Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I loaded the mod and looked from top to bottom on the placard that appears to select player count and saw nothing to start without tutorial (like a checkbox). Then I read the first tutorial screen up and down for a checkbox or anything to say to end the tutorial. Then I looked in the bottom-left game console area to see if it was in any text instruction. Then I looked in bottom-right where the Notes are and modmakers often put instructions.
It wasn't until I moused-over the button "Next" and noticed a tooltip that says "Left cllick (Next); Right-click (Cancel)" I think it's pretty natural to unconsciously ignore a transparent tool tip on a big button with the single label "Next" and to expect a right-click to do anything on a button. Is there a reason not to include a separate button next to it that says "Exit Tutorial"?
https://drive.google.com/file/d/1dIfjUDvIt999_Q2iP-wNT2qB-z9PgRV-/view?usp=sharing
Any chance you will add the expansion here?
Any plans to implement the new "age of expansion" to the mod ?
And we have now had 3 games that have broken and we have had to finish manually with the host being spammed with nil pointer issues. There seems to be some issue with the dynamic button creation for 4-5 player situations. Last night I did a couple of Ctrl-z to undo (since someone randomly lost one of the tier5 buildings somewhere... go figure) and the act of undo got the in memory player table confused and it was unable to function. I will see if I can find time to root out what is going wrong but atm I caution folks:
Do not Undo, and don't have anyone dropout or have your server crash mid game. If you do it is likely you will have to finish out manually.
Hummm... the deck adjust was working for 2 multiplayer, but we all know TTS does not always do the same thing for all clients. A delay is probably a good idea.
1. At conclusion of setup, the asset card decks are all popped up above the board.
2. The onSave only triggers IF the number of players seated = number of players selected on setup. This helps with recovery of crashed games from the automatic save file.
3. I removed the second tablet and put in two PDFs for the rules in that location.
I can confirm what snakebyte reported. We tried a 4 player game on the 4/5 player board side. But when we select that the asset cards seem to stay affixed to the other side, so they are face down under the board.
We also had various times where the scripting denied people from collecting an asset card even though it was a valid situation. The Host was able to draw the card for them so it was not fatal.
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!
Loving all the scripting, by the way! Great work!
hoping there's a solve here since the depth of scripting you've done is amazing.
best.
-J
lua script line 3320:
_G["o"..vHostPlayer.."SlaveryBoard"].editButton({index=2, position={tPosX, 0.1, -4.22}})
replace to
_G["o"..vHostPlayer.."SlaveryBoard"].editButton({index=3, position={tPosX, 0.1, -4.22}})