Tabletop Simulator

Tabletop Simulator

Star Wars Rebellion (Ultimate Edition)
DevKev  [developer] Oct 17, 2020 @ 2:38pm
Bug Reports
Hi everyone, this would be a good place to report bugs encountered.
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Showing 1-15 of 128 comments
DevKev  [developer] Nov 5, 2020 @ 7:56pm 
Bug to Fix: If you have the option to recruit a leader that is already in your pool. You can select that leader and it will not recruit them, but it will announce your choice. I need to change the code so it states "Player did not recuit a Leader" instead of displaying the leader that was not recruited. (Announcing the leader not recruted will hint at which card was chosen).
Lisin2 Nov 6, 2020 @ 4:02am 
Hello! I am testing the mod alone and the 'Roll' button returns a following message - "Wait for the current Dice Roll to finish before rolling again", I have no idea how to finish the Dice Roll.
DevKev  [developer] Nov 6, 2020 @ 2:13pm 
Thanks for the report. I can see this happening if the dice are cleared/reset before a roll completes. Clicking Roll sets a Rolling flag to true and then when all dice have come to rest, it clears. I'll set it so that clicking any of the buttons that reset the dice counts clears any existing Rolling flags. That should prevent this from happening in the future.
DevKev  [developer] Nov 6, 2020 @ 3:32pm 
The Dice rolling should be much more stable now. While rolling, the script will ask you to wait if you attempt to reset the dice before it's done rolling. Hiting the CLEAR button will override any current dice roll and reset the Rolling Flag. If you attempt to change the dice during an active roll, the script will tell you about using the CLEAR button to reset.
Mike Feb 2, 2021 @ 1:24pm 
Hi DevKev! I've been getting script bugs/errors every 7-8 turns since TTS updated/after you hot fixed things over the weekend (thanks again for that quick fix). It usually happens when units are sliding down the build queue. "Error in Script (Global) function <startLuaCoroutine/ProcessStepCoroutine>:chunk_3:(1908,4-60): bad argument #1 to 'find' (string expected, got nil)." Not the same exact error each time. The numbers vary after "chunk 3." Nothing game breaking since I've been able to reload auto-saves and don't get the same error on the 2nd try. As always thanks for your continued work on the mod.
DevKev  [developer] Feb 2, 2021 @ 3:56pm 
Thanks. I'll look into this tonight. The error line helps immensely. The line #probably changed because I added /removed lines above it.
DevKev  [developer] Feb 2, 2021 @ 9:12pm 
OK, line 1908 does have a string.find command, and it is looking at every object on the table.
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.
Mike Feb 4, 2021 @ 8:37am 
That fix seems to have worked! I haven't had any errors pop up since this latest update. Thanks!
Mike Feb 7, 2021 @ 10:34am 
Each of these are minor bugs I've encountered over the past month. Definitely not urgent to fix these:

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.
DevKev  [developer] Feb 7, 2021 @ 11:12am 
Thanks Mike. I'll get these all fixed.
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.
Mike Feb 8, 2021 @ 12:56pm 
One more I just ran into for the first time - three ion cannons will reduce imperial red dice to zero regardless of the number of red dice the empire should have. I think the reduction of red dice is being executed after the dice are spawned, but 5 red dice are the max that spawn. I think the reduction should come before the dice are spawned.

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.
Last edited by Mike; Feb 8, 2021 @ 12:58pm
DevKev  [developer] Feb 8, 2021 @ 4:04pm 
Lol. I've been playing it wrong for years then. I just confirmed that the rulebook states to reduce the dice before applying the maximum 5. Easy fix, I'll get it done. Thanks!
DevKev  [developer] Feb 8, 2021 @ 9:19pm 
OK, These should be fixed:
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.
Mike Feb 11, 2021 @ 5:12pm 
A few more bugs I've found this week (I probably play too much haha):
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.
DevKev  [developer] Feb 11, 2021 @ 6:52pm 
I'll get #1 fixed. I haven't coded how to handle empty decks yet. I don't think I've every run out of cards before in a game, but I suppose it can happen. I'm not sure I follow you on #2? Rebel units sitting in an Imperial system blockade it so that the imperial player can neither build using the icons nor deploy there.
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