Tabletop Simulator

Tabletop Simulator

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Imperial Assault 3D (FIXED)
   
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Type: Game
Complexity: Medium Complexity
Number of Players: 5
Play Time: 120 minutes
File Size
Posted
Updated
24.606 MB
10 Nov, 2024 @ 12:13pm
7 Jan @ 7:52pm
4 Change Notes ( view )

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Imperial Assault 3D (FIXED)

Description
This is a mod to help you play Imperial Assault. Please read the FAQs (linked below) it will help you learn how to use this mod well and save you a lot of time.

Update 2024-11-10:
As drod appears to have disappeared, I'm forking this mod and attempting to fix some of the bugs.


UPDATE!!!! 4-13-2022!!!!!
Jabba's Realm 3D is up and being reviewed!

Update!!!!! 4-19-2022
Now includes TvBoy's Aftershock Mission. Awaiting additional campaign components.

If you want to buy me a coffee:
https://www.buymeacoffee.com/Drod

TIP: If the lightsaber is glowing too much, put it in a bag and take it out. If the map is glowing too much, load then load again. These seem to do the trick for me. (YMMV) This is a Tabletop issue and not something I have found a way to fix via the scripting.

Hope you like them!

-Description-:

This includes all cards through Tyrants of Lothal. All figures have been created! Big Thanks to Zorni as he did a bunch of models and I added those in.

Tyrants of Lothal maps now included and scripted. Just find the story card and click on the button.

Now Supports Raid Tiles for all expansions!

C = Core, J = Jabba's Realm, E = Heart of the Empire, H = Return to Hoth, T = Twin Shadows, B = Bespin Gambit, and L = Tyrants of Lothal.

Type in to chat: C10 for tile 10 of Core. Replace C with the Box you want, and the number with the tile you want.

Turn timer now included. Just flip the activation token to begin. Default is 4mins. If you wish to change it type "timer" followed by a space and the number of seconds into chat. Ex "timer 240" would set that to 4 mins. Type in "timer off" to turn it off. "timer on" to turn it back on.

To turn sounds off type "sounds off" in chat. To turn them back on type "sounds on". Note this doesn't turn off all the sounds but most of the repetitive ones.

Any suggestions or bug reports are welcome.

Please note campaign guides are not included. Just have your imperial player use the printed manuals.

Instructions on how to use this mod, are in game, in the notes section. I'm still working on scripting and modeling 3D missions.

READ THE FAQ!!!!!

Here are some FAQs prepared by @JeffCulligan https://www.dropbox.com/s/8dh5ddlww0seywf/Imperial%20Assault%20Campaign%20and%20Legends%20of%20the%20Alliance%20FAQ.docx?dl=0

How to play Campaign (using Imperial Commander as Imperial)
https://youtu.be/BQoA2wk3y4g

Para aprender como jugar esto en Espanol vea el video en este enlace.
https://youtube.com/playlist?list=PLLzbET3coWGBUsFdRxsvSpj_tKPCbgtjK


All rights for Imperial Assault are owned by Fantasy Flight Games.
21 Comments
Worldcleaver  [author] 6 Feb @ 5:52pm 
What do you mean you can't find the 3D enemies? You spawn them from their deployment cards. There's a button in the middle of the card which will spawn them and put their health bar UI up on the screen. (You need to be the black/GM player in TTS to do this correctly)
AustralOK 5 Feb @ 9:53pm 
hey man! AMAZING mod and setup btw and thanks for fixing all the missing assets from the other one, one question, might be dumb, but i really can´t find the 3d enemies, do i have to add them by myself or i am missing something? again, thanks
PPBarros 9 Jan @ 10:07am 
@Worldcleaver

Thank you very much.
Worldcleaver  [author] 7 Jan @ 7:54pm 
OK, I think the latest upload should have fixed the missing dice tower model and texture. Please let me know if it's still malfunctioning.
Worldcleaver  [author] 7 Jan @ 7:36pm 
@PPBarros
It looks like that's the model and texture for the custom dice tower. I'll see if I can find my cached version and re-upload it in the near future, but it's a cosmetic issue. The mod will still function without it.
PPBarros 6 Jan @ 5:55pm 
Hello, great mod by the way, thank you very much.
When i load the mod there two objects missing, there's any trouble to play without them or they are actually needed?

Load image failed unsupported format: UNKNOWN
Supported formats: .jpg, .png, .webm, .mp4, .m4v, .mov, .rawt, .unity3d
at [
https://steamusercontent-a.akamaihd.net/ugc/1028454670708281063/46794FE163485DA38CC2AB5CE77DCCAE31132D46/ ]


Failed to load Model (.obj):
https://steamusercontent-a.akamaihd.net/ugc/1028454670708280893/C00C1E64D16D365E6B372FC0221B1BACAFDA57CC/
Worldcleaver  [author] 17 Dec, 2024 @ 1:32pm 
For "not all maps are implemented", I assume you mean the 3D-modeled versions. That's probably never going to happen, as that was a project of drod, the original mod creator. The example you cited ("Civil Unrest") still spawns with the 2D map, which is completely playable.
Worldcleaver  [author] 17 Dec, 2024 @ 1:32pm 
@Krigsprästen

All of those assets are present and accounted for. If you look at the error you're getting, the problem is on your end: Tabletop Simulator thinks that you should have all of those files cached locally, but it cannot find them. (It could be a filesystem error or similar).

One thing you can try is to go into TTS, and under the "Game" settings, de-select "Mod Caching", restart TTS and then try to load the mod.

Please try the above and see if that also fixes your issues with scripts being broken. My guess is that you somehow have corrupted content on your end and that's causing problems.

As for house-ruling... I'm not sure what you mean. Most of the scripting is there to add UX stuff like the dice-rolling UI, the unit lists and the map spawning. Could you give me an example of a houserule you're trying to implement that doesn't work?
Vargis 12 Dec, 2024 @ 12:14am 
Also, not all maps are implemented. See "Civil Unrest" for reference.
Vargis 11 Dec, 2024 @ 10:38pm 
There's several major issues with this:
• Tons of assets are missing, but it is impossible to know what assets are missing. This seems to be because dropbox and other things were used instead of the official cloud, linking to things that have subsequently died, and as time goes on, I'd expect this problem to just get worse.
• Most scripts are broken on a save/load, but as opposed to the "main" mod, they will actually reset upon being put into a bag and taken out again.
• An over-reliance on scripting makes houseruling almost impossible; even if you figure out how to save assets locally and modify them, you have to go through all the scripting and hope you don't miss something.

I am pretty desperate for a scaled-back high-functioning and fully featured version of this bundle. It has a lot of promise, but it does way too much and more than it needs to do. Instead of automation, it should empower players to ease-of-use.