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Laporkan kesalahan penerjemahan
One thing I just found: when trying to load a deck for Sp//dr, i get the error "Hero not found for deck: 31001a". I'm not sure if this is because the card for Peni Parker is not listed on marvelcdb.com .
minor suggestion,
The Crossbones default modular sets should be Hydra Assault, Legions of Hydra, and Weapon Master. (Remove Hydra Patrol and replace with Hydra Assault.) The original main scheme for Crossbones is misprinted and says Hydra Patrol. You can find this change in the current rules reference.
Here are the IDs for Mr. Sinister's superpower sets:
Flight: 40151, 40152, 40153, 40154 (x2)
Super Strength: 40155, 40156, 40157, 40158 (x2)
Telepathy: 40159, 40160, 40161, 40162 (x2)
That's a hassle, I know, but I'll make it easier as soon as I can.
In the meantime, you can manually bring those cards into the mod using the Spawn Card feature (right-click anywhere on the table, choose "Spawn Card," and then enter the ID of the card you want. Once you've spawned all the cards you want, put them into a deck, and use the Gizmo tool to set the X and Z scales to 2.12.
I still have a lot of ideas for improvements. Hopefully, together, we can make this the best Marvel Champions mod around!
First, I've fixed a bug I introduced that had broken several scenarios. Let me know if you run into any more problems when either setting up a scenario, or advancing the villain or main scheme.
Second, the Magneto hero set has been added to the mod! (A play mat wasn't available, so I created a crude placeholder. Hopefully, I'll be able to replace it with a better image soon.)
I've also revamped and updated the campaign system. This is still a bit rough, but I've added missing campaigns, and some cards that had been missing from other campaigns. Let me know if you find anything that I've missed.
Finally, any cards that have alternate artwork for mutants will now display that version when you select or import a mutant's deck.
Now that Magneto has finally been added, I'm going back to work on replacing the scenario setup UI to memory usage down to a manageable level.
I hope you had a happy Thanksgiving, btw, if you celebrate.
https://marvelcdb.com/set/toafk
In the meantime, you can spawn the missing cards, but it's a bit of a hassle, I'm afraid. If you right-click anywhere on the table and click "Spawn Card," you'll get a little dialogue box where you can enter a card Id to spawn. You can find card Ids for that scenario at the link below (each card's Id is the six-digit number at the end of that card page's url). The cards won't be the right size, but you can scale them up using the "Gizmo" tool. For villain cards, change the X and Z dimensions to 3.64; for schemes, use 2.93.
Again, I'm sorry for the game-spoiling bug. With so many heroes and scenarios, it's practically impossible to test the mod as thoroughly as I'd like. I'll have a fix in place as soon as possible.
I'm still waiting on the scans for those cards. If they aren't available by Saturday, I'll have to do my own scans so that I can get the mod up to date.
The first error you described, with the message about the deck not being shared, was most likely caused by a temporary performance issue on the MarvelCDB site. I've seen it happen before, and unfortunately, there's not much I can do about that. At some point, I'll re-implement the in-mod deck building functionality, so that we're not quite as reliant on MCDB.
https://marvelcdb.com/deck/view/836131?deck_name=Bulletproof%20Bayou%20Multiplied%21
https://marvelcdb.com/deck/view/836135?deck_name=Fluid%20Adamantium
https://marvelcdb.com/deck/view/836136?deck_name=Pirate%20Children
Of the three, the Wolverine one (Fluid Adamantium) is the only one that brought up the deck. The rest brought up the playmat and all assorted accessories and then error'd on the deck itself. However I think it's certainly very possible that I am doing something wrong.
I did just now go into my profile and check "share your decks", and I decided to try using the copy feature so the deck I want to use is in my profile as a copy and use that instead.
That worked a little better. All three of the decks I tested did bring up the playmat and the character card, however for some reason only one of them actually brought up the deck. The other two gave me another "nil value" error. That said, this is certainly a better way to do it.
If that doesn't fix your issue, please give me the url to one of your decks so I can troubleshoot.
Error in Script (Cerebro - c7ece0) function <call/createDeck>:
chunk_4:(1004, 12-32): attempt to index a nil value
Error in Script (Global) function <call/spawnDeck>:
chunk_4:(84,2-39): attempt to index a nil value
I've gotten this error with a couple different decks, and they seem to be consistent errors. I do not know if this is something on my end, or the mod's end.
Oh my god, it's like you watched me playing and fixed a problem specifically for me. How blessed of you!
When you draw cards by placing your pointer over a card or deck and typing a number, the cards will now be dealt to the color of the playmat's position, rather than to the player who typed the number. This means that if you are playing multiple heroes, you don't need to keep switching between seats to draw cards. You don't even need to take a seat at all. I've also automated refreshing the deck and drawing an encounter card when you cycle your deck this way as well.
Note that this only applies to cards that are on a playmat. Cards elsewhere on the table will still be drawn into the hand of the player's color.
(I also increased the size of the threat counters on side schemes.)
I put a note card in the middle of the table to alert people of these changes. When you start up a game, check that card for any important changes, and then you can delete it.
The issue with the Android Efficiency cards is definitely not on your end. I'm not sure how that fix was undone, but I've re-fixed it, so the cards should have the right backs now.
I have run into an old issue that was fixed but seems to have returned, at least for me.
Playing against my most frustrating enemy ever, Ultron, his Android Efficiency cards are once again double-sided for me! Would love to know if this is just an issue on my end! Also a huge thank you for updating and upgrading this mod!
I'm just waiting on card scans for the new Magneto pack, but I should have that out by the end of the week. And then I'll set to work on finishing the memory reduction project by replacing the scenario and modular set selector buttons with a more efficient UI.
As I mentioned recently, this mod is a memory hog, and doesn't run well on computers that don't have a lot of RAM. This is due to the setup buttons on the right side of the table. I'm working to replace them with a less memory-intensive solution.
First, the hero buttons. Clicking on the new "Suit Up!" buttons will display a new UI, which will allow you to import a deck, select a hero and use their starter deck, or get a random hero. The import feature will place your play mat as well, so this new interface really streamlines the process of setting up your hero.
I've left the old hero buttons for now, in case someone runs into a problem with the new interface that they can't work around. Let me know if you have any problems or questions. Once we've shaken out any bugs in the new UI, I'll remove the hero buttons, which should reduce memory usage a fair amount. Then I'll get to work on a new interface to set up the scenario.
I do have a plan for how to replace the current setup UI with a more elegant solution. This will probably be a phased approach, with two or three releases, but each one should come with a reduction in memory usage.
I'll have to learn some new skills to pull this off, so it may be a couple of weeks before the first update, especially with Magneto being released in a few days. But I'll get it done as soon as I can.
I lost, in case you're curious. I sort of neglected the main scheme, and then Juggernaut and Mystique jumped me at once while three different side schemes spawned and I just couldn't handle it. That said I was just playing with basic starter decks and my team wasn't as balanced as I'd like so I'll get 'em next time.
Five more scenarios have been fully scripted: Absorbing Man, Mutagen Formula, Risky Business, Taskmaster, and Wrecking Crew. (I'd thought these would be some simple ones I could knock out real quick, but the two Green Goblin scenarios required some fairly complicated logic to discard cards from the encounter deck, and do something when certain cards are found; but now that I have a good solution for that kind of thing, the next scenario that needs that will be a breeze.)
It was also brought to my attention (thanks Stark Maximum!) that this mod is a memory hog. If you have 8GB of RAM, it'll run really poorly. (I wouldn't be surprised if it was a bit rough with 16GB.) This update includes a minor tweak that shaves off about .8GB of memory use, and that could make a significant difference on a low-RAM machine. But there's still more that can be done, and that will be my priority for the next release.
As always, let me know if you run into any problems!
I loaded up the Marvel United mod, and saw that it's consuming a lot less memory than this mod, even though it's fairly complex. I have 32GB of RAM, so I never really noticed what a memory hog this mod is.
It looks like it's due to all the setup buttons that are created when the mod loads. If I prevent those from being created, I'm using about the same amount of memory as the MU mod. I did figure out one small tweak that reduced memory usage by about .8GB, but it's still pretty bloated, and I'll figure out a more efficient way to display the setup options.
My next update, which should be published in the next day or so, will include this little tweak, and that could potentially make a big difference for you. But then my next priority will be to really bring the memory usage down, so that Champions can run as smoothly as Marvel United on machines that don't have a ton of RAM.
It looks like my PC has 8 gigs of RAM, if I'm looking in the right place.
I'm usually either playing with two heroes or a full team of four. I play solo most often. I do, in fact, have Nightcrawler available.
Most other mods work fine, in fact I've finished multiple games of Marvel United but usually halfway through a Marvel Champions game, TTS crashes.
Do you know how much memory you have?
How many heroes are you playing with, and are you playing solo or with other players?
Can you give me the name of another mod that works well?