Tabletop Simulator

Tabletop Simulator

+ The Resistance +
QuakeNLD  [developer] 31 Dec, 2016 @ 5:42am
Make The Resistance Scripted
This is an answer to a discussion we had in the "Comment" section of this game.


Although I would say if only the reveal phase is scripted that would be enough in my opinion.

About the Rogues, you can see this video for a detailed information about the Rogue Module:
https://www.youtube.com/watch?v=jtdvFeLvxtU

It was also a lot more harder for me to explain this, as I didn't have any official rulebook for this one unlike the other modules, since they were promo's and I cannot get it otherwise.

The resistance Rogue wins if both these requirements are met:
* A mission that ended with a point for the resistance also had a "Rogue Success" Mission card.
* The 3rd mission that would end with a point for the resistance also had a "Rogue Success" Mission card.
(so you count the succesfull missions, not the missions on the tableau)

The spy Rogue wins if both these requirements are met:
* A mission ended with a point for the spies with the Rogue Spy playing a Fail Card.
* The 3rd mission that would end with a point for the spies also had a "Fail" Mission Card that was played by the Rogue Spy.

For the Hunter Module Investigation, if:

5-6 players: The Chief would get the following 2 Loyalty Cards
1. resistance/spy Chief
2. Not a Chief

7+ players: The Chief would get the following 3 Loyalty Cards
1. resistance Chief
2. spy Chief
3. Not a Chief

There is no option where the Chief in a game with 7+ players can give the "resistance/spy Chief" Loyalty Card (unless players somehow agreed with it beforehand).

Also, I did some updates and added in the "Avalon code-name" cards, which pretty much forced me to re-upload all the Character Cards in the process, I'm not sure if that would come in the way of your scripting?

In all honesty if the Reveal Phase is scripted that's all I really need, I am also more then happy to make you a contributor so you can update this as well. (I think that's how it would work)
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Showing 1-3 of 3 comments
GiantDwarf01 31 Dec, 2016 @ 11:56am 
Cool, this helps thanks! I could just do the reveal phase but... Phfft too easy. I updated the version I'm working on and I think I got all the newer files copied over - there's only Merlin, Percival, Morgana, Oberon, and Mordred for the Avalon codenames right? I already built those in witha "Avalon codenames" option.

So far i've got the reveal phase for all of the roles besides the Dummy Agent and the Coordinator (wanted to make sure the chief thing was sorted first), voting phase is done, mission phase works with normal cards, reverse, chief fails, and rouge successess. Plot Card option is there- still determining whether to leave those up to the player to activate or script them... - investiagation phase mostly works (now that I know how its supposed to go gotta change a few things), victory contion (aside from the rouges) work, and assassination endgame works.

Next step is to finish the roles, make sure the rouge's victory conditions are in place, and begin working on the various modules - trapper, choice, blind, ect

Unfourtunetly, I don't think contributors can actually edit or do anything with the upload. I've made a scripted version of Aphoristic's Betrayal @ House on the Hill and had to make my own upload for it - which honestly was actually useful because then I could roll out bug fixes and updates without messing him up and he could update his graphical assets whenever without screwing up the script. Then whenever he did update I would just go back and replace the old assests with his new ones and make sure the script runs smoothly and update it.
GiantDwarf01 1 Jan, 2017 @ 10:29am 
Update if you're curious - all roles 100% complete (barring any bugs I may have missed, gotta play test a few hundred rounds to find the usually ha). Options GUI is up and running. Avalon, Inquisitor, and Blind mode are all working. Trying to determine the best way to include the sergeant and trapper functions, either make specific mission card placemats per player or have them do it manually... We'll see. After that all that's left is the choice mode and maybe some clean up and we're good to go.
GiantDwarf01 3 Jan, 2017 @ 9:43am 
Alright dude, it's offically "done." Im sure some bugs will crop up and I'll be working on improving it for awhile, but its playable and up and ready to go.
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