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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.
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.
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.
Eventually I'll add a check for the skill icons too, but for now, i'm only testing the Base/RotE mission reqs.
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.
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).
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?
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.
Masgroth, I'll try to replicate the error. The line # is extremely helpful.
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
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).
There is a big balance and quality update to Dawn Of The Rebels coming up on BGG ;)
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.