|
Post by jasonsearles on Apr 12, 2010 15:54:13 GMT -4
do the gorn make a size class 4 tug if so whats its cpv cause im not sure if the P-T is a pod or tug i have a up to a dn and cpv to spend
|
|
|
Post by cheethorne on Apr 12, 2010 21:47:28 GMT -4
A good resource for the Gorn is here: homepage.mac.com/cheethorne/sfb/MSC/MSCGorn.htmlThat lists all of the gorn ships, organized by their ship classes as they are used by the campaign and it lists all of the special ship types that we care about (such as what ships count as Tugs). It doesn't list all of the necessary refit costs that may be required with some ships (such as the various plus refits on Federation ships), but it should go further than the G3 master ship charts. As for Gorn ships, not counting refits, there is the DDT that costs 95 CPV, which counts as a tug and can carry pods, but it cannot perform tug functions (ie. can't build bases or claim resources).
|
|
|
Post by cheethorne on Apr 16, 2010 14:54:00 GMT -4
Latest update for v10 rules is now online: homepage.mac.com/cheethorne/sfb/Espionage Changes: * Updated 3.7 - Clarified that espionage teams are assigned to raid pools, each raid point can only launch one espionage mission per turn, reduced the damage caused by the Infiltration mission, and added the Counter-Espionage and Disrupt Sector Command missions. Notes: Some people raised concerns that if you spammed a bunch of espionage missions, they would be too powerful, so we added the counter-espionage mission to make them more deadly. Also, by tying the espionage missions into the raid points, it provides a reasonable cap on the number of espionage missions per turn. Special Project Changes: * Updated Appendix E - Clarified that the minor shipyard consumes special project points instead of just generating a penalty, added a project to help explore the off-map resource zone, and Gorns gain access to the DDW war destroyer with Advanced Ship Designs, and added Gorn entries to the ship construction projects. Notes: Lots of interest in the Gorn has given me a reason to include them on the list of races. Also, there was a problem with the wording of the minor shipyard that seemed to indicate that you could put a CL shipyard (which consumes 6 project points) in a place that produces less than 6 project points and still get a ship. That has been fixed. Miscellaneous Changes: * Updated 6.7.4 - Command rating of ships with option boxes that can hold flag bridges, such as Heavy War Destroyers, cannot exceed 8. * Updated 8.0 - Moved special project steps into the Upkeep Phase. Special projects are now completed during the upkeep phase. Notes: Heavy War Destroyers (and similar ships) can no longer get a command rating of 10, which helps make those battle tugs, BCHs, DNs, and BBs feel a little more special. Also, I moved when special projects are completed so that if you finish researching carriers on a construction turn, like turn 9, you can build carriers right away instead of having to wait till turn 13. Up Next: If people want more races to be included, let me know, cause otherwise I won't bother with them. I haven't done it yet, but I intend to make the change regarding special variants of heavy cruisers (no longer need one for one) and I plan to update the forms to meet the needs of campaign v10.
|
|
|
Post by cheethorne on Apr 21, 2010 15:24:30 GMT -4
Latest update for v10 rules is now online: homepage.mac.com/cheethorne/sfb/Record Changes: * Updated record keeping forms to use the new campaign rules. Notes: The record forms have been updated to v10 rules. I've always changed them all so that each form is on one page, should make it easier to print out. Remember, due to the fact that each group on the map has its own CU, it is more important than ever to keep track of where each of your ships are. There is no more putting a bunch of ships in a hex and placing one CU on the map. Racial Changes: * Updated 1.5.1 - Gorn players now have to purchase six destroyers for each light cruiser they purchase. * Updated 2.4 - Klingons no longer build a D7 and a D6 while at war-time production. * Updated Appendix D - Romulans no longer build a K7R and a KR while at war-time production. * Updated Appendix E - Added a special project to allow Romulans to use their heavy hawks as modular ships. Notes: I got rid of the Romulan and Klingon double heavy cruiser production with war-time production. It was no longer necessary. Also, now the Gorn have to buy six destroyers for each light cruiser they purchase, due to the cheaper nature of their destroyers than I had previously believed. Miscellaneous Changes: * Updated 2.4 - Heavy cruisers no longer need any base hull ships for each non-command special function ship. Drogues and MRS shuttles are now purchased as accessories instead of built as attrition units. * Updated 3.7.2.5 - Cleaned up the wording of the Extraction mission to make it clearer. Notes: Not much to say here. As discussed, heavy cruisers no longer require any base hull ships for their variants, except for command ships, which still require two base hulls each. The change with drogues and MRS shuttles is to force non-drone races to have to buy things with their accessory money instead of just T-Bombs and boarding parties.
|
|
|
Post by cheethorne on May 4, 2010 10:14:41 GMT -4
Latest update for v10 rules is now online: homepage.mac.com/cheethorne/sfb/Miscellaneous Changes: * Updated 7.1 - Raised the required victory point total to 300 to decrease the chance that a couple of players will be close when the campaign ends. * Updated Appendix C - Added additional notes regarding using heavy war destroyers as escorts. Clarified rules for the Seltorian hive and nest ships so that they use production actions like other bases. * Updated Appendix E - Reduced the cost of building the operational auxiliary used to claim provinces and added Seltorian entries to the ship construction projects. Notes: Half of the updates here are to cover necessary updates for the Seltorians. As I have said before, I don't have the time nor the inclination to make notes for every race in the game unless players express interest in that race. Someone expressed interest in the Seltorians, so I've updated them accordingly. The two real changes are the increase in the victory point limit. With this new, higher value, it is hoped that there will be a clear front runner when the campaign ends instead of several players all within striking distance of the old limit of 200 points. The other change was to decrease the cost of claiming a province (from 96 to 72 project points). This makes it more likely players will take control of the less developed provinces that will surely dot the galactic map. Future Changes: The only things left to do is any other racial notes needed for interested players, such as the Frax entries in the BCH, DN, and BB special projects, and a file containing the important charts. I'll try to do the charts today or tonight, but it might not be done. Campaign Start Date: Galactic Map Set-Up: May 18, 2010 Turn 1: May 25, 2010
|
|
|
Post by cheethorne on May 4, 2010 13:54:07 GMT -4
Updated the website again with the Useful Charts page.
I also removed Appendix B, since all it covered was Repair Costs, which really had nothing to do with the campaign itself. I also moved the ground force composition into the Empire Defenses section (3.5) where it made more sense to put it.
|
|
|
Post by ikefist on May 6, 2010 14:56:31 GMT -4
way to go Cheethorne hey has anyone else realized that his name is Cheet Horn and he wins alot wonder whats up there HEHE j/k
|
|
|
Post by cheethorne on May 20, 2010 13:22:30 GMT -4
Turn 0 results for the campaign have now been posted online: homepage.mac.com/cheethorne/sfb/I also made the following rule changes: * Updated 2.4 - Added Tholian and Frax ship build lists. * Updated Appendix C - Added substitution build list for Tholian and Frax ships. * Updated Appendix D - Added Tholian and Frax entries to various special projects. All of the above changes have to do with the Tholians and the Frax being chosen at such a relatively late date. The maps for turn 0 have now been placed online. There were a few mistakes in the list of terrains and resources and I did my best to reconcile them. For example, someone placed a cluster of terrain in the middle of my territory, so I just ignored that.
|
|
|
Post by cheethorne on May 21, 2010 23:19:13 GMT -4
Also, if people want to send me the information for their turn 0 trade routes. I'll add them to the relevant maps and files.
|
|
|
Post by cheethorne on May 27, 2010 12:33:15 GMT -4
It was a good first session with the new campaign rules. I think the map-set up went well, the special projects choices were interesting to see, and the politics having already started getting interesting. Turn 4 results for the campaign have now been posted online: homepage.mac.com/cheethorne/sfb/As discussed, I have made the following rule changes: * Updated 2.2 - All ships in the merchant marine must be together in the same group. * Updated 3.2 - Players only need to destroy 50% of the cargo boxes, including those on the commercial platform, to disrupt a resource, and all ships in the merchant marine must be together in the same group. Notes: These changes were made to make the merchant marine more realistic (they have to stick together, making the Armed Convoy project feasible). The elimination of the requirement to get rid of the commercial platform did not make sense, but it still provides a significant portion of the cargo boxes that need to be destroyed, especially on smaller resources (like spatial features, colonies, and small planets). The following are cosmetic changes: * Updated 2.3 - Broadened section to cover both colonies and trade routes. Changed trade value of the capital planet to +1 instead of a flat value of 4. * Removed 3.2.4 - Moved colony rules to section 2.3 - Economic Expansion. * Updated Appendix D - Consolidated the various base upgrade projects into a single project called Upgrade Base. Clarified that you can upgrade trade routes in increments of +0.5. Notes: No rules actually changed here except the capital providing +1 trade value instead of a flat 4. This is just to reorganize some sections of the rules to make more sense when read. In the future, I plan to continue to make small cosmetic changes, such as reorganizing or rewording rules, but at no time will I make changes to the rules that haven't been discussed by the whole group during our regular sessions and even then, I think we should only make changes to rules that are clearly nonsensical or are broken, no small improvements need apply.
|
|
|
Post by john on May 31, 2010 14:17:51 GMT -4
Cool, it was a good session and I really like the way player's choices in the project/economic phase of the game impacts on what others choose to do.
|
|
|
Post by cheethorne on Jun 3, 2010 13:15:53 GMT -4
Turn 10 results for the campaign have now been posted online: homepage.mac.com/cheethorne/sfb/The only thing that is missing right now is an updating trade route list. For some reason, I can't update that particular file. I will update it when I can. For this update, I'm trying something new in the Hex Information file. It now has a list of information on each province, sorted by player. At the bottom of the file is a huge list of unclaimed provinces, which also shows who controls a particular resource in an unclaimed province. Hopefully this new format will be better / more useful than the previous one.
|
|
|
Post by cheethorne on Jun 9, 2010 11:15:49 GMT -4
I added Chris's results from last night to the website. So everyone is now up-to-date for turn 10.
Next week, we will be playing some turns, so be prepared for that.
I may do a small rule update between now and then, but we'll see if I can get them all noted and finished before then. If I can't, I'll make sure to go over them with everyone on Tuesday to make sure we are all aware of what they are.
|
|
|
Post by cheethorne on Jun 10, 2010 10:28:13 GMT -4
As promised, here are the updates to the website: homepage.mac.com/cheethorne/sfb/Main Page - Racial Charts and Tables: * Added General Master Ship Chart. Notes: This file now clearly indicates what freighters count as civilian or auxiliaries and what can convert into what. It was already pretty clear, but this just makes sure everyone knows perfectly well. Campaign Rules - v10.1.3: * Updated 2.4 - Star Bases can build their second pod / pallet / module on the same turn as the first one. Bases building attrition units can generate all such units on the same turn or spread the production across the remaining turns until they regain their production action. Note: First there was confusion about the rate at which attrition units were built (some people thought that the Star Base could build only 6 with one production action instead of 6 "per turn"), then there was some valid complaints that if you spent your production action on the last turn possible, you'd get only 6 fighters and not 24. This has been fixed, so now you can spread the production as you wish across the four turns (all at once, or some now and some later). This was done mostly because of our current rules that prevent you from storing extra fighters for later use. Campaign Rules - v10.1.3: * Updated 3.3.1 - Clarified the difference between Class-A and Class-B modules on a base and how they interact with the infrastructure level of a province. Note: I did a very bad job in this section, and I completely forgot about the whole Class-A / Class-B distinction. This section has been reworked entirely. It now matches closely what is available for ground bases instead of being significantly worse. Campaign Rules - v10.1.3: * Updated 3.6 - Transferring ships from one raid pool to another raid pool takes as long as if the destination raid pool was the target of a raid (ie. one turn per province crossed). Note: No more cheating by moving nearly unlimited fleets of ships from one side of your empire to another through the raid pools. Transferring here now takes as long as a raid mission would. This also affects espionage teams, since they work through the raid pools as well. Campaign Rules - v10.1.3: * Updated 4.3 - Completed list of civilian and auxiliary ships that gain four operational movement points. Note: Minor update to show the distinction between fast and slow civilian / auxiliary ships. Now, there is a reason to build those civilian ships that hold way less cargo: they move faster. Campaign Rules - v10.1.3: * Updated 4.6 - Ships using Strategic Movement must pass through a strategic node closer than a number of hexes based on the operational movement points of the slowest ship in the CU. Note: This section allows all ships to move using Strategic Movement at a rate of 4 hexes between nodes. That was bad, since a slow freighter (or an OAL) could hop from one side of your empire to the other just as easily as a fast cruiser. The distance is now based on the ship's speed. Campaign Rules - v10.1.3: * Updated Appendix B - Added note about Lyrans using JGP light cruisers as escorts. Note: Not much here. I tried to add notes for all of the special and unusual escorts people could produce, but this one got left out. It's in now. As I said before, we don't want to change the rules mid-campaign, but sometimes we are need to fix broken rules or abuse-able rules.
|
|
|
Post by cheethorne on Jun 18, 2010 13:37:24 GMT -4
Turn 12 results for the campaign have now been posted online: homepage.mac.com/cheethorne/sfb/I've also added a map that shows our current supply ranges. The orange squares represent nebulas while the black squares and dots represent planets and colonies and the X's represent stand-alone bases. The biggest change with this update is now each player has an information page dedicated to just the things about that player. For example, instead of a general "Special Project" page that shows everyone's special projects, each player's page has its own "special project" section. Each player also has a summary section that shows what technologies they have researched (instead of having to go into the special project section to try to figure it out) and a total "economy" value, which is simply the sum of all of their provinces and trade routes. The Hex Info page now only contains the provinces that haven't been claimed by any players, while the claimed provinces are now only listed under each player's section. Hopefully people like this new format better, it took a bit of effort to make them.
|
|