Tabletop Simulator

Tabletop Simulator

Star Wars: Rebellion (DevKev-Test)
78 Comments
DevKev  [author] 17 Jul @ 12:45pm 
I've updated the mission reveal process. You can always ignore the warnings and buttons on the mission cards and resolve them manually. The script will validate skill icons, and mission locations, then spawn dice for both sides when missions are opposed.
Heebs 11 Jul @ 8:21pm 
DevKev, thanks! I am glad it was an easy fix
Will 11 Jul @ 2:37am 
Sounds good
DevKev  [author] 10 Jul @ 11:26pm 
The mission announcements when you drop leaders after revealing a mission are not working as good as i had hoped. I'm going to try this process instead:
1. Reveal a mission (leaders in the same box will get tagged as playing that mission).
2. An Attempt/Resolve button will appear on the Revealed mission card.
3. When you place your leader(s) on the board. The script will not give any feedback (yet).
4. Clicking Attempt/Resolve button to trigger to finalize and display a message about the mission.
a. It will check mission target skill icon requirements and provide warning message if needed.
b. This is when the AI will decide if it wants to oppose.
c. The dice panel will generate dice based on the leaders present, if a roll is required.
d. Then the card will display any custom buttons prompting success or failure, or If not scripted, simply clear it's buttons so the player can resolve it.
DevKev  [author] 10 Jul @ 10:20pm 
@Mike. Thanks so much for your help and support. The 3 bugs you found, plus another minor one I discovered while fixing them are all done in this test version. (Dragging/dropping a unit from the board to out of play will no longer generate a non-fatal error message).
Mike 10 Jul @ 9:38pm 
A few minor bugs I've run into in the test environment:
1) Dragging an imperial ground unit from its box (or from anywhere off the board) onto a non-imperial system doesn't auto-subjugate it. You have to drop it into a current imperial system, then move it to the non-imperial system to get the auto-subjugation to work.
2) The Empire recruitable leaders box has a few fan content leaders ( Mas Amedda, Kir Kanos) when playing the expansion version.
3) The "rebel cell" marker is doubled at setup in the expansion version, and the fan content "mobile rebel base" marker also shows up.
DevKev  [author] 10 Jul @ 8:03pm 
ok, that was easier than I thought. "Send The Droid" now has buttons and auto-fetches the correct version of the card and ring (if it is still in the appropriate action deck).
DevKev  [author] 10 Jul @ 7:34pm 
@Heebs. i'll have the script leave the starting action deck out in play. That way any rule that wants to search it can do so without having to search through the box and possibly spoil seeing other cards. The buttons will then search the action deck. If the card is found, it can be resolved. If the card is missing from the deck, it is assumed it was previously removed and resolved. Maybe by tomorrow i might have this ready to test.
Heebs 10 Jul @ 7:14am 
For the Rebel Card: "Send the Droid" is it possible to have the three options spawn in the hidden box similar to infiltration? The action cards are always in the box after set up.
DevKev  [author] 7 Jul @ 6:55pm 
Thanks Mike. Good catch, it's fixed now.
Mike 7 Jul @ 2:23pm 
I think the toggle hidden zone for rebel missions is still set to white player instead of red player. Appreciate all the work you've been putting into changes lately!
DevKev  [author] 6 Jul @ 1:01am 
This test version now validates mission skills and targeting. Nothing is enforced, it simply tells the player if their assigned leaders do not have enough skills or the reasons the mission target system does not meet the criteria. All mission cards for the base+RotE should be working (barring any typos). The majority of fan mission cards should also should validate correctly.
I removed the chat message when a mission is revealed. It won't declare the mission until a leader is placed on the board. This way, if a player accidentally reveals a mission, if they can tuck it back to hidden before their opponent sees it, the chat log won't rat them out.
Will 5 Jul @ 12:31am 
Interesting
DevKev  [author] 5 Jul @ 12:28am 
Hello again. i've added mission requirement validation for all the Base and RotE missions. Will add the fan content missions soon. The script will alert a player if they place their mission assigned leader in a system that does not meet the requirements.
Eventually I'll add a check for the skill icons too, but for now, i'm only testing the Base/RotE mission reqs.
DevKev  [author] 4 Jul @ 8:21pm 
Also note that I disabled AI temporarily. It is very broken since I'm trying to update how it thinks/works. Eventually it will be stable enough to enable for testing again.
The next thing I'm working on is validating mission requirements. The AI needs to learn the requirements anyway, but I can also alert players when they attempt a mission in a system that does not meet the requirements. The script will not enforce any requirements, just alert players when it detects they are not met. Example: You play The Capture mission in a system that does not have a Rebel Leader, nor an Imperial Unit will fire off a quick "Check mission requirements: No Rebel Leader; No Imperial Unit; In [system name].
Also note that this is not enabled yet, but I'm working on it, and think it would be a good feature, especially since I make mistakes with mission requirements at least once a game.
DevKev  [author] 4 Jul @ 8:16pm 
Thanks!
I'm testing a few tweaks. I think this is a good compromise on the mission announcements. When you play a mission, it will not ping the system you place the leader in, but it will log to chat that [this] leader played [this] mission in [this] location. If you change the leader's location while playing the mission, the log will continue to announce the new location you placed the leader in, but not ping or broadcast it. It will also only announce it once per system. If you bounce the leader up/down with the mouse in the same location, it won't continually announce the leader is being played or dropped into the system (unless you move them to a new system).
Foehammer418 3 Jul @ 10:59pm 
Love the mod!
Will 24 Jun @ 9:44am 
Maybe add option? Because if you and others wants it, i don't want to stop you of course. :sothappy:
DevKev  [author] 24 Jun @ 9:28am 
I'll remove the auto promotion for now, and may consider it later after more input.
Will 24 Jun @ 8:15am 
If i'm playing with random people, i don't want them to get admin promotion to delete stuff or something else. Of course sometimes friends might delete too accidently if they got admin promoted. Of course this is my opinion.
DevKev  [author] 24 Jun @ 8:06am 
@Will: I've always promoted my opponent so they can delete their units when needed. In my mind, even if I'm the host, we're both equals at the table. Only playable colors (blue,orange,red,teal) can be seated, so a spectator/grey player will not be promoted. If you select 2P game, only Blue/Red seats are available. Choosing Black/Grey will not auto-promote a player (though Black master player can see all).
is your concern that you don't want non-player participants promoted? or is there an issue of the other player being promoted that I'm overlooking/not considering?
Will 24 Jun @ 5:14am 
Players get automatically admin promoted when selecting color? I don't like that.
DevKev  [author] 23 Jun @ 11:43pm 
Currently testing changes to player colors and seating. Players should be auto-promoted when they sit in a player color seat (so they can delete objects).
DevKev  [author] 16 May @ 10:04am 
Hi. I've work on this a bit, but it's all design work so nothing more to publish yet. I've re-designed the AI flow and decision scoring. I'm working out AI queries to assist it with decisions when deciding on action cards, missions, and activations. I'll be honest, it's a slog and going slowly. I'm creating some AI discussions to show my approach on AI decisions, and get some community feedback on AI strategies.
xFizzle 15 May @ 9:23pm 
I was wondering too. Andor brought me back to this!
Romse 4 May @ 8:48pm 
Hi, hope it's not a bother, but I'm wondering if there's any news on updates? :)
DevKev  [author] 30 Dec, 2024 @ 10:25am 
Sorry, no. It was just a small bug fix for a card. I have another small bug fix coming for when the game is re-loaded. (I'll be making sure cards are correctly hidden/revealed on reload, and updating the rebel base detection data so the script doesn't have to re-prompt to scan systems where Imperial loyalty or units are present). I'm still stuck on the best way to have the AI split up fleets. Also need to come up with logic for when to choose the best target system for missions.
Will 30 Dec, 2024 @ 4:03am 
Any new AI content from 22 Dec update? :)
Foehammer418 1 Oct, 2024 @ 10:32pm 
Thanks! A happy error, as I now know another of your workshop items
DevKev  [author] 1 Oct, 2024 @ 3:41pm 
Oops! Thanks, that was human error. It should be fixed now. The War of the Ring board game is back where it belongs here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1831369203
Foehammer418 30 Sep, 2024 @ 10:13pm 
Hey DevKev! Just a heads up, looks like the Lord of the Rings has invaded your workshop item. Cool looking project though, does it have a link?
DevKev  [author] 3 Aug, 2024 @ 8:43am 
Thanks Stack. I'll take a look. I've been distracted for the last few months and haven't made any progress. I need to get the Advanced Tactic cards logic down and added. I'm mostly stuck on the logic to teach the AI how to split up fleets.
My Name is Stack 3 Aug, 2024 @ 2:47am 
What is the best way to pass on debugging? I'm starting to take a look at some of the dev code. I'm not a Java person so fun learning to read it all. Downloaded Atom of git and have been having a go at tweaking. So far my only contribution is fixing a typo that let the AI deploy to a sabotaged planet. Line #13999. if not Locations[S].Destroyed and not Locations[S]. Destroyed Sabotaged
darthkiller117 17 Jun, 2024 @ 2:34pm 
Still enjoying this game to this day thanks to you, DevKev.
DevKev  [author] 30 May, 2024 @ 2:12pm 
In a nut-shell: You don't need to look at the imperial player's hands, it should handle them itself. When it activates a system, you'll need to decide how much of it's forces it should bring. When it reveals a mission, you need to choose the optimum system.
DevKev  [author] 30 May, 2024 @ 2:10pm 
Hi Adela, Thanks for playing the mod. The solo mode is pretty far from done, and not very bright. It will do well in the first turn, and it will figure out where you base is and pursue it, but it's probably easy to outsmart it most of the time.
The Solo mode needs help at the moment. Think of it like playing the actual board game solo, where you move both sides. The AI in its current state will tell you which systems it wants to move to, assign and reveal missions. You'll currently need to help the AI decide where to play the missions.
Where I'm stuck now is teaching the AI how to split it's forces up (and work has kept me too busy to make any progress currently).
The AI's strategy is to suffocate the Rebels. It knows how to use certain diplomacy missions, but will mostly ignore missions and concentrate on activating systems and cutting off Rebel production.
Adela 30 May, 2024 @ 12:31am 
Hey! I saw this from your other workshop mod and was actually wondering how do you play solo with this? I'm a bit dazzled and lost about what to do on the Imperial's turn and everything. Other than that playing with my friends on the main mod has been a blast!
DevKev  [author] 24 Feb, 2024 @ 10:04pm 
Thank you lightseath and Masgroth.
Masgroth, I'll try to replicate the error. The line # is extremely helpful.
Masgroth Kirr 24 Feb, 2024 @ 1:47am 
Just thought it might be helpful to know which cards the empire was holding, so here it is:
Capture Rebel Operative
Rule by Fear
Gather Intel
Interrogation
Research and Development
Planetary Conquest
Stolen Intel
Lure of the Dark Side
Fear will keep them in Line
Draw them out

Also actions:
Elite Guard
I am the senate
Public Support
Masgroth Kirr 24 Feb, 2024 @ 1:41am 
Hi, have been trying this test version a little and I really enjoy the added content, so thank you :)
Also just tried a round with the AI, sadly it got stuck on turn 3 assigning missions. Resetting the game to the next step also didn't work (same error). I've made a screenshot, but don't know how to post it here so I'll write it down.

Error in Script (Global) function <startLuaCoroutine/AI_AssignmentPhaseCoroutine>:chunk_3:(15615,2-78):attempt to index a nil value

If it helps, the AI had never assigned a mission before, it always just thought about it for a moment and then ended the assignment phase without doing anything (Also hasn't opposed any mission yet, so I'm guessing that just isn't in yet).
lightsdeath 21 Feb, 2024 @ 8:14pm 
Just wanted to say well done, I tried a game against the AI, it assigned one mission turn one with Palp, I thought it was just rule by fear... its last activation was to reveal imperial propaganda, it crushed my soul with that move.
DevKev  [author] 5 Feb, 2024 @ 9:46am 
Thanks Will! Testing is a huge task. I haven't pushed any updates from this last weekend because it would be buggy. I'm trying to devise the best way to have the AI split and move fleets. The AI knows what it wants to target, and which path is the best to go through. Just having it evenly split fleets will dilute it too much. It needs to figure out when it should bring along other fleets, and when it should leave some behind to go another path, etc. I'm using a "target rich" calculation to help it decide if other fleets would benefit from tagging along on a move, or staying behind.
Will 5 Feb, 2024 @ 5:36am 
I have been testing AI for several times. I must say, i am very impressed where this is going and very excited. :)
Will 2 Feb, 2024 @ 12:12am 
Nice! :)
DevKev  [author] 1 Feb, 2024 @ 6:07pm 
The AI player is a bit more functional now. In a Base Game, it can already: assign damage, activate systems, assign (a few) missions, and recruit a leader. Now it can deploy units, block damage (click Destroy Units button to trigger blocking). You'll need to assist it with the rest for now.
DevKev  [author] 27 Jan, 2024 @ 12:04am 
I have done some more work on the AI. It's far from done, but you can get a feel for how it will play. If you choose Han Solo mode during setup. The AI will play most of the hidden parts so you can play solo without having to choose which system it will activate. Right now it only tells you which system to activate, you have to split up it's fleets for now. I have the fleet splitting logic almost done, so it will learn to split and move its own fleets soon. The AI also needs you to deploy it's forces, but that will also be automatic when done.
DevKev  [author] 27 Jan, 2024 @ 12:00am 
Thanks lantinian, I'll watch for the update!
lantinian 14 Jan, 2024 @ 3:30am 
It's so awesome to see the work of all the BGG community being put together as is was intended. I will help however I can on my side.

There is a big balance and quality update to Dawn Of The Rebels coming up on BGG ;)
DevKev  [author] 12 Jan, 2024 @ 10:47am 
I have the assets in this test version for:
The Path of Skywalker (8 thematic missions for each faciton)
Power of the Will (a lot of alternate starting Action cards)
A Strange Encounter (Bosan Spies/Thrawn Leaders, each with a mission and action card)
Dawn of the Rebels (New leaders, and Action cards).
Knights of the Civil War (3 new leaders options including Jedi Leia)

The scripting is in for setup and the +1 draws. There is a bug during setup with the Imperial Action card draw. If it skips your Immediate Action draw, you can resolve it manually and continue without breaking the script. I should have it figured out this weekend.

I've talked to Lantanium a bit and there are some syntax corrections coming to some of the cards. Also, some minor changes to WFL to comply with black health= fighter and red health=capital ship of the original rules.
DevKev  [author] 8 Jan, 2024 @ 10:49am 
FYI, I'm adding in Dawn of the Rebels, The Path of Skywalker, Knights of the Civil War, and Power of the Will fan expansions. This test version may be unstable during testing.