Tabletop Simulator

Tabletop Simulator

OpenTactics: Village Defense
15 Comments
dutchmogul  [author] 11 Jun, 2017 @ 8:06am 
Wow, that's some serendpity. Played around with it, and it's great, especially for those of us adding custom (but non-color mapped) models.
Wowie 10 Jun, 2017 @ 4:27am 
As if hearing our wishes, the newest TTS update just added a menu for custom lighting profiles.
dutchmogul  [author] 7 Jun, 2017 @ 8:37am 
@boylegd- Hey, thank you! Glad you're getting use out of this stuff. I'm going to compile another mod full of just the game components (tiles and miniatures), maybe something that I can keep updating. I may edit the Wayfarer Tactics compendium (rather than delete it) now that we have a more stable/accessible upload system with the newest version of TTS.
boylegd 7 Jun, 2017 @ 7:50am 
Hey dutchmogul. I just wanted to say I get a huge kick out of your work and I want to acknowledge how much you've done to make all the mods I've made with your models look and feel much cooler.
dutchmogul  [author] 6 Jun, 2017 @ 9:42pm 
@Corrodias- Yeah, I feel you. I think being to adjust those settings would be great. I have no doubt that'll be added at some point. In the meantime, I went with Forest.
Corrodias 6 Jun, 2017 @ 2:34pm 
Tunnel and downtown are okay but are darker than necessary. Regal has quite a red tint and a strong glare from the "window" direction, but the brightness is perfect, and it's overall pretty pleasing for most games. Museum is my favorite, though it has some glare coming down directly from the top. Forest is quite good with only a slight green tint coming in off the sides, but it is a little bit bright up top and makes it hard to distinguish shades of light grey.

Honestly I wish we could get some neutral lighting presets without glare.
dutchmogul  [author] 3 Jun, 2017 @ 4:53pm 
@Wowie- Oh, dang, that's great to know. Yeah, I'll be switching the background lighting and table this weekend. Looking like the Forest is ideal. Thanks for the help!
Wowie 3 Jun, 2017 @ 11:39am 
Re: Brightness - Each of the default backgrounds has a lighting profile associated with it, so if you choose a default background, then overwrite that background with a custom background, it overwrites that background's image, but still keeps the same lighting profile. Personally, the first thing I did when I fired this mod up was set the background to Regal, and then change the table to the Rectangular table, with a wood texture on it, instead of the metal table with a black texture, then resize the dice to something that didn't need excessive zoom to be able to read. :)

Do experiment with which background lighting you think suits the game the best though. The Tunnel and Downtown presets are also easy on the eyes.
dutchmogul  [author] 3 Jun, 2017 @ 9:23am 
part three-

As for the brightness, I'm not sure how to adjust that. I've got the lowest reflection I can put on the models. I'm always learning new things with this system though, and if you come up with better settings, let me know and I'll give it a shot. None of that is set in stone, and I'm always looking for ways to improve it.

Yeah, eventually we'll get the rules spruced up into something more manageable, not to mention we're working on more tutorial videos, and having something more play-by-play will be helpful, I know. Glad you're enjoying it though, and yeah, once the systems are absorbed the gameplay really flies, so we're trying to make getting to that point easier (along with hammering out all the kinks). Thanks again for the feedback, and feel free to hit us up anytime!
dutchmogul  [author] 3 Jun, 2017 @ 9:23am 
part two-

SAVES- Yeah, saves are used whenever you would be defeated. Most characters don't have access to saves (Infantry type being the most common, especially here) but, when say an Infantry would defeat a Monster (like a viking beating the Forest Troll) you confer with the chart, rolla d6, and if it's equal to or under that value they aren't defeated and just stary where they are. It's also important to note that they don't count as "tests" so you can't get re-rolls to them or anything (like from the Vala's Fateweaver ability).
dutchmogul  [author] 3 Jun, 2017 @ 9:22am 
Hey, Wowie-

Yeah, this is in beta-mode, to be sure. The rules sheet is going to change pretty dramatically, and these are all helpful questions.In the meantime, I'll answet these for you point-by-point.

First off, totally, we'll make some cards for anything that can be destroyed. I'll post those up here soon.

DESTROYING TERRAIN BENEATH SOMEONE- I think if you destroy something someone is standing on then that automatically fall to the lowest level beneath. If the distance that the unit would fall is equal to that which would cause them to be defeated on a failed (1) climbing test, they're defeated.

FAILED CLIMB TESTS- Yeah, that's something we missed in the rules sheet (and have since added for the next release). If you fail a climb test (but not critically) your action immediately ends.
Wowie 3 Jun, 2017 @ 3:41am 
Cards for the fortifications would be nice. It took me awhile of looking for cards to notice that the stats were listed in the item descriptions. Even so, I didn't know the bridges were destroyable till after my first game.

...Which begs the question, what happens if you destroy a bridge square with something standing on it?

Also, I'm not sure what to do on a failed climb test that wasn't a crit fail. Can the unit try again or does it just stop moving?

Additionally, how do saves work and when are they used? As I understand it, it's a free chance at avoiding what would be a capture? The table isn't labeled usefully either.

Lastly, in this TTS mod, the bright lighting/pieces combined with the dark background make for something a bit intense on the eyes.

Despite these knocks, I have to say I like the game. After a bunch of stumbles with fairly information-dense and not-well-laid-out rules, it was pretty fast once it got going.
dutchmogul  [author] 15 May, 2017 @ 10:29am 
Hey, you're welcome! I make this stuff free in meatspace, why not here too?
MadMark56 15 May, 2017 @ 10:26am 
Thanks dutchmogul, a free expanding game system and more cool figures...TTS users are lucky you allow us to play with your stuff online! :ttrhat: