Tabletop Simulator

Tabletop Simulator

Dune Uprising Bloodlines scripted
27 Comments
RuffnecKk 18 Sep @ 6:42am 
would be sick if solo mode was updated for bloodlines (rival leaders, new rival cards such as Acquire Tech and Tuek Sietch visits if Esmar is in the game, etc)
Bobloblaw 26 Aug @ 4:13pm 
Amazing mod! Is it possible to turn down the combat noise so it's not quite as loud?
Tilted 23 Aug @ 9:48am 
Thankyou
Rogerio  [author] 20 Aug @ 4:54am 
Yes. Solo is not working. will look on it
Chroma 12 Aug @ 11:23am 
same, i think solo mode is broken for now
Efraín 5 Aug @ 3:52pm 
help i cannot play with bots due to this error: "error in script (global): chunk_0:(697 , 6-25): cannot access field assert of userdata<luagameobjectscript>"
Comrade Beric 4 Aug @ 6:33pm 
Piter de Vries deck is placed in an area of the board such that when the player presses the "reveal turn" button, it takes the twisted intrigue deck and spreads it as if all the cards were in the player's hand. This also breaks the automation for drawing a twisted intrigue card every turn because, once reassembled, the twisted intrigue deck is now a different deck from the one that was auto-drawing originally.
Lisan Al-Jaib 22 Jul @ 11:18pm 
Is there an issue preventing manually adjusting the leader pool? I'm unable to force all 24 leaders to appear in the community balance mod regardless of how many leaders I select on the slider, or whether 'Tweak leader pool' is toggled.
蒸馍,你不芙气? 22 Jul @ 8:23am 
appreciate it!
Rogerio  [author] 22 Jul @ 7:42am 
you need to be part of the TTSClub -> https://discord.gg/XJQpVqNE
Rogerio  [author] 18 Jul @ 10:29am 
Explanation about community balance.
You can play it without if you wanna
https://discord.com/channels/90897972715352064/1080540789165273178/1395819182204911767
LeonPie 18 Jul @ 4:16am 
thanks for the great mod :)))
Waching 17 Jul @ 1:51pm 
what's community balance?
Rogerio  [author] 15 Jul @ 9:28pm 
1.Thanks again for the feedback — much appreciated.

2. You're right, the Tech module is described as a mini-expansion. We'll revisit this and explore making it optional in the future.

3. Makes sense — the 1P/2P experience is better supported in the Uprising-only mod for now.

4. Noted!

5. We'll review those cards (Priority Contracts, Delivery Agreement, Corrinth City) for consistency with the reveal logic.
Psilon 15 Jul @ 9:02pm 
1) No worries, I do understand that the mod is extremely new, just wanted to help to polish it a little
2) I'm pretty sure that Tech module is removable. It is called "mini-expansion" in the rulebook and has separate component list and setup. But even now it's playable, we just skip couple of cards
3) Thanks. I was using different module before, therefore confusion.
4) Nice! Again, no rush whatsoever. I have the other mod to play without Bloodlines and another one for vanilla.
5) Here consistency is the problem. I see like 3 other or-or cards that are revealed automatically, namely Priority Contracts, Delivery Agreement, Corrinth City
Rogerio  [author] 15 Jul @ 8:34pm 
4. Make Bloodlines Optional
The original version of this mod was built when another mod was considered the "official" one. Because our focus was on full Bloodlines integration, some design decisions prevent toggling back to a pure Uprising mode.
That said, we recognize the value of modular game setups and intend to address this in the future, enabling custom configurations across Uprising and Bloodlines components.

5. Certain Reveal Cards Stay in Hand (e.g., Deliver Logistics, Undercover Asset)
Correct — these cards contain conditional OR effects that require the player to decide their action. Because of this, we avoid auto-resolving them, as the choice must be explicitly made.

6. Automatic Resource Count During Reveal Phase
Some of this logic can be improved, and we’ll look into it. Meanwhile, note that all resource gains are recorded in the event log, allowing you to confirm whether bonuses were applied as expected.
Rogerio  [author] 15 Jul @ 8:34pm 
2. Tech Module Should Be Removable in Setup
Unlike CHOAM in Uprising, the Tech Module is not optional when using Bloodlines. This is aligned with how the expansion was designed and is currently a fixed part of the setup.

3. Clarification: “First Player - Red/Random” Switch
This toggle defines how the first player is chosen in Round 1:

Red: The red player always starts first (default behaviour, familiar from Immortality/IX).

Random: The first player is randomly selected.
We acknowledge that the label could be more intuitive and will explore ways to clarify this in the UI.
Rogerio  [author] 15 Jul @ 8:34pm 
@Psilon — Thank you for the detailed feedback. Let's address each point:

1. Bloodlines Implementation and 1P/2P Support
The addition of Bloodlines introduced significant changes. If you're attempting to run 1-player or 2-player setups with Bloodlines enabled, several components are still incomplete and may not function as expected.
Psilon 13 Jul @ 8:55pm 
Oh, totally forgot one more suggestion for the setup.

Make maximum leaderPoolSize_range equal 30. Right now it 24 and you cant pick from ALL the leaders in the game.

Like this:
leaderPoolSize_range = { min = 4, max = 30 }
Psilon 13 Jul @ 8:38pm 
I also see some problems with Reveal script.

The first one is that some cards stay in hand on Reveal and are not calculated. Often player is not noticing them until it too late. Namely, Deliver Logistics (x2), Undercover Asset, Desert Power.

The second one is with automatic resource count during reveal. Usually, the script counts persuasion and swords for you. But everything else (Spice, Influence etc.) you do manually.
In your module some cards with Command (6+) break the rule and add the resources automatically. Which may cause double recourse income, player will add them the second time.
Or, more likely, the player will think that the income is scripted and will not receive anything from the other 22 cards with resources on reveal. Happened with me yesterday. Saw that Bombast gave me 3 Solari and missed like 5 Spice from other cards thru the game.
Psilon 13 Jul @ 8:21pm 
Some suggestions for the setup:
1) Make Tech module removable on setup (like CHOAM)
2) What is the meaning of "First player - Red/random" switch? Extremely confusing
3) Make Bloodlines optional. Ideally, the mod should allow any version of the game with any addon config, but this is one hell of a job.
4) Maybe make promo card removable? Questionable request, I know nobody who play without those 5 Imperium cards. On the other hand, everybody I know play with CHOAM but it is removable.
Psilon 13 Jul @ 8:20pm 
Some errors for the setup script:
1) 2p + Haggal mode (2+1): Hagal deck is wrong, it has an extra Spice Refinery card for some reason
2) Solo + Haggal mode (1+2): Hagal deck is wrong, it missing 4 Acquire Tech cards
3) Solo + Haggal mode (1+2): There is some weird thing going on during the leader selection. The player is tossed around the seats and ends up on Rival's color while it is taking the first Rival turn.
4) Tuek’s Sietch tile should be present only if one of the human players is playing Esmar Tuek. Either random or deliberate pick
5) Hahal deck is missing 2x Tuek’s Sietch cards if I've picked Esmar Tuek
Priceless 12 Jul @ 7:10am 
Thank you lads for the outstanding work effort and dedication put into developing and maintaining these mods for the community to enjoy endless hours of fluid and comfortable gameplay !
vergushik 12 Jul @ 12:45am 
Thanks so much for the continuing work on this, much appreciated
BlackStar. 12 Jul @ 12:30am 
Best.. Thanks Rogerio for this amazing mod