Tabletop Simulator

Tabletop Simulator

Star Wars Rebellion (Ultimate Edition)
375 Comments
DevKev  [author] 13 hours ago 
@jeff.s.wiggins. With the huge Star Trek Ascendancy update coming soon, and the unfinished features in this mod, I don't have any time to pick up new projects. Perhaps in the future, but at this time it honestly does not seem likely. I've only script games that I actually own and play. My friend and I were avid GoT fans, and have played a ton of GoT themed card games. We played a lot of heavy war games back then. I know he was dying to play the GoT board game, but the 3 player minimum made it impossible for us to get it to the table, so I never picked it up.
DevKev  [author] 14 hours ago 
@87ii Thank you very much for the feedback. I've updated the script so that it only announces/validates missions if they are face up in the reveal zone and only in the command phase. If you accidentally drop a mission face down in the reveal zone at any time, it will not be announced. If you drop it face up in the reveal zone, it will be visible, but will not validate/announced it unless it is during the command phase.
jeff.s.wiggins 17 hours ago 
Hey Kev, love your mod. I see you've got some other scripted games like War of the Ring and Star Trek.

I know it's a big ask, but is there any chance you could make a scripted version of Game of Thrones the Board Game (2nd Edition) sometime in the future if you have the time?

It's another Fantasy Flight strategy game that I would rank right up there alongside Rebellion as one of their best products. Unfortunately, all the TTS mods for it are years old and none of them work properly (at least if you're looking for the entire game). There is a digital version published by FFG, but it never received an update with Mother of Dragons.

I don't know a lot about modding, but it has a lot less cards and moving parts if that's something you're worried about.
DevKev  [author] 28 Oct @ 10:31am 
I will fix this asap. I'll suppress the announcement during assignment phase or if the card is face down. I think I will also change the "no leader" message to display "No leader assigned to this mission". The name of the mission would only get displayed in chat if there was a leader assigned, and it's during the command phase.
87ii 28 Oct @ 9:56am 
Dev thanks these updates are amazing,

just one thing we found really annoying, if you place a mission card down, but by accident place it above in the reveal area, even if it is flipped down, it will announce what card it is:
"no leader is places on rule by fear"

this can really hurt a player!, hope we can fix it, Thanks you very much ! :steamthumbsup:
darthkiller117 12 Oct @ 5:58pm 
DUDE! The additional audio for a destroyed Death Star is WICKED!
DevKev  [author] 12 Oct @ 5:50pm 
No worries. Ill double check anyway. There are some more cards that should have sound clips added anyway.
darthkiller117 12 Oct @ 5:37pm 
@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  [author] 12 Oct @ 4:48pm 
@darthkiller117 Hi. I did not remove them on purpose. I'll check on this and get it fixed. Thanks for playing the mod.
DevKev  [author] 10 Oct @ 4:58pm 
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 Oct @ 2:36pm 
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  [author] 6 Oct @ 9:32pm 
Thanks Mark. sorry about that! It's fixed now.
Mark 6 Oct @ 6:37pm 
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 5 Oct @ 4:37pm 
Love updates to this.
Will 5 Oct @ 3:22am 
Nice! Thank you for the update
DevKev  [author] 4 Oct @ 10:56pm 
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  [author] 4 Oct @ 10:56pm 
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  [author] 15 Sep @ 11:29pm 
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 4 Sep @ 5:40am 
Thank you for your help! Unfortunately neither of those worked, but reinstalling TTS after deleting its cache did seem to work.
DevKev  [author] 3 Sep @ 5:22pm 
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 3 Sep @ 4:29pm 
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  [author] 3 Aug @ 9:54pm 
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 3 Aug @ 8:58pm 
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  [author] 26 Jul @ 2:52am 
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 25 Jul @ 3:14pm 
Where’s the access code to download it onto the game?
DevKev  [author] 30 Jun @ 3:19pm 
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 30 Jun @ 12:53pm 
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 29 Jun @ 7:23am 
thanks devkev amazing, and i think i see the rebel has been changed to red, thank you very much. :steamhappy:
DevKev  [author] 28 Jun @ 10:08am 
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 28 Jun @ 12:36am 
Oh damn, i liked that feature.
DevKev  [author] 27 Jun @ 11:15pm 
I removed the pinging for now. It was originally added as part of the AI player code.
87ii 27 Jun @ 6:15pm 
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 25 Jun @ 3:18pm 
Awesome mod - great job and thanks!
DevKev  [author] 22 Jun @ 2:28pm 
@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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2541133581
87ii 22 Jun @ 10:55am 
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  [author] 20 Jun @ 1:36pm 
@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 19 Jun @ 10:18am 
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  [author] 5 Jun @ 9:46pm 
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  [author] 2 Jun @ 7:58pm 
@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 2 Jun @ 3:07pm 
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 2 Jun @ 10:29am 
Have you considered adding any of the variants with a larger map?
DevKev  [author] 1 Jun @ 11:15pm 
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  [author] 1 Jun @ 3:14pm 
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 1 Jun @ 11:22am 
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 1 Jun @ 11:22am 
green and blue can be good colours, thank you. just white is easily lost.
R3N4RD 1 Jun @ 6:00am 
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  [author] 28 May @ 4:40pm 
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 28 May @ 3:59pm 
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  [author] 28 May @ 1:30pm 
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  [author] 28 May @ 7:55am 
Hi R3n4rd, I am seeing the same bug as you. I'll get it fixed asap.