Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
Tuff-Luck  [ontwikkelaar] 16 mei 2020 om 23:29
Bug Reporting
No one is ever playing anything wrong, just playing it in a way I haven't anticipated, so let me know of any strange things happening in your game. It will help fix problems for a lot more people than just yourself.

If you got a Red script error, It is always helpful to me to have the full error text as it has lots of clues as to what the problem is. Unfortunately they vanish pretty quick. You can find the error again in the game console found in the bottom left chat window. Press the "~" found next to the number "1" on the keyboard.

If a bug has been fixed, it will be noted in the "Change Notes" tab, and most likely deleted from here. I'll still respond to the main page also.
Laatst bewerkt door Tuff-Luck; 12 jun 2021 om 20:15
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I played Mines Liberation scenario and noticed that the player is reminded to gain crystals from the liberated mines at the end of the round, whereas according to the rulebook this has to be done at the start of the round:
"At the start of Day or Night, each player gains one crystal from every mine they already conquered, no matter how far away it is on the map."

I don't know if this is a mistake or done on purpose. Nevertheless it is not a game breaking bug.
my settings are all defaults, AMD Ryzen 5 1600X Six-Core Processor, Raedon rx 580.
I don't know what else to do. Really sad because this mod enforce some rules that i usually mistake, ruining many runs.
Tuff-Luck  [ontwikkelaar] 29 jan 2024 om 21:18 
Aruz, there isn’t anything slow about your stats, so I guess we eliminate your machine as the problem. Have you got a good time to join me in an online game? Be curios what the difference is like if you host or I host. I’m in Perth Australia +8 I believe.
Laatst bewerkt door Tuff-Luck; 29 jan 2024 om 21:18
thank you so much, is it possible in the weekend? when your time is 20.00 or 21.00 could be ok?
Tuff-Luck  [ontwikkelaar] 30 jan 2024 om 15:29 
Sent a friend request. That time should be good.
First of all, script is awesome and thank you for your hard work. It's been working great with 2p for Volkare's return scenario, but when we play 3p for some reason it immediately says we're in the Final Round of turns, skips volkare, and then when every player has gone once it says Game Over.
Tuff-Luck  [ontwikkelaar] 5 mrt 2024 om 4:36 
I suspect you have toggled the the button under the "rewards claim". It should say "Scenario End Achieved - No". The script makes a fair guess if the scenario goals have been achieved, but I left the button in case it got it wrong. It's a toggle so you can press it as many times as you want.
Is there a way that I can modfy this to eliminate the mana source script and mirroring? since I can't fix it I would prefer to manually manage the dice without the script messing it up every turn
Origineel geplaatst door Aruz:
I think I have an additional problem: I have no mana dices on the source, only in the mirrored. The mana dices on the source immediatly disappear as soon as they are rolled.
That happens to me if Game Physics is not set to "Full" as I set it again to Full and roll the dice they are there working as expected.
By the way... first post here, congratulations to the author, amazing work!
Tuff-Luck  [ontwikkelaar] 2 apr 2024 om 16:10 
That's a very interesting find. I can confirm I can finally see the problem. Unfortunately I have no scripting control over that setting, every person can set it how they like. I can't even read what the setting is, to maybe put up a warning or skip the code for example. I'll add a warning to this mod page until I go through all the code with that setting turned down. I sense it will need a major re-think of how the mirror dice code works.
Origineel geplaatst door Carlos:
Origineel geplaatst door Aruz:
I think I have an additional problem: I have no mana dices on the source, only in the mirrored. The mana dices on the source immediatly disappear as soon as they are rolled.
That happens to me if Game Physics is not set to "Full" as I set it again to Full and roll the dice they are there working as expected.
By the way... first post here, congratulations to the author, amazing work!
I would kiss you if I could
I'm always playing Full Conquest with a friend and almost everytime (I actually believe it is every time, 100%, but I'm not sure) the game will change rounds I get a red error message. It doesn't seem to break anything in the game though. I don't feel like there is something missing.... but this error message always apperas when changing rounds. The full message is:

Error in Script (Global): chunk_4:(5587,4-151): attempt to index a nil value
there is an issue that reads: "Error in Script (Global) function <onLoad>: chunk_4:(8537,2-106):attempt to index a nil value" when you load the game, from saved games if you want to continue a scenario, and I've noticed it makes the explore button unclickable, like it vanishes. Another error pops up when you click the shield and sword icon on a monster and it draws it to your board, it reads: "Error in Script (Global) function <onObjectEnterZone>: chunk_4: (9718,8-9719,0):attempt to call a number value
Tuff-Luck  [ontwikkelaar] 13 dec 2024 om 8:25 
I just put a patch up that hopefully fixes both those issues. Thanks for reporting it, it was helpful in tracking it down.
Origineel geplaatst door Tuff-Luck:
I just put a patch up that hopefully fixes both those issues. Thanks for reporting it, it was helpful in tracking it down.

It fixed the issue, thank you for your hard work!
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