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There's no way to automatically deal a new ally mid-game - this indeed is a manual process currently.
Also: Is there a way to deal a new Ally mid-game? At the start of the game, the script draws allies, finds their tokens, and places them on the map. Do I have to do all that manually when I draw a new ally mid-game?
Anyway to add the card tray for skill checks by chance from tachyon? That's like the one thing I like better about that one.
Are you perhaps running some kind of VPN or something else that may be intercepting your network traffic and changing these URLs?
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please help
And great mod!
https://steamhost.cn/news/app/286160/view/4357879193279190808
If that doesn't work, please let me know and I'll investigate further.
It asks me to import but when I do it juist repeats the popup.
Help pleaze me no understand, mod seems amazing but I just really want it to work for me x)
Are you experiencing any issues with other mods, or is it just this one?
And could you try accessing this asset in your browser? If that webpage doesn't load, it could be an issue with your connection.
http://cloud-3.steamusercontent.com/ugc/1011566098699278360/4427FCB253F7EC08E715F4C8D1D10A63A6CD5728/
Is this mod broken?
Other than that thank you for this mod, I really love it!
Could you try disabling "Mod Caching" under Miscellaneous in Configuration/Game and see if it works then?
You can read more about the "one player game" variant here: http://jbiatek.github.io/BSGRulebook/rulebook.html?kobol&variants#one-player-game . In short, I do not believe you should actually switch to your assist character. Your assist character is there to let you use their once-per-game ability, to draw one card from their skillset, and to cause some serious damage if it turns out they're a toaster. They don't actually participate in the game in other ways. So effectively, they do not get a turn.
Hope that helps!
I am new to boardgame simulator and pretty much just got it for this game so forgive my ignorance please haha
Based on all recent reports, I did some more digging into the root cause of the issues. Looks like the latest Tabletop Simulator modified something in the way assets are loaded and decks are merged in the meantime, which is causing these problems. I've rewritten the way cards are merged into decks during the setup which I hope will resolve these issues permanently now.
This was a significant change, so please keep an eye out for any issues during the setup and report them. Apologies for all the issues recently.
The error is:
"Error in Script (Global): Object reference not set to an instance of an object."
I think it happens at step 77/79.
This is the name of it, you can look it up on the workshop:
Warhammer 40k Conquest - Complete Edition [High Quality] -FINAL VERSION-
But definitely! When I got them done I will give'em to you :D I think the 3D models you have are great, also the board is pretty good two. Just the cards that bother me really.
Regarding the missing vipers: That is expected behaviour. While under normal circumstances there will be six Vipers in reserves at the start of the game, one of the adjusted setup steps of the Cylon Fleet Board variant involves removing two Vipers that would normally be in Reserves from the game. This is detailed in page 12 of the Exodos rulebook, under step 2 of the "Cylon Fleet Option Setup". Thank you nonetheless for reporting it though!
I've resolved the issue for both the Pegasus/Cylon Fleet Board combination, as well as the "Allies For All Seasons" variant. Thanks for reporting it!
@Cornholio: I think the mod could definitely benefit from new high quality scans, so those'd be much appreciated! Besides scanning them, it will be a very tedious process to fit them onto the card asset sheets and getting them in-game. But if you could provide me with those, I'd be happy to add them to the mod!
I have removed the mod, cleared my download cache and I still have the same issue.
The setup of the game is paused at this particular step: no cylon ships are on the board, the destiny deck is not created yet. All tokens seem to be present and in their correct locations.
I was thinking creating my own one again, but I see you're still active here! Maybe we can keep in touch so you later can use my high quality scans of all the cards and/or pieces to update this workshop mod. Just add me :)
Could you try redownloading the mod and disabling the Tabletop Simulator cache when running it? It could be that you're somehow running an outdated version.
If it still occurs after that, could you let me know what steps you're taking to reproduce this issue?
The issue occurred when the script tried to remove Scar's "Mining Asteroid" destination from the destination deck. I'm guessing something in the latest Tabletop Simulator update caused it.
No changes made to the board, using the mod as is :)
I tried unsub/resub, deleting cache and turning off mod caching etc. No change. Here is a screenshot of the settings I chose - https://i.postimg.cc/T1V9ZV3Z/bsg.png
5 players is selected however it occurs with any number of players selected.
Anything else you can recommend I try? Cheers!
I tried to reproduce the issue you mentioned, by enabling both the Pegasus and Exodus expansions as well as checking the Cylon Fleet Board option. However, I'm not able to reproduce it. Do you perhaps have any other settings enabled as well?
Additionally, did you move anything on the board? That can cause issues with the scripted setup.
If you're still able to reproduce it, you could also try downloading a fresh version of the mod. Perhaps that will resolve your issues. Otherwise, I'll give it another shot if there's perhaps a setting I missed.
Seems I've found an issue with the scripted setup. Selecting 'cylon fleet board' under Exodus settings when also enabling Pegasus, gives the following error:
'Error in script (Global): chunk_3:(2537,18-24): attempt to index a nil value'.
Scripted setup is paused after that error and does not move on to char select.