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My guess is that the 1T5ZJ9 code wasn't actually what the randomizer originally gave. Perhaps it was supposed to be something like IT5ZJ9 instead. Though it's been a long time since I looked at your Lua script... I don't even remember if that would be a valid code.
Code: 1T5ZJ9
Mandrake: r-g+B-
Claw: R+g+b-
Scorpion: R-g-b+
Feather: r-G+b+
Mushroom: R+g+b-
Fern: R-G-B-
Lotus: r-g+B-
Frog: r+G-b-
No matter what, I have a doubt about it. How can you check the elements of the different ingredients once you finished the game to corroborate if the publications are correct?
Again, thank you very much for the effort and dedication. I love this boardgame.
2. When you try to make a potion, the result is public knowledge, but the ingredients are known only by the player who made it. The cauldron sends a private message to the player who made the potion (which is the one who clicked the button), reminding them of which ingredients were used.
3 . You need to put the End Game token in the cauldron. In fact, all buttons check the cauldron contents.
1. The caldron is labeled "another cauldron". Is there an original cauldron on the board?
2. I put two ingredient cards in the cauldron and saw in the text window what the result was. However, if I change player color, I can still see the results. Shouldn't this be hidden to other players?
3. When I press the "new game" button, it says, "Place the End Game token here to start game." Where am I supposed to put the End Game token?
First of all it throws results different from the App.
But most importantly, it produces several elements with the SAME combination of R-G-B- and R+G+B+.
How can this be possible??
You throw the big ingredient cards into the pot that don't look like they would fit xD
They are to the left of the cauldron on the board below the initiative tracker
Not sure what the little squares are for yet. I'll get there.
I'm just wondering how you make potions. I assume you put 2 of those little square ingredients into the cauldron and hit Test on Student for example.
But I keep reading "Invalid Ingredients" what am I doing wrong?
Thanks!
And yeah, I'm using imgur for my own mods.
When using the expansion, and checking whether an ingredient is solar or lunar, two of the alchemicals give the wrong results. The mod tells us that the ingredient with the R+G+B+ alchemical is lunar when it should be solar, and the ingredient with the R-G-B- alchemical is solar when it should be lunar. Would appreciate a fix. Thanks!
Thanks for the help and don't drink the blue negative potion.
The saved games mechanism isn't restoring the golem values... There are cases were the generated code was useless, leading to an error when loading and being unable to restore the saved values at all... this is loosing your saved game completely , expansion or not.
I left a message in your profile containing a fix for the cauldron a couple of days ago.
Here it's a version of this mod with the cauldron fixed. You can take it and update yours if you want (otherwise, it's here to be used by anyone interested)
Enjoy
https://drive.google.com/file/d/1hcB3fhpNX75Q0ifydHWDKl9E5BwIgrAT/view?usp=sharing
The collection used this priority system:
1. Mod's Files Availability: Mod with all/most files still available for download
2. Feature completeness: Mod with greatest inclusion of expansions and/or promos available for the board game title
2. Scripting: Mod with scripting that most reduces work in setup/play for players
3. Component Quality: Mod with the best visuals/usability in terms of component quality
4. Table Setup/Ambiance: Mod with the best immersion with table, background, and other modeling.
Please also note that a mod that makes selection for this list very well could be one in which the mod author borrowed the majority of assets from another workshop listing, so full thanks to all who worked on a mod.
Thanks for your hard work!
Personally, I put the hand regions just off the table behind the hidden regions.
function animateGolem(obj, color)
Secondly, the reminder text should be printed by the reminder function, NOT the reminder2 function. The corresponding line should be:
reminder(color, ing1.name , ing2.name)
Really, though, you should change the names of these throughout the entire script. You've got the reminder function printing reminders for two ingredients and the reminder2 function doing it for one ingredient. Which messes with your head when trying to remember which is which. Instead, how about reminder1 for a single ingredient and reminder2 for two?
Regardless, thanks so much for making the mod in the first place. Debugging one routine isn't nearly as much work as writing the whole thing in the first place!