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Hmm, that particular line is for opening the Questbook to the proper page. Ensure you haven't changed pages manually in the Questbook, or deleted the Questbook, before going through the setup. After setup is completed you can of course rifle through any of the rulebooks as much as you want.
<startLuaCoroutine/SetupChapter>: chunk_3:(449,50-70):
attempt to index a nil value
Thanks!
Never mind, figured it out and fixed.
Were you doing a specific Chapter, Epic, or Random?
<startLuaCoroutine/SetupChapter>: chunk_3:(413,11-88):
attempt to index a nil value
Looks the error is here somewhere: takeObj(soloChampArray[1][2], chapterArray[1][1], heroLocation1, chapterArray[1][2])
Which tracks, since setup throws an error at Hero setup phase.
Do you have the line# of the error?
I'm having some trouble after the most recent update setting up games with multiple players. It's an error with the Lua scripting that stops the scripted setup after the monsters are placed. I'm wondering if anyone else is encountering this?
Go right ahead
Can I ask you for permission to translate and upload this mod? I'll put hyperlink of this page.
The thunderstone quest wiki has the list of what treasure cards and side quests come from which quest, including the different types of caches. The quest book says to include treasure from 1-N. I like it that way, since it adds to the variety over time, but won't spoil future quests if I want to play the story in order.
https://thunderstonequest.fandom.com/wiki/Side_Quests_per_Chapter
https://thunderstonequest.fandom.com/wiki/Treasure_Cache_Cards_per_Chapter
If you add the list of treasure cards here, and side quests if you have them, or upload a mod and I'll sub it, then I'll add it in. The only question would be whether it's treasures/side quests 1-N that get used for a quest, or just treasure/side quests N.
I've actually done that already, spawned a column of chests, named them after each quest, and put the stuff from each quest in their proper chests. This includes treasures, locations, monsters, guild sponsorships. Got it saved. It did break the scripting though, so if I play with that save, it's all manual setup.
Correct. I suppose if someone wanted to sit down and try and figure out which treasure cards go to which quest, I could split them out, but otherwise they aren't really "quest" specific. The same is true of the side quest cards, although that's probably a bit easier to divide out.
You're welcome. As I've mentioned previously, I mostly started with Bweather's mod and then made tweaks along the way after he stopped developing, but I'm pretty happy with it myself :).
Aziraphale60, there's always been random timing issues with adding in the Keys and shuffling the Monster decks after. I figured out a way to add an adjustable timer that should hopefully solve the problem. If people still get errors I can bump the maximum timeout higher, but it's already at ~5 seconds and any more than that is a bit ridiculous. As for the randomizer, it's completely random.
Error in Script (Global) function <startLuaCoroutine/RandomSetupCR>:chunk_3:(1931,28-30): attempt to index a nil value
also out of curiousity does the randomizer take into account any synergies or is it just truly random?
I found two slight issues with the barricades mode setup in the workshop:
1. In barricades mode you don't have sidequests (the rulebook explicitely mentions this) but in the workshop you are dealt 3 sidequest cards to you hand.
2. This only applies to solo mode barricades. In solo mode barricades the stacks are reduced to 2 heroes and only 4 shop items as per rulebook. This is not reflected in the workshop, altough there seems to be checking for solo mode because the starting cards are the correct ones for solo play (with thunderstone staff instead of thunderstone pieces).
Apart from that I had no issues and could play barricades flawlessly with your additions to the existing workshop by Bweather.
To reproduce the issue:
- start a new game
- select a player color towards the right of the board, e..g blue
- setup a scenario (causing the unused play areas to be removed)
- save the game
- load the game --> errors for nil reference on boards that were removed
I hope this is helpful!
- In `createBoardButtons` it needs a nil check before trying to reference e.g. `greenBoard`, becuase if the game is reloaded from a save, that play area may have been removed during the initial setup in `SideQuestAndExtras`, which would cause a nil error and break the script. This seems to fix it:
if greenBoard then
-- create reshuffle button using greenBoard
-- create discard button using greenBoard
end
- Similarly in `ReshufflePlayerDeck` and `DiscardHand`, you'll need a nil check on e.g. `greenBoard` before trying to deref it with `getGUID()`. This makes sure the buttons work for e.g. blue, when green isn't in the game and doesn't have a board. This seemed to fix it in my testing:
if greenBoard and colorObj.getGUID() == greenBoard.getGUID() then
Error text is:
Error in Script(Global) function
<startLuaCoroutine/EpicSetupCR>:chunk_3:(1680,24-26):attemp to index a nil value