Tabletop Simulator

Tabletop Simulator

Shattered Ascension (Nova Version)
62 comentários
PsiComa  [autor] 21 fev. 2020 às 17:39 
contd:

So if the proposed fix works for you then who am I to say otherwise, but it sounds to me like getting so many action cards might cause other problems. My advice would rather be to use Yssaril as-is and play up against their weakness (pressure them early). But if it matters to you that this change goes canon, then you should join the Discord channel and make the case.

Cheers and game on! :)
PsiComa  [autor] 21 fev. 2020 às 17:38 
Very cool to hear that you're enjoying our game :)

But to the issue; The Yssaril stalling power is indeed very potent, especially in the late game. However, Yssaril have their weakness in the early game, without much resources, fleet or technology they can and should be pressured a bit by the others races. Basically, if you leave Yssaril alone for too long, they'll always end up surprising you. All in all, this version of Yssaril has been played over many years by a multitude of players, and most frequently in our current online community, without showing signs of being overpowered.
But - if you are an inherently passive/peaceful group, then this ability might be stronger due the meta of playstyle.
Zerux 21 fev. 2020 às 11:39 
Hi. Psicoma and Cyrusa. We were playing the mode for a long time with friends and enjoy it. The only thing we are constantly nerf is Tribes of Yssaril power to skip action every other turn as it is race about action cards and free skip lets them to wait until other players pass and act with out possible retaliation or possibility to stop them. We allow to skip once only during round. I do not know how it comes up in your games. I just had and idea to change line "Every other turn, you may choose to skip action." to "As an action you may spend command counter from strategy allocation to draw action card." Taking into account Mentak Coalition and Federation of Sol powers and nerf to Mageon Implants it seems fare to me. What do you guys think ?
Cyrusa  [autor] 27 dez. 2017 às 5:30 
Glad you like it :)
Pizzatiger 23 dez. 2017 às 7:27 
I just want to say thank you for labeling the ships and tokens with the description tool. That will make it easier to play/teach new players!
F.Bolli 27 nov. 2017 às 2:58 
OK. Thank you
Cyrusa  [autor] 26 nov. 2017 às 13:43 
The non-nova is a sometimes up to date copy of nova with less scripting tools
F.Bolli 26 nov. 2017 às 12:30 
Hi to all
I'm new to the game and have one quick question ;) What's the different between this mod (Nova) and the "non Nova" Version?
Level ∞ Bob Ross 10 set. 2017 às 10:52 
Alright. Guess it just needs that scientific approach then. Thanks for your help.
Cyrusa  [autor] 10 set. 2017 às 1:09 
Hard to say without knowing these races :)
SA's balance has really been polished over the years. And it's not easy to do since you have to factor in a lot of factors like the race abilities, starting units, starting techs, Home System etc etc and play a lot of games on multipe maps with multiple players to see how things interact with each others.
So use custom races at your own risks (and pleasure).
Level ∞ Bob Ross 10 set. 2017 às 1:01 
True. But would custom races from BGG mesh well with SA or would they potentially throw off the balance?
Cyrusa  [autor] 10 set. 2017 às 0:47 
I don't think so. It's just that we only worked on improving the main game and not the scenario, and the main game does not include the Lazax.
Level ∞ Bob Ross 9 set. 2017 às 20:19 
Like is there something about SA that only really works with the existing races? Since the Lazax aren't incuded for scenario play.
Cyrusa  [autor] 9 set. 2017 às 12:38 
What do you mean by "supports"?
Level ∞ Bob Ross 9 set. 2017 às 10:49 
Also idk how much SA supports custom race sheets because I've played with some before that weren't horribly broken.
Level ∞ Bob Ross 9 set. 2017 às 10:42 
I mean that was the plan. I just rmeember good times from the Nekro Virus "ambassador" showing up and suicide bombing an entire assembly to bury an "elect player" I knew was going to be me and I was already getting stomped. And honestly I need the card bacsk for the promisory notes to upload my custom ones.
Cyrusa  [autor] 9 set. 2017 às 10:37 
Of course, you're free to play the game as you want. This explanation was just to show you there are good reasons as to why these options are not part of SA, it's not just us arbitrarily locking up toys.
If you have not tried it already, I can only suggest to try SA as is, and benefit from more than 10 years of thinking and play-testing before altering it.
Cyrusa  [autor] 9 set. 2017 às 10:37 
Representatives: PsiComa will tell you that the cards are ugly. On the game design aspect, they require players to learn more rules to make the assemblies even longer than they currently are, and highjacking their main purpose (voting) to turn it into a whole new minigame. SA implemented the Twilight Council procedure for assemblies (essentially splitting votes between multiple agendas, and making agendas impactful so that people have to care about them) to put the focus on the heart of the assembly: the voting. In this regard, adding cards and rule so that players can prevent each others from voting makes little sense.
Cyrusa  [autor] 9 set. 2017 às 10:37 
For your information, there are reasons why the representatives and promissory notes are not in SA.

Promissory Notes: They are either making deals very rigid or giving away free Victory Points. Except for the support of the throne, all the other promises can be made as part of normal negociations in a much more flexible manner (ex: promising only 2 TGs and not your entire treasury, promising 2 votes and not all of them...). We prefer the naturally-occuring free flowing diplomacy to a set of "you can screw me over later" cards.
Level ∞ Bob Ross 8 set. 2017 às 17:08 
Ah. That would explain why they aren't there. I'll have to find them elsewhere then, or scan and upload them myself.
Cyrusa  [autor] 8 set. 2017 às 16:08 
Shattered Ascension doesn't include the promissory notes and the representatives, so they are not in this mod.
Level ∞ Bob Ross 8 set. 2017 às 15:27 
Are the promisory notes and political representative cards somewhere because i've been looking for them and didn't notice them...
Cyrusa  [autor] 20 ago. 2017 às 8:53 
The unit limits are not really important, you can perfectly play without them. With the exception of the max 3 War Suns limit, but this one is easy to check.
I could label the ships, but then you would get a popup whenever you hover over some ship, which can get annoying really fast.
Turning the reference units into bag would reduce the usability of the mod: we have found out through playtesting that it was much more convenient to just copy-paste what was needed than to pick up units from bags.
Pizzatiger 14 ago. 2017 às 14:39 
Could you label the ships and turn the models into bags which carry that type of ships equal to the max you can hold. That would make playing the mod so much easier to play for new players
Cyrusa  [autor] 3 ago. 2017 às 1:29 
Glad you like it Old_Salt.
Indeed, all these scripts took a lot of time to write (almost an entire week full time for the gamestarter for example).
PsiComa  [autor] 3 ago. 2017 às 1:06 
Thank you, Old_Salt. It has been much work. Feel free to spread the word and click like (bade mod also) ;)
SaltyO 31 jul. 2017 às 21:38 
This is amazing work. I finally loaded it up. This really should be DLC. I have not tested all the scripts for bugs as I don't get many chances to "go full twilight," it is extremely high quality and appears to work. There's a lot of moving parts in this game, so scripting this must have been a challenge. So many awesome mods being made right now.
Cyrusa  [autor] 21 mai. 2017 às 13:29 
You're welcome johnnymaxx. Thanks for the kind words.
Johnnymaxx 13 mai. 2017 às 5:19 
Cool! Yes, PsiComa, I know I can copy tiles, this is why when I answered Cyrusa's first reply I only talked about the planet systems. Once they were all there (I missed Perimeter but I'm sure is there), there was no problem with "only 4 empty tiles". What I meant when I said it is that I was wrong and just by seeing few tiles in that "non-unique bag" (which by definition means we can copy them) I wrongfully assumed that not all tiles were redesigned.

Cyrusa, actually after my 3 plays I did find that some preset maps would do a lot of good to the experience, and this is in fact what brought me to this MOD. The preset maps looks great and the automatic setup looks even greater. I'll tell you what: I'll take more time checking Astralvault Website, study a little more about SA and keep an open mind about it. Thank you again for replying and for making this excelent mod.
PsiComa  [autor] 13 mai. 2017 às 3:28 
Just pointing out that the base game had only 1 version of the 'empty' tiles used over and over, whereas our mod has 4 different variants to offer less repetitiveness on the map. Remember that in TTS you can copy as many as you need, so we have unlimited tiles, not 4.
Johnnymaxx is not the first user to misunderstand this, though. We should copy up a proper number of non-unique tiles in that bag (even though it would be more of a hassle to find the one you're actually looking for).
Cyrusa  [autor] 13 mai. 2017 às 2:08 
And about the difference between the SA rules and the vanilla ones, I can only encourage you to try SA out. A sizable number of players (myself included) could not go back to the vanilla rules without feeling the pain after that.
I'm obviously not going to force SA down your throat, but I can still give you a few pointers in case you would be curious:
- You can find on the astralvault website [www.astralvault.net] the design notes explaining why SA did the changes it did. Click the "Design Notes" button in the top right corner.
- We have an active player community on the SA Discord server [discord.gg]. There are regular games on Tuesday evening European time, but quite a few games have been started at other times just because there were people in the chat.
Cyrusa  [autor] 13 mai. 2017 às 2:07 
I've just updated it so the non-planetary systems are present in the correct proportion to play with. (It's not the exact proportion from the base game, because a design element of SA is the scarcity of resources, so there are more non-Planetary systems than in the base game)

I found Perimeter in the Planetray Systems bag. Maybe you missed it?

And for your information, most SA players are using the preset maps that can be deployed instantly thanks to the map tokens present in the bags at the bottom of the table. They are all handcrafted to promote conflicts and interesting decisions.
Johnnymaxx 12 mai. 2017 às 18:30 
Hi Cyrusa. First of all, I'm sorry. I didn't count the tiles, but just by glimpsing it, it seemed that this Mod didn't have all the tiles that was released in the game, because there are only 4 empty spaces when the actual game has so much more than that. Now I decided to check it out and I've noticed that all planet systems are updated with this awesome design. Actually, almost. I didn't find the system with the planet called Perimeter.

Anyway, I was wrong in my assumption that there were only a few tiles in this mod. Thank you for making me notice it. It does however change some classes rules, that I'm sure you guys did it to improve the game, but since I've only played TI3 3 times in my life, I feel like I don't want to play with different rules just yet. So I don't see myself playing this mod in the near future, but I do see myself using it to take pictures of a PBF game I'm currently in and I do see myself trying to use this mod to play with the core rules for a few times.
Cyrusa  [autor] 12 mai. 2017 às 11:28 
Thanks for the compliment.
When you say "the actual game tiles", you mean those with the art from the physical game (that have been replaced with the redux version from PsiComa)? Or are there some tiles you did not find?
Could you put a word on the reason that holds you back from trying the SA mod of TI3? I'm curious.
Johnnymaxx 11 mai. 2017 às 12:46 
I just found out about this MOD. I love the scripting and the overall graphics. Artwork, 3d model, it is all great! Too bad it is not available with all the actual game tiles... I just want to give you "Congratulations" for the very pretty and efficient MOD, even though I'm not going to play with this variant, I will be thinking about this one everytime I'll play with the only TI3 (core game + expansions) available in TTS.
Cyrusa  [autor] 2 mar. 2017 às 9:47 
Sorry for taking so long to get back to you tinnesaile. My life is rather demanding these days.
I've sent you a steam friend request so we can talk without splattering over the comment section too much.
Since I'm still in the middle of my exams, I can't really promise availlabilities per see, but we should be able to talk eventually :)
From which timezone are you? (I'm in GMT+1)
Hanniah (she/they) 26 fev. 2017 às 21:23 
and be able to save custom maps I make
Hanniah (she/they) 26 fev. 2017 às 21:21 
How do you guys make program the deployable maps? I'd like to do that with one of my work in progress games
Cyrusa  [autor] 15 jan. 2017 às 6:54 
This bug has been fixed by the latest Tabletop Simulator hotfix.
Cyrusa  [autor] 14 jan. 2017 às 3:53 
There is currently a bug with TableTop Simulator, that messes up with the scaling of various boards in the mod _for the clients only_ (not the host). Note though that it only affects what the clients _see_, stuff won't actually fall through the gaps.

There is no ETA on when the TTS team will fix this bug yet, but the problem is starting to get noticed and reported.

Sorry for the inconvenience.
Cyrusa  [autor] 19 nov. 2016 às 13:07 
Small improvements to the new features. See change note of 19 Nov .
Cyrusa  [autor] 13 nov. 2016 às 3:11 
Added 3 new big features:

1) Frequently Forgotten Rules Reminder board
This board is at the top right of the table, and displays frequently forgotten rules. If you don't like it, you can delete it manually.

2) Game Starter board
This board is on the Technology Tree, and is there to guide you through the setup of a game of Twilight Imperium:Shattered Ascension. If you don't want to use it, you can delete it manually.

3) Dice Roller
On the table itself, this object allows you to quickly spawn colour-coded dice and roll them. Useful for Space Battles and Invasion Combats.

Feedback is apreciated.
Lufnar 28 ago. 2016 às 19:38 
Ah, thanks i read the booklet but didnt notice the living rulebook. It seems like the living rulebook does pretty good job explaining things. It seems really interesting, hope it's going to be a pleasant surprise
Cyrusa  [autor] 28 ago. 2016 às 7:08 
Though I have to say that this living rulebook is not the first component to be updated. The main source of the Shattered Ascension rules is definitely the Shattered Ascension booklet [www.astralvault.net]. The only snag with it is that it assumes you know all the vanilla rules of Twilight Imperium (since it's written as a patch list).
Cyrusa  [autor] 28 ago. 2016 às 6:36 
Yeah, Shattered Ascension is built on top of the base game + the 2 expansions. You may be interested by the Shattered Ascension living rulebook [www.astralvault.net]: it's built on the model of the vanilla rulebook and integrates all you need to know to play Shattered Ascension without knowing the base rulebooks.
Lufnar 27 ago. 2016 às 14:53 
I've got to ask since the last time i played TI3 was like 4 years ago. Does this variant include both expansion? The reason i'm asking is because i have to learn the rules all over again and i dont know if i need to know only base + variant rules or everything
Cyrusa  [autor] 21 ago. 2016 às 12:06 
Stage II deck added.
Stage I deck updated.
Preliminary Objectives updated.
PsiComa  [autor] 20 ago. 2016 às 13:02 
tinnesalie: Stage II deck is being added now. Note that it's used slighly different in SA; though.
Cyrusa  [autor] 19 ago. 2016 às 10:14 
Thanks. :)
darleth 19 ago. 2016 às 7:19 
Great work...