Tabletop Simulator

Tabletop Simulator

High Frontier 4 All (+UI/Unofficial)
40 Comments
Eskander  [author] 30 May, 2024 @ 1:56pm 
This hasn't been updated since pre-Mod 4; there's another branch of this version that including testing components for mod 4 (pre-print). Also keep in mind, some of the differences you may be talking about with the board are the (newish) solo version. The graphic on the backside of the politics board has this early solo version; uncertain if it changed for mod4 or not. Also, the official HF4 mod likely is more up to date as well. I do want to merge the branches and update this to support print version of mod4, but time has been scarce for this.
Il-Roberto 30 May, 2024 @ 9:33am 
I've read Living Rules updated (may 2024).
Equality is correct but freedom says: May sell 2 cards (including Black-Side) with a free market Operation.
So I can sell 2 card for 6 Aquas (not 5 as written on board)
Il-Roberto 29 May, 2024 @ 1:22pm 
...and also Freedom: May sell 2 cards(including black-side) with a free market op (So I can gain 6 Aquas)
Il-Roberto 29 May, 2024 @ 5:01am 
Solitaire Core + M0.
Equality law on political board is different from 4G3 (Module 4 rules).
When Equality Law is active you can take top card and 1 bonus card for free. Pay 2 to take second bonus card.
Eskander  [author] 7 Oct, 2023 @ 8:24pm 
no; refer to the playtest version or the official version; i'll likely merge branches with the playtest version once module 4 is delivered in print
Lionel23 6 Oct, 2023 @ 9:51pm 
Is module 4 in this at all?
Eskander  [author] 5 Oct, 2023 @ 11:18pm 
Updated rules with current living rules; added versions for print edition rules; can change state of rulebooks to swap between the two
Eskander  [author] 21 Nov, 2022 @ 12:39pm 
It is only digital unless you use the files to get it custom printed. I do remember sizing the pixels/dpi for the physical card size, so it should print scaled correctly if you don't adjust the dimensions. https://boardgamegeek.com/filepage/212195/custom-rocket-stack-mat I posted some versions of the file there with some variants. Note the art (the rocket) is by William Black. I just added the radiators and card overlays.
Pixxel Wizzard 21 Nov, 2022 @ 8:58am 
That rocket board for assembled rocket cards is great! Is that acquirable for my irl game, or does it exist only virtually?
Eskander  [author] 13 Mar, 2022 @ 7:05pm 
Not sure; maybe hidden prior to an update; maybe something else is going on -- not seeing anything in HF discord about it. If you search for the playtest version of this mod, you'll get a version that has recent updates on mod4 content.
RemonK 13 Mar, 2022 @ 6:13pm 
Do you guys know what happened with the official releases?
Eskander  [author] 29 Oct, 2021 @ 10:00pm 
Depends on what you mean by 'zoom'. These are scaled differently, so scroll wheel zoom will not 'look as close' as in the other version. That said, you can change camera modes (like fps mode) or use alt zoom for cards, or magnify glass feature if you need to see look closer at a board.
Qumad 29 Oct, 2021 @ 5:16pm 
I'm not able to zoom in this Workshop project, it works fine on the official version, any clue as how to fix this?
Knaughx 2 Sep, 2021 @ 11:07pm 
Thanks, I appreciate the reply. I can see how that would bring more immersion to the game.
Eskander  [author] 2 Sep, 2021 @ 10:27pm 
TTS is a physics sandbox with class behavior of common board game objects. Scripting/tools/snaps/etc are all great at adding conveniences for a virtual experience, and I certainly use them. There is, though, an interesting case for having a tabletop experience that happens to be digital using the full physics complications vs a full virtualization of the experience. The official HF4 does a great job of using all of these conveniences already.

The competing clutter that happens when too many pieces are in the same neck of the solar system is something you deal with in the physical board game due to design -- so I wanted it here, too. I did intend to do something with more snap points on the board as a toggle option for those that wanted it, but I haven't gotten around to that change as it would likely also include a scanning system that tries to auto-calculate at least a portion of the current VP.
Knaughx 2 Sep, 2021 @ 9:57pm 
Thanks so much for this mod! I can see the effort and love involved in creating it. I was sad to see that this mod hadn't received any awards, so I sent you some points.

I did want to ask just out of curiosity (I have an interest in human psychology) why you wanted to include the physical complications of token placement to this mod. Again, not a complaint. I'm not one to look a gift horse in the mouth.
Eskander  [author] 16 Aug, 2021 @ 9:02pm 
Was unaware of a few more missing assets; music + extra table images; replaced those files in steam cloud so they work again -- hopefully last missing asset from the data purge; also adjusted snap points on rocket mats so it doesn't flip vertical orientation
iSoul_ 31 Jul, 2021 @ 1:06pm 
@Eskander. Got it! Many thanks.
Eskander  [author] 28 Feb, 2021 @ 11:29am 
Added hotkey function; Use "G" key to splay a deck. Uses default TTS spread function. Does not conflict with Group. G will still group multiple Decks/objects instead of spread.
Eskander  [author] 8 Feb, 2021 @ 12:31am 
A new bug from recent TTS patches; save, quit TTS completely, and then open, load. Let me know if that works or not. Seems to be an issue with a 'bad cache' that TTS is likely using as a shortcut for loading (but completely a guess). So far, I have seen this fixed with restarting the game, though.
Maelstrom 8 Feb, 2021 @ 12:21am 
When i save the game and come back. the Turn tracker button that advances the turn disappears. Any idea how i could fix this?
Eskander  [author] 3 Feb, 2021 @ 8:06pm 
2/3 UPDATE (hopefully final) from all this patch/hotfix business since patch 13.0.
late 2/3 TTS hotfix fixed name/portraits adjusting to hands on certain circumstances, but not others. I updated code to add an extra delayed step that should have the effect of updating the name/portrait location during crew assignment setup.

This should completely solve all currently reported issues now.
Eskander  [author] 2 Feb, 2021 @ 3:03pm 
Tested all features with non-host present. Everything seems functional (to include improvements to card discards on market mat to ensure proper stacking); The only issue that exists currently is a bug with TTS where name/portraits are stuck where they began in a load. Ie. with cew assignment, player names/portraits will be in the wrong place.

WORKAROUND FIX (until TTS patches): Proceed through scripted setup as usual; ignore player names being in the wrong place. Complete all scripted setup prompts. Save game. Load game. Every player should still be connected/occupying the assigned color and their name/portrait location should update to the new hand location.
Eskander  [author] 30 Jan, 2021 @ 6:01pm 
Did a review of recent issues from TTS patch: 1) there's changes that necessitated some backend changes with how seats are managed/assigned; my patch seems to fix most big issues with this BUT 2) names do not move despite hands or colors changing (this is for all TTS games at the moment), so you will see your name possibly somewhere other than where your hand is; 3) likewise, there's talk of timing issues from host vs nonhost -- I have not tested these yet as I need some guinea pigs... but will when I can to ensure this is stable.
Eskander  [author] 28 Jan, 2021 @ 6:16am 
improvements and features implemented based on recent user playtest:
-minor fixes
-seat assignment process review; timing tweaked so feature should now be fully random
-market board repairs missing decks to prevent issues with decks running out
-VP score tracker tool; not automated, enables players to add/sub points to keep track
-sound alerts added to notify users of important events (turn start, bids, rolls, sol events)
-variant setup options for Sirens (2nd market board+deck splitting) and living rules solo (deck splitting)
Eskander  [author] 24 Jan, 2021 @ 4:51pm 
a few extra improvements:
-setup now handles dealing of bribe tokens (mod3)
-setup can place seniority tokens through UI setup process
-FT tracker now has ability to change 'bank' location: click header of leo or a bernal to change formatting so that it is clear which stack is the 'bank' for each player
Eskander  [author] 23 Jan, 2021 @ 4:56pm 
seat assignment quirks/glitches/randomness issues have been fixed; BOLO on any bugs that arise during this process
Eskander  [author] 23 Jan, 2021 @ 2:18pm 
making some changes based on user request:
-dice roller now has 2d6 and 3d6 functionality (click dice roller using RMB/MMB respectively)
-more instructions printed for event rolls, anarchy and solar CME rolls are auto-completed if turn setting "auto sol track" is turned on

some pending changes planned:
-a way to identify which site is the 'bank' for mod2 in the FT tracker
-for mod3, dealing bribe disks in setup
-a possible score board that can be hidden/shown, where current VP across categories can be tallied and tracked during the game
AeonLu 20 Jan, 2021 @ 12:00pm 
Re: Tracker

I see my issue now. I wasn't using factory cubes because I was just playing with the core game and was trying to use the busted tokens to track. That was the issue.
Eskander  [author] 19 Jan, 2021 @ 3:25pm 
another note about sunspot tracker:
I turn snapping off for factories to prevent issues with placement on the game map; this is only relevant for placement of the cube initially since the rest is handled by script. Double check that you are placing the cube fully on a spot; it may be reading the cube in two spots at once; check the error message (if any) that shows up in chat. If this is a common issue where there's some issues detecting the cube fully, then I'll look at adjusting the script to be smart enough to figure out which spot it belongs to, even if detecting in two places.
Eskander  [author] 19 Jan, 2021 @ 3:21pm 
re: sunspot tracker

I'm interested in the specifics of what you're encountering:

It should work like this:
1) the 1st player places a factory cube (in state 1 or 2) on the track -- the importance is the name of the object (not changed from initial setting). This can be done at any time, though ideally, it should be done when prompted in the setup script.

2) You must use the turn tool to automate this function -- it has two modes:

A) auto-sol tracker means at the end of a fully cycle of turns of each player (each color has hit 'next turn'): the final seat color hitting Next Turn will trigger the sol track advancement; the cube should move, any events are rolled by the script and reported in text.

B) auto-sol off: There will be a separate "Next Year" button next to the "Next Turn" button. This may be redundant so I am open to ideas on how this mode works; I wanted players to have an option to reduce automation if they wanted.
Eskander  [author] 19 Jan, 2021 @ 3:04pm 
re: Partial Burns

When i was thinking of ways to tackle this, I went with the 'keep it simple stupid' approach; partial burns are a strange complication in the game rules requiring a human brain to resolve; for usage with the tool, it also requires a human brain to resolve.

I recommend: 1) set the fuel burn to the proper integer that makes sense; 2) conduct burns in increments that maintains an accurate fuel count; 3) manually set wet token at the end of your journey for any rounding discrepancies.

Example: a rocket with 3 fuel consumption, with a 1/2 modifier: 1) set fuel consumption to 3 in tool; 2) every 2 burns on the map, you conduct 1 burn with the tool; 3) if conducting odd number of burns in a turn, for your final burn, you would manually move the wet token 2 steps (rounded up).

I know some disagree on this; the alternative would be a much more complicated UI. I want to reduce monotonous tasks, but not replace the physical board game.
AeonLu 19 Jan, 2021 @ 2:36pm 
Also, very nice work here. Its much appreciated! One other question, how does the auto sunspot tracker work? I seem to get an error about placement of the chit no matter where i start it at, and it doesnt move.
AeonLu 19 Jan, 2021 @ 2:22pm 
What do you do for partial tank burns with the tracker?
Eskander  [author] 17 Jan, 2021 @ 8:05pm 
New update adds scripted rocket mat functionality similar to my 3rd edition rocket playmats. A UI tool can change fuel rate and initiate burns through script.
QUIRK:
--for now, update will not trigger when wet mass is placed on top of dry mass; in this instance, place wet mass on dry mass, and simply pick up/drop the dry mass token; it will collide and update the situation
Eskander  [author] 11 Jan, 2021 @ 11:21pm 
Added a Splay Deck to Right context menu action that appears on all decks. This will splay the deck/stack out to the right sized appropriately for HF cards. Drag Select the cards and hit "G" to regroup them into a stack again.
Eskander  [author] 11 Jan, 2021 @ 12:04am 
There's some kinks with bidding tool that need to be debugged; testing is limited with other human players. Will fix shortly.
Eskander  [author] 7 Jan, 2021 @ 9:59pm 
Updated to v0.9; now has implemented full feature xml tools, setup script, and more polish. Let me know of any errors that crop up.
Eskander  [author] 31 Dec, 2020 @ 3:13pm 
And despite thinking I would not be adding significantly more scripting, I began to use this project to learn the TTS xml UI features more. Currently attempting to wrap up a WIP build that fully incorporates setup, and implements some of the tools mentioned on the page. The bulleted features listed here will be available soon.
Eskander  [author] 2 Dec, 2020 @ 8:05pm 
Despite thinking I would not do so, I added scripted elements to help with automation. A UI menu is on the left side with a button for rolling a die quickly (random seed is uniquely generated each session); a Next Year button automates moving the solar track and rolling for events when applicable; the track automatically executes Inspiration event now; and Patent discards now auto add themselves back into the bottom of their respective decks.

I will not be making an automated script for setup as the setup is simple enough as it is.