Tabletop Simulator

Tabletop Simulator

Star Wars Rebellion (Ultimate Edition)
370 条留言
darthkiller117 10 月 12 日 下午 5:58 
DUDE! The additional audio for a destroyed Death Star is WICKED!
DevKev  [作者] 10 月 12 日 下午 5:50 
No worries. Ill double check anyway. There are some more cards that should have sound clips added anyway.
darthkiller117 10 月 12 日 下午 5:37 
@DevKev I found one card with it just now, so must have been a flub on my end. Sorry if I made you panic.
DevKev  [作者] 10 月 12 日 下午 4:48 
@darthkiller117 Hi. I did not remove them on purpose. I'll check on this and get it fixed. Thanks for playing the mod.
DevKev  [作者] 10 月 10 日 下午 4:58 
Hi Joacho. You can try turning off Mod Threading in TTS's configuraiton window, to speed up the loading. I'm not sure why TTS makes you reload certain assets every time. I keep all images/assets in one place which is my Steamcloud. You're not the only one who has reported the issue, but i'm not sure how to fix it. At least not yet.
Joacho 10 月 10 日 下午 2:36 
I have a problem where I have to reload the textures of a bunch of different things, mainly units, every time I open the game. I have never seen this problem with any other mod. Is there something I can do to fix it?
DevKev  [作者] 10 月 6 日 下午 9:32 
Thanks Mark. sorry about that! It's fixed now.
Mark 10 月 6 日 下午 6:37 
Encountered a weird bug where the objective "Spread a Manifesto" from Dawn of the Rebels can be randomly shuffled in as a Tier 1 objective despite the expansion NOT being selected.
Captain Rex 10 月 5 日 下午 4:37 
Love updates to this.
Will 10 月 5 日 上午 3:22 
Nice! Thank you for the update
DevKev  [作者] 10 月 4 日 下午 10:56 
Please let me know if you encounter any bugs in this new updated version. I've been testing/debugging for about 2 weeks, and hope I've got any script breaking bugs squashed.

Missions will now validate themselves when revealed. All Missions have an "Attempt" or "Resolve" button. Make sure you place your assigned leader in the target system, and your opponent places their leader (if they decide to oppose) in the system before clicking "Attempt". This will auto-generate dice you can roll. The location the mission is being attempted/resolved in will also be validated, and warn you if does not match the mission target.

Remember: Nothing is enforced, and you can always ignore the validation warning, and play/resolve them manually.
DevKev  [作者] 10 月 4 日 下午 10:56 
Dawn of the Rebels (fan expansion) has the latest updates. I worked out a ton of typos and minor bugs.
The Governor attachment ring is not scripted. My advice is to do the build normally, then discard the ring and replace the units in the queue with the other unit you would have built with the ring's ability.
DevKev  [作者] 9 月 15 日 下午 11:29 
I fixed the lost TIE bug during RotE setup. It was dropping to the far end of the table, Imperial side. Now it will appear where it is supposed to during setup. Sorry!
Grand Historian 9 月 4 日 上午 5:40 
Thank you for your help! Unfortunately neither of those worked, but reinstalling TTS after deleting its cache did seem to work.
DevKev  [作者] 9 月 3 日 下午 5:22 
Hi Grand Historian. This happens sometimes with large TTS mods. I believe it's a bug in TTS. The fix it to disable Mod Threading in the TTS configuration options. Click the Menu button, then Configuration, then in the GAME tab, uncheck Mod Threading, (I also temporarily uncheck Mod Caching) close the configuration window and try loading the workshop again. Make sure to re-check Mod Caching if you disabled it. That should never be left off. I think you can leave Mod threading off if you consistently have problems with loading pausing/slowing.
Grand Historian 9 月 3 日 下午 4:29 
I don't know if it's a bug or just an issue with my connection, but when I get to loading the game it won't progress past object 268 for me. I've used this mod for years without issues loading it in and I can still interact with objects and the game, so I think it's an issue with the latest update.
DevKev  [作者] 8 月 3 日 下午 9:54 
Hi Cpt Rex. The truth is I am not certain on this one. You could reach out to Lantanian, the one who created the card for clarification: https://boardgamegeek.com/thread/3071894/article/43500999#43500999
Based on how he described the card, I believe it could not be targeted by an advanced action card. He stated one purpose of the action card is to guarantee you would still have a fighter to play death star plans. I believe he said if you have 6 fighters, your are guaranteed 3 rounds where you'd have a fighter.
Captain Rex 8 月 3 日 下午 8:58 
The card 'Keep Half the ships out of range'. Can an advanced tactic card 'target' one of the ships out of range?

Scenario I had 2 fighters used the action card, then dice take out 1 fighter, and the other either stays alive because he cant be targeted, or they both die because of the tactic card that says deal 1 damage.

Thank you DevKev for all your hard work into this game!
DevKev  [作者] 7 月 26 日 上午 2:52 
hi @alexander.thi.great, There's no access code for this workshop. This workshop is free if you have Tabletop Simulator. From tabletop simulator, you click workshops, then browse, then search for "Rebellion". You should see the workshop in the search results, and subscribe to it.
alexander.thi.great 7 月 25 日 下午 3:14 
Where’s the access code to download it onto the game?
DevKev  [作者] 6 月 30 日 下午 3:19 
Hi. After you choose Base game, or Rise of the Empire (the first setup prompt), then, without clicking any of the fan content buttons, click "Continue (no fan content)". During setup, all the extra unused content will automatically get put away, back into the box.
jeff.s.wiggins 6 月 30 日 下午 12:53 
How do I only play with the base game and ROTE expansion? I don't want to play with anything other than the two boxes that FFG made for the game IRL
87ii 6 月 29 日 上午 7:23 
thanks devkev amazing, and i think i see the rebel has been changed to red, thank you very much. :steamhappy:
DevKev  [作者] 6 月 28 日 上午 10:08 
I thought about leaving the chat message about the leader and mission, and only removing the ping. I tend to be wishy-washy about where I'm playing a mission. I'll drop my leader in 3 different systems before I finally come to a decision: "this is the system". This fills up the chat with a lot of updated messages. The original intent was to help the AI player know what mission was being played in which system so it could make a decision to oppose. A human player changing their mind would confound it, so I have to go a different path with an AI player and prompt the human player to signal they are done selecting a mission system.
Will 6 月 28 日 上午 12:36 
Oh damn, i liked that feature.
DevKev  [作者] 6 月 27 日 下午 11:15 
I removed the pinging for now. It was originally added as part of the AI player code.
87ii 6 月 27 日 下午 6:15 
thanks ill give it a try, by the way the new addition recently with the auto-pings that happens when you reveal a mission then drop a leader.

is there a way to turn these off? we just had a issue last game were the ping made it seem as the other play accepted the mission and did not intend to contest. but in reality it was the ping from the mission that was somehow delayed for one player, maybe because of ping.

if there could be the option to toggle it on and off that would be amazing,

thanks for all the amazing work so far!
JME 6 月 25 日 下午 3:18 
Awesome mod - great job and thanks!
DevKev  [作者] 6 月 22 日 下午 2:28 
@87ii, try the test version to see the player color changes. Changing the player colors was trickier than it first seemed, and I need to make sure I have all the bugs fixed before moving it to prime time.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2541133581
87ii 6 月 22 日 上午 10:55 
thank you for the amazing updates, i will continue to send awards. was there any update on changing the rebel color, to something easier to see in chat
DevKev  [作者] 6 月 20 日 下午 1:36 
@Remedy. Thanks for the report. I'm releasing an update in the near future. I'll try to address this issue in that same update.
Remedy 6 月 19 日 上午 10:18 
Yo! Wanna report legacy bug. When press battle button above the system, sometimes part of units may stuck in random places of the board during teleportation. Idk what is mechanism of it, but may be they need to be lifted higher, and then be teleported to a battle board
DevKev  [作者] 6 月 5 日 下午 9:46 
I'm doing my best to thoroughly test an update that uses larger units. I think I have the bugs worked out, but I'll wait until after the tourney before I push this update out. I'd hate to break someone's game with a new bug.
I still hear a lot of complaints about the "units are too small." I originally sized the units to be the same scale/size as the actual game. You can change the size of units during setup, but enlarging them wasn't really feasible before because it would cause trouble when units moved to the combat board and smashed into each other.
Now, this new update will start with, and accommodate large units by default. You can still make them smaller during setup. Making units smaller won't cause the collision chaos that making them larger does. Units that move onto the battle field will automatically resize while there, so they can all fit in their predetermined positions. Once they leave the combat board, they'll return to previous size.
DevKev  [作者] 6 月 2 日 下午 7:58 
@Pax, I have thought about it, but I have already bitten off more than I can chew right now. It's not likely in the near future.

@LegitWaffles, ah that makes sense. I think it's because the images are higher res, and there are twice as many states on the Rebel map icons. It probably takes TTS an extra moment to load each image on state change.
Legitwaffles 6 月 2 日 下午 3:07 
Thank you for answering my earlier question. In regards to the rebel probe map inquiry, I was saying that there was a delay when changing the states. I do not find it to be a big deal but I thought I should mention it. Thank you again for this amazing script! Its my favorite on TTS!
Pax 6 月 2 日 上午 10:29 
Have you considered adding any of the variants with a larger map?
DevKev  [作者] 6 月 1 日 下午 11:15 
If you choose "Original Units" during setup, instead of "Painted Units", you will see I've lightened the colors of both sides. The Imperial units should have more contrast / be much easier to see against the black board background. (They're still gray, just lighter).

I've also added some help text for new users to learn the various features that aren't always intuitive. Things such as how missions can be flipped face up and still remain hidden from your opponent. Dice results in combat can be dragged onto units to apply damage and healing, etc.
DevKev  [作者] 6 月 1 日 下午 3:14 
Thanks R3N4RD and 87ii. The issue with Rebels not initiating the prompt for combat should be fixed now. I fixed 1 thing only to break another lol.
87ii 6 月 1 日 上午 11:22 
the only issue now that persists is the start combat button. when rebel drags units to attack, usualy there is no button. but for imperial there usually is a button.
87ii 6 月 1 日 上午 11:22 
green and blue can be good colours, thank you. just white is easily lost.
R3N4RD 6 月 1 日 上午 6:00 
When an space combat happens and the rebels are the one attacking, if it is on a remote system, the combat script doesnt start. It works if it is the other way around.
DevKev  [作者] 5 月 28 日 下午 4:40 
Hi LegitWaffles. I removed the custom option because it causes problems with the AI i'm slowly working on. The AI needs to clearly know which systems were starting. I can add the custom option back in, and suppress it in the future when the AI is not chosen. In the meantime, you can drag the discarded imperial probe cards back out of the big game box by clicking the box and drag off of it 5 times to pull out the 5 cards. You can then make any custom changes you want to the board before continuing with setup.
I'm not having any issues with the Rebel probe map. When i hover directly over the icons in it and press 1-9, they change their state. The Rebel map will never auto-update, it's only for Rebels to track which probe cards they saw on which turn, (or any other way they want to use it). Do the number keys across the top of you keyboard not flip the states of the icon you hover over when pressed? It should take about 1 second for them to update.
Legitwaffles 5 月 28 日 下午 3:59 
Hello DevKev, I had a question about the scripted setup. Previously before the update there was an option for a custom setup for the game. Is this feature permanently removed or will it return at a later date? Also I'm not sure if what I found is a bug or not but the Rebel Probe map seems to work differently than the imperial probe map as changing states for the rebel tokens doesn't work unless I move my mouse off of the token. It wasn't a big deal but I just found it a little annoying when handling it.
DevKev  [作者] 5 月 28 日 下午 1:30 
The issue should be fixed now. The imperial probe map and system scanning should be much improved. It will now update after the Rebel base is moved, and while it is revealed.
DevKev  [作者] 5 月 28 日 上午 7:55 
Hi R3n4rd, I am seeing the same bug as you. I'll get it fixed asap.
R3N4RD 5 月 28 日 上午 1:22 
I'm not sure if only happens to me but when I move to a remote system there is no pop up message to scan for the rebel base after I land ground units on it
DevKev  [作者] 5 月 24 日 下午 6:19 
Hi RetroVertigo. You can now drag and drop the dice from the Roll/Reroll box directly onto the unit. Drag crossed sabers onto your units to remove damage, and drag damage dice onto the enemy unit to apply the damage.
If the dice matches, it adds the damage token and moves to the used box. If it does not match the die returns to the Roll/Reroll box.
If you have trouble accurately dragging/dropping the dice, you can use the shadow of the dice to tell what it will hit when it drops.
RetroVertigo 5 月 24 日 下午 2:53 
Hi there, just wondering if something has changed with the combat dice bit. You used to be able to get the damage tokens automatically. The UI in that part has changed.
DevKev  [作者] 5 月 22 日 下午 8:26 
@87ii: I could swap the Rebel Admiral/General colors, so the Admiral/Primary is Red and the General/Secondary is white. I anticipate the issue with Red/White is that player's chat would look similar to a red error message. I also believe TTS auto sits the first player to join into the white player seat, which would be the wrong seat to default to (Rebel General).
This shouldn't really be an issue though, because in a 2P game, the script will move a player from the General seat over to the Admiral Seat if it is empty.

I originally chose White/Red for Rebel team since it matches their symbol colors.

I chose Blue/Orange for Imperial team since it matches space/ground colors in Rebellion.
(Black and Grey are not available player colors).

What's your opinion on Red as the primary Rebel player color and White as secondary? TTS Player colors are limited: Yellow, Brown, Purple, Red, Green, Blue, Orange, Teal, Pink, and White.
Team Red & White?
Team Red &Yellow?
Team Red &Pink?
87ii 5 月 22 日 下午 8:10 
also one more thing, it seems the host can always see the buttons on the map that pop up. but other players dont always see them, the scan button and the combat button