Tabletop Simulator

Tabletop Simulator

Alien Frontiers (Tragic Edition)
29 Comments
Kid Cornk 3 Jul, 2021 @ 3:56am 
It seems it's borked... I get an error message when i try to press 'Setup' :s
Armaran 22 Apr, 2021 @ 8:44am 
Please note that I have never played ALien Frontiers, but it looks quite interesting.

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.
randomwhiteguy1 3 Jan, 2021 @ 5:01pm 
Very well done!!! thank you!
JmanInSF 26 Jul, 2020 @ 5:36pm 
Fantastic mod! Been a fan of AF for many years. And, no, it should not replenish all 3 cards after every die roll. (Would be great to fix this... seems it's part of a die roll script, and just needs to be removed) A workaround I've found is to create your own row of 3 cards from the initial offering, and even though it refreshes every die roll just manage the row of 3 cards manually.
blink625 5 Jul, 2020 @ 8:08am 
This is what I've found in the rule book about when to draw new Alien Tech..

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.
blink625 5 Jul, 2020 @ 7:56am 
Hi Tragic, I'm also learning TTS modding.
Maybe we can do it together, let me know.
Tragic  [author] 4 Jul, 2020 @ 9:58pm 
been a while from last I looked. Isn't the rule that the offer should slide every turn. So when you roll the bottom card goes to the bottom of the deck and the rest slide down. I made it so that happens on every roll as you buy after rolling. I forget though as it has been so long. I keep meaning to redo this mod as Im a lot better at modding now.
blink625 4 Jul, 2020 @ 9:46pm 
Thanks to Tragic for the nice mod.
blink625 4 Jul, 2020 @ 9:45pm 
Mod works great but this Will fix the Roll-Dice-Button card shuffle issue.
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.
Axeman3012 22 May, 2020 @ 9:22am 
Very impressive mod! But I have a problem: Whenever I press the Roll-Dice-button, three new Alien-Tech-Cards are dealt. Is this correct? This doesn't happen in your video. THX!
ew75 11 Apr, 2020 @ 6:55am 
One of my favourite games, and this mod is a joy to use — thank you!
Knaughx 9 May, 2019 @ 8:01am 
Thanks for the mod. Love not having to play my physical copy every time
Tragic  [author] 20 Apr, 2019 @ 10:43pm 
No... I just play a lot of game solo, some are not very good at it but I still enjoy it.
paulyd83 20 Apr, 2019 @ 10:31pm 
You mentioned playing solo. After reading the rules, it doesn't look like this has a solo option?
Tragic  [author] 19 Jun, 2018 @ 7:48pm 
Update - 20 / 06 / 17

• 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.
Tragic  [author] 19 Jun, 2018 @ 7:48pm 
Update - 20 / 06 / 17

• 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.
Tragic  [author] 7 Jan, 2018 @ 2:01pm 
HOT FIX

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!
SaltyO 20 Dec, 2017 @ 6:33pm 
This is really fantastic work, thank you for putting so much into this. I have the big box of AF and it's a great dicement game. Actually, TTS is what inspired me to buy the big box in the first place. I'd love if this became DLC too.
Tragic  [author] 18 Dec, 2017 @ 5:00pm 
SMALL FINAL HOTFIX (I hope!)

• 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.
darleth 17 Dec, 2017 @ 11:24pm 
Thanks a lot...
Tragic  [author] 17 Dec, 2017 @ 6:21pm 
UPDATE - SHOULD BE FINAL VERSION!!

• 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.
Tragic  [author] 17 Dec, 2017 @ 6:21pm 
• CHANGED : 3 Agenda Cards have been removed from the Agenda Deck and placed aside. These are only to be included in the Agenda Deck if certain faction boards are in play. As they are impossible to achieve with out the associated Faction Boards being included.
• 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.
Tragic  [author] 16 Dec, 2017 @ 8:48pm 
UPDATE - 17 / 12 / 2017

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.
Tragic  [author] 16 Dec, 2017 @ 8:48pm 
FIXED : The Orange Die Bag now functions correctly. For those of you that have not noticed, the die bag shows the number of the current die that is ready to be built. So if you have 4 die in play, the bag shows a 5.. if you destroy a die and place a die back in the bag, it now shows 4. This is just a visual thing, but will be used if I ever script payment costs for ships.
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.
Tragic  [author] 16 Dec, 2017 @ 8:47pm 
ADDED : I forgot to include a small model for the REV. The REV is a "Mars Rover" looking thing that is used by one of the Player Factions. It is now included in the game for people to use!
Tragic  [author] 16 Dec, 2017 @ 7:51pm 
HOT FIX

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)
Tragic  [author] 16 Dec, 2017 @ 7:51pm 
FIXED : There was a small error on the "Raiders Outpost". The button (pressing the spanner) will now work and send the die at the station to the Maintenance Bay
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.
Tragic  [author] 16 Dec, 2017 @ 7:51pm 
CHANGED : The "Take Resource" and "Take Energy" buttons have been increased in size. It looks a little less neat, but in live games people noticed that when playing zoomed out it was hard to actually click on the buttons. They are now nice and big and easy to click.
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.
Sir_Charles 16 Dec, 2017 @ 1:06pm 
Impressive work! I love it!