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Are you guys still working on this? Any plans to pull in v1 PFACG cards?
Is there anything I can do to fix this?
I usually save my games and load them to continue where we are, and usually the time tracker gets lost in the process (no longer appears in the screen). I could only fix this if i save all the assets of a current game, create a fresh server a place them.
I believe the asset loading issue should be fixed now.
It should be decks["supporters"] = supporters_deck
looks like you copy/pasted and missed changing the line.
Also I would suggest for the 4 boards on the edge of the table setting a script to
function onload() self.interactable = false end
so they can't be targeted. I've accidentally unlocked them because they are can be targeted.
I am also getting the failure to import as others have mentioned.
Further advantages: you can easily add and modify the script whenever a new card type is introduced and it will work perfectly the same (using the same operations all the time); you may add "junk" zone for cards that can't be identified in the case structure (Else: zone=...(junk_GUID)) and they will be put there.
elseif string.match(description,"Location") then
zone = getObjectFromGUID(locations_GUID)
After the case:
deck = getDeck(zone)
if deck.tag == "Deck" then
deck.putObject(card)
else
card.SetPosition(zone.getPosition())
end
If I can't send it somehowe, here are the changes: Unnecessary checks removed from clearCardsFromZone - they are in the moveCardByDescription. Card sorter was shrunk to a single OnCollisionEnter trigger that calls the global moveCardByDescription function (modified original local function ClearCards...). The moveCardByDescription now looks like this:
1) There were redundant checkings for decks in a given zone (none of them working as intended)
2) Card sorting spot used a different function to place card in their decks than the Clear Board
3) All zones/decks were checked for each card being sorted, not just the card's zone/deck
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!
1) the proximity level is set waaaay too low. It works with proximity of 1 instead of 0.005 (it does not recharge anything placed into the character card spot - distance of 5 recharged anything even from the discard pile). That's probably why it recharged only when flipping, because the position was spot-on and flipping just triggered the collision sub-routine.
2) If you change the condition at the start of this sub-routine to:
if collision_info.collision_object.tag == "Card" or collision_info.collision_object.tag == "Deck" then
it will correctly recharge even decks when placed on the recharge spot
In the heavily scripted PACG version, we usually do the recharge by taking the card (I don't think it works with multiple cards), pressing right button and sliding it to the deck. It works nicely, but takes a little practice and there has to be nothing in the way.
I tested the recharge spot again, and to be sure everything is as clean as possible, I Deleted & Unsubscribed and then Subscribed again. Unfortunately, it stille does not seem to work correctly for me.
1) Placing a single card on the recharge spot (tested mainly on the white colour spot in the lower right), regardless of its orientation does nothing. It just sits there, but pressing F to flip it immediately recharges it, with the new orientation. That is, if it was placed faceup into the spot and flipped, it will be recharged face down. If it was face down, it will be recharged face up.
2) Placing a deck of two cards on the spot does nothing regardless of orientation. Flipping does not work either, no card is recharged.
3) Taking a card out of the deck of two cards immediately triggers the recharge script and the one remaining card is recharged.
The funny little icon is a remnant of a slightly pre-final version of the cards that I was given to use for this. At some point I'd love to get good scanned copies of the cards in to replace those, but it's not going to happen any time soon.
Thanks all for playing with this! I have enjoyed working on it so far (except for making the recharge spot work... it's REALLY irritating!) LOL
4) A special spot for Buried cards would be extremely convenient for characters heavily using that approach - like Amiri, Hakon etc.
5) Decals for marking cards work nicely, until you hit the wrong spot. The delete button deletes all decals, so you could repair that damage, but it also deleted all decals from the list, so there are no "mark" decals anywhere and I did not find a way how to fix it - apart from returning time.
Otherwise, it is perfect and thank you very much for doing this
P.S.: All Dragon's Demand cards have funny little icon instead of the expansion symbol. Paizo community rules?
1) If a whole deck of cards from the Vaults gets emptied / moved / deleted, placing the cards on the Sorter spot will ouput an error (incorrect boolean input) and do nothing. So if for example someone wants (for some reason) to recreate the Vault, he/she needs to put one card of that type into the rectangles and then the sorter works. In adventure 6 of CoCT, it is possible to have so few e.g. armors (if all level 0-3 armors are removed from the game) that the deck can be emptied by building locations.
2) I would suggest moving the Society pad somewhat downward, as there is not enough space for displayed armors / allies / cohorts / items near the deck. If there is a little space between deck and the pad under it, the displayed cards can be placed there.