Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
 This topic has been pinned, so it's probably important
Tuff-Luck  [developer] May 18, 2020 @ 2:25am
FAQ
I get a lot of repeat questions, so I'm going to try make a list of them here.
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Showing 1-7 of 7 comments
Tuff-Luck  [developer] May 18, 2020 @ 2:32am 
The game has loaded with funky Graphics
It's tapered off lately but this mod was getting a lot of new graphics added. If you hadn't loaded it in a while TTS could get the assets mixed up or corrupted.
The best fix is to Re-Download the mod fresh. This requires turning off Mod Caching for one load of the mod (until the corrupt asset is fixed).

-First exit my mod to the main menu (Reloading my mod just uses the assets in memory)
-Turn off the mod caching option found under Configuration-->Game

Once you have the problem fixed, turn mod caching back on, to stop downloading fresh copies each time you run any mod.
Last edited by Tuff-Luck; Nov 19, 2020 @ 7:20am
Tuff-Luck  [developer] May 18, 2020 @ 2:55am 
How do I interact with the Cities
At the moment, the script expects you to use the city cards. Putting your shields on them after defeating monsters, and placing your avatar on them when entering them.

The scoring system is smart, and can read those city cards (plus Volkare and Leader discs) wherever they are moved to. it can also work out leaders by the left most shield (or most clockwise for Leaders)
Last edited by Tuff-Luck; Jun 20, 2020 @ 6:49pm
Tuff-Luck  [developer] May 18, 2020 @ 6:59pm 
Missing Terrain Tiles
The only terrain tiles removed during setup are city tiles not chosen for the scenario. You should be left with three piles, 1 small leftover core tiles, 1 small left over country tiles, and 1 large stack generated for the scenario. This large stack is a bag so it's side looks like it is all country tiles, but the core and city tiles are there at the bottom. The bag will change to core color when you reach them.
Tuff-Luck  [developer] Jun 10, 2020 @ 8:35pm 
Play area Clean Up in Detail
The area on your play mat, below your units and right of your skills, will be cleaned automatically when pressing "End Turn".

The script processes objects in various ways:-

- Any FACE UP Cards are gathered into your discard pile. I use 90deg rotation to indicate I used a card for "+1" and a 45deg rotation to indicate I intend to discard a card, but the clean-up only looks for face up cards that have come from your hand. Placing a card from another source won't be cleaned up, and needs to be returned manually. Certain other cards, like re-usable and banners, have been added to an ignore list so that players can play them as they intended.

- It will DELETE any Crystals, Unit Wounds, Faction Rewards or FACE DOWN Cards it finds here. This way, when planning your turn, you can flip a card to indicate you may destroy it, and still have the option to change your mind latter.

- It will re-roll any Dice found, back into the source. If you are assisting with a city assault, it will be left until all assisters have done their turns, then all assisting players dice will re-roll.

- Any FACE UP Monster Tokens will be assumed to be defeated and update the Fame and Reputation Gain UI to match. I did face up to double check my numbers, and it's kind of stuck this way. They will be put into the discard piles next to the fame board during clean up.

- Any FACE DOWN Monster Tokens will be assumed to have survived your attack. Reputation loss is still applied, but fame will be recalculated. Clean up will try and return these tokens to the board by using its initial deploy location. If it was a drawn token that's meant to stay, it will use your Avatar location to return to, otherwise it just discards it.

- Skill tokens are moved back to the skill column position they were taken from. Currently it doesn’t detect if the spot is still empty, so it can happen that a skill ends up covering another skill. A good idea is to arrange your skills (updating the scripts stored location) before using them in the play area.
Last edited by Tuff-Luck; Jan 21, 2021 @ 4:55pm
Tuff-Luck  [developer] Jul 8, 2020 @ 8:49am 
Using Skill Tokensl
The Smart play area will recognise skill tokens and how they should be played.
- If a per turn skill is played, it is just returned to your skill column.
- If a per round skill is played, it is returned to your skill column and flipped face down.
- If a cooperative skill is played, it is passed to the next player, and put to the left of his skill column.
> If that player plays the cooperative skill token, it is returned to the owners skill column, face down.
> If it is not played, it will be passed to the next player.
- If a competitive skill is played, it is passed to the next player, and put to the right of his skill column as a reminder.
Last edited by Tuff-Luck; Jul 8, 2020 @ 8:50am
Tuff-Luck  [developer] Sep 18, 2020 @ 4:34am 
Coop Assaults - this is old and needs updating
My scripting try's hard to follow the rules and just assist the way you would play naturally. So the normal steps involved in a coop assault are:-

- The 1st player decides to assault the City, Volkare, or Leader, and asks if the other nearby Mage Knight(s) would like to assist him. Optionally you could put your Avatar on the city card to signify you are assaulting it.

- The 2nd (3rd and 4th) player flips their turn order token face down indicating they are taking their turn out of sequence to join in the fight.

- The 1st player probably clicked the attack button to get all the monster tokens to their player board, but wherever they are, count them, then put them in the city shuffler rectangle bag found bellow the city cards.

- All assaulting players decide on the AMOUNT of defending monsters they will take on, and draw that many from the bag. (Note Volkare divides the monster tokens by Basic and Elite so you may need to do two separate draws)

- The 1st player then plays the fight as you would normally (Play the movement cost, then attack cards). The UI is keyed to the players mat, so all the gains and buttons will affect that player only.

- Once the 1st player has completed their part of the assault, click the "End Turn" button to point the UI at the next assisting payer. The clean-up script is smart, and knows to leave the Mana Dice used, and to pass on certain items to the next player.

- The next player does their part of the assault in the same way (Play the movement cost, then attack cards).

- After all players are done, all used mana dice are returned to the source, and the turn order goes to the next player with a face up turn order token (flipping up turn order tokens of players as it skips them).

- Each player places their own shields on the city card for each of the monsters they defeated, and move their Avatars onto the city card if they won.

Basically the same as in the real game, except the "End Turn" button being used to end your part of the assault. I might change the button text in future to better indicate the changed idea behind the button. Nothing stopping other players planning out their part of the attack, but let the turn system reach that player and clean their board.
Last edited by Tuff-Luck; Jun 12, 2021 @ 8:13pm
Tuff-Luck  [developer] Nov 7, 2020 @ 4:56pm 
Fixing Older Saves
It's not 100%, but updating the script on your save game, may clear the bug you are experiencing.

1. Start a new version of this mod.
2. Use the modding-->scripting menus up the top to see the script.
3. Find the "Global" tab on the left hand side.
4. Click anywhere in the script, then use "CTRL+A" to select all.
5. "CTRL+C" will copy the script to memory.
6. Load your save game.
7. Follow step 2 to 4 again.
8. "CTRL+V" will paste the new code over the old code.
9. Click "Save & Play" in the top Left.

The script is large, so be patient with each step. The internal editor can be slow. I programmed it all in an external editor ("Atom")
Last edited by Tuff-Luck; Nov 7, 2020 @ 5:05pm
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