Tabletop Simulator

Tabletop Simulator

Not enough ratings
Red November[Scripted Enhanced]
   
Award
Favorite
Favorited
Unfavorite
Type: Game
Complexity: Low Complexity
Number of Players: 1, 2, 3, 4, 5, 6, 7, 8
Play Time: 180+ minutes
Language: English
File Size
Posted
Updated
209.693 KB
2 Aug, 2022 @ 4:49am
26 Sep, 2023 @ 11:34am
9 Change Notes ( view )

Subscribe to download
Red November[Scripted Enhanced]

Description
This is a re-upload of sewer rat's version of the game with some scripting enhancements to fully finish what they started. All credit for game assets goes to them and whoever else they already gave credit to for helping bring this game to tabletop simulator. Their mod is located here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1139209609

Game Summary

A (mostly) cooperative time-management survival game depicting a sinking soviet-implied submarine, wherein the players must somehow manage to survive everything from flooding to nuclear meltdowns long enough for rescue to arrive.

Enhancements

- xml UI buttons created: Start Game, Manual Event, Pass Time. This type of button is easier for all players to access rather than building buttons on static game objects.

- Start Game shuffles the event and item decks and deals two starting items to each seated player in the game. If there are 3 to 5 players in game you will receive a third item as the 60 starting space for 3-5 players is a red draw item space.

- Manual Event, and Pass Time do exactly what they were scripted to do in sewer rat's version of the game as well as reshuffle the event discard pile into a new event draw pile when the event draw pile is empty.

- When a time destruction event card is drawn the token will be placed at +10 or +15 from the event space the event was drawn on. Meaning if you draw the missile launch timed event on time track space 57 and the ghost time keeper is sitting on space 55 the missile timed event token will be placed on time track space 47 not time track space 45. This was an issue in sewer rat's version that I have corrected.

- A white box has been drawn around the starting position of the timed event destruction tokens. When a timed destruction event has been resolved place the token back into this area. It does not matter where in the box the token is as long as it's in the box. If you do not do this after resolving a timed destruction event the scripting will think the event token is already in play and not place it properly if the timed event is drawn again.

- How To Do The Things item number 5 in the notes area has been added to reference the above information.

- If a timed destruction event is out and not resolved and the same timed destruction event card is drawn the token will not move as it is already in play. A message indicating this is the case will be broadcast to all player's screens. This was also an issue in sewer rat's version that I have corrected here.

- All printToAll messages have been replaced with broadcastToAll messages to help draw attention to the messages for better visibility and readability. The messages still appear in the chat log for historical reference.

- The English rules PDF has been included in the game and sits in the lower left section of the game board.

- High def versions of the player reference cards have been included. These are PDFs as well so the player can pop them out to screen for better readability.

- Rotational snap points have been created for the timed destruction event tokens, event draw and discard piles, item draw pile, and captain's grog items.

- Fixed the scripting logic in sewer rat's version to handle drawing from the event deck if only one card remains, previously the scripting would tell you the deck is missing when it got down to one card.

- After pressing the Pass Time button the scripting logic will now end the active player's turn and make it the turn of the next player to play in time order. In sewer rat's version the scripting would only print a message stating who's turn it was next without changing the turn in game. The base of this scripting logic was there, but it was not fully implemented until now.

- If the Kraken timed destruction event is drawn the Kraken token will now be placed onto the time track at +15 from when it was drawn. In sewer rat's version the token was not auto placed like the other three timed event tokens were.

- Blocked hatch tokens increased to 15 from 8 as the rules state there should be 15 of them

- Item cards from the big box version of the game are included. I saw this was a request from Focus over on sewer rat's mod page

- With the big box item cards being larger they now sit outside the room space on the board rather than on their indicated game board space

- Custom UI Theme pushed out one time to all players to match the theme of the xml UI buttons

- Turns enabled by default and hands hiding disabled by default thru scripting. As this is a co-op game there is no need to keep item cards hidden from other players

- Pink player seat changed to Teal as thematically it fits the color of the dark green gnome better.

- All setPosition and setRotation commands updated to setPositionSmooth and setRotationSmooth respectively. This gives a better visual to the player as you can see objects moving from point A to point B instead of instantly teleporting.

** Version 2.0 is out! See the change notes **

Note: When resuming the game from a save file you will want to take all the timer tokens off of the time track and then re-place them in their original order. Doing so will re-initialize the custom turns based on the time order of the player timer tokens. I am working on a way to automate this, but for now just take the tokens off of the time track and then put them back on the time track.