Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
Can we disable scripts?
We want to learn the rules properly, play everything out ourselves, and the scripting prevents that. Any way to turn them off?

EDIT : I mean you can disable them at the start, but setup is then hidden away in the box.
最后由 karmington 编辑于; 11 月 1 日 下午 5:29
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ALonelySpirit 11 月 1 日 上午 6:52 
Hi!

You can find the "Disable Script" button at the beginning, right below the "Setup" button

You will need to manually setup everything on your own, from the Giant Nemesis Box on the table, right click it, press "Search" and inside you will find bags that contain components regarding their name.

For example, if you want to play with Primeblood Intruders, take out the Primebloods bag, it contains all the minis bags, tokens and boards to setup up as the rulebook says

Same goes for characters, you have characters draft cards on the table, but their bags are inside the Nemesis Box, simply look for the characters name and take out those bags.


Same goes for all expansions, you need to set them up manually following the rulebook
ALonelySpirit 11 月 1 日 上午 6:57 
At the moment, as far as i'm aware, there's no in-between.

You either disable the script entirely at the beginning so the game doesn't setup on its own.

Or you press setup instead of disable script, so that the game is setup by the script, and from there you can disable automated events and automated noise roll for exploration cards. Everything else is still scripted unfortunately.

I think the best would be to have a "Disable Script" button after we press "Setup" so that everything is in place.

Or have more than the autoevent autonoise toggles, (autoxyrianactivation, autoexploration etc...)
karmington 11 月 1 日 下午 5:29 
引用自 ALonelySpirit
At the moment, as far as i'm aware, there's no in-between.

You either disable the script entirely at the beginning so the game doesn't setup on its own.

Or you press setup instead of disable script, so that the game is setup by the script, and from there you can disable automated events and automated noise roll for exploration cards. Everything else is still scripted unfortunately.

I think the best would be to have a "Disable Script" button after we press "Setup" so that everything is in place.

Or have more than the autoevent autonoise toggles, (autoxyrianactivation, autoexploration etc...)

Thank you. Yeah, It would be sweet to have the setup, and then disable.
While I am here, full log of everything the script does would be luxurious : )

Anyway props to the creators, this is great to practice how things work before laying it out for people in real life, and hope to play it online as well if crew likes it : )
STUVash  [开发者] 11 月 2 日 上午 1:01 
@karmington The "Disable Script" was a request by a user who specifically asked for everything to be in the box... But I can tweak a little sure, it's not too hard.

After you loaded the mod you can access most of the script by clicking buttons at the top of the screen: Modding > Scripting. Most is in the Global part, some of it is on the figures themselves to have various individual counters.
karmington 11 月 2 日 上午 6:05 
引用自 STUVash
@karmington The "Disable Script" was a request by a user who specifically asked for everything to be in the box... But I can tweak a little sure, it's not too hard.

After you loaded the mod you can access most of the script by clicking buttons at the top of the screen: Modding > Scripting. Most is in the Global part, some of it is on the figures themselves to have various individual counters.

Super, will try that out! Thank you very much
karmington 11 月 3 日 上午 5:36 
Update : Our current simple workflow is to setup the game, then delete all scripts. This leaves just the contamination cards which can be checked by looking at the Tags, check for "Infection" highlighted with blue.

I am considering modifying the scripts myself to just leave Setup and Scanner intact : )
Interesting stuff... Massive script already, very impressive
STUVash  [开发者] 13 小时以前 
@karmington I believe some parts of the script are still retained like the Scanner with Contamination, it works even if you disable script.

Yes it's been quite a project, and still not over :zagsnooze:
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