Tabletop Simulator

Tabletop Simulator

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Star Wars: Rebellion (DevKev-Test)
   
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Type: Game
Complexity: Medium Complexity
Number of Players: 2, 3, 4
Play Time: 180+ minutes
标签: Star Wars
文件大小
发表于
更新日期
3.885 MB
2021 年 7 月 8 日 上午 9:53
10 月 6 日 下午 9:41
184 项改动说明 ( 查看 )

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Star Wars: Rebellion (DevKev-Test)

描述
This workshop is for testing.
热门讨论 查看全部(3)
9
5 月 16 日 上午 11:11
Imperial AI: System Values
DevKev
9
2023 年 7 月 6 日 下午 10:58
Recruits
DevKev
1
2024 年 9 月 16 日 上午 1:07
Debugging
DevKev
81 条留言
xFizzle 5 小时以前 
Hey DevKev! I saw you updated it early this month - were you able to bring the AI back in?
DevKev  [作者] 9 月 15 日 下午 2:27 
Hi Savage. Sorry about this, but the latest updates I added broke the AI, and I haven't had time to fix it yet. I completely re-wrote how missions are tracked, so the AI can decide if it wants to oppose or not. I haven't coded the AI to know how to handle the missions yet.
Savage 9 月 10 日 上午 3:18 
How do you play against the AI in this? Can't seem to select it
DevKev  [作者] 7 月 17 日 下午 12:45 
I've updated the mission reveal process. You can always ignore the warnings and buttons on the mission cards and resolve them manually. The script will validate skill icons, and mission locations, then spawn dice for both sides when missions are opposed.
Heebs 7 月 11 日 下午 8:21 
DevKev, thanks! I am glad it was an easy fix
Will 7 月 11 日 上午 2:37 
Sounds good
DevKev  [作者] 7 月 10 日 下午 11:26 
The mission announcements when you drop leaders after revealing a mission are not working as good as i had hoped. I'm going to try this process instead:
1. Reveal a mission (leaders in the same box will get tagged as playing that mission).
2. An Attempt/Resolve button will appear on the Revealed mission card.
3. When you place your leader(s) on the board. The script will not give any feedback (yet).
4. Clicking Attempt/Resolve button to trigger to finalize and display a message about the mission.
a. It will check mission target skill icon requirements and provide warning message if needed.
b. This is when the AI will decide if it wants to oppose.
c. The dice panel will generate dice based on the leaders present, if a roll is required.
d. Then the card will display any custom buttons prompting success or failure, or If not scripted, simply clear it's buttons so the player can resolve it.
DevKev  [作者] 7 月 10 日 下午 10:20 
@Mike. Thanks so much for your help and support. The 3 bugs you found, plus another minor one I discovered while fixing them are all done in this test version. (Dragging/dropping a unit from the board to out of play will no longer generate a non-fatal error message).
Mike 7 月 10 日 下午 9:38 
A few minor bugs I've run into in the test environment:
1) Dragging an imperial ground unit from its box (or from anywhere off the board) onto a non-imperial system doesn't auto-subjugate it. You have to drop it into a current imperial system, then move it to the non-imperial system to get the auto-subjugation to work.
2) The Empire recruitable leaders box has a few fan content leaders ( Mas Amedda, Kir Kanos) when playing the expansion version.
3) The "rebel cell" marker is doubled at setup in the expansion version, and the fan content "mobile rebel base" marker also shows up.
DevKev  [作者] 7 月 10 日 下午 8:03 
ok, that was easier than I thought. "Send The Droid" now has buttons and auto-fetches the correct version of the card and ring (if it is still in the appropriate action deck).