 37%
Thels Apr 30, 2016 @ 10:07am 
Wonderful! I've just checked, it all works great!
Cluny  [author] Apr 30, 2016 @ 3:38am 
I've made some edits to meet your playtesting suggestions, Thels - the credit-pool Custom Bag is now a standard bag with 50 credits contained instead of an infinite Custom Bag (I've observed that the behaviour you mention of bags refusing to accept returned objects only ever occurs with Infinite Custom Bags); I've also made colour adjustments to the figurines so that the Elites now have base-tints which are darker versions of the basic soldiers; I've also re-hued the Sniper texture so that it is now a shade of green instead of purple, and I've swapped the Support's texture colour (pink) for the old Sniper purple, feeling that the pink/purple distinctions were not sharp enough.
Thels Apr 30, 2016 @ 1:10am 
Cluny: I was indeed talking about the soldier's bases. In your version all the elites have green bases, while the non-elite assaults and snipers are pretty close to each other as well.

The textures are fine. They look cool. It's just the bases that are too similar. It's no biggie for me. I changed their colors and made a save, but there may be others that find the near identical colors annoying.

Also, sometimes, the chips taken from the credit pool won't go back in for some reason, though it's not really a problem.

Overall, thanks a lot for making this!
Cluny  [author] Apr 29, 2016 @ 10:34am 
That isn't a bad idea at all. I have a rather crowded project-schedule at the moment for TTS, so I'm afraid it could be some time before I get around to implementing something of that kind, though. If it is important enough to you that you wanted to try making alterations to the textures for the soldier-models to link them here, and I were satisfied with the result, I'd be happy to swap them over and add your name into the description to credit you for it.

The bases, if I remember right, are simply tinted within TTS, so changing those colours is simple, at least.
Thels Apr 29, 2016 @ 10:12am 
Thanks, the mod seems to work nice, though it's a little crowded.

However, is there a way to make the colors of the soldiers more sense? They seem to use a lot of greenish blue, making them still hard to tell apart. Something like this would be awesome:

Assaults: Orange
Elite assaults: Red
Heavies: Light green
Elite heavies: Dark green
Supports: Light blue
Elite supports: Dark blue
Snipers: White
Elite snipers: Gray

That would make it easier to distinguish the soldiers, as well as indicate which regular soldiers match with elite.
Cluny  [author] Apr 4, 2016 @ 1:59am 
You may find that's partly a question of the lighting-setting. It's set to the lighting attached to the stock "Sunset" background, which creates a luminescent, moonlit feeling that I considered appropriate to the ambience of the XCOM HQ geoscape - if you dislike it, try just changing the background, or if you want to keep the XCOM background but change the lighting, try opening the .JSON file for a save of the mod and change the name of the "Sky" file to one of the other stock-background names.
Brother Barnaby Apr 3, 2016 @ 8:51pm 
Like the way youve changed how things are placed and use of the board image, but I really hate the way youve colored everything.

I prefer the less bright colors of the other workshop versions.
darleth Jan 31, 2016 @ 11:14pm 
Great, thanks a lot...