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I made some alterations (mainly added more scripting stuff). Essence checker, infinite point scaling, etc.
If you happen to still play TTS after 2 years and you'd like to have a gander let me know!
The VP buttons work by reading the current board state, there's no internal store cached or anything. Allowing people to move scores manually and such.
As such, if you double click very quickly, it doesn't have time to get to it's location, it then reads the state of where it is (currently in the transition of moving) and then get it's wrong because of that.
So long as you don't click the buttons too fast, it'll add up correctly!
when using the VP Buttons in the individual player spaces, the numbers don't add up. Happens most frequent when pressing VP button in a row/consecutive [ for example 7 VP ( 5 VP -Button and 2VP-Butto)]. What happens is: at first it is correct i.e. 13+5=18 in the scoreboard. But then it start at the wrong position in the second button press. it doesn't start with 18 but with 17/16 and then goes to 19/18.
Thank you for your great work. Really loving it.
超級感謝模組作者的分享,讓我可以用來拍教學影片
郎中闖江湖 𝐓𝐡𝐞 𝐐𝐮𝐚𝐜𝐤𝐬 𝐨𝐟 𝐐𝐮𝐞𝐝𝐥𝐢𝐧𝐛𝐮𝐫𝐠 教學
https://youtu.be/r3rhFsun0HQ
郎中闖江湖:煉金術士 𝐓𝐡𝐞 𝐐𝐮𝐚𝐜𝐤𝐬 𝐨𝐟 𝐐𝐮𝐞𝐝𝐥𝐢𝐧𝐛𝐮𝐫𝐠: 𝐓𝐡𝐞 𝐀𝐥𝐜𝐡𝐞𝐦𝐢𝐬𝐭𝐬 教學
https://youtu.be/oOggYiXDl-g
#喜歡記得訂閱喔<3
Thanks
That said. I've got plans to script the set up to make that even easier for people but I'm waiting to see what The Alchemists expansion adds when we get more information about that.
A. this is a very good mod
B. I definitely would like to see this mod updated with a double sided board, or at the very least some kind of card that has the image on the beginner side to have a reference as to what is on that side
My only additions would be for each bag to have autoshuffle via:
-- Autoshuffle Bag on token entry
function onObjectEnterContainer()
self.shuffle()
end
-- Autoshuffle at game start
function onLoad()
self.shuffle()
end
Similarly, for the Fortune Deck, the autoshuffle onLoad()
I also recommend renaming the bags to "Chips Left in <color>'s Bag" so that it flows with the token counter. Just minor polish
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!
If enough people are interested though, I could certainly scan in the other side, just not at the moment. My physical copy of the game is at someone else's house, and with the lockdown and all, it'll have to wait.
Just to say, I've read the "triple shuffle" script gets around some potential issues where the first shuffle fires before the item has been added to the bag for the game.
That's not the worst idea! I plan to add a tiny amount of scripting to this at some point, so perhaps I'll incorporate self shuffling bags.
Also the triple shuffle is slightly redundant, but perhaps a bit more satisfying as you're shuffling it three times, (which in computer randomisation is no less randomised than one shuffle).
Great job with this game. I noticed you added a note to shuffle each time a token is added back to a player's bag. I was able to automate this (see https://steamhost.cn/steamcommunity_com/app/286160/discussions/0/135507855755894140/) .
I added:
function onCollisionExit(ignore)
self.shuffle()
self.shuffle()
self.shuffle()
end
to the lua script of each bag, and it works like a charm.
Cheers!
The only difference between the two sides is the advanced section has the "test tube" section of the board, which you can choose to ignore if you wish, this then plays exactly the same as the basic side.
I will try again and ones more thank you so much for this game. It is great fun
I love what you have done with Quacks and it is one of the games I have used here on TTS.
But now I get a error that the import for the rubies are failed to load.
Am I doing something wrong?
It used to work perfect in the past.
Only thing I could do is actually model the shape in blender and UV map them, to get them working that way. Which I may do at some point, as I've done that in some of the other games I've set up.