Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
1,674 条留言
joefour 10 月 20 日 上午 10:41 
ahhhhh right. I forgot to check the icons for where the unit could be taken. I have just started with this game and had misremembered that the basic units could be all recruited at a village, which is not the case. Thanks!
The Wise Wolf 10 月 20 日 上午 10:33 
Remember that units can only be recruited from specific location types, according to the icons on the unit. Perhaps the unit you recruited can't be recruited at a village.
joefour 10 月 20 日 上午 10:27 
I'm on a village, but when I claim a Unit with influence (using the claim button) it says 'claimed unit normally isn't recruited from the location you're currently at' - the mod's not stopping me from doing it, but it seems like I'm not doing something right?
Sidious 10 月 14 日 下午 3:39 
I'm happy to help test the multiplayer for you, especially if you plan on optimizing it. I can confirm the solo mode works great.

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!
Tuff-Luck  [作者] 10 月 14 日 上午 8:52 
Item 1 - I never even considered this. Luckily flipping the token solves the problem, but I don't know the official rules for this.

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.
Tuff-Luck  [作者] 10 月 14 日 上午 8:52 
A lot of your questions come from the multiplayer perspective, which if I'm completely honest, was never properly tested. My focus at the start was to improve the mod for my solo game and that got 80% of my attention. I never played a game with anyone for real so programmed it all with multihand (play two or more mage knights at the same time), and hoped the code would work in real multiplayer. The lack of complaints made me think it was working. I have two copies of TTS on two machines, so I can try and test Multiplayer issues if needed.
Sidious 10 月 14 日 上午 6:43 
3. When I hover over on the discard/deed deck I see the statistic about the cards in in. But I see it only when it is not my turn. Is it possible to be able to see those statistics any time?

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.
Sidious 10 月 14 日 上午 6:40 
Hi Tuff-Luck,

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.
MasterMystery 10 月 7 日 下午 6:12 
@tuff-luck: thanks found the button.
Tuff-Luck  [作者] 10 月 5 日 下午 6:49 
Hi MasterMystery, The cities deploy with arrows below the model to allow adjusting the cities mid game. It's been a while but I believe they are available until you reveal the tokens inside.
Tuff-Luck  [作者] 10 月 5 日 下午 6:45 
Hey Sidious, the answer is in the skill description. Copy and paste the token gives the new token a new id number meaning it won't be recognized by the script. I put in in the inventory area as I think the script just moves unrecognized objects to the trash chest during cleaning.The inventory area is where the crystals are put, but as that gets full I use the image space to store things. So no fancy scripting to handle this.
Sidious 10 月 5 日 下午 5:29 
Hi Tuff-Luck,

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.
MasterMystery 10 月 5 日 下午 4:04 
The mod is amazing, thanks for making, played often. Can one adjust settings mid game? (i.e. change city level prior to being revealed?)
Tuff-Luck  [作者] 9 月 13 日 上午 5:43 
Sorry, been a little distracted by the No Man's Sky patch. Hope i'm not too late with these replies.

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.
Sidious 9 月 8 日 下午 7:22 
The undo move works because you store every change in the DB. Is it possible to see a saved game from the beginning with the forward button? Like a replay but I click "next round"?
edsway44 9 月 7 日 上午 9:08 
HELP - how do I use tactic card preparation?
Sidious 9 月 5 日 下午 9:22 
We played some games and looks good. Thank you for the fast reaction.
Tuff-Luck  [作者] 9 月 2 日 上午 8:56 
The Druid Night incantation turned out to be tricky. There are hexes which a player can perform the incantation or just attack the site. Dungeons and spawning grounds for eg. So my hack of just changing the attack icon to a pentagram wasn't enough. It's now a fourth button a bit lower than the attack button. It should show up for sites where interactions aren't possible. I even allowed burnt monastery. Let me know if I missed any (or added too much)
Tuff-Luck  [作者] 9 月 1 日 下午 8:42 
Hmmm seems you are correct. I’ve locked it off for too many sites. You’ll need to draw manually until I find and fix the code.
Sidious 9 月 1 日 下午 6:41 
Hi, I was playing with the Druid Nights Scenario. I realized you even implemented the pentagram icon when it is possible to start the incantation. As I understand the incantation can be started only on a completely empty place with the mod.

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?
Tuff-Luck  [作者] 8 月 18 日 下午 7:47 
It's far to integrated into the scripting to make any major changes now. There is an interface that jumps the camera around to the area's you may desire and is easily missed. it starts minimized as just one button on the right above the main interface. I find there are three areas that need to be focused on (Map, Player Board and Offers), and when you do the other areas generally are no longer relevant There are odd cases, but while I'm focused on combat at my player board, I'm not interested in the map or card offers. There's also plenty of tool tips and relevant information to reduce the need to jump around as much as possible. I think if you pushed through you will find it's the best that can be achieved in the TTS space.
The Wise Wolf 8 月 18 日 下午 2:01 
"everything" as in both the whole map and play area? That sounds like a nightmare unless you have a huuuuge monitor, tbh.
Aruz 8 月 18 日 下午 1:56 
I think this would need an interface overhaul. the one and only reason I keep playing the real version is that I can look at everything with a glance, without scrolling. Do yoy think it should be possible to optimize the layout and the objects dimension to have almost everything on a single screenview? That would be absolute perfection
Tuff-Luck  [作者] 8 月 12 日 下午 9:47 
There’s not much I can suggest. Load the mod with “mod caching” turned off, will re download all the assets (images mostly) again. No one else is complaining, so the problem lies on your machine somewhere.
波蘭林正英 8 月 12 日 上午 8:00 
I encountered some issues during loading access and then the program automatically closes. What should I do?
KilThrall 8 月 11 日 上午 7:25 
No idea, i think i tried goldyx and the shaman/goblin dude (cant recall his name, i think he might be from an expansion, not sure since i just selected random for now). Tbf i subscribed to the mod like 4 months ago and only now learned it so i might be on an older version for some reason too
Tuff-Luck  [作者] 8 月 11 日 上午 7:01 
Strange, I just loaded and double checked. The Random Tovak skills I looked at still had tool tips. I can't really think why you would be missing them.
KilThrall 8 月 11 日 上午 4:47 
The skills dont seem to have tooltips tho. Which was why I found it weird, most other stuff has super useful ones but the skills just dont, or at least not the ones I found so far.
Tuff-Luck  [作者] 8 月 11 日 上午 3:43 
lots of useful tooltips can be found if you pause for a second.
Tuff-Luck  [作者] 8 月 11 日 上午 3:42 
or,just hover your cursor on a skill and read the tool tip.
KilThrall 8 月 10 日 上午 10:09 
Oh Idk how i didnt see it before, yeah its below the play area, ty
The Wise Wolf 8 月 10 日 上午 9:53 
There is a cheat sheet with all skills of your current character somewhere in the table iirc.
KilThrall 8 月 10 日 上午 9:44 
Hey, the mod is amazing. I just learned the game and it seems quite cool, but I havent been able to find anywhere in the mod where skills are explained. Do i need to find the skills descriptions somewhere else? Or what am i missing?
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
The Wise Wolf 8 月 2 日 下午 1:50 
@Nut
You need to set your TTS to portugese I think.
iirc this uses the built-in translation framework, so uses your TTS language.
Nut 8 月 2 日 下午 12:24 
how to put the game in portuguese? thanks for the wonderfull mod!
Easy (nCore) 7 月 12 日 上午 5:36 
This mod looks incredible!
dedrop 6 月 27 日 下午 1:44 
Start of current turn would be great. Maybe also the point where the script started a combat/interaction by moving tokens to your board?
Groule 6 月 25 日 上午 11:56 
Sorry, my post was confused...
I meant best option to me are :

- rewind to start of current turn
- rewind to start of current round


Thanks
Groule 6 月 24 日 上午 10:12 
Hi and congrats for this wonderful job you made .

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.
Tuff-Luck  [作者] 6 月 21 日 上午 7:07 
If I were to script a rewind system into my mod, which points would be useful to rewind to? I can only think of three:-
-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 :-)
The Wise Wolf 6 月 9 日 上午 9:26 
Interesting approach.
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.
dedrop 6 月 9 日 上午 9:23 
For me, rewinding is exactly how I pre-plan before committing. I try things out (without new reveals) and, if it doesn't work out, rewind back to start. Easier than manually dragging everything back to its place.
dedrop 6 月 9 日 上午 9:21 
The Wise Wolf: this one does a great job. Rarely any issues. The only challenge is that, between its and my fiddling, there are enough snapshots that I often have to hit back several times to rewind what I thought of as "one thing". Which is why it does take some back-load-back-load-... to find something like the start of a combat.
The Wise Wolf 6 月 9 日 上午 7:38 
I never thought about it like that, but I guess it makes sense rewinding is just like loading.
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.
Tuff-Luck  [作者] 6 月 9 日 上午 7:33 
Just posted a fix. That toggle button now unlocks the rewards claimed button, allowing the script to continue. Thanks for the report, hope not too many people got caught in that bug.

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.
Max(UA) 6 月 8 日 下午 2:32 
English screenshot https://ibb.co/hF7ygpLv
Max(UA) 6 月 8 日 下午 2:21 
Hey Tuff-Luck, we know that the "End scenario" button is toggled, when we click again in the "Scenario not finished" position - the "Rewards received" button is inactive. We think that the script is broken, but no errors are displayed to us. https://ibb.co/xS1MpXDQ
The Wise Wolf 6 月 8 日 下午 12:27 
Wait, you use rewinds regularly? I dread rewinding any scripted mod and honestly 99% of the time just forget TTS even has that function.
dedrop 6 月 8 日 上午 11:55 
Fascinating on the audio. I'll have to track it down.

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.
Tuff-Luck  [作者] 6 月 7 日 下午 5:42 
Hey Max(UA), I'm up for moving it, but I'm not sure where. Do you realise it is a toggle button? Click it again and it will go back to normal, even if it's a few turns latter (you might have skipped the dummy though ;-)
"the script breaks" can you give me more details? Was there an error message with a line number?