Tabletop Simulator

Tabletop Simulator

The Unrivaled Ones
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Update: 18 Aug, 2024 @ 4:51pm

Update: 13 Aug, 2024 @ 9:11pm

Update: 11 Aug, 2024 @ 8:40pm

Another nice bit of changes here. As you can see I went with a smaller table and also resized the hex tiles so that the soldiers could be scaled a bit smaller. I also changed the values of the HQ and the resource capture points. The HQ now gives 4 credits instead of 3 and capture points are now 2 credits. I did that to help accelerate the way of earning money and able to build more units per round. I am still thinking of a few more solo rule tweaks, more so with the initial setup.

Update: 11 Aug, 2024 @ 2:14pm

Major changes to my game has just happened.

The big change was that I got rid of the damaging the HQ as the objective. Now, it has changed to having units surround the enemy HQ instead. I made this change due to the fact in I was confused as to how units would do damage to the HQ in real time and if there was no enemy troops to fight back, it would be too easy for one player to destroy said HQ.

Then it came to me, from one of my favorite games, Rise Of Nations. Where you don't have to destroy a base to defeat an enemy but to just occupy and surround it instead. This works perfectly with the three starting hexes being surrounded with the HQ and if those are cut off, then your enemy is cut off from making more units.

In turn I made a lot of changes to the rules and hopefully I clarify a few things as well. Though I believe I need to make a few more changes, more so with the AI but I feel a lot better now with the game. I was about to pack it up for awhile but I just needed a bit of a breather more than anything and time to think.

Now....just need some play testers!!!

Update: 6 Aug, 2024 @ 10:04am

I finally gave my game an official title "The Unrivaled Ones". Figured I give it an actual name to maybe help make it stand out more. It also does play into the story I am developing for the game as well. Of course, as with any game in development, the title and logo can always change.

Update: 5 Aug, 2024 @ 7:12pm

I decided to ditch all of those notepads and notecards in favor for making them PDF files. Since they added this feature to TTS awhile ago it is so much better than dealing with the notes. That way I can fix spelling errors and fix some grammar from Open Office, then export it as a PDF. Makes things nice and clean in my opinion.

When I was looking at the unit sheet I actually confused myself and had to change one of the stats of the units. I changed the wording from "TO ATTACK" to "TO HIT" to clarify that if you roll your "TO HIT" value you hit and do your damage.

I also am trying to get some play testing done from people on Discord servers and maybe I can make a post on the forums on TTS as well.

Think things are looking more solid now, just waiting for some decent feedback and hope to only make this game even better as time goes on!

Update: 4 Aug, 2024 @ 7:09pm

Decided to add in difficulty levels for the AI in the game. I felt that the AI was maybe a bit too slow on making units quick enough as it was so I made it where the original behavior is now Easy level of difficulty. This will be a good way for beginners to get the game down and feel a bit more relaxed. While Normal and Difficult levels will give the AI a bit more oomph and put a bit more pressure on the player.

I hope this will make things a bit more interesting. :)

Update: 3 Aug, 2024 @ 5:24pm

Made a few changes to the look and some minor gameplay changes:

Decided to get rid of the 15 second time limit for the Production Phase as I felt it was not needed.

I went ahead in increased the time for the Engagement Phase from 30 to 45 seconds so that the players have more time to move their units around the map. I was thinking of making it a full minute but perhaps was a bit too much time there. I will of course adjust the time when needed per feedback from others.

Put in some bags for tokens to make it more clean

Added better hex tiles and put more descriptions to make things more clear.

In the near future I will need to tweak the solo AI a bit to make them a bit stronger. I feel only them building just one unit per turn until they lose units may not be enough for them to compete so I will adjust accordingly.

Update: 3 Aug, 2024 @ 3:59pm

Added a two page solo rules guide. Very simplistic AI but I figured it is a good start and I will of course add more options as I keep developing it.

Update: 3 Aug, 2024 @ 1:27pm

First post of the game. As I am writing this it will be hidden for now until I figure out to add an AI mode since I am a fan of solo gaming and also like giving options for others play solo as well if they cannot find another player.