Tabletop Simulator

Tabletop Simulator

Civilization: A New Dawn: Terra Incognita
70 Comments
AnAwesomeWave 24 Jul @ 12:22am 
Yeah looks like the map tiles arnt loading. No idea how to fix that
Squirrel Killer {Evolution} 18 Jun @ 12:18am 
The tiles of the maps no longer work...:steamsad:
Nonprophet  [author] 12 Jan @ 7:38am 
cycle wonders should be discarded automatically, i'll take a look
Prof_T_Entee 25 Jul, 2024 @ 12:43pm 
me and my friend are having trouble with wonders. we cant find any way to discard the wonders that would be cycled out, so wejust click "build wonder" then get rid of the cards and token, but then when we actually try to build a wonder it says theres an error in the scripting.
Nonprophet  [author] 1 Feb, 2024 @ 6:34am 
Nope, sorry. I don't have that kind of time. I do remember this was the last table I had made with all the code in global, before I used object based scripts like a sensible person... but, the function names should all make sense and be reasonably evident what does what. The buttons themselves are probably set to .interactable = false, so if you search for that in the code you might be able to find where you want to make something interactable, and thus, able to be moved. Good luck!
sgkur04 30 Jan, 2024 @ 9:10pm 
Hi. Can you show how to move some of the objects, like the "Play" buttons. I like to have the pieces right by the map so I don't have to zoom in/out and move around a lot.

If they have to be tied to that spot, can you show me which part of global needs to be lifted and pasted into a new "Play" object's script?
parasubvert 24 Jan, 2024 @ 3:06pm 
Cities and assets work for me! Thank you!
mathematician72 19 Jan, 2024 @ 7:17pm 
The assets wont load for me, are they still being hosted?
Machiavelli 27 Jul, 2023 @ 4:31pm 
Love the new redesign - great work!
Nonprophet  [author] 18 Jul, 2023 @ 9:17am 
No. I have a replacement, a 2.0 of sorts, sent to the uploader, with fixed assets and a whole bunch more. I'm just waiting for him to upload it now.
INSANE 25 Jun, 2023 @ 6:17am 
Is this mod broken and dead?
Adil3tr 22 Mar, 2023 @ 12:45am 
Does anyone know what assets are missing specifically?
ScottF 19 Mar, 2023 @ 6:06pm 
Any chance of getting this updated?
parasubvert 5 Mar, 2023 @ 8:29pm 
Caravans render fine for me now, but Cities missing - I grabbed city bags from a Civilization the board game workshop (the 2005 game) to make do without the models, just make you count out the appropriate number and use it as a master save game.
Sofitas30 3 Feb, 2023 @ 11:22am 
still getting no cities.. plus i cant get the game to trart the map setup. Is the second part my fault or maybe another error???
I'm Rick James, Bitch! 27 Jan, 2023 @ 4:02pm 
Any progress on fixing the missing caravans and cities? I'm dying to play this.
Nonprophet  [author] 10 Dec, 2022 @ 11:30am 
Hey all - to the folks having the missing caravans and cities issue, and everybody else - I have temporary bad news, and I also have really really good news.

The bad news - I won't be able to get the caravans and cities updated for about two weeks or so yet. Mod host is out of country - it's just not getting fixed before he gets back. Apologies :(

The GOOD news - I've learned a TON since I've first made this mod, and I have a full, kick ass redesign on deck, that I've been wanting to make for years after playing a ton of this game myself, and learning what needs to be better, etc. I'm hopeful you all like it, I'm quite proud of it. It's about 90% done, and will be happening here soon.

So, expect a quick and dirty update in about two weeks once I can get the save with fixed cities and caravan objects uploaded, and then a bit after that, the new and improved 2.0 table.

Thanks for playing, all.
ScottF 1 Dec, 2022 @ 4:51pm 
Same, city assets are missing as are the trade caravans.
Impact_ 24 Nov, 2022 @ 11:11am 
Hello! I'm getting errors when loading it. It looks like capital/city assets are missing. Can anyone help?
ckopciuch 30 Jun, 2022 @ 9:23am 
Is there a way to play this solo? I use TTS to learn how to play a lot of games, before I have people over. And this mod will not build the map because I'm the only player. After drawing Civ's for each colour i'm getting an Error in Script: "attempt to compare Nil to 1". I assume I have to have more then 1 player. This is a silly "function". If you try before players are "seated" and no Civs picked it tells you it won't build the map unless everyone is seated. It says assign civs and then click the build map, which you then get an error. That needs to go away.

if I try to build it manually nothing snaps together properly. all the map pieces overlap each other. even if I turn off sticky and snapping.

Maybe it is actually broken, or I just cannot figure out how to control the game alone? {I've never had trouble with any other mod on TTS)

Is this a forgotten mod? Thanks for any advice anyone can give me.
Knaughx 31 Aug, 2021 @ 11:44am 
ncurry2 1 Apr, 2021 @ 1:11pm 
@Nonprophet That's a bit early for me, I'm usually not free until around 8:30pm central. But maybe one of these days.
I also started a theory crafting series on BGG. I'd guess you've got a lot more experience with the game, I'd be curious if you agreed with what I have so far.
https://boardgamegeek.com/thread/2630845/article/37372047#37372047

Thanks again for the great mod!
Nonprophet  [author] 30 Mar, 2021 @ 9:41pm 
also, thank you too @nickhaleyok! i hope you'll like the full asset rescan when that goes live. I just gotta fix a minor, but sticky scripting bug first. and find the RL time to do so haha
Nonprophet  [author] 30 Mar, 2021 @ 9:39pm 
Hey @ncurry2 - I'm glad you're liking the mod! If you'd like to help test on the latest beta table version (some cool stuff in there), my group does weekly rounds on Tuesdays around 630 CST. Sorry, you just missed tonight's, but if that time frame works for you, add me and we could have a spot for you in some rounds going forward
ncurry2 30 Mar, 2021 @ 6:24am 
Hey all!
I'm loving this game and mod, so much so that I setup a discord for anyone looking to play some games. Come join! https://discord.gg/sv2A9t2C
NickWoot 12 Feb, 2021 @ 1:44pm 
The newly imported tiles bring this mod to an 11!
NickWoot 1 Feb, 2021 @ 7:11pm 
Great work on this mod! My group plays this multiple times a week. Our biggest and, really, only ask would be if it's possible to get the expansion tiles color/tint to match that of the base game tiles. I know the assets were pulled from the other mod and the expansion ones were scanned. It's just a bit jarring to look at and some of us struggle with faint color differences on the new tiles (grassland v hills, etc).

Otherwise, this mod is excellent. Very nicely scripted.
Nonprophet  [author] 22 Jan, 2021 @ 10:20am 
noted - thanks! also need to fix the wonder buttons breaking when an in progress game is loaded. as far as new stuff goes, I'm looking to automate that event dial

stay tuned. i'll get to it as soon as I can (I'm a busy dad)
nofixedabode 16 Jan, 2021 @ 3:39pm 
Wonder cycle seems to have some broken scripting when one of the wonder stacks is empty:
Error in Script (Global) function <cycle_wonders>:chunk_3:(2205,2-36):attempt to index a nil value
R0land 10 Jan, 2021 @ 7:20pm 
Hey there, looks like all of the expansion map tiles and civilizations are not loading properly. Works fine for me and two buddies who played it a while back but a brand new player was seeing all blanks.
Let me know what info you need and I'll see if I can get more details.
Love the mod! Thanks for all your work. :)
Nonprophet  [author] 7 Jan, 2021 @ 6:29am 
New scripting is in. I've added:

Segmented setup
Automatic Focus Row setup
Wonder build buttons/wonder cycle button

some other various fixes etc

enjoy
Nonprophet  [author] 1 Jan, 2021 @ 6:09pm 
Heads up, some scripting improvements incoming now that I've found some time over the holidays. Probably live sometime within the next week or so.

Nonprophet  [author] 27 Dec, 2020 @ 10:13am 
OK, I play this table several rounds a week and don't run into any broken links, so without further info of which part is breaking, not much I can do for ya
TheManija 26 Dec, 2020 @ 3:49pm 
I still couldn't test it, but I get that error when I try to backup the full mod with TTSBACKUP
Nonprophet  [author] 26 Dec, 2020 @ 10:23am 
you'll have to be a bit more specific on which in game asset it is? I'm unaware of any broken assets atm
TheManija 23 Dec, 2020 @ 7:33am 
i think yes
Nonprophet  [author] 23 Dec, 2020 @ 5:59am 
hrm..broken link?
Nonprophet  [author] 1 Dec, 2020 @ 8:44pm 
Ah. I've run into an issue with the map locking & unlocking tiles in the past - I find when locking the map tiles, it's best to hover over them individually and hit L piece by highlighted piece to avoid that from happening, but it's easy enough to code a lock/unlock map button. I'll add it to the list. Thanks for the idea!
Shadow Khilian 30 Nov, 2020 @ 5:18pm 
thanks for reaching out Nonprophet.

we had a mishap during our last gameplay and I am not sure how it happened but the board the tiles rest on became moveable and it royally screwed the game and placement of everything.

we were thinking of a button to click on and lock all map tiles and the board when someone places a map tile and they confirm they want it that way.

we still don't know how the board became unlocked...
Nonprophet  [author] 30 Nov, 2020 @ 4:47pm 
@KS4 (I think I've seen you posting in the BGG forums btw :) - I agree on the need to have the wonders/victory cards constructed after the initial map is built. I plan on splitting the current "Setup Game" button out into 2 buttons that appear at that same location one, after the other is pushed - first being setup map, which will set up the map and divvy the capital tile/fort to the players and assign player one, and the second being setup wonders/victory cards to be pushed after the map is set up and civs selected.


As always, I'm looking for people to help me test this stuff out, so if you're up for some games between 730-11 or so EST, give me a shout. Also love the suggestions or reports of broken stuff (I'm not good at this scripting business haha), keep em coming

Thanks again!
Nonprophet  [author] 30 Nov, 2020 @ 4:47pm 
As far as the leaders bag goes, I thought about that idea. A lot - my group and I use the draw 2 pick 1 home rule also. The current beta version of the table has the civ leader cards & tech cards arranged out neatly on the board with a randomization bag to box the civ leader cards and drop them in to shuffle, similar to John Wick's awesome base game table. So, for now, it's a small bit of manual setup, but the amount of menial work saved by adding a button there is pretty minimal. If I'm going to automate that process, it'd be part of the larger.....

....eventually I'd like to get it to a spot where you can put the civ leader card in your play area, and then have it automatically build your focus row and pull the associated civ tech card. No real time frame on that either, but it'd be cool, eh?
Nonprophet  [author] 30 Nov, 2020 @ 4:47pm 
As far as the government icons, I did originally have them snap to the picture on the card, but snap points on cards in motion don't work so hot even without trying to automatically move them and have all the tiles/tokens on them arrange nicely. But, the bigger problem is that the gov tiles are classified the same as the trade tokens as far as what type of TTS component they are, so it would take a bunch of extra logic to determine if the object is a gov token or trade token, so the positioning of everything would be way out of whack when the focus button gets pushed and the card gets moved. Moving the gov tile to the section between the focus row & it's respective card allowed me to position things neatly, have the gov tile follow the card, etc. So, that's going to be staying as is, unless I think of a cleaner/nicer way of going about that (and I've already given it a lot of thought heh)
Nonprophet  [author] 30 Nov, 2020 @ 4:47pm 
Hey Shadow, thanks for the suggestions!

Automating the wonder stuff is fairly high on the list of remaining items, along with the event dial. Currently, we have it set up so that the trade tokens can be flipped - one side is the wonder icon, the other is the trade token (to indicate a trade token on the card)

I'd like to, eventually, have it determine the top card on the pile, draw the tile out of the bag, cycle the wonders accordingly when the event dial loops around, etc. No real time frame on that though. I'm a busy dude with a career and a family and about 2-3 free hours a night to work on this stuff (or play! :)
Shadow Khilian 28 Nov, 2020 @ 11:21am 
Hi Nonprophet and C Mac

love what you've done here. wish I could do this as well. Not sure what your schedules are like but I'd like to add some suggestions to stream line game play.

Wonder Card Zone:
Add Draw buttons for each wonder, and automate the flip of the next card.
When you click the draw button, it will bring out the card and matching wonder token from the bag to the space beneath the area.
include a snap-zone for "Trade Tokens", also if there is a "Trade Token" in the spot have it returned when button is clicked.

Focus Row:
Government Snap Zone over the picture for each Focus Card

Leaders Bag:
Create a "Draft" Button to shuffle and deal out 2 leader bags to each ACTIVE PLAYER

these ideas came about from playing 2 games using your hard work.

I hope these suggestions are something you've thought of or considered worthwhile to do when able.

Thanks for your time
kevin.smith.4 22 Nov, 2020 @ 6:04pm 
Perhaps some hidden zone boxes would be useful for setup? The map should be built by the players without knowing the Wonders or Victory Conditions. Thanks for all your work on the mod.
Nonprophet  [author] 20 Nov, 2020 @ 8:08am 
Scythia still isn't working?? It should have been replaced as well... I'll doubletap that one with the jpg again in my dev table before sending up the next scripting I'm working on

If anybody is interested in helping me test scripting changes in a real game scenario (with the focus on the game, not the testing heh), give me a shout
ZayZayEM 19 Nov, 2020 @ 10:31pm 
Fixed images for everyone except Scythia.
thank you :)
Nonprophet  [author] 19 Nov, 2020 @ 8:04am 
Anyways, I'm pretty sure that last night's update should resolve any missing civ leader card icons.

Also added: some more scripting (see in game cards), trash cans next to the 1 focus card, etc

Currently there's a known issue where re-loading a save breaks the end turn button/draw map tile button scripting. Working on a fix there (I think I have an idea, but gotta wait till after work to investigate), but for now, if you have to save and pick a game up later, you can just kick it lo tech style :)

Have fun!