Tabletop Simulator

Tabletop Simulator

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Roll for the Galaxy + Ambition QoL
   
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Type: Game
Game Category: Board Games, Dice Games
Complexity: Medium Complexity
Number of Players: 2, 3, 4, 5
Play Time: 30 minutes, 60 minutes
Language: English
File Size
Posted
Updated
325.986 KB
19 Feb, 2021 @ 9:47pm
10 Mar, 2022 @ 1:25pm
11 Change Notes ( view )

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Roll for the Galaxy + Ambition QoL

Description
Quality-of-life improvements to the excellent scripted mod for Roll for the Galaxy and its Ambition expansion.

History:
- Ergodx and RossenX created the unscripted mod across 2015 to 2019, with asset scans from Gilgatex (base) and "Miranda and the Post-Holy Ghost" (Ambition). Together they set us up with some pretty solid assets!
- Seremath extended that to a scripted version , in 2017, and seems to be actively maintaining it as of early 2021. They have the two-player extra phase working in their version, so check it out if you want to play with just two!
- JuggePugge made some solid refinements in their version , from making the setup check the seated players, to replacing screens with hidden zones, to easy-recognition dice-shaped bags.

I've made changes including these, to try to smooth the play experience still a little more:
- Set rotation values on all dice. Now when you bump a die you can easily set it right, and players learning can read the face meanings right in the mouseover text.
- Replace the 3d reference screen with a 2d one, which lays flat, since we now only need it for reference.
-- (Also tidy up the overlapping numbers in the lower-right sticker area, and include a separate reference of just the sticker.)
- Change a number of tiles' materials from "plastic" to "cardboard", to match the rest and to be more readable.
- Include drNoodles' convenient dice ruler, which lets players roll dice within the privacy of their hidden zones, and lines the dice up for easy organizing.
- Add bowls for indicating player readiness. When you're ready to move on, just move your stone from one bowl to the other.
3 Comments
ZeroFarad  [author] 8 Dec, 2021 @ 2:58pm 
@iakona those are some good ideas! inconveniently I didn't write the scripts and wouldn't know what to change; you could try making the edits yourself, or see if Seremath or JuggePugge want to add those features to theirs. they are of course also welcome to include any of my changes they like
iakona 3 Dec, 2021 @ 12:18pm 
also a low hanging fruit that would be nice is adding a scripting zone or snap point onto each phase strip, and when fog is lowered detect which spots are filled and flip those phases over. and then when fog is raised again, reset any remaining phase tiles
iakona 2 Dec, 2021 @ 12:13pm 
@ZeroFarad played around with this mod yesterday and a couple things I noticed:

-there is code to select a random start player which doesn't really make sense, and officially in the rule the start player for ties is based on the number for your faction tile. so can probably just remove that.
-also there's a bug for dealing out the starting world. the function to deal out the tile checks if flip is nil or true and sets rotation, but you should add an else case as well that sets to 0.
-and finally would be nice to include the common house rule for 2 faction and 2 home world tiles and pick 1 of each. though that ones not super difficult to just grab an extra set out of the bag