Tabletop Simulator

Tabletop Simulator

367 ratings
Dune Imperium + Rise of IX + Immortality (scripted)
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1.611 MB
Jan 8, 2021 @ 12:56pm
Aug 29, 2023 @ 9:18pm
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Dune Imperium + Rise of IX + Immortality (scripted)

Description
Original credit goes to Unclekulikov for getting everything compiled and posted for the base game (fantastic work). This mod is a branch from that work to introduce QOL scripts, layout optimization, clean-up of card/token/content scans and automation for 1P/2P games.

...and now includes the Rise of IX and Immortality expansions!

(ongoing refinement of both expansions in progress)

As requested, list of what's NOT automated currently:
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1. No auto-gain/loss of resources/assets related to played agent cards or revealed cards
2. No calculation of total combat strength based on revealed cards (unit strength only)
3. No auto-resolution of intrigue cards
4. No automation of a Leader's abilities
5. No automation of the Research and Tleilaxu Track sections

Highlights of the Mod:
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1. Automated spending/acquisition of board location resource/bonus
2. Automated Rival logic for 1P and 2P setups (base game only)
3. Automated VP management (for board locations and alliance tokens)
4. Automated setup based on # of players seated (1P, 2P, 3P or 4P)
5. Additional snap points and alignment for placing tokens on the board
6. Easier resource management (i.e. obtaining or spending)
7. Automated card acquire mechanics for both the imperium and reserve rows
8. Automated conflict zone clean-up after resolution (click the button)
9. Automated "Maker" and "Recall" phases (click the same button)
10. Automated conflict deck randomization (draw button available as well)
11. Random First Player logic (used during setup) and automated first player passing
12. Quick link buttons to rulebook sections
13. Additional tweaks to the tokens, markers, cubes, etc. to aid in script usage

Lastly, don't forget to grab your leader at the start of the game!

Always open to additional input or ideas on improving the mod.

Enjoy!



Popular Discussions View All (5)
5
Jan 16 @ 2:24pm
Probably dumb question
migueltoes
1
Jan 2 @ 5:08am
Setup script breaks on Solo game with both expansions
Soaryn ツ
4
Aug 31, 2023 @ 5:20pm
Blue Control Markers not loading
SpiderCVIII
694 Comments
dholmestar Jun 18 @ 10:50pm 
Loading a save game wrongfully adds solari and spice to player's tally
Informal_Geek May 31 @ 7:08pm 
Thanks for replying back. Yeah, I was having some rogue players causing problems, and I tested it again via hotseat and there isn't any form of logging when a resource is taken/returned. If that's a light lift, I think that'd be real helpful. I understand how the job-life stuff goes so no worries if you don't get to it. The mod is still great and appreciated.
Deadly Pancakes May 16 @ 6:35am 
Note: Relating to my swordmaster comment: It is on the board during setup next to the swordmaster space, but then gets moved to the trash bin.
Deadly Pancakes May 16 @ 6:33am 
Minor QoL suggestion. After factions have been chosen the remainder could be deleted. I have found that when using the immortality track, sometimes there is click through to the faction sheets below.
Deadly Pancakes May 16 @ 6:31am 
General bug encounters:
- Issues with the faction tracks and scoring, sometimes the game seems to get muddled as to where your tracker is (likely after manual movement) and scores points when it shouldn't. Possible fix could be a move up/down that interfaces with the code similarly to the +1/-1 Victory point mover?

Hope this helps improve the game. It is a truly great implementation. Thank you so much for your hard work!
Deadly Pancakes May 16 @ 6:31am 
Bug encounters in Solo mode with both expansions available and two rivals selected for the hardest difficulty with myself as red and the other factions as blue and orange:
- After the first player marker makes its way to me, in the next round the order of play is reversed for some reason (maybe this is a rule that I am missing, otherwise it seems to be a bug).
- Swordmaster does not provide a 3rd pawn. I simply had to clone one of the other pawns, however then the game did not recognise it for return (not a massive pain to do manually, but figured it was worth highlighting).
maewionn May 2 @ 12:17pm 
I often encounter a bug, when I move the markers on the faction influence tracks from space 2 to 3, the game sometimes gives out a VP to the faction I just moved, but from the second to the third, nothing should happen.
jakemedrano911 Apr 18 @ 11:48pm 
We appreciate all the hard work!
BrickHouse  [author] Mar 30 @ 11:51am 
Apologies all, been very very busy with the ol' jobby job and have had zero time to really refocus on this mod as of late!
BrickHouse  [author] Mar 30 @ 11:51am 
On rebuilding the conflict deck, yeah, that could be tricky with the current setup of everything. Could probably pull the cards from the resource bags and manually reconstruct the deck... not ideal, but means to an end.

On the resource locking, could possibly make a toggle to turn it on and off, but not 100% that's possible when a game is already active. Plus, it would remove the ability for everyone, not just the targeted player. Guessing you've got some rogue players trying to snag resources?

It should list in the game chat/log if someone is taking a resource. That might give you a little bit of a paper trail to leverage. As for reorganizing the bowls and what not, it's possible, but the potential for some of the code to get out of whack is probably pretty high. I'll make a note of the ask, but that one would be a heavy lift (for me).