576

(1 replies, posted in Discussion)

I have sent you an email to try and resolve this problem.

577

(3 replies, posted in Starmada)

Next year (2014) marks the 20th anniversary of my first upload of a complete draft of Starmada to the rec.games.design Usenet group.

I have some ideas on how to mark the occasion, but I was wondering if others had thoughts of their own...

578

(1 replies, posted in Starmada)

I'm working on a solution, but for now, if you click on the "Design" button after you get the line of text, the page should load properly.

579

(6 replies, posted in Discussion)

These are pretty cool. What are they for, originally?

There are no concrete plans, no. Some half-heated irons in the fire, but nothing I'd like to confirm at this time.

Part of it is that I'm not sure what to do... Suggestions are welcome.

581

(127 replies, posted in Starmada)

The problem has been fixed. The Drydock (and the shopping cart smile ) should work now.

582

(127 replies, posted in Starmada)

It appears the web site will not initiate PHP sessions... meaning that, among other things, the Drydock and the shopping cart will not work.

I have put in a support ticket with the web host.

583

(127 replies, posted in Starmada)

I have noticed no problems with the forum, but the Drydock does appear to be broken... I promise, it wasn't anything I did. smile

I'll look into it.

584

(35 replies, posted in Game Design)

ZenGhost wrote:

Jump lanes allows quicker play as it limits fruitless exploration.

And this points to one of my (minor) complaints with many strategic space games.

Very few take place in an "established" (i.e. explored and settled) universe. Most take the approach that the galaxy is uninhabited (or at least undeveloped) except for the handful of homeworlds where the players begin.

I'm not a big fan of this.

585

(35 replies, posted in Game Design)

Big question that would need to be considered before anything else can be hammered out:

Are people more interested in a hex-based campaign map, or something more abstract?

The theory behind fragile systems is that a ship loses its "stuff" about 50% faster than a normal ship. For example, a normal ship will lose, on average, about 1/3 of its thrust during each damage check; however, a ship with fragile systems automatically loses 1/2 of its current thrust at each check.

The decision to have ship systems lost on a 1-3 instead of 1-2 is in keeping with this.

Not saying I'm opposed to suggestions; just explaining why the rule is what it is currently.

GamingGlen wrote:

Shields are too expensive for their effect.

This is the first time I have ever heard this concern. Particularly interesting, as the point (and construction) cost of shields was reduced in Nova...

588

(2 replies, posted in Starmada)

The "alternative means" is actually just a different way of presenting the same information.

Fighters have an attack dice string of 3-2-2-1-1-1, which is the same as saying "3 dice with no modifier; 2 dice with a -1 or -2 modifier; and 1 die with -3, -4, or -5."

So, you are correct: if you have three flights attacking a target with ECM 1, you would roll a total of 6 dice: each flight starts with 3 dice -- the -1 penalty reduces this to 2 dice each. 3 x 2 = 6.

589

(3 replies, posted in Starmada)

Double damage increases the number of "hits"; the shield roll rule states one die is rolled per "hit".

So, in your example, 2 successful attack rolls becomes 4 hits, and the target makes 4 shield saves.

590

(8 replies, posted in Game Design)

WYSIWYG. wink

I agree that simpler is better -- but perhaps not THAT simple. smile

After all, while the overall point of SovStars is as a campaign generator for Starmada, I want it to be playable (and fun) on its own.

592

(2 replies, posted in The Sovereign Stars)

As with many projects, Sovereign Stars has suffered from the intrusion of Real Life<tm>. In the past 24 months, I have moved across country (twice), started a different career track, and had a son. So, free time to work on important things like game design has been scarce.

Nevertheless, I am beginning to get back into the swing of things, and SovStars is most definitely on the list of things to work on.

593

(8 replies, posted in Game Design)

There are no plans for an Assault Corps release.

594

(2 replies, posted in Starmada)

No, there are no rules which allow a ship to "lend" abilities to another ship. This is because doing such opens up a wide avenue for abuse.

595

(8 replies, posted in Game Design)

I don't remember seeing this question last September. I apologize.

Quantum Legions is not the result of Assault Corps development, but a completely different animal.

596

(7 replies, posted in Starmada Nova)

Have I mentioned that I think this is really wicked awesome?

597

(7 replies, posted in Grand Fleets)

Work is being done. I stopped estimating a release date a long time ago (two moves and a baby in 18 months will do that smile ), but things are looking up recently.

598

(2 replies, posted in Starmada)

By default, the shields in SFU: Nova are "all-around". There is an option to group them into "front" and "back" shields, however.

ADB has been asking me to support both editions, and I will comply so long as they keep asking.

599

(2 replies, posted in Grand Fleets)

Grand Fleets is a miniatures game of naval combat during the battleship era. Grand Admiral is a faster-playing board game covering the same time period. As such, there are similarities between the two, but they are most definitely distinct games. Demo versions of the rules can be found on the games' catalog pages (see the "Resources" section on the right-hand side):

http://www.mj12games.com/grandfleets/
http://www.mj12games.com/grandadmiral/

The ship card to which you provided a link is a tentative design for the third edition of Grand Fleets, for which work proceeds apace. Glad you think it looks awesome -- I think so, too. big_smile

600

(0 replies, posted in Discussion)

All of you non-American folks can go about your business... but for those of us in 'Merica:

Happy Birthday!

"Today is the great national holiday ... It is celebrated in every part of America, if not with suitable splendor at least with prodigious noise ... I have been kept awake since five o'clock this morning by the incessant noise of cannons and firecrackers. That is the American fashion of showing their satisfaction. To them, noise personifies joy." --Chevalier de Bacourt (1840)