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I suspect the multiplayer issues might relate to how we sometimes have to rewind the game. For instance, if a player forgets to discard a banner and the next round has already started, we often rewind instead of manually resetting all cards. While a discard note exists, players sometimes miss it since anyone can click to advance the turn. These "on-the-go" rewinds are likely an un-tested scenario.
I'll spend more time observing this during our next games and send an in-game report. To help with investigation, I can also send screenshots via Discord—it might be a client-side issue.
Alternatively, we could play a co-op game so you can see the issues firsthand!
Item 2, 3, 6 - All three of these points worked as expected when I loaded it on my two machines. The only thing is, I'm not actually playing, just speeding things along to the part I want to test. There may be some glitch that crops up slowly through gameplay, and I'm not catching them.
Item 4 - Volkare and Megapolis!! yeah, thats a scenario I never considered either. I'll need to test and see how the code fares. I was programming the other way around co-op assault on the megapolis.
Sorry, not much help with these answers. But I'll see if I can find the time to join a session you have in progress and see the problems in real time. Keep an eye on discord.
4. It is still not clear how should we position ourself on an event when Volkare is attacking the megapolis and we coop defend. sometimes the token distribution dialog appears when we both on the city card, sometimes it appears only when one of us on the card and the other is on the city tile he is attacking. I guess we do something wrong, but can't figure out what.
5. Are you on Discord? Want to play a game one day? What would be fun. :D
I am sidious0992
6. Not sure what happened with the inventory but I am sure 3 mana crystals was fitting without any problem in a column, but something changed. Now sometimes I have to rotate the middle one to fit. Maybe the "sticker" is off for some/all heroes?
I think that is all.
I played like 150+ hours with your scripted version of Mage Knight on Tabletop Simulator. and more coming. I love it.
Already infected 3 of my friends too... :D
So thank you.
I have some comments / question too.
1. Volkare Co-op city defense, is it possible that one player fully participate and the other partially? So one will have the full turn after the fight the other not. I know it is not scripted, I just wonder if it is not scripted because easy to track just flipping back the token, or can't do it by the rules?
2. Co-Op, every time when we pick the skills (the 3rd or 4th one) we don't have the button for it, we need to unlock the skill and take it. It is perfectly fine, it is just so weird it always happens with the 3rd or with the 4th skill.
Is there a way to play the puppet master with your mod?
I can't figure out how to use it. If I collect the token after the fight (before I push the rewards claimed button), than it won't calculate the fame. If I pick it after the round from the discarded tokes pile, I can't keep it in the player area because it will count the XP again.
I tried to collect them on the skill token but that wan not a success either.
Is there a dedicated place where it is safe to collect the tokens for the skill where it is "safe" for the script?
(BTW, if I collect a token from a city fight, it will keep the extra city bonus for the entire game.)
Appreciate the answer.
Night tactic 5 - Preparation - is done manually. right click and "search" your deed deck for a card, then shuffle it after. There is no scripting to help with this one.
The "record each move so you can replay" I did toy with. The code is still there but commented out. I ran into a problem with the save file getting too slow to save and load. This affected TTS internal auto saving (for the rewind system), so every few seconds there was a noticeable pause. There was just too much data I was storing so I could return the board to the exact previous state. I needed to find a way to record only changing components, but I still needed a large starting data set, and even that was too big. so I parked it for now.
I thought only the village, monastery, keep, mage tower, city is where you can NOT start it. But with the mod the pentagram won't appear on mines, ruins, glades... Is it really this way by the rules or something is off on my end, and the pentagram icon tricks me?
Just to make sure, by skills i mean the rectangles you get every other level that are character specific, i am not sure if thats the official name since I only played one solo reconossaince game so far
You need to set your TTS to portugese I think.
iirc this uses the built-in translation framework, so uses your TTS language.
I meant best option to me are :
- rewind to start of current turn
- rewind to start of current round
Thanks
To me, the most useful rewind stage would be be the start of the current turn. This is where most of the key decisions (strategy for the whole turn) are made before being engaged in a torrent of micro steps.
Starting from the beginning of the previous turn, not for me bc it sound like serious cheat lol, but why not for users that like to try out some different strategies...
Going back to the very start would be a weird choice. In this case, starting a new game seems more appropriate.
-Start of current turn (a reset like discussed bellow)
-Start of previous turn (so I can debug easier mostly).
-and the very Start with the setup menu (achieved easy enough with a re-load).
I can record everything every turn, but the data being stored will get excessive. Would it be any use being able to step back through your entire game? Maybe pass it to someone else and see how they fair? But the deed deck gets randomised each round and the dice are random too, so I can't really see that working.
I sort of had this "game replay" idea going through my mind....but that might be too ambitious :-)
To me rewinding always seemed a last resort.
I plan by just playing cards, taking them back to hand, etc.
I find that much easier than using the usually rather janky and stuttery rewind.
Especially to the issue with amount of states you mention. It's easy easier for me to just grab my cards back to hand and rethink.
I guess I just find myself in situations where I would need it extremely rarely. Doubly so in MK where you usually pre-plan things like combat and only commit once you decide on the best course of action.
Rewinding is safe to do on my Mod due to the fact I planned on people saving their game half way through and continuing latter. Rewind is just loading an old save essentially. Other people write scripts for one session so don't save any of their data, making rewind a bit deadly.
Confirm that the block of buttons on the upper left is now draggable! Sadly, though, all the UI components jump back to their original place on each rewind. So I have to move them, hit rewind, wait for the load to see if that was far enough, move them again to rewind again, and so on. Technically workable, but kinda rough when trying to find the right rewind to the start of a combat or the like.
"the script breaks" can you give me more details? Was there an error message with a line number?