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This is during the Build Icon step (which is where you said it would be).
Strange that an object could suddenly have a nil description and cause a problem. I don't know which object it is, but let's set a trap!
I added some code to check if the object has a nil description and print a message "Please Report to DevKev" along with the object name and id. It will then set the object description back to a string (so the game can continue).
I'll see if I can trigger it. I might be causing it by inadvertantly setting an object's description to nul, but I'll need to dig around and see.
The "resolve a combat" yellow box doesn't pop up on the galaxy map when trying to resolve a battle for the 2nd time in the same system in the same command phase.
When re-loading an in-progress game, the rings and any cards on the table are hidden/below the map tile. You just have to find them and click them to appear on top of the board again.
When selecting between two leaders during the recruit phase, the “select this leader” button/card and the leader unit stand are swapped. For example, if choosing between Luke and Wedge the “Choose Luke Skywalker” button is directly below Wedge’s unit stand (and vice versa for Luke).
The pound sign (detain) on the bottom of leader stands disappears after they’ve been on the battle mat and sent back to the galaxy board.
I was aware of the leader candidate line up issue. I'm working on fixing that. (Also making it so that if you don't recruit a leader because you already have them, it announces "did not recruit" instead of revealing the name you didn't recruit.
The leader rings sinking into the table has been an interesting issue. I spent a lot of time trying to figure out how to stop that. That's the whole reason leaders do the salt shaker flip when you add a ring. That's the only way I can find to get them to not sink. I'll have them do a smooth/non-collision cartwheel after loading a saved game to see if that fixes it.
In addition to fixing the "resolve combat" box for 2nd battles in the same phase. I am seriously considering adding a similar "Scan for Rebel Base" box when imperial ground units move into a system with no rebel ground units. This way the Imperial player has a way to signal that they are done moving in units before the base is revealed. This also would be a good way to signal the minimap to mark a system an searched.
Issuse with leaders on the battle board: Thanks for letting me know about the Detain/# sign vanishing. I didn't know about that one. I did note that adding a leader to the battle board does not add their re-roll buttons to the dice panel. I also intend to add an elimination option for imperial leaders. Dropping a damage marker onto one gives the option to flag them for elimination, which would not occur until the end of the phase.
Example - empire has 8 star destroyers with 3 ion cannons present. As I understand the rules the calc for red dice in this scenario should be 8*2 (# destroyers * red dice per destroyer) - 3*2 (# ion cannons * red dice reduced per ion cannon). This would mean the empire would get 10 red dice (16-6). That number would max at 5 red dice per the rules. Is that how you understand the rule? I'm referencing page 4 of the rules reference, bottom right under "roll dice", 2nd bullet.
Easy enough to calc actual red dice yourself in this scenario, so no urgent fix needed!
Also just realized the issue would still happen with fewer ion cannons and destroyers/other red dice ships as well. The 3x cannon was the specific scenario I encountered.
1. Ion Cannons reduce dice before maxing the dice at 5.
2. During Recruitment, Leaders should line up in the order of their action cards.
3. Sometimes Player Hands were spitting out Cards randomly (new bug!) should not happen now.
4. Rebel leaders should not lose their detain button when returning from combat theater.
5. Leaders added to combat will update the dice panel with their tactic values.
6. Leaders should cartwheel after loading a saved game so their rings don't sink into the table.
Working on Next: Will work on "Resolve Combat" button bug where it doesn't pop up after a second battle. Will be adding/testing a "Scan for Rebel Base" button when subjugating a new system.
1. A script error occurs during the draw probe card phase of the refresh phase when no cards are left in the probe droid deck. “Error in script (global) function <startLuaCoroutine/DealToHandCoroutine>:chunk_3(3377,13-93): attempt to concatenate a nil value”
2. Rebels units in Empire loyal systems prevent symbols from spawning for the Empire during build phase. For example, Coruscant is Empire loyal but a Rebel space unit or ground unit is in the system with no Imperial units present. The build phase triggers, but neither the AT-AT symbol nor the Stormtrooper/Tank symbol spawns on the build mat. I think those units should still be built despite not being able to place any units in Coruscant.