Tabletop Simulator

Tabletop Simulator

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Star Wars: Rebellion (DevKev-Test)
   
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Type: Game
Complexity: Medium Complexity
Number of Players: 2, 3, 4
Play Time: 180+ minutes
Tags: Star Wars
File Size
Posted
Updated
3.857 MB
8 Jul, 2021 @ 9:53am
18 Jul @ 12:13am
175 Change Notes ( view )

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Star Wars: Rebellion (DevKev-Test)

Description
This workshop is for testing.
Popular Discussions View All (3)
9
16 May @ 11:11am
Imperial AI: System Values
DevKev
9
6 Jul, 2023 @ 10:58pm
Recruits
DevKev
1
16 Sep, 2024 @ 1:07am
Debugging
DevKev
78 Comments
DevKev  [author] 17 Jul @ 12:45pm 
I've updated the mission reveal process. You can always ignore the warnings and buttons on the mission cards and resolve them manually. The script will validate skill icons, and mission locations, then spawn dice for both sides when missions are opposed.
Heebs 11 Jul @ 8:21pm 
DevKev, thanks! I am glad it was an easy fix
Will 11 Jul @ 2:37am 
Sounds good
DevKev  [author] 10 Jul @ 11:26pm 
The mission announcements when you drop leaders after revealing a mission are not working as good as i had hoped. I'm going to try this process instead:
1. Reveal a mission (leaders in the same box will get tagged as playing that mission).
2. An Attempt/Resolve button will appear on the Revealed mission card.
3. When you place your leader(s) on the board. The script will not give any feedback (yet).
4. Clicking Attempt/Resolve button to trigger to finalize and display a message about the mission.
a. It will check mission target skill icon requirements and provide warning message if needed.
b. This is when the AI will decide if it wants to oppose.
c. The dice panel will generate dice based on the leaders present, if a roll is required.
d. Then the card will display any custom buttons prompting success or failure, or If not scripted, simply clear it's buttons so the player can resolve it.
DevKev  [author] 10 Jul @ 10:20pm 
@Mike. Thanks so much for your help and support. The 3 bugs you found, plus another minor one I discovered while fixing them are all done in this test version. (Dragging/dropping a unit from the board to out of play will no longer generate a non-fatal error message).
Mike 10 Jul @ 9:38pm 
A few minor bugs I've run into in the test environment:
1) Dragging an imperial ground unit from its box (or from anywhere off the board) onto a non-imperial system doesn't auto-subjugate it. You have to drop it into a current imperial system, then move it to the non-imperial system to get the auto-subjugation to work.
2) The Empire recruitable leaders box has a few fan content leaders ( Mas Amedda, Kir Kanos) when playing the expansion version.
3) The "rebel cell" marker is doubled at setup in the expansion version, and the fan content "mobile rebel base" marker also shows up.
DevKev  [author] 10 Jul @ 8:03pm 
ok, that was easier than I thought. "Send The Droid" now has buttons and auto-fetches the correct version of the card and ring (if it is still in the appropriate action deck).
DevKev  [author] 10 Jul @ 7:34pm 
@Heebs. i'll have the script leave the starting action deck out in play. That way any rule that wants to search it can do so without having to search through the box and possibly spoil seeing other cards. The buttons will then search the action deck. If the card is found, it can be resolved. If the card is missing from the deck, it is assumed it was previously removed and resolved. Maybe by tomorrow i might have this ready to test.
Heebs 10 Jul @ 7:14am 
For the Rebel Card: "Send the Droid" is it possible to have the three options spawn in the hidden box similar to infiltration? The action cards are always in the box after set up.
DevKev  [author] 7 Jul @ 6:55pm 
Thanks Mike. Good catch, it's fixed now.