Tabletop Simulator

Tabletop Simulator

Not enough ratings
[Improved Scripting] A Feast For Odin + Expansion v.1.247
   
Award
Favorite
Favorited
Unfavorite
Type: Game
Complexity: Medium Complexity
Number of Players: 4
Play Time: 120 minutes
File Size
Posted
Updated
1.295 MB
26 May, 2020 @ 8:50pm
28 Dec, 2020 @ 12:34pm
16 Change Notes ( view )

Subscribe to download
[Improved Scripting] A Feast For Odin + Expansion v.1.247

Description
A Feast for Odin mod with the Norwegians expansion and improved scripting. Includes:

-- Scripting for Norwegians setup, including artisan shed assignment, expansion islands, etc.
-- Scripting for actions and occupation cards, including spending silver, item trades etc.
-- Scripting for singleplayer game and 6-round short game
-- Automated board assignment with job description in the tooltips
-- Automated worker placement, islands and mountain tiles
-- One-click resource buttons and bonus bag system for bonus resources
-- A multiplayer turn system, with the ability to pass your turn
-- Additional options to adjust number of starting occupation cards, Norwegians mountain tile rules, etc.
-- Grid alignment for treasure board, banquet table snap-points, multi-state goods, reduced clutter and more!

This mod is still a work in progress. I will continue to provide updates when I can.

-------------------------------------------------------------------------------------------
To start the game:
1. Have all players seated at a playable board
2. Select game options (Occupation decks A, B and C, Norwegians expansion, etc.)
3. Select Begin
4. Starting player will be automatically determined and resources will be dealt out.
-------------------------------------------------------------------------------------------
Advancing the phase:
1. Select the appropriate button near the phase board to advance the white cube.
2. Only phases with the white cube in the active slot will be activated
3. Be careful of tapping the phase buttons before the cube has come to a complete rest. Phase actions may be unintentionally duplicated.
4. Not all phases have scripting completed (e.g. income, etc.) These are denoted by the asterisk (*)
-------------------------------------------------------------------------------------------
Passing your action phase (Multiplayer):
1. Place all of your workers on the action board, or otherwise complete of your actions until ready to pass
2. Locate your moose of the appropriate color
3. Change state to 2. Moose should now be inactive (gray). Turn assignment will be passed over to the next player for the remaining duration of the phase.
4. Moose will automatically reset to active once the action phase is complete.
5. Last player should not set their moose to inactive. This is to ensure they retain first placement in the next round.
-------------------------------------------------------------------------------------------
Using Islands/Buildings:
1. Orient the tile to the appropriate face and click the activation button.
2. Lock the tile near your player board.
3. Place treasure on tile to see grid alignment.
4. Use the gizmo tool to adjust the position of the tile and line it up with the grid based on how the treasure piece is oriented.
5. It may help to adjust the x-scale factor slightly if goods don't look like they fit on the tile.
-------------------------------------------------------------------------------------------
Using Weapon Bonus Tiles:
1. Certain Islands/Sheds may grant you a a weapon card in the bonus action phase.
2. After filing the tiles surrounding the bonus weapon, take the corresponding bonus weapon tile (next to the sheds) and place it in your bonus bag.
3. The next bonus phase, a weapon card will automatically be taken out of the discard pile or weapon pile and placed in your hand.
-------------------------------------------------------------------------------------------
Scripted Actions:
1. Scripting for actions on the action board and job cards are on by default. You may turn it off in the options before starting. This will not turn off basic scripting for worker placement or phases.
2. Not all components have been scripted. Generally, a command will appear in all CAPS if a part of an action has not been scripted (e.g. discarding weapons). Follow the command to finish the action.
3. Scripting for the action board does not make any assumptions on player's choices for the "OR" action spaces. Most of these spaces contain multiple buttons that change the item(s) being traded or received. Review the button tooltip before committing.
4. When a job card is placed on the board from your hand, a white button appears on the top. The player that played the card activates the card by pressing the button. Many job cards will have button(s) that activate the action.
5. Actions involving spending silver or trading items are scripted. The scripting assumes the items to be traded are in your personal supply zone. Place the items into the zone before activating.
6. Actions involving the number of boats in your dock are scripted. The scripting assumes your boats are in their proper dock spaces. When trading a boat as a result of an action (i.e. whaling boats), it is recommended you put your boat in the supply zone.
7. Actions involving number of animals are scripted. The scripting assumes your animals are in their respective pens. When trading an animal as a result of an action, you must have the animal in the supply zone for scripting to function.
8. Generally scripting assumes all players know and understand the rules. Do not rely on scripting to prevent mistakes or cheating.
21 Comments
osu4fan 10 Feb, 2023 @ 5:45am 
Excellent mod but now several textures/tokens are missing from it :(
Hyrule Lynith 29 Aug, 2022 @ 2:03pm 
Amazing mod, but there's one thing that's not working for me and that's snapping items to the custom boards. I followed the instructions, hit F8, and I'm unable to click on the board because there's a large white box in the way. (It's your "ScriptingTrigger" ID 0075ed)

I moved it out of the way in order to get to the board, and everything seems to work fine.
LeRoi 31 Oct, 2021 @ 5:53am 
The action space 3V -> 1 sheep or 1 cattle for 1 silver is ONE space, not two separate ones.
Sasurai087 27 Mar, 2021 @ 8:34pm 
Thanks for making this mod! It's got my partner and I super into board games again.

I'm also here to report two bugs:
1. When playing with Norweigian Expansion; the 4-person action "Spend 2 Stone + 2 Wood > Build Long House + Knarr" performs "Build Build Stone House + Longship" and vice versa.
This only occurs with the expansion enabled and happens in solo, 2P and 3P.

2. When attempting to do 6-Round mode, the game throws an error and the phase tracker is unable to move. This occurs with or without expansion, observed in solo and 2P.
Unreal Ed 19 Feb, 2021 @ 12:33pm 
One more suggestion which is a decent amount of work, and not a lot of benefit but I'll say it anyway:

- With the new tag system, you could replace the grid with snap points that are tagged either "square center", "square edge", or "square corner", and place snap points on each square's center, edge, and corners, respectively. Then you can tag each good & special tiles to use one of those tags. That way, each tile will line up perfectly with the grids on player boards. You'd have to place the snap points accurately and for each board, but it would make placing stuff a bit easier. Annoying to do but will make playing the mod that much smoother, which is always appreciated, and SIGNIFICANTLY easier for the non-player boards since we don't have to align them neatly to the grid
Unreal Ed 19 Feb, 2021 @ 10:42am 
Fantastic mod! Really glad you put it up! There are a couple suggestions I'd make:

- Adding an income earned script feels like it should be pretty easy. I'm picturing a few buttons that let you set the total income bonus, and then pressing the "Income Earned" button next to the phases would give you that much silver

- Would be great if you added text above each goods' columns that said like 1x2, 1x3, 2x2, etc. That helps new players really quickly understand their size, since the little gray lines that divide each squares are hard to see from far apart (and we can't easily alt-preview goods on your spawning board)
WerdNesor  [author] 28 Dec, 2020 @ 12:39pm 
Version 1.247 change notes:

1. Added additional scripting for actions/occupations involving animal counts.

2. Islands, sheds, stone houses and long houses now must be activated. Added additional scripting for related actions and occupations.

3. Updated score sheet with point counters and automatic calculation of occupations, islands, sheds etc. Victory points currently entered manually.

4. Added game manuals for reference.

5. Added additional option to remove/include banned occupation cards. Set to remove by default.

6. Made buttons slightly more translucent and other various bug fixes.
WerdNesor  [author] 27 Dec, 2020 @ 4:31pm 
@Chronister, good finds. I've fixed these bugs in the upcoming update.
Chronister 3 Dec, 2020 @ 11:55am 
Thank you for this excellent mod, I feel like I would never broken into AFfO without its extensive scripting and tooltips. Two scripting errors have been noticed so far on the action board for the base game:

'2-V Action: 1 Hide + 1 Linen -> 1 Shirt + 2 Silver' is bugged, script removes Hide and adds Shirt, Linen remains in supply and 2 Silver are not generated.

'4-V Action: 2 Wood + 2 Stone -> 1 Stone House + 1 Longship / 1 Long House + 1 Knarr' the two buttons' effects are swapped.

Can't even be annoyed by it, these bugs have had the effect of making me and other players more aware of the script's limitations, pay closer attention to state changes, and we probably know the game better now than if the script had flawlessly handled everything all the time.
WerdNesor  [author] 7 Sep, 2020 @ 10:47am 
@And1D That's an interesting suggestion. I'll consider adding it as an option in the next update.