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Author | Topic: SFB Campaign - Sept 2009 (Read 681 times) |
ikefist Standing Order King
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Joined: Jul 2008 Gender: Male  Posts: 152 Karma: 0 |  | Re: SFB Campaign - Sept 2009 « Reply #105 on Sept 10, 2009, 4:59pm » | |
Can you still only have a starbase in your capital or has it changed for this campain
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cheethorne Hangs Out Hoping To Get A Job
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Joined: Aug 2007 Gender: Male  Posts: 241 Karma: 2 |  | Re: SFB Campaign - Sept 2009 « Reply #106 on Sept 10, 2009, 6:01pm » | |
Your capital starts with a Star Base and it is the only place that can have one.
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cheethorne Hangs Out Hoping To Get A Job
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Joined: Aug 2007 Gender: Male  Posts: 241 Karma: 2 |  | Re: SFB Campaign - Sept 2009 « Reply #107 on Sept 18, 2009, 1:58pm » | |
I've updated the website with the latest information from turn 5 of the campaign and I've updated the v9 of the rules with the small changes we talked about on Tuesday. We reduced cost of Warp Gate and FRD's, Warp Gates, and Construction Dry Docks can be active in a battle involving another base.
A few other important things to mention: 1) I've removed the old Appendix C which listed ship types and what they class they fell into. This was an old list and not updated by me any time recently. For this information go to your race's Racial Ship Chart on the campaign page.
2) I've completely changed the look of Appendix A - Repair Costs. This section is now much better organized and includes sections for specific races and notes on the cost to hastily repair certain items. Players will use these costs when performing ship turns at repair locations. There were no actual rule changes here, just a re-organization.
3) Jason colony rolls had some problems. I didn't check them until I came home, but I discovered that two of his "colony sites" were actually ineligible to be colonies. I looked at his survey information that he wrote down for the next few turns and saw some eligible colony sites on them, so I shifted those ones to be done instead of the invalid ones.
4) I rolled up the Ryn nebula locations on all existing nebulas (turn 0 ones and ones just found). I meant to do this on Tuesday and Andrew even reminded me, but I forgot. Remember, Andrew's ships become more powerful when he fights in a hex adjacent to a Ryn nebula, other than that, they have no relevance (and we wouldn't even bother rolling them if there was no Ryn player).
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john Administrator
     John "Can-You-Believe-It's" Butters member is offline
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Joined: Feb 2007 Gender: Male  Posts: 523 Location: moncton Karma: 0 |  | Re: SFB Campaign - Sept 2009 « Reply #108 on Sept 20, 2009, 12:37pm » | |
Sept 18, 2009, 1:58pm, cheethorne wrote:
3) Jason colony rolls had some problems. I didn't check them until I came home, but I discovered that two of his "colony sites" were actually ineligible to be colonies. I looked at his survey information that he wrote down for the next few turns and saw some eligible colony sites on them, so I shifted those ones to be done instead of the invalid ones. |
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You sure about this? Did you reread the section in the rules. It states no planet, colony or colony site. It says nothing about secondary resources.
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cheethorne Hangs Out Hoping To Get A Job
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Joined: Aug 2007 Gender: Male  Posts: 241 Karma: 2 |  | Re: SFB Campaign - Sept 2009 « Reply #109 on Sept 20, 2009, 4:25pm » | |
The second bullet of the Colony rules says the following: * At the end of each turn, if a Survey Ship is in an explored, open space, and otherwise empty galactic hex with a Tug carrying an active Cargo Pod or Cargo Pack, it may roll 1d6. On a roll of 5-6 you can build a Colony in that hex during a future Economics Phase. This hex is now known as a Colony Site.
So a potential colony site must be open space and empty of anything else to be valid.
That was a change in the original colony rules, but was made on Aug 18.
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john Administrator
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Joined: Feb 2007 Gender: Male  Posts: 523 Location: moncton Karma: 0 |  | Re: SFB Campaign - Sept 2009 « Reply #110 on Sept 29, 2009, 9:33pm » | |
Now that's what I call a cool session. Good fun.
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ikefist Standing Order King
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Joined: Jul 2008 Gender: Male  Posts: 152 Karma: 0 |  | Re: SFB Campaign - Sept 2009 « Reply #111 on Oct 2, 2009, 12:40pm » | |
Well i have talked to jason and we agreed to mutually with draw from the conflict that we where both about to engaded in
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cheethorne Hangs Out Hoping To Get A Job
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Joined: Aug 2007 Gender: Male  Posts: 241 Karma: 2 |  | Re: SFB Campaign - Sept 2009 « Reply #112 on Oct 6, 2009, 10:52am » | |
I've updated the website with the latest information from turn 7 of the campaign: http://homepage.mac.com/cheethorne/sfb/
I've also updated v9 of the rules with the small changes we talked about on Tuesday. We eliminated using reserve movement to respond to a raid and legendary navigators provide a modifier when in a raid group. I also clarified some of the wording here and added a note on how raids work through wormholes.
A few other important things to mention: 1) I've finished the Hydran Master Ship Chart and it is now online. I'm almost done the Klingon master ship chart and after that the Romulan one will be next and then the Federation one.
2) All completed master ship charts are going to get the list of allowed conversions. There are several for each race and instead of cluttering up the rules with them, I'm putting them in each race's master ship chart instead. Some ships are being re-classified as my understanding of the ships grows (such as how the D6 became a CA instead of a CL), but if your understanding of how a ship fits in is different then how it is listed and you have already factored it into your planning, you can ignore that difference for this campaign (although not for any future campaigns).
3) If I have missed any conversions that you are aware of (for a "completed" race), please let me know, I would like to list all of them for every race.
4) I rolled up the Ryn nebula locations on the new nebulas from turns 6 and 7. We again meant to do this on Tuesday, but we forgot.
5) Given the size of the map and everyone's general agreement with this change for the next campaign, I think we should be able to build an unlimited number of survey ships starting on turn 11. Players will still be restricted in the number of hexes they can survey per turn according to the existing rules (3 per primary and 2 per major planet starting on turn 11) and small exploration freighters will still suffer a penalty until turn 21, but you can build any number of survey ships as you want (no more than one per turn of course). The reason for this change is that once the board is fully explored, maintaining such a tight restriction on them becomes silly and with six players, the board will likely be fully explored by turn 15 or so.
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cheethorne Hangs Out Hoping To Get A Job
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Joined: Aug 2007 Gender: Male  Posts: 241 Karma: 2 |  | Re: SFB Campaign - Sept 2009 « Reply #113 on Oct 23, 2009, 12:01pm » | |
I've updated the website with some changes: http://homepage.mac.com/cheethorne/sfb/
Main Page Changes: * Added Klingon Master Ship Chart.
Notes: Like I said, I plan to do the Romulan master ship chart next and then the Federation. Fun fun.
Andomedan Rule Changes: * Added 2.5.2.2 - Detailed the rules for converting hybrid-technology ships. * Updated 6.7 - Increased the command point cost of Andromedan units in battles where command points are used. * Updated 6.8 - Reduced the effectiveness of a Legendary Admiral when leading an Andromedan fleet.
Notes: I don't like changing rules in the middle of the campaign, but as my understanding improves, I needed to make some adjustments to the Andro's. My legendary admiral was too powerful as it was originally done, so it was dropped significantly in power and the command point increase ensures that Andro fleets are better off using their fleet rules than the regular fleet rules.
Campaign Rules v9 Changes: * Updated 2.5.3 - Removed ship class conversion notes as this information is now listed in the Racial Charts and Tables section. * Added 2.10 - Players can perform special construction projects for large ships and other bonuses. * Updated 3.4 - Starting on turn 11, players can build any number of survey ships (per turn build limits still apply). * Added 5.2 - Players generate survey tasks that they can spend to explore hexes. * Added 6.6.3B - Added revised list of bonuses for having an experienced ship.
Notes: I've added the changes required to let us have unlimited survey ships while still limiting the number of hexes we can survey (changes to 3.4 and 5.2).
Due to some player requests, I've re-looked at the bonuses provided by experienced ships and don't make much sense to me anymore. I'd like to change them to simply be the bonuses from having an outstanding crew. These bonuses are listed as 6.6.3B for comparison purposes.
Another new thing is section 2.10. This is a new section of rules that John and I have been talking about recently. These are more formal rules for building battleships (now with variable costs) as well as a number of other "special" projects. If people liked these rules, I would recommend they come into play on Turn 9 (that way people have a few turns to adapt to them).
Let me know what you think of it.
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cheethorne Hangs Out Hoping To Get A Job
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Joined: Aug 2007 Gender: Male  Posts: 241 Karma: 2 |  | Re: SFB Campaign - Sept 2009 « Reply #114 on Nov 2, 2009, 12:00pm » | |
I've updated the website with some changes: http://homepage.mac.com/cheethorne/sfb/
Main Page Changes: * Added Jindarian Master Ship Chart. * Added Lyran Master Ship Chart. * Added Romulan Master Ship Chart. * Added Wyn Master Ship Chart.
Notes: Well, I didn't do the Federation next, I fixed up some minor races that just required a few changes. But now that that's done, the Federation is really next.
Andomedan Rule Changes: * Updated 2.5.2.2 - Captured ships must be converted away from being carriers when possible as part of a hybrid-technology conversion. * Updated 8.0 - Large Andromedan ships are worth more victory points when destroyed.
Notes: I just discovered that the victory points I mentioned for my ships, wasn't actually in the Andro rules, so I've added it. I've also now added a new conversion rule about carriers, so I can't find use a heavy carrier or something like that and have absolutely broken hanger sizes.
Campaign Rules v9 Changes: * Updated 1.0 - The set-up section has been reworded to make use of Appendix D - Structure Notes to define the exact number of setup items like starting provinces and fleet sizes. No values were changed. * Updated 5.4 - The number of hexes explored by the Civilian Exploration Service is now defined in Appendix D - Structure Notes. The value is unchanged. * Added Appendix D - Specific set-up and campaign related rules that often change from one campaign to the next, such as starting fleet sizes, are now defined in this appendix.
* Updated 2.2.3.2 - Players can build as many escorts as they want without regards to what carriers they control. * Updated 6.7.2 - Escorts in a battle without being part of a carrier group cost more command points. * Updated 6.8.6.2 - Instead of forming the groups defined for each carrier, players can form standard carrier groups defined in this section.
* Updated 3.4 - Players can build an unlimited number of survey ships starting on turn 9 (instead of turn 11).
Notes: The changes to main rules can be broken into three sections. The first section is just re-organizing things. Appendix D - Structure Notes will now be the new go-to place for seeing how big each player's fleet is at the beginning of the campaign and how many provinces each players starts with, etc. Nothing really exciting here, it just helps me compile these specific notes in one place.
The second group of changes regards easing of restrictions on escorts and adding flexibility to carrier groups. One thing to note about the new generic carrier groups, is that these groups aren't "up to" notes, as in if the ship qualifies for "1 heavy escort and 2 light escorts", then that is what it pays for even if only 1 light escort is present (assuming you go with the generic carrier groups and not the ones listed in the ship's description).
The final change was dropping the turn for when players can build an unlimited number of survey ships to turn 9 from turn 11. Might as well let people do this as early as possible. Don't forget though, you still don't get more survey tasks until turn 11.
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ikefist Standing Order King
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Joined: Jul 2008 Gender: Male  Posts: 152 Karma: 0 |  | Re: SFB Campaign - Sept 2009 « Reply #115 on Nov 14, 2009, 4:47am » | |
Any word from jason yet
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cheethorne Hangs Out Hoping To Get A Job
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Joined: Aug 2007 Gender: Male  Posts: 241 Karma: 2 |  | Re: SFB Campaign - Sept 2009 « Reply #116 on Nov 14, 2009, 8:33pm » | |
I talked to Jason and he currently has N1H1 flu and his work is going to keep him busy until around Christmas.
I think this means we have four options: 1) Not play until Jason can return.
2) Remove his empire and ships from the map.
3) Allow another player to play Jason's empire in full control of that empire with all options available to him.
4) Allow Jason's empire to be played by one or more players dedicated to a more defensive / non-aggressive stance.
I am leaning towards option number 4. This allows Jason's empire to continue to exist, grow, and develop and respond to any aggressive actions from other players, but stops Jason from being used to further a single player's goals in the campaign.
For example, if Kirk was given Jason's empire under option 3, he might use Jason to attack Chris because Kirk also wants to attack Chris and using Jason lets him do it using someone elses ships or simply let Jason do the heavy lifting while Kirk takes the planets and provinces. This wouldn't be possible using option 4.
In the specific case of Andrew's attack on Jason, Jason's proxy (or a rotating proxy) would be allowed to retake any planets captured by Andrew and do some damage on Andrew's immediate border installations and planets in retaliation (including raiding, at least until the war was over), but wouldn't be allowed to fully invade Andrew back after the war was over, nor anyone else.
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ikefist Standing Order King
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Joined: Jul 2008 Gender: Male  Posts: 152 Karma: 0 |  | Re: SFB Campaign - Sept 2009 « Reply #117 on Nov 15, 2009, 3:38am » | |
we still need all of his notes and ship builds ect up to date to use option 4 with i am for but its probally just easier to do option 1 or 2 with a whole lot less hassle
as option 4 i am sorta for but i would wish to discuss that in person as the whole me attacking him thing has alot to do with himn telling everyone he was going to launch a turn 1 attack on me
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cheethorne Hangs Out Hoping To Get A Job
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Joined: Aug 2007 Gender: Male  Posts: 241 Karma: 2 |  | Re: SFB Campaign - Sept 2009 « Reply #118 on Nov 15, 2009, 9:47am » | |
Nov 15, 2009, 3:38am, ikefist wrote:| the whole me attacking him thing has alot to do with himn telling everyone he was going to launch a turn 1 attack on me |
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But don't forget that come post-Christmas, he expects to rejoin the campaign.
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ikefist Standing Order King
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Joined: Jul 2008 Gender: Male  Posts: 152 Karma: 0 |  | Re: SFB Campaign - Sept 2009 « Reply #119 on Nov 16, 2009, 10:48am » | |
Anyone got jasons info yet
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