Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
340 kommentarer
STUVash  [ophavsmand] For 3 timer siden 
@ArticWorks Hey, thanks for your efforts :Munchlet:

I'll check it out eventually, glad you like the mod :GhostFlowerHappy:
ArticWorks For 3 timer siden 
Hey Stuvash, I just got done with processing some photoscans I did of the retaliation cast, atleast the 6 base characters and 1 stretch goals character. I currently have it as a hidden mod just because I'm still setting up the page so feel free to hit me up for it.

I am also working on processing the rest of the base pieces such as the robot and intruders. These will be done soon and will be included in their own packs.

Hope this is helpful, really enjoy the mod you have absolutely cooked!
STUVash  [ophavsmand] 21. sep. kl. 3:49 
@Jay Shadow Didn't find anything wrong on my end again, feel free to bring more details if it keeps happening. Maybe we'll nail it down eventually. :DSTtophat:
STUVash  [ophavsmand] 20. sep. kl. 14:18 
@Tomo Also sorry I rushed to try and fix it before leaving it, but I'm glad you like it :happy_seagull:
STUVash  [ophavsmand] 20. sep. kl. 14:14 
@Jay Shadow Thanks for the bonus report, I will check it tomorrow morning while taking these new points into account.

@Tomo I think the Life Support discovery condition got fixed. :Munchlet:
Jay Shadow 20. sep. kl. 10:28 
It was the question mark exploration that triggered it. It put the card aside since it removes it from the game and pulled the story card. Didn't put anything down. Just stopped with my guy doing a headstand from trying to move cautiously.

It was a solo game with 2 players. I was trying out manual seat. Other player died a couple turns earlier. I had a full round without them and it was handling that correctly.
Contractor:Hacker was the character.
Only one storyline.
No exploration items.

I just manually set up the scenario myself and it also worked correctly. Maybe it was something completely unrelated that'll never happen again. Maybe a rewind at some some point earlier.
plfires 20. sep. kl. 4:46 
ok,I will check turn order.
STUVash  [ophavsmand] 20. sep. kl. 2:13 
@Tomo I saw the issue, unfortunately I'm leaving for the day. Will fix it tonight. :TheParchment:
STUVash  [ophavsmand] 20. sep. kl. 1:49 
@Jay Shadow I can't seem to reproduce your issue. Everything is working on my end.

I'll need more info to check what's up. I'm testing it, it works. I'm reading the script, it makes sense to me.... I guess you fiddled with something at some point ?

You are saying script pulled out the sequel card without taking out the Room Tile but the sequel card is only drawn after a Room Tile is drawn. My script is not doing that. So...
While your report was quite long, I actually need more context:

how many players ?
were you all using active seats (either assigned automatically or manually as described in the Assistance section ?)
Which character did you use to do these explorations ?
Did you have only one story line or did it bug out and you had both lifesupport and then drilling station (like Tomo reported) ?
Did you have items related to exploration ?

I have zero clue where the issue is s I need some help here. Everything works fine on my end. :wololo:
STUVash  [ophavsmand] 20. sep. kl. 1:20 
@plfires The script currently takes the list of player colors from the left of the table to the right of the table. And check each player one by one.

It checks if the player color is currently playing and his character still alive.
it then checks for Action cards to draw.
Then it finds the player holding the first player token. And checks the following player (using the color list going from left to right)

And it selects the following one that is both active and with a character still alive.
At no point the Help Card's Number is being used to check the next player in my script.

And I did test it, it works as I described. If I can't reproduce your issue then I can't fix it.

Maybe you fiddled with something at some point ? :lario:
STUVash  [ophavsmand] 20. sep. kl. 1:04 
@plfires Hmmm.... I am pretty sure this is not how I scripted it but I will check it out too. Might be a coincidence but I will check it out. Thanks for the potential report. :zagsnooze:
plfires 20. sep. kl. 0:58 
One thing is strange that when I click "round" it will give round player marker to next number player but not the player left to player. The number of player do not decide the player action sequence
STUVash  [ophavsmand] 20. sep. kl. 0:57 
@Hydraxxon Didn't expect that one haha :p

@Tomo Ok that is curious I will check it out, thanks for the report.

@Jay Shadow Yes, the script does not expect players to place tiles manually most of the time (I do expect it on some occasions and run a function to check all tiles at those specific times). I will check out all that. Thanks for the report.

I didn't expect error to happens for sequel cards considering I had them right the first time I tested them but maybe something I did on the later cards screwed the very first ones I did before. :TheParchment:
Jay Shadow 19. sep. kl. 21:11 
Ran into an issue with the Drilling Station story line. Insider marker on the next exploration card triggers card #5. The card says to place the room, don't go into it, don't place any corridors or makers, and put the insider in the room. It pulled the card out and didn't do any of the rest, so I manually placed the room, and since I wasn't supposed to go into the room I grabbed my upside down character from the corridor, flipped him back upright and put them back in the room they came from. When I put them down I got an error and a lot of scripts at that point only partially worked including ending turn, and passing, and the round button dealing cards back out and resetting the pass. It also didn't trigger card #6 when I eventually entered the room which was the trigger condition. Pretty much anything I did even when it worked gave me an error message at that point.
Tomo 19. sep. kl. 16:22 
The scripting for the Insider cards worked for the most part, and it's great to play with a new expansion, however for the Life Support System 'storyline' it triggered a new story card with each newly explored room (in our case, Drilling Station), despite the fact it mentions to only advance when specifically a new life support system is discovered.

Beside that, incredible update as usual <3
Hydraxxon 19. sep. kl. 16:08 
Petition to bring back "Sprinkles Control" as an optional toggle for the "Fire Control Room" name
ALonelySpirit 11. sep. kl. 8:16 
Yeah i can imagine, I trust it's gonna be good, take your time
STUVash  [ophavsmand] 10. sep. kl. 8:37 
@ALonelySpirit Oh that part was easy, you're welcome. :happy_seagull:

I'm cooking more of it but it takes a while, it's not as simple as Shadow cards, event cards, or exploration cards. :CryingGhost:
ALonelySpirit 10. sep. kl. 2:47 
thank you for adding insider's components! looking very good so far
STUVash  [ophavsmand] 7. sep. kl. 9:33 
@Wajne Mular That is how it was in the Prototype, I assume that is how it is in the final version too.

Once you know 4 is more likely to happen than others, you can either avoid Corridors numbered 4 if you want less Hazards or on the opposite, move on purpose near Corridors numbered 4 to trigger Hazards.

4 is more likely, 3 is less likely, 2 is even less likely, and one is even less likely. Choose your path wisely. :cool_seagull:
Wajne Mular 6. sep. kl. 17:51 
Is the noise die supposed to have three 4 results and only one 1 result?
Agodd 3. sep. kl. 5:49 
Thank you vey much, I missed the "manual seat" part!
STUVash  [ophavsmand] 3. sep. kl. 0:52 
@Agodd Hi, solo mode is the same as coop mode.
Before starting a game:
Toggle Solo/Coop mode by clicking 'Semi Coop Mode' button once.

Then toggle Manual Seat by clicking 'Automatic Seat' button once.
This will let you select which seat will be considered active by the script which will let you have multiple characters even though you're playing alone.

This should do what you're describing. :AFATEpeeps:
Agodd 2. sep. kl. 23:55 
Is it possible in this mod to automatic setup in solo mode but using two or more charaters?
STUVash  [ophavsmand] 1. sep. kl. 2:42 
@Ammo_Guy You're cool man, I didn't take it as a complaint.
It is rather natural that if you're used to having the token you'd feel lost when it's not there.

I've just been playing without it for a year and a half so I didn't feel the need. At one point I did think about it when I saw it in the rulebook, but the quality is rather bad so I didn't bother. When I have a decent quality for it and there's no other task with a higher priority on my list I'll give it a try.

Take care ! :Munchlet:
Ammo_Guy 1. sep. kl. 2:09 
"@Ammo_Guy Yes. I don't have them at all, since the Prototype was played without them it felt natural. I suppose I can add this down my list of things to do, this is probably gonna happen in... Let's see.... a month or two ?"

:cozybethesda:Wonderful.
Just to be clear,.. it was not my intend to complain. Your mod is really cool and it manages to do so much without having all the info and assets. It is awesome and i am having a really good time with it.
Thank for this.
STUVash  [ophavsmand] 31. aug. kl. 12:08 
@ALonelySpirit A pleasure to help when it's possible. :happy_seagull:

Right, now that you mention it. The intended effect is probably to also hit the one you targeted, huh. It's better than I first thought. Sure I'll change that too. :espresso:
ALonelySpirit 31. aug. kl. 12:02 
It's probably because the actual card text is different but, Pilot weapon says "After shooting, deal 1 to each intruder in the room" but the script applies the additional damage to "each OTHER intruder in the room" not the one you just shot too.

PS: the new confirm/cancel works so good, you are a god :PEAKpoint:
STUVash  [ophavsmand] 31. aug. kl. 9:24 
@Ammo_Guy Yes. I don't have them at all, since the Prototype was played without them it felt natural. I suppose I can add this down my list of things to do, this is probably gonna happen in... Let's see.... a month or two ? :zagsnooze:
Ammo_Guy 31. aug. kl. 9:08 
"@Ammo_Guy The what ? Aaah Suffocation, well it's related to the Oxygen count, which is in the mod by default."

The tokens or their effects do not seem to appear when called for when the oxygen is at zero.
STUVash  [ophavsmand] 31. aug. kl. 5:01 
@Thrasymachus Should be fixed. :zagsnooze:
STUVash  [ophavsmand] 31. aug. kl. 4:54 
@Ammo_Guy The what ? Aaah Suffocation, well it's related to the Oxygen count, which is in the mod by default.

@Thrasymachus Ah... Hmmm... That's strange I will check if I made a mistake. I thought I changed the script properly. Thanks for the report. :fscared:
Ammo_Guy 31. aug. kl. 3:30 
Love this mod.
I cannot find the Suffercate Tokens,.. where are they?
STUVash  [ophavsmand] 30. aug. kl. 10:41 
@ALonelySpirit I'm glad it works for you :GhostFlowerHappy:
ALonelySpirit 30. aug. kl. 10:38 
That makes it so much better now that i know it ahhahah
ALonelySpirit 30. aug. kl. 10:38 
Ah my bad i didnt read that you are supposed to flip the character to signal the careful movement
STUVash  [ophavsmand] 30. aug. kl. 4:05 
@dsancho So I checked the script, tthe choice function always properly resets itself whenever it should be used... Except on the Scout's Motion Scanner effect choice...

Which was done on purpose.... But not properly setup. The variable is being resetted properly if the player reroll the dice using Motion Scanner. But if he clicks "No" there's no reset happening. It is also possible a player would click "Yes" but not proceed to reroll the Noise.

If this happens in that order, then it is possible you'd be stucked on "Yes"....
If stucked like that, the next choice is skipped but the result is kept and proceed as if a choice was made. But this should also reset the choice variable.

So while this is an issue I'm gonna fix, it still does not explain your problem. And I checked the Script I have no idea how that would happen. My guess is that you're probably not describing your situation accurately enough. :wololo:
STUVash  [ophavsmand] 30. aug. kl. 2:42 
@ALonelySpirit The choice function I got popping up a message near the player is a rather recent addition that's why it is not being used everywhere in the script. I could have it everywhere I guess but I think it's better to use it only once in a while. As I'm not trusting it too much either if multiple players were to have popups.

It could happen in theory if for example... A LabRat rolls a Hazard while having the card Inspicuous, and a Xenobiologist has the card Field Experience with some Tissue. But it's so annoying I didn't make it possible, the LabRat has the priority; we're not supposed to have 2 Contractors in play, so ye I got lazy there. The basic choice function was already annoying to setup I didn't dare allow for more :sad_seagull:
STUVash  [ophavsmand] 30. aug. kl. 2:29 
@dsancho It is possible I fumbled some part of the script. The way it works, there's a variable to register the player choices, everytime a choice is presented to the player I try to reset the variable. I'll figure it out when I get to it soon-ish.

@ALonelySpirit That is a different issue, I did ALOT of testing for this new Noise system (Shadow Markers) they have with Sangrevores. I am pretty sure I got it right, did you make sure the Character figure was flipped to signal a Move Cautiously action ? :wftosurprised:

This tip is written in the mod description and on the side of the table.
ALonelySpirit 30. aug. kl. 1:44 
It happened some time ago but i remembered now, When we tried Sangrevores, sometimes we were moving carefully in a room, but the script was automatically solving Shadow Cards because there was noise in the room, despite we were moving carefully.

I know that the script cant really know if you are moving carefully or not, but what would we need to do?

My solution was to move the noise tokens out of the corridor, revealing the exploration card, then when the script was done, put the noise back on the corridor.

Probably a pop-up message can work, like "Resolve Shadow Card?" and then like intruders attack you either press left click to accept it or right click to ignore it.

It makes sense for consistency with other script mechanics 😌
dsancho 29. aug. kl. 22:58 
It may just having bad luck and always have the ammo value in the dice?
STUVash  [ophavsmand] 29. aug. kl. 12:35 
@dsancho Oh...? Thanks for the report.
I will look into it. :fscared:

@plfires Oh my, you are correct. :espresso:
dsancho 29. aug. kl. 12:06 
Hello, I am playing with Recon and don't know exactly when it began but now every time I shoot, I lost ammo. I never said yes to the question of "Spend ammo to shoot again".
plfires 29. aug. kl. 12:05 
In addition, ammo magazine is weaker than before. Now it only provide 1 ammo instead of 2
plfires 29. aug. kl. 11:15 
I check all serious wound card and find leg card has slightly difference in formal version. It add a sentence that "through a corridor with intuders" this make leg wound will impact any opportunity attack
ALonelySpirit 29. aug. kl. 10:47 
Awesome!
STUVash  [ophavsmand] 29. aug. kl. 9:47 
@ALonelySpirit Thanks for wanting to help :praisesun:
I checked the mod, he is making a copy of the bag's content, which is the right choice, it is safer in case someone else selects the same character. Alright let's give it a try ourselves :espresso:
ALonelySpirit 29. aug. kl. 9:40 
Nemesis (Custom Mod) by "The King" is the mod where i see this thing for when you have no draft.

It's based on the original nemesis mod, Because you have to confirm the character you selected before starting, so i think it is like you said, It puts everything on the board, then the Cancel just puts everything back in.

Usually we just select, look at the deck, then put everything back in place and hit cancel.

Hope it helps 😅
STUVash  [ophavsmand] 29. aug. kl. 9:24 
@ALonelySpirit Oh or maybe they just have the content of the bag right out, and the "Cancel" button just put everything back in the bag... In that case it's not actually a preview hmmmm.... I suppose this operation feels way more natural in draft but...... I suppose I could make it happen with non draft aswell, but it sounds trickier. I'll think about it. :espresso:
STUVash  [ophavsmand] 29. aug. kl. 9:21 
@ALonelySpirit Glad you like the mod. :Munchlet:

The Insider expansion is planned, it's indeed a bit tricky to make but nothing impossible.
plfires was passionated enough to scan all Insider expansion cards, I think I'll do it once I'm done with updating the cards I'd like to change.

I suppose it's possible to have a copy of a character bag, acting as a preview but other than that I dunno how they did it. I will write it down but feel free to show me in which mod you saw it, maybe they know something I don't. :happy_seagull:

Right that is true I didn't write anything about how the script would work for the Allegiance card. The script checks the objects on the player boards for almost anything player related except when the game asks to check a player's hands, then it's the hand that is checked. I'll write that in the Assistance section, thanks for reminding me. :GhostFlowerHappy: