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Mike18xx

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  1. If the starting Obligation for your character is 20, set that number, then add Obligations that add up to at least 30. You should now have all the checkboxes available. ...which is buggy in a way exactly opposite of the Duty page (which lets you snags free XP merely by tinkering startng size, with actually selecting any duties. Properly jerry-rigged, I can finally check boxes in Obligations -- but notice that the checkmarks remain if the chosen obligations are subsequently deleted.
  2. After much tinkering, I've managed to un-gray the 1st and 3rd Obligation Options in versions 1.3.4.0. ...and was able to quickly whip up a character with a +5 starting XP grant from a 5pt obligation and a +15 more from fifteen points worth of duties (for 130 total starting in a human).* The gray-out bug is still there, however, as it wouldn't let do the same thing backwards with 5pts duty and 15pts obligation (I cannot for the life of me get the +10 and +2,500 credits options to un-gray for Obligfations.)
  3. If I have *no* Duty Options selected in a fresh new character, the Obligations Options are still grayed-out in 1.3.4.0. It's a big 'ol bug.
  4. With the obligation, select your starting size.... The problem is that the generator will let you do it wrong -- and wrong is the most intuitive way to do it. For example, there's no reason to assume that Size on top has to be messed with at all if things happen when you goof around with Size at the bottom. Factor in many newb players having little knoweldge of the rules OTHER than this character generator (which their GM directed them to, as he's the only with books, and the last two players to round-out his group he press-ganged 36hrs before game-time, and they've never heard of Fantasy Flight before), ....and you can see where I'm going with this. Anything that is permitted to be wrong WILL be done wrong. -- I strongly recommend having the entire XYZ Options field (with its four choices) grayed-out UNTIL AFTER the user has clicked New and selected something. Otherwise it's drop-dead simple to, on a new character, immediately toggle Starting Size to 15 and select +5 and +10 starting XP without any named duty or obligation appearing on the printed-out character sheet. (I suppose I should ask: am I talking to a Dev, or just another mortal bloke like me?) I am unable able to get the Obligation Options checkboxes to "ungray" in 1.3.4.0 no what dinking around I do, even with a blank new character, either before or after clicking New and adjusting Size (in the top field) to any number from zero to 30, or Starting Size to any available choice. Well, you're supposed to have one total score, but AFAIK the rules do not preclude splinting it up as much as you want. For instance, the Glitterstim-addicted pilot with a bounty on his head because he spends all his money on dope rather than paying off the loansharks, oh, and the Empire is after him too because his girlfriend's a Rebel... Almost every player I know cognizant of obligations and duties takes as many "five-pointers" as he can. Because three five-pointers are hella more fun than one fifteen-pointer. GMs like 'em too, for the RP variety. I.e., it's not always the same old hutts-are-after-Jim again when he hits the Obligations table. I've played games where four players started with 20 points-worth apiece, and we winged it even with us getting "hit" almost session...it was a blast.
  5. (...concerning version 1.3.4.0....) Bug: Duty > Duty Options > "Starting Size" ....it's possible to select a starting size and check a box BEFORE selecting the New button -- this results in problems if you do so, then go ahead and select New. Bug: Obligations > Obligation Options > "Starting Size" ...all four checkboxes "remain grayed-out" mo matter what value is selected. Bug: It does not appear possible to select +10 starting XP more than once even with multiple Duties and/or Obligations, even though 20 points worth is the default for two-PC parties (or, as always, or even more, with GM's discretion). Concern: Options > Select Resources ...both Beta and Core rulebooks are checked by default; this should probably be fixed to Core default by now, with the Betas available, but turned off. Annoyance: In both Duties and Obligations, the word "size" appears in two different areas (and is manually adjustable in sub-5pt imcrements in the table if a named item is selected after New is clicked), which is immensely confusing all around due to lack of explanation (i.e., no "click it and explanatory text appears"). I hope you can address this in future versions. Missing: the (really important!) Recruit universal specialization does not appear on the list.
  6. In retrospect, Subterfuge seems to be a pain to administer and would probably just bog down the game, so I've come up with a different tenth card which is probably more fun anyway: (10) Reorganization Primary: Cunning Plan Optionally perform both of: a) shift one Command Counter in Fleet Supply, Strategy Allocation or Command Pool to one of the other locations; b) exchange one possessed Technology advance to a different one you for which you are qualified. Secondary: Logistics Optionally perform either a) or b). Special: 1) A player may not have made use of a Technology he seeks to replace during the game turn in which it is exchanged; i.e., if he used XRD Transporters to move a Carrier two spaces, or Deep Space Cannon to fire into an adjacent hex, he may not exchange that technology that turn. 2) An eliminated advance may not break a chain of prerequisites for other possessed advances. 3) If an exchange creates illegal units on the board, they are removed. 4) Neither War Sun nor X-89 Bacterial Weapon tech may be exchanged or obtained via Reorganization.
  7. I like the idea of somebody with 7pts having to worry about guarding things less trivial than cruisers. People at 7pts are often capable of winning that game that turn. Subterfuge would be myeh if it didn't have any bite.
  8. 1. "Agents" was "flavor-text"; remove as you see fit. 2. I want the round-up with round-down, you couldn't lose anything "serious" until 9VP. With round-up. the break-points are 1VP(1pt ship), 4VP(2pt ship) and 7VP(3pt ship). ...It's pretty tough to get nailed at 1VP, however, because the player taking Subterfuge would have to be at 0VP to hurt you...it's also possible that you don't have any fighters or destroyers at that stage, in which case he only gets a card (and you might not have any of those either!). 3. Stolen ships cannot be ferrying.
  9. Tweaks to restore potential random card loss, and provide value to the role in first-round scoreless games. (10) Subterfuge Primary: Level the Field Agents steal one trade good and one ship* from each player with more Victory Points than you. If unable to provide Trade Goods or ships, targeted players forfeit random Political and Action cards. *Ship maximum value equals targeted player's VP/3, round up; you choose the ship taken. Every player with fewer Victory Points than you, starting with lowest, now takes one stolen item (place it if a ship); you receive one Trade Good from the bank for each item distributed. Remaining ships are returned to stockpiles. Secondary: Damage Control Spend one Command Counter from any location (including Fleet) to negate Subterfuge losses; lost cards are replaced with new ones. Special: In a scoreless game, the activating player receives one Trade Good, one Political card and one Action card. No secondary.
  10. Steve-O said: why do all that math when answer will basically always be 2 or 3?If the leaders have less than 4VP, they'll lose only 1pt worth of ships (destroyer or fighter). Given the other complexities present in the game, I don't think VP/3..round-up is that hard it also serves a function of reminding everyone who has how many points once a turn, something which isn't easy to tell at a glance because the flags on the score-track are so darn small, and many of them look alike from more than a few inches away. Subterfuge also makes Trade Goods more valuable, in that you'll want to hang onto at least one every turn to prevent the lose of an important card.Note that since (9) Economy provides everyone with Trade Goods, no one should be lacking them when (10) Subterfuge goes off, unless the (10) player sandbags a couple rounds and the other players imprudently spend all of them before he activates. IMO the one unaddressed problem is what to do with Subterfuge on the first game turn (and possibly also the second or third), when it's basically valueless since nobody will have scored any VP prior to activation . To fix that, add the following line: Special: If all players are tied, then... Primary: take one Trade Good, one Political Card and one Action Card. Secondary: none.
  11. The primary purpose of Subterfuge is besides keeping in the theme of scheming and stealthy maneuvering is to even (if ever so slightly) what can be a very long and frustrating game for players in poor positions. Note that Subterfuge is not particularly powerful of a role; for example, in a six-player game with the three leading players between 6 and 8 points, if chosen by the player in 4th position, he will receive five Trade Goods (or fewer + cards), while players five and six will swipe a Cruiser (2pts) at best. The worst that can happen to a player with 9 points is that he loses a Carrier (3pts) and a card the player might consider a Command Counter to be more valuable than that, and choose not to even exercise Damage Control, and fear the loss so little that he preferentially chooses other roles even if Subterfuge is available especially if it near-equally hurts other players "breathing down his neck" in the points-race. (Simplification of Subterfuge) (10) Subterfuge Primary: Level the Field Agents steal one trade good and one ship* from each player with more Victory Points than you. If unable to provide Trade Goods or ships, targeted players forfeit Political and Action cards of their choice. *Ship maximum value equals targeted player's VP/3, round up. Every player with fewer Victory Points than you, starting with lowest, now takes one stolen item (place it if a ship); you receive one Trade Good from the bank for each item distributed. Remaining ships are returned to stockpiles. Secondary: Damage Control Spend one Command Counter from any location (including Fleet) to negate Subterfuge losses; lost cards are replaced with new ones
  12. Here are two new Strategy roles for, ideally, Shattered Empires expansion. (They will permit five-player games with each player fulfilling two roles per round -- as well as the arguably ridiculous but probably entertaining nine- and ten-player games. It also permits markers to pile up on unchosen roles in double-roled four-players games.) (9) Economy Primary: Innovation Receive two Command Counters from your reinforcements, and four Trade Goods. Secondary: Exploitation Receive one Command Counter from your reinforcements, and two Trade Goods. (These benefits occur automatically unless declined in whole or in part. There is no cost.) (10) SUBTERFUGE Primary: Level the Field Mercenaries hired by your covert operatives (1) steal one Trade Good if available, or if not then one Political Card at random if available, or if not then one Action Card at random if available, AND (2) hijack one build unit*, from EACH player with MORE Victory Points than you. You determine which build units are stolen. You then receive one Trade Good from supply for each player with more Victory Points than you. You keep all trade goods and cards. The stolen build units are then distributed to players with LESS Victory Points than you (with the player in worst position getting first choice; one ship per player maximum. The recipient players may either place them on the board immediately in any controlled system, or receive their equivalent value in trade goods (1 if fighter). *The value of a build unit hijacked may be no more than build cost (unmodified standard) = highest player's victory point total divided by three, round up. Secondary: Damage Control Spend 1 Command Counter from any location (including ships) to negate losses. The player of the strategy card and the recipients of stolen build units keep their plunder. If an action card or political card was plundered, it is replaced with a new one.
  13. 1. Diverse background -- None of the starting planets can be the same (unless more than five players, in which case additional Energy). Rational: In a game in which more than one ore/gold/rock world begins, the players with those are able to rapidly double (or triple/quadruple) up production of that material. Note that a single production at a factory of one of these commodities yields material sufficient for, in addition to the starting pack of one of every, building one new colony and one new ship. IOW, if two players begin with crushed-rock, you can expect to see two crushed rock productions as well as two builds early. In additional turns, the massive production disparity results in quick scoring of same-type cards from the players so blessed (they also play their other scoring cards, and pick choices which result in ties, and by doing so "flush" their scoring cards back to their hands) -- and the game is often over before the other players have a chance to do much. One recent game was over so quickly that almost half of the worlds remained uninhabited, and no one had more than three buildings. 2. Pirates of Catan -- A marauder from the Catan Galaxy preys upon Ad Astra. Trading is modified. Rule change: All cards remain hidden during trading. When a Trading action is revealed, the following occur in order: * All players with ten or more (round down) goods cards lose half. * The player of the card moves the pirate ship to a star system, where he steals one resource card (if any, random) AND one victory point (if any) from up to two players with planets there (the card and the victory point can come from the same player, or split). (Effects of pirate presence: The productive capacity of the entire system the pirate ship occupies is -1 per planet (i.e., a spaceship and a colony together produce one, but either alone produces nothing). The scoring capacity of the entire system is likewise diminished, with all buildings and starships present worth -1, and the system is considered unoccupied when scoring systems.) * Trade between players occurs. Variant: After the player who played the card finishes, each other player may (if able) trade ONE time with ONE other player (he made trade as much as he likes with that one player) and trade in sets of three-of-a-kind for single goods of his choice. 3. Underdogs If you have the least victory points at the end of a round, you receive two goods cards of your choice. If you are in second-last place, you receive one. 4. Centenium -- a longer game The game ends upon the completion of the round in which a player achieves 100 points, or the last unexplored world has been revealed. The player with the "42" alien artifact can win on a multiple of 42 (e.g., 84, 126, etc).
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