Tabletop Simulator

Tabletop Simulator

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Andean Abyss [Enhanced Setup]
   
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Type: Game
Complexity: High Complexity
Number of Players: 1, 2, 3, 4
Language: English
File Size
Posted
Updated
573.318 KB
3 May, 2021 @ 3:11pm
11 May, 2022 @ 9:02am
14 Change Notes ( view )

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Andean Abyss [Enhanced Setup]

Description
The very first game in the COIN Games: Tales of Insurgency and COunterINsurgency.

This mod has been optimized to facilitate play in a variety of ways, since these games have enough going on as it is.

Features
  • State-based tokens! No more fiddling around with separate tokens for support, opposition, terror, and sabotage. Instead, they have been integrated into the board itself! By switching through states, you avoid the hassle of tokens.
  • Snap points now pepper the board, not only for the score track surrounding the board, but also for the card track beneath the board, and for each individual piece in the Available Forces (though Guerrillas and Troops/Police do not snap on the map itself; that seemed like it would get very annoying).
  • Named Cards to be able to easily search them up, particularly for setting up things like the Playbook Scenarios.
  • Scripted Event Deck Setup, completed at the click of a button, with more advanced options to come! (See below)
  • Scripted Tracking of values such as Resources, Aid, and the various win conditions. This would not only be a number easily visible to all players (as opposed to scouring the track/board), but will also automatically update as the board state changes
  • Scripted Event & Eligibility Progression, allowing cards to advance down the card track and all Faction Eligibility to be updated at the press of a button.
  • Scripted Setup to facilitate automatic setup of both Playbook Scenarios and the Quick-Play Scenario

Coming Soon
  • Individual Scripted Event Cards to resolve effects of cards at the push of a button. Not all events will be able to have this functionality (some are too complex and/or require too many choices), but simpler binary ones like Insurgent Momentum and Government Capabilities, as well as a few others should be very accomplishable!
  • Even more scripted improvements! Feel free to suggest others in the comments.

Credits
13 Comments
Cthulhu Guy 13 Jan @ 6:40pm 
That app expired. Can I get a link to a discord group, i'm looking for people to play with. I probably want to sit through a game and watch a group play first.
Entrox Licher  [author] 13 Sep, 2022 @ 4:30pm 
Not a member myself, but I've heard that this group organizes weekly games for all the various games in the COIN series:

https://discord.com/invite/H5VetVT
mdoc 13 Sep, 2022 @ 8:35am 
I've always wanted to play this game but have never managed to get a group! Is there a community/discord of players somewhere?
Entrox Licher  [author] 31 Jul, 2022 @ 9:37am 
You left click to increase, right click to decrease, right on the number itself. I wanted to script it to match up with the token (and still might some day), but it requires defining the coordinates for each of the 100 spaces along the track. So in it's current state, the tokens around the board are simply there if people want to manually track things. All of the indicators added by the scripting (Resources, Victory margin, support, etc.) are independent from the track that encircles the board.
Boy_314 30 Jul, 2022 @ 8:40pm 
how are resources scripted? doing a playthrough to learn the rules at the moment, but neither clicking the buttons on the side of the table or dragging the resources token on the board changes the other.
Entrox Licher  [author] 15 May, 2022 @ 8:53pm 
I've found this happen to me sometimes and am unsure as to the cause. I'd recommend loading up an empty table (or just some other mod/game), and then try loading into this one again
alto_saxophone 15 May, 2022 @ 5:32pm 
Another issue I ran into, but I doubt there's anything that can be done.

After making the script change and hitting Save & Play, the pieces topple over and tumble around. Some pieces fall off the table. Another piece starts to flicker.
Entrox Licher  [author] 11 May, 2022 @ 7:36am 
My apologies! I didn't quite catch all the edge cases with the last update (a new one will come later today). For your situation, I can once again offer a technical workaround:

* Right-click on your event deck, then go down to the "Scripting" menu and click on "GUID" (this will copy that sequence of characters)
* Once again open Modding>Scripting>Global
* This time you will have to scroll a little further down (~65 lines), until you find the one that says "event_deck = getObjectFromGUID("747a59")"
* Replace the "747a59" with the code you have copied (replace only the six characters, leave everything else, including the quotations marks)
* Save & Play

I've triple checked this one and I'm pretty sure this will work, so please let me know if it works on your end. Cheers!
alto_saxophone 10 May, 2022 @ 11:53pm 
I tried your workaround, but hit a snag. When I click on Advance Events, the Current Event goes to the Discard, the Upcoming Event goes to the Current Event, but it fails to draw a new card from the Deck and place it in Upcoming Event. It throws up an error message, "Error in Script (Global) <advanceEvents>: chunk_3:(420,23-424, 4): attempt to index a nil value"
Entrox Licher  [author] 5 May, 2022 @ 7:10am 
Thank you for your comment! I've gone ahead and updated the mod with the fix to the scripting for the issue you described.

For your existing save game this is a workaround you could use to get it working (a bit technical):

* Load up a new game with the updated version
* Click on Modding>Scripting>Global
* Copy all of the text in that field (Click on it, then CTRL+A, then CTRL+C)
* Open up your saved game
* Click on Modding>Scripting>Global
* Replace all text there with the one you copied (Click on it, then CTRL+A, then CTRL+V)
* On one of the very first lines you should see the text 'in_progress = false'. Replace the word 'false' with the word 'true'
* Click on 'Save & Play' in the top left corner of the window.

This should make the Advance Events button properly appear in your save game (apologies for the rather technical nature of the workaround, it's the best I can do). Thank you again for pointing out the bug, and please let me know if there's anything else I can do to help.