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It seems the unintended Alien Artifact replenishing can simply be resolved by removing below two lines
local obj = getObjectFromGUID('851e16')
obj.call('ReplenishOffer')
from mana roller -> fetchDice() function.
However, during replenish, the previous set of cards is not removed.
Also the Asteroid cards don't seem to cycle, but get completely replaced, then the first card gets an addtional one placed on top of it.
Page 7
To claim one of the alien tech cards on display you need to have docked ships with a total value of more than 7. Replace the claimed card with
one from the draw pile.
Page 13
If the alien tech draw deck is exhausted, reshuffle the discards to create a new draw deck.
Maybe we can do it together, let me know.
This also fixed the Cycle and Refresh Offer.
Issue:
The script zone for the Alien Tech card are not at the right height.
This is how to fix it:
Move the cards away so you can adjust the height of the script zone
Go to Zone, Script Zone (so you can see it)
Go to Gizmo, Move and click on the script zone for the Alien Tech
Set the Transform, Position, Y: to 3.05
Note: to modify the mod first you need to create your own save file.
• CHANGE This is one of my heaviest mods and one of the reasons behind that was a bug in TTS (that has not been fixed BTW) which made me have to attach scripts to every die in the game. I have since found a much lighter solution to that where the "snap" flag is now set during the rolling itself. This should make a noticeable difference on the roll response for slower computers.
If performance is still an issue I may look at removing the die counter script completely as it is just a QOL thing and maybe even lowering the rez of some of the game GFX.
• CHANGE This is one of my heaviest mods and one of the reasons behind that was a bug in TTS (that has not been fixed BTW) which made me have to attach scripts to every die in the game. I have since found a much lighter solution to that where the "snap" flag is now set during the rolling itself. This should make a noticeable difference on the roll response for slower computers.
If performance is still an issue I may look at removing the die counter script completely as it is just a QOL thing and maybe even lowering the rez of some of the game GFX.
FIXED: - When you deselect the Outer Belt Expansion during setup it will now also delete the Moon's area control card.
FIXED: - When selecting THREE PLAYER in the setup.. the mod will now correctly cover the SHIP YARD spaces that should be blocked.
Thanks to the players that reported this to me!
• ADDED : Setup script now blocks docking ports for lower player counts.
• ADDED : Rule Bags to to left of table.
• CHANGED : Brethren Die is no longer pitch black, so it can be seen easier on the die roller board.
• FIXED : The "draw agenda" button now draws only 1 card per click!
• FIXED : The manual "replenish offer" button is now showing correctly.
• ADDED : An option in the setup to set the game length. By default it is set to 8 Colonies (the "long" and imo recommended game length), but you can now set it to "6" which is the shorter version. Remember you can easily play to less, by just dropping some more colonies in the trash bins before you start playing. Say you only want to play to 4. Also, there are some infinite colonies bags at the top of the board, in case you would like to play much longer games, like to 12 colonies. The choice is yours. The setup only dose 8 and 6 which are the values in the manual.
• CHANGED : I swapped out the R.E.V. model for a different looking obj file, and it now also moves to the controlling player dealt the associated faction and also tints the object their player colour.
• CHANGED : There is a bug in TTS where if you deal to player hands that are revealed to all the cards become invisible. I have replaced all the "deal" function with "move" function. I am 90% sure this will fix this problem, but will not be able to tell until I play a love game online.
• CHANGED : Moved the "Resource Readouts" under the actual storage locations to make the association between them a little clearer. This also opens more room in front of the player for permanent effect Alien Tech Cards and Asteroid Cards to be placed, as in card that are not supposed to be drawn back into your hand at the start of your turn.
• FIXED : The Terraforming Station needed a small change, as one of the Faction Boards allows you to pay a fee for the chance to change your die to a "1". In this case the die is NOT destroy OR rolled, but sent to the "Maintenance Bay" to be rolled on the next turn. This now works in that way. If a Die at the Terraformer is ever showing anything other than a 6 it will be sent to the Maintenance Bay.
• ADDED : You can now hold down ALT and mouse over the Outer Belt "Navigation Die" information to get a pop-up to make them easy to read (like the other points of interest on the board)
• FIXED : The three Alien Tech and two Asteroid Cards that gave vps were incorrectly named so when placed on the VP board were not getting calculated. This is now working!
• FIXED : Original Mod upload had the Alien Tech Card Offer already dealt by accident. Meaning on setup it dealt cards and crated 3 small 2 card deep decks on the offer. This has been fixed.
• FIXED : There was a small debug print out on the "draw agenda card" button I forgot to disable before release printing random information into chat. This has been disabled.
• CHANGED : As the mod automatically refreshes the Alien Tech Card Offer, the "replenish" button is not really needed. So I have swapped its position with the "Cycle Offer Button". The "Cycle Offer" button is much more often used by the player and is not in the more immediate location for clicking.
• CHANGED : After playing a few live games we all decided that the 'Field Generator" tokens were way to large. These have been significantly reduced in size.