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