Tabletop Simulator

Tabletop Simulator

War of the Ring 2E (Scripted by DevKev)
473 Comments
DevKev  [author] 7 Jul @ 10:02pm 
Also, I'll look at the code for hotkeys to combine units. *sic gifted me that code, so I'll have to see if i can figure out how he did it.
DevKev  [author] 7 Jul @ 8:11pm 
Hi Kwiatolec, There does appears to be issues with Gothmog's die. I'll look at the code for Gothmog's die. I'm not sure it's the same as you are describing though.

The rules I'm following (or trying to follow) are:
1. If the Witch-king: The Black Captain is added into play, Gothmog's die will be eliminated.
2. If a Witch-king other than the Black Captain (ie: Chief of the Ring Wraiths) enters play, Gothmog's die is not eliminated.
3. If any Witch-king is in play, and Gothmog's die rolls an eye* and is left in the hunt box, the die will be eliminated.
kwiatolec 7 Jul @ 1:23pm 
Hi. Could you fix the bug where Gothmog's die is rejected when Witch-king, Chief of the Ringwraiths, is in play? (Gothmog's card says it works when the Black Captain is in play.)

And would it be possible to make it so that when you're holding an army and press a non-numeric key, the miniatures align base-to-base like when using the numpad? I'd like to arrange an army in three ranks.
Best regards.
DevKev  [author] 21 May @ 8:22pm 
@silvereagle89, thank you very much. The problem should be fixed now. I was able to reproduce the same error, and put back in a line of code that I must have accidentally deleted.
silvreagle89 21 May @ 11:43am 
Wonderful work! Game plays great and I'm in awe at all the scripting.

One bug I've noticed, when playing with 3 or 4 players, after the first round, every press of the Start Turn button results in an error and the button needs to be pressed again. What ends up happening is the leading player token passes once to the Green and Yellow players, but then the error message comes up and when you press the Start Turn button a second time, it passes the leading token back to Blue and Red players before continuing on to the Next Step. Here's the error message:

Error in Script (Game Panel - 615a0) function <StartTurn>: chunk_4:(2153,66-106): cannot convert a nil to a clr type UnityEngine.Vector
DevKev  [author] 13 May @ 2:21pm 
Thanks Albion's Sneed. The names for the 2D models did not match exactly. The script crash and ignored components you reported should all work now. Much appreciated.
Albion's Sneed 10 May @ 11:30pm 
A couple of very minor issues: Changing the characters to "2d models" works for all of them save the Black Numenorean variant of the MoS, which breaks the entire preferences script. Secondly, the Barrow-Wights from the Wastes of the Witch-King fan expansion don't have 2d-models, but they don't interfere with the script either.
DevKev  [author] 7 May @ 10:22pm 
@Albion's Sneed. I did not realize they updated their guide. Thanks! The workshop is now updated with EOG v6.
Albion's Sneed 7 May @ 11:47am 
Very well made mod, thanks for putting this together. As a minor note: EOG released their v6 rules summary which notably includes rules for KOME.
DevKev  [author] 8 Mar @ 5:25pm 
Hi Karl,
If you are stuck loading at a certain%, you should first try to turn off Mod Threading in TTS.
Goto Menu > Configuration > Game tab, and uncheck mod threading. Reload the workshop and see if the problem is gone.
Karl 8 Mar @ 12:14pm 
When I try to load it's stuck at 5% and my computer fan is overclocking
DevKev  [author] 23 Feb @ 9:57am 
@snake_hr, that's great news! Make sure to turn mod caching back on or you'll load every asset every time. Turning it off temporarily can fix bugs like you experienced, but you should turn it back on after the bug is gone.
snake_hr 23 Feb @ 1:39am 
@DevKev Thank you for all the replys, you are a legend. Yes I could see the links, and disabling the mod Mod Caching fixed the problem! THANK YOU so much! your mode is Awesome btw. :)
DevKev  [author] 22 Feb @ 8:47pm 
Hi snake_hr, You are definitely having trouble loading assets from the steam. It might be a locale issue. According to your very helpful screenshot, these are 2 links of the several you cannot open in TTS: https://steamusercontent-a.akamaihd.net/ugc/1698404380172546961/1C0C9C7A991C6707D3949ACA501AA40A3CF02516/ (Golum token)
now the image: https://steamusercontent-a.akamaihd.net/ugc/1753569444434429170/F1E5A98D9F3511490934C246EA380E177868B279/ (city token)
Please try to click the links embedded in this message and let me know if you can see them in your browser.
The first fix that comes to mind is to temporarily turn off Mod Caching. From TTS, choose Menu, then Configuration, then the GAME tab, then uncheck Mod Caching. Restart TTS and try to load the mod. Make sure to re-check mod caching after everything loads.
If you click the links above and cannot see any images in your browser, then something in your PC/network is blocking some of the steam cloud files.
snake_hr 22 Feb @ 11:59am 
@devkev

Thanks for reply, I tried it today but still same problem. I have a screenshot so you can have a look. :(

https://postimg.cc/cKjzxBqP
DevKev  [author] 20 Feb @ 4:03pm 
I'll experiment with adding cards to hands when I get some time. I believe I'm simply moving them to the center of the hand zone (the hand zone's position). I don't know if placing/bringing cards in from the left/right side of a hand affects their position in the hand. It should be easy to find out though.
SuicidalBanana 17 Feb @ 6:24am 
Don't disagree there but I personally put them on the right side of my hand! I don't know if you can have two hands or if theres even a way to make everyone happy with that one :P
Agent Zig Zag 17 Feb @ 6:21am 
@DevKev thank you it's much better! One other small suggestion, if possible: when playing with WoME, Faction card draws automatically go to the player's left-hand side of their hand. Just a "nice-to-have" if you find time :)
DevKev  [author] 15 Feb @ 3:16pm 
@Agent Zig Zag: I uploaded higher resolution faction cards. Still working on scanning the KoME ruler cards.
DevKev  [author] 15 Feb @ 1:55pm 
@snake_hr, All 448 assets are loading correctly for me from steamcloud. There definately was an issue when you first reported it. I made no changes, but waited a day and everything seems to be loading fine now. I think it was an issue with steamcloud that they resolved. Are you still having issues?
@Agent Zig Zag: I will re-scan the KoME cards at higher res, they are blurry! I'll ask about the WotWK but I believe I took those cards directly from someone else.
Agent Zig Zag 15 Feb @ 12:44pm 
Would it be possible to re-upload "Wastes of the Witch King" Faction cards in better quality? They are very difficult to read. The leaders for Kings of Middle Earth are also blurry.
snake_hr 10 Feb @ 11:02am 
DevKev thanks for the reply. I manged to make it work before but now its compleatly broken. Asset is not loading and it is not playable. :(
DevKev  [author] 10 Feb @ 7:29am 
I just checked my copy and there seems to be a problem with Steam Cloud assets. It's loading very slowly and a few assets are failing to load. It might be a temporary steam issue, as this has happened before and fixed itself. I loaded the game a second time and all but one of the missing assets loaded this time. I'll troubleshoot some more and let you know what I find out.
snake_hr 10 Feb @ 1:25am 
It crashes upon loading. Any suggestions on why that could be?
Author Jeb Smith 20 Nov, 2024 @ 12:26pm 
Hi Devkev. Love the mod! I was wondering if we could chat in PM, I had a few questions for you.
luciferstruth 7 Nov, 2024 @ 12:16am 
@devkev Thanks for your reply. Can i just say, I absolutely love your mod. Its introduced me to a whole community of people.. Thankyou for everything you have done and continue to do
DevKev  [author] 3 Nov, 2024 @ 7:34pm 
@kwiatolec. The 2 discard piles are a good idea, i just have to rearrange everything in the layout. I'll fix the problem with the Witch-king and gothmog as soon as I can. thanks!
DevKev  [author] 1 Nov, 2024 @ 9:53pm 
@luciferstruth Hi thanks for playing the mod. I'm using the built-in dice roll function for TTS, and I'm confident the rolls are random (as well as a computer can fake randomness anyway). I do fetch random seed when launching the mod. It's hard to see, but when a die is rolled, the die face is randomized instantly before it makes it's tumble animation. Even if the dice does not make a satisfying roll animation, the result was still generated randomly before the animation. I added an extra pump to the dice mid-roll (waits half second and roll again during the current roll), but it's only for show. Sometimes the animation of the dice roll is not very satisfying, but this video should hopefully alleviate your concern: https://www.youtube.com/watch?v=4fcxmOSy1ew
luciferstruth 1 Nov, 2024 @ 6:06am 
I was wondering if there was any plans to fix the dice rolls affect? Seems a lot of the time the dice just helicopter around and the land is quite predictable before they hit the ground?
Are you able to add more speed or something to the spin? Because these dice do not seem random at all..
kwiatolec 21 Oct, 2024 @ 2:03pm 
@DevKev
Thanks for the fixes. If I may still suggest something, it would be two discard piles (one for face-up cards and one for face-down cards).
I also noticed that when introducing the alternative Witchking into the game, it removes Gothmog's die as if he were the old one.
SuicidalBanana 18 Oct, 2024 @ 1:33am 
You're right! My group never played with hidden discards so I was completely unaware of the mechanic.
DevKev  [author] 17 Oct, 2024 @ 10:51pm 
@Kwiatolec. thanks for playing the mod and for the suggestions. I made a change based on your recommendation. I do this in my other mods: Whenever a deck is searched, the game announces that the specified player is searching the specified deck. I don't want to auto-shuffle the decks like i do the hunt pool. A deck can be easily shuffled after being searched by hovering over it and pressing "R" (for randomize), or by right-clicking the deck and selecting shuffle.
For discards, see my note below. Some cards are discarded face down and should remain hidden, while others that were public info before being discarded are left face up. This makes searching the discard pile problematic. i've seen some players keep 2 discard piles, one hidden and one public.
DevKev  [author] 17 Oct, 2024 @ 10:47pm 
@suicidalbanana: The companion cards separated in compact mode should no longer get intercepted by the hand. If you change unit types after setup, Treebeard: Oldest of the Ents should update with the rest now. Leader tokens are now removed during setup when playing 1v1.
When you discard a card with the "X" button it goes face down if discarded from the hand (hidden). If it was out on the table or visible face up, it will discard face up. I was told by several skilled players that discards directly from your hand should remain hidden (such as discarding when you are over the limit) and should be discarded face down.
kwiatolec 11 Oct, 2024 @ 12:17pm 
@DevKev

Thanks for the great work you’ve done.
I have a few remarks that you might want to use.

1. When you preview the cards using the search option, it’s clear in what order the cards will be drawn. It would be good to add a shuffle option before each card is drawn from the deck (both in the scripted phase and just during the game).
2. Upon reflection, it’s better to block search option because some events from expansions arrange the cards in the deck in a specific order.
3. A similar situation applies to the discard – the opponent should have their ability to preview other players' cards blocked.

Cheers
DevKev  [author] 6 Oct, 2024 @ 11:31pm 
@SuicidalBanana thanks. i'll get those fixed. Only the face down discard is by design. When you discard facedown from your hand, it is supposed to stay hidden. Known/played cards discard face up. The rest of the items i'll fix.
@ArcaniteM There are some fan expansions included. If you don't select them during setup, they'll get put away. The Treason of Isengard and Wastes of the Witch-king are the fan expansion content.
ArcaniteM 5 Oct, 2024 @ 9:28pm 
Where did you get all the new heroes that arent from the 3 expansions ?
Like Faramir and Eowyn.
SuicidalBanana 3 Oct, 2024 @ 7:29am 
The 3d model for Treason of Isengard "Treebeard: Oldest of the Ents" does not change to its square model counterpart
SuicidalBanana 30 Sep, 2024 @ 9:49am 
In compact mode companions are added to the hand when separated instead of placed on the table

Unsure if intended:

Unused action tokens and leading player tokens in 1v1s are not put away after setup
Cards are discarded face down instead of face up when using the X button on the card
DevKev  [author] 29 Sep, 2024 @ 11:44pm 
@SuicidalBanana Thanks, should be fixed now.
SuicidalBanana 29 Sep, 2024 @ 7:55pm 
The Mouth of Sauron: Black Numenorean model not updating when changed from a 3d model
Droxkon 14 Sep, 2024 @ 6:06am 
Thanks, works great!
DevKev  [author] 12 Sep, 2024 @ 7:38am 
Hi Droxkon. Thanks for playing the workshop. You'll now see the round displayed in the upper right of the script panel for each phase menu. I also added Roy's almanac to the table.
Droxkon 11 Sep, 2024 @ 7:46am 
Thanks DevKev for this version of War of the Ring, we play weekly. Could you possibly add the following to enhance the game.
1. Display the current round somewhere on the table. We track how many rounds the game takes and it'd be nice to see it.
2. Add the WotR Almanac pdf for card reference/rule tool.
Jakalor 7 Sep, 2024 @ 12:07am 
*game script having errors with deleting units
Jakalor 6 Sep, 2024 @ 11:49pm 
Currently running into issues regarding the game script not having errors with deleting units.
DevKev  [author] 27 Jul, 2024 @ 6:28pm 
Hi. The only bug I'm aware of at the moment is if you try to setup Breaking of the Fellowship with other expansions. I'm unable to replicate the blank dice panel for non-host players. It shows up fine for me or my opponents. Can anyone confirm it is still happening to them? If it is, have you tried turning off Mod Threading in the TTS configuration screen?
Randomguy 27 Jul, 2024 @ 9:54am 
Hi are the bugs now fixed with this mod?
MarcellHUN 27 May, 2024 @ 5:51am 
Hi!
Its the general/comat/hunt brown panel next to the action dice tray. For the host its shows properly for the joiner its just an empty brown panel without the buttons and texts. If you need help with testing I am available as well :D
Awesome mod btw. I just started this game and man its great and your mod makes it very accessible as well.
ab 26 May, 2024 @ 11:44pm 
Thank you for replying! Actually, it is the combat/hunt dice panel that is showing up only for the host; the other player sees an empty element without any clickable buttons. If I change to the dice panel strip in the preferences, the dice strip works correctly, but after switching back to the dice panel, it still does not show up. If you need help with testing, I can offer my assistance as a second player or host. :)
DevKev  [author] 26 May, 2024 @ 2:35pm 
One more question @ab. I'm not sure if this is it, but the Dice Stats are only displayed to the player who clicked the "?" button. If another player wants to see dice stats, they have to click the "?" themselves (They'll get the same result in their own chat log). This is on purpose. If one player uses the stats button often, it can spam a lot of stats to the chat log. The other player may not want their chat log full of Dice stats, so it only shows results to the player who clicks it.