Tabletop Simulator

Tabletop Simulator

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OpenTactics: Village Defense
   
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14 May, 2017 @ 4:39pm
5 Jun, 2017 @ 10:15am
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OpenTactics: Village Defense

Description
Welcome to OpenTactics, a community-driven, 3D print-and-play miniatures boardgame by Ill Gotten Games: http://www.illgottengames.net/

Inspired by tactical, turn-based video games, we designed OpenTactics for fast and dynamic resolution using a dice system that will be familiar to players of its sister game, Pocket-Tactics. You can learn more about our OpenTactics project and find all of the models and rules PDFs here on Thingiverse: http://www.thingiverse.com/thing:2314248

We at Ill Gotten Games love making open source print-and-play games, and Tabletop Simulator is a fantastic way to get those games to people outside of the 3D printing community. If you like what we're doing and would like to support us, you can find us here on Patreon: https://www.patreon.com/illgottengames

Popular Discussions View All (1)
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4 Jun, 2017 @ 1:50am
Just a scrub's overlong rambling feedback post.
Wowie
15 Comments
dutchmogul  [author] 11 Jun, 2017 @ 8:06am 
Wow, that's some serendpity. Played around with it, and it's great, especially for those of us adding custom (but non-color mapped) models.
Wowie 10 Jun, 2017 @ 4:27am 
As if hearing our wishes, the newest TTS update just added a menu for custom lighting profiles.
dutchmogul  [author] 7 Jun, 2017 @ 8:37am 
@boylegd- Hey, thank you! Glad you're getting use out of this stuff. I'm going to compile another mod full of just the game components (tiles and miniatures), maybe something that I can keep updating. I may edit the Wayfarer Tactics compendium (rather than delete it) now that we have a more stable/accessible upload system with the newest version of TTS.
boylegd 7 Jun, 2017 @ 7:50am 
Hey dutchmogul. I just wanted to say I get a huge kick out of your work and I want to acknowledge how much you've done to make all the mods I've made with your models look and feel much cooler.
dutchmogul  [author] 6 Jun, 2017 @ 9:42pm 
@Corrodias- Yeah, I feel you. I think being to adjust those settings would be great. I have no doubt that'll be added at some point. In the meantime, I went with Forest.
Corrodias 6 Jun, 2017 @ 2:34pm 
Tunnel and downtown are okay but are darker than necessary. Regal has quite a red tint and a strong glare from the "window" direction, but the brightness is perfect, and it's overall pretty pleasing for most games. Museum is my favorite, though it has some glare coming down directly from the top. Forest is quite good with only a slight green tint coming in off the sides, but it is a little bit bright up top and makes it hard to distinguish shades of light grey.

Honestly I wish we could get some neutral lighting presets without glare.
dutchmogul  [author] 3 Jun, 2017 @ 4:53pm 
@Wowie- Oh, dang, that's great to know. Yeah, I'll be switching the background lighting and table this weekend. Looking like the Forest is ideal. Thanks for the help!
Wowie 3 Jun, 2017 @ 11:39am 
Re: Brightness - Each of the default backgrounds has a lighting profile associated with it, so if you choose a default background, then overwrite that background with a custom background, it overwrites that background's image, but still keeps the same lighting profile. Personally, the first thing I did when I fired this mod up was set the background to Regal, and then change the table to the Rectangular table, with a wood texture on it, instead of the metal table with a black texture, then resize the dice to something that didn't need excessive zoom to be able to read. :)

Do experiment with which background lighting you think suits the game the best though. The Tunnel and Downtown presets are also easy on the eyes.
dutchmogul  [author] 3 Jun, 2017 @ 9:23am 
part three-

As for the brightness, I'm not sure how to adjust that. I've got the lowest reflection I can put on the models. I'm always learning new things with this system though, and if you come up with better settings, let me know and I'll give it a shot. None of that is set in stone, and I'm always looking for ways to improve it.

Yeah, eventually we'll get the rules spruced up into something more manageable, not to mention we're working on more tutorial videos, and having something more play-by-play will be helpful, I know. Glad you're enjoying it though, and yeah, once the systems are absorbed the gameplay really flies, so we're trying to make getting to that point easier (along with hammering out all the kinks). Thanks again for the feedback, and feel free to hit us up anytime!