Tabletop Simulator

Tabletop Simulator

[scripted] Power Grid
Showing 21-30 of 74 entries
< 1  2  3  4  5 ... 8 >
Update: 29 Aug, 2021 @ 10:47am

Added settings for the 'Players' power plants' square, and for the bidding support. You can now turn it off if you want by going to automation -> market, and custom -> Power Plant Squares.

===== V 1.19.1 =====
[Game]
- Added settings/toggles for the bidding support. It can now be turned off
- Added settings/toggles for the power plant square support. It can be completely turned of, or just parts of the logic.

[Scripting]
- Nothing much changed. Implementing of settings is easy with the new settings module that was made a few versions back.

Update: 27 Aug, 2021 @ 5:14am

One of the most requested and awaited feature is here; Bidding Support 🎉
When bidding on power plants, a 'bidding table' will appear to assist you in bidding on power plants. It allows for bidding in clockwise order and keeps track of who has already bid.
This release also brings some bug fixes for loading and saving the game.
No 'settings' have been added for this feature, though this will probably be added in a future version.

===== V 1.19.0 =====
[Game]
- Added bidding support through 'bidding tables'. Bidding tables appear when a power plant is selected
- Powered resources now have an outline before they are discarded
- Fixed: multiple bugs with the powering of power plants in phase 5
- Fixed: saving and then loading the game doesn't show the correct turn/phase information
- Fixed: saving and then loading the game throws errors when building cities

[Scripting]
- Refactored the market logic. Instead of defining the same logic twice, both the China and the default market share logic. The only difference is some minor settings.

Update: 1 Aug, 2021 @ 2:04am

The first step towards better bidding support has been made! This update brings with it an improved "Player x's power plants" square; the plant board! It makes it visually clear where your power plants need to go, plus lots of integration with the rest of the scripting. You no longer have to manually discard resources from your power plant when you power it.

===== V 1.18.0 =====
[Game]
- Replaced the colored box in front of players with a 'plant board'.
- The plant board discards resources when powered
- Fixed: null pointer error when loading a saved game, or when winning the game

[Scripting]
- Added the new plant board. The board integrates with a lot of the other scripting.
- Determining who bought a power plant is now more stable. It used to check based on 'who dragged the power plant away from the market', but is now 'who has a new power plant in the plant board'
- Made a start with actually unit testing the code! You won't find it in the game file, but there is a modified version of the game that contains a testing library and unit tests. Currently only tests a few table util functions, but will be expanded to cover more. (already found some and fixed bugs thanks to the tests)

Update: 6 Jun, 2021 @ 12:08am

Added some more counters to track the number of games played per year, week and day. Uploaded all game assets to the steam cloud.

===== V 1.17.3 =====
[Game]
- All game assets are now hosted in the Steam cloud. This should hopefully prevent objects from not loading
- Disabled the check if players have bought a power plant; the logic was too unstable.

[Scripting]
- Not much changed

Update: 4 May, 2021 @ 11:10pm

Added some very basic analytics to track how often the game is played, and what expansions are played. Don't want this? Go to settings -> other -> analytics and then select 'Analytics' to disable it.

===== V 1.17.2 =====
[Game]
- None

[Scripting]
- Added analytics by using the 'CountApi'; https://countapi.xyz/. Currently only tracks how often the game is played, how many players play in a session, and what expansions are played.

Update: 2 May, 2021 @ 1:29am

Bug fixes having to do with game loading / exiting.

===== V 1.17.1 =====
[Game]
- Fix; Going to main menu from an active game throws lots of errors (might still throw errors, but should be quite a bit less)
- Fix; loading an active game with Turns enabled throws a nil pointer

[Scripting]
- Debounce the onObjectLeaveScriptingZone functions to prevent a massive amount of errors when exiting the game.

Update: 1 May, 2021 @ 6:06am

Fixed some bugs and added two new features; area selection and a city planner. Area selection means you can select which areas to play in, and the script will automatically block the deselected areas. This will make it easier to indicate what area you play in. The city planner helps players with choosing where to build their next cities. It shows where you can build, and is able to automatically build and discard electro as required.
Both features are optional when enabled, but can also be disabled in the settings.

===== V 1.17.0 =====
[Game]
- Added area selection
- Added a city planner
- You can now do private calculations by appending a '>' in front of your calculation: '>1+1' only shows your calculation an the result to you, not to your fellow players. (Tip; you can do calculations by typing a sum in the chat. It can even handle complex calculations like (2+5+1+13) + 10 * 4)
- When powering cities the game will say how many cities are powered
- Fix; when playing the Korea expansion, the refill card doesn't show the Korea refill.
- Fix; when players have the same amount of cities, the turn order is not correctly calculated
- Fix; discarding power plants as yellow or pink using the discard plates would sometimes mark you as having bought a power plant
- Fix; playing after the game has ended will result in errors

[Scripting]
- All boards contain extra information about; where cities are, the connection cost between cities, what cities belong to an area, which areas there are, etc.

Update: 18 Apr, 2021 @ 8:17am

Found another bug where the turn order would be incorrect when tied on cities.

===== V 1.16.5 =====
[Game]
- Fix; turn order for players with same city count is random

[Scripting]
- Something somewhere went wrong with a .name call on a card, which returns 'Card' instead of the actual name of the card.

Update: 18 Apr, 2021 @ 12:51am

Just like last patch, this patch brings more bug fixes 🎉
The script will now mark the lowest market card to be discarded when no plants have been bought.

===== V 1.16.4 =====
[Game]
- You will be warned if you don't buy a power plant in round 1, the game won't continue (the host can bypass this using the chat)
- The script will mark the lowest market card to be discarded when no plants have been bought.
- You can now right click a 'discard to' button (in the market) and the button will disappear, instead of discarding. This might help if you think the scripting is in the wrong. (please report this in the discord if you think the scripting should fix something)

[Scripting]
- The script will determine what power plants a player has on beginning and ending of phase 2. It only looks at the power plants inside of the "X's power plants" drawing
- Replaced 'print' functions with 'log' function. This is to prevent forgotten debug logging when the game is published.

Update: 15 Apr, 2021 @ 9:56pm

This patch mostly brings patches and small improvements. Most notable improvement; you can calculate using the chat! Just type a sum (like 1+1) and the chatbot will reply with the result

===== V 1.16.3 =====
[Game]
- Fix; Market arrows show even when no card is present
- Fix; Market arrow doesn't show up for the 5th item when it is a green power plant (Benelux )
- Fix; When step 3 starts an error is logged
- Fix; Game should end after phase 4, not during it
- Fix; Benelux resource note showed wrong refill rates
- Fix; The next player button should be spam resistant (a bit)
- Improvement; The 'draw a card' button should not show up in the China expansion, except during bureaucracy
- Added a warning when you build cities in the wrong phase
- Added hints to the game (suggestions welcome for more hints!)
- You can now calculate sums using the in-game chat
- You can now 'compact' your money. If you have lots of low values (for example 10 * $1) you can 'compact' it to become a higher value (for example 10 * $1 becomes 1 * $10)

[Scripting]
- All power plant cards have extra information in their description; what is the starting cost, how many cities can it power, what resources does it require. This was needed for the Benelux market, but will also be useful for other upcoming features.