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
Tags: Star Wars
File Size
Posted
Updated
3.885 MB
8 Jul, 2021 @ 9:53am
29 Oct @ 8:02pm
185 Change Notes ( view )

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Star Wars: Rebellion (DevKev-Test)

Description
This workshop is for testing.
Popular Discussions View All (3)
9
16 May @ 11:11am
Imperial AI: System Values
DevKev
9
6 Jul, 2023 @ 10:58pm
Recruits
DevKev
1
16 Sep, 2024 @ 1:07am
Debugging
DevKev
83 Comments
xFizzle 23 hours ago 
Hahaha, awesome. I appreciate the update. Take your time, I absolutely love what you're doing here. I'll check in again next week!
DevKev  [author] 28 Oct @ 10:35am 
Sadly not yet. I spent all my free time updating the mission database to track mission reveals/attempts/resolves. It was a necessary step so the AI will be able to know what missions are being played and choose to oppose or not. Also, it is now possible that the AI can know what systems it can play it's own missions in. i'll try to get the AI system targeting fixed and operational again in the next week. Maybe a visit from the Emperor will persuade me double my efforts, lol.
xFizzle 27 Oct @ 12:59pm 
Hey DevKev! I saw you updated it early this month - were you able to bring the AI back in?
DevKev  [author] 15 Sep @ 2:27pm 
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 10 Sep @ 3:18am 
How do you play against the AI in this? Can't seem to select it
DevKev  [author] 17 Jul @ 12:45pm 
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 11 Jul @ 8:21pm 
DevKev, thanks! I am glad it was an easy fix
Will 11 Jul @ 2:37am 
Sounds good
DevKev  [author] 10 Jul @ 11:26pm 
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  [author] 10 Jul @ 10:20pm 
@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).