Wednesday, 25 February 2015

Week 9: Let’s Get Physical, Seeing is Believing, and Tools of the Trade

The Science of Getting out of Your Rut - Because Even Wheels Go Off-Road Sometimes

After a bit of a break from study through stressful times, I’ve decided to re-enrol this semester.  Physics!  Is there nothing it can’t do?  Literally, no - doing is pretty much the point of it.

So I just need to make sure I keep the end goal in mind, right?  Yeah, I guess that’s important.  Having confidence that you’re up to the task is important too, I think.  Sometimes that confidence can be hard to maintain.  Other times, you don’t even remember ever having it.

But I’m here, with my feet on the line again, ready to run.  I feel quietly good about it though.  I guess it feels good just to have that small amount of progress, or maybe it’s the smell of pent-up progress-to-come: Potential Energy.




Last week on The Last Journey of the Eye of Odin

Author’s note: Though it makes no real difference, I’ve put this bit in before the bit from last week.  I’m only noting this for those who might start to recognise a pattern in the scene order.

“Home Away From Home to 411e,” The sensor relay network's communications protocol began spouting out through the main console's speaker. “Do you copy, 411e?”

Ted opened one eye and glanced at the console. The latest diagnostic was still running. He groaned inwardly, and then answered. “Yeah Barry. I'm here. What's up?”

“The sensor logs you sent me. I finished the analysis, but we can't discuss it over the relay network connection. The logs and the report have been classified, and the clearance is off the charts. Upstairs has asked that you finish up early and come back for debriefing. We can postpone the 411e relay connection.”

Ted was stunned. The relay network was the largest project anyone in SSD could be involved in – other than the studying and repair of the Station itself. He wasn't aware of any other time a relay connection had been postponed, so he must have seen something... unbelievable.

“Sure thing, Barry. I'll put this node into sleep mode until a technician can get out here to finish the work. Over and out.”




Fantasy Tabletop Strategy Game - continued

This week we cover trade.  It can be fairly simple arrangements, or complex, and this mostly comes down to preferred style of play and the resources available to a side.

Trade

Trade is split into two parts, intra-side and inter-side. Both parts generate resources for a side, and require roads to achieve.

Intra-side trade is trade with trading posts built by the side, along roads. Trading posts generate virtual taxes in the form of a choice between a construction or production point each turn. The side can make this choice for each trading post it controls and assign these points to whichever of their cities they wish. This flexible income makes the building of roads and trading posts a massively profitable venture, but also forces the side to keep patrols active, as trading posts can be easily destroyed, and roads can also be used by enemy siege columns.

Inter-side trade is trade with other sides for mutual benefit. This is where one side might agree to trade a number of construction points with another side to gain access to horses or some other resource, or maybe a couple of production points for access to lumber (since perhaps their own lumber source was destroyed in a raid). These trade agreements could be part of a mutual alliance against a third party, or perhaps just temporary arrangements to benefit both sides until they can gain their own resources. Roads are necessary for this trade type as well, and must link cities on both sides before the agreements can be reached.




Youtube

More Crash Landing (mis)adventuring has been put up on the channel, for viewing.  We’ve come a long way from our humble beginnings and amazingly we're still alive!  Here’s a link to the playlist which now contains the newest five episodes.


That's it for this week. Hope you all had a good week, and I'll hopefully see you again next week!

-Ix.



Thursday, 19 February 2015

Week 8:  Slacking it up?

Well, to be fair, I was sick for a while, but in the interest of not being full of excuses and just taking one for the team like a grown-up or something, I’ll just admit to slacking all over the blog this week.

Precipitational Social Etiquette

Now, I’m going to say right now, before we get into anything else, that I am refusing to talk about the weather and the cyclones contained therein.  I’m not going to, and you can’t make me, because (as we all know, or should know) as soon as someone brings the weather up in a conversation - the conversation dies.  Killing a conversation in the middle of a blog post is pretty much criminal, so I’m not even going to entertain the thought, and neither should you.  So I don’t want to see any comments about weather or weather-related topics/events/notions/lotions/cats down there.  Nope!  The foot has spoken.

This week in the Last Journey of the Eye of Odin

Something was different, but Alison couldn't put her finger on what it might be. She was sure the EM-wave patterns had changed slightly, but she couldn't work out how. Alison was trawling through the complex logs of previous EM wave states, to see if she could nail down what had changed. “What is it doing?” She asked no one in particular.

“Excuse me, Doctor,” the nearby intercom blared.

“Yes, Felix.” Alison rolled her eyes and looked up from the workstation.

“I wanted to inform you that it is possible that the high-powered signal emanating from the device in your laboratory is not being completely muffled by the ship's hull and cargo. There are vast differences between the make-up of ore in one container and ore in another, so there will likely be large soft-spots in my transmission dampening capabilities. In the interest of a successful mission however-”

“Hang on, Felix. You're detecting a signal from it on the comm array?”

“Yes, Doctor. It is nearly out of the range detectable by the array, but it is there – and quite strong.”

Alison flipped the log waveforms quickly, looking for Felix's high-power yet borderline imperceptible signal, and there it was – just as he had said, right on the outer edge of the graph. “Incredible. A distress call perhaps. Some kind of beacon. Or a warning maybe?” Alison looked at the device. “What are you up to? Thank you, Felix. I'll see if I can cut power to the signal, right after I take enough recordings to analyse.”

“You're welcome, Doctor.” The intercom clicked off again.

Fantasy Tabletop Strategy Game - continued

This week we’re going to cover one of the more easily explained parts of the game, but one of the most important: logistics.

Logistics

Logistics limits how many unit stacks a side can support. Unit stacks inside cities do not count against this limit. A side’s logistics limit is equal its total population points plus its number of cities. For example, a side with one population point can support two stacks of units. However, a side with one city of three population points and two cities with one population point each, can support eight stacks of units.

Units can be moved between stacks without creating a new stack, but only if they are within one turn’s movement range. Anything that causes them to stop before joining their destination stack (such as unforeseen combat or an unknown terrain obstacle in the way such as a mountain) forces the creation of a new stack, and if there are not enough remaining logistics points to provide for this new stack, all units in the new stack are disbanded.

Youtube

I’ve already uploaded five more Crash Landing episodes to the channel, and they’re listed in the playlist.  There are more coming, however, as I already have some ready to upload.  So stay tuned for the channel feed to update.




Well, that’s it from me for this week, but I’ll leave you with a tip.  Before going to appointments, check your phone for missed voice mail, so you don’t turn up and discover it was cancelled and needs to be rescheduled.

-Ix.
"Cue theme music!"

Wednesday, 11 February 2015

Week 7: Single-celled Introvert


Microbial Cold-callers


So apparently I am not immune to that cold that’s been going around.  I guess it just needed to use all those other people’s cell nuclei to mutate just enough that it could infect me.  Or maybe I have a super immune system that was fighting it off this whole time, and only now has given up and gone to watch TV…

Immune system:  “Stop knocking on my door, you loser!  I told you last time - I don’t want any of your scam cable TV insurance policies!  Even the one with the 0% credit card!  ESPECIALLY the one with the 0% credit card!”

Virus:  “But this deal’s made just for you!  We change all your sinus control over to our new supercharged maximum production plan, and in exchange you get to sit around and not talk because your throat is made of ignited razor blades!”

Immune system:  “You know, that does sound kinda good.  No, it’s fine - I think I like the-”

Virus:  “But don’t decide right away!  You can think about it for the next 10 seconds, and if you decide to take up the offer before then, you’ll get a free set of me growing in a whole bunch of cells all through your body!”

Immune system:  “Okay fine.”  [Starts to sign dotted line on clipboard in own blood]  “I’ll take a set, but I better not regret-”

Virus-devil:  “All your base are belong to us.  Make your time.”

Random Thoughts:  Own Worst Enemy


Often I find that I’m my own worst enemy, and I can’t help but visualise how things would be if the tables were turned.  For some reason they always seem to be exactly the same.

This week in The Last Journey of the Eye of Odin


The Oscar was a search-and-rescue Courier-class ship, equipped with grappler cables for towing and scrap recovery as well. It could be operated by as little as two crew, but optimally by at least six, and had enough cargo hold area to hold many more people if the need arose.

Juno was manning the sensor console. The communication array had a lock on the distress signal, but all the other sensor systems were currently dark – they were still a few minutes out of range of the distress signal's coordinates, so no silhouette could be seen yet. Then something blinked on the console.

“What was that?” Juno pushed a few buttons to try to recalibrate the array.

“What was what?” Chen looked over. “I thought we weren't close enough yet.”

“We're not,” Juno replied. “But I saw something blink on here for a split second.”

“Probably just a glitch. This bucket is probably due for a service.” He looked back at his own console. “Mention it when we get back.”

Juno wasn't convinced. She widened the array search area as large as it would allow, but the re-scan results didn't show anything. Maybe it was just moving really fast? She checked to make sure there was a sensor log being kept, and there was. “Yeah.” I'll take the sensor log up to the SSD geeks when this mission is over, Juno thought to herself as she set the sensor area back to no bigger than the distance from the Oscar to the distress signal.

A few minutes later, a ping from the forward sensors sounded and Juno threw one of the more powerful bow camera feeds up on to the main display. “Target silhouette should be visible now.”

“All right, so where is it?” Connors asked, squinting at the feed.

Juno had to zoom in a fair way, but finally a pixelated grey smudge became visible against the dark starry backdrop. “There.”

“I think 'visible' was an overstatement,” Connors commented. “Can the computer even determine what that is?”

“I'm right here, Lieutenant,” the ship's computer spoke from the grappler console next to Connors.

Connors jumped, and Peters chuckled from his position at the weapons console and winked at Juno.

“Gary, can you nail down what we're looking at here?” Juno asked the air in front of her.

“There is a good probability that I can, Juno,” the jovial disembodied voice replied as a rapidly changing silhouette comparison began flickering next to the grey smudge.

The crew knew that the ship's databanks stored virtual silhouette frames from every registered shipyard in the solar system, and even a few of the 'yards in the Far Colonies. By the time Gary had compared the smudge against the virtuals, the smudge will likely be close enough that they could just look at it through a viewport.

Peters groaned and Juno imagined him as a bored child in the back of his parent's stationwagon. She laughed and the other crewmembers looked at her. “Sorry. Just remembered a funny conversation – I guess you had to be there.”



Fantasy Tabletop Strategy Game - continued


Today, we’re continuing with the unit topic from last time, and looking at the specific types of units available.  These are available to all sides, regardless of racial options available to their cities, or the unit origins sides are using to recruit their armies.

Unit Types


Infantry


Infantry are the most basic unit type, and training this unit type usually does not require anything beyond a barracks. They are usually only capable of moving one hex per turn but not as terrain restricted as siege units are (see below). Infantry can move through forests and hills without the need of roads to be constructed. Infantry can be given mounts to increase their movement speed as well, whereas siege units cannot.

Cavalry

Cavalry can only be produced in cities with stables. If the city has a supply of some kind of mount in a hex within its influence, and has constructed a stable, it can spend one production point to produce a saddle and an infantry unit in the city can then spend one movement to use the saddle and mount one of the available mount creatures. While on the mount, the unit is now classed as cavalry. At any point during its following turns, it can spend one movement to dismount and become infantry once more. The saddle is recovered at that location and carried by the unit until it passes it to another unit, or uses it again, or returns it to a city.

Cavalry are generally the fastest land-based unit type, and usually have three times their standard movement rate on roads instead of two. When they enter rough terrain however, such as forests, their movement is reduced to one. There are exceptions to this, indicated on the relevant units, such as giant spider cavalry which can quickly move through forest hexes as if they are moving across gentle grasslands, and climb otherwise impassable mountains as if they are standard rough terrain, at a movement speed of one.

Mount sources act like native camps, and as long as the hex containing the mount creature ‘herd’ isn’t pillaged, then any city controlling the hex can use the creatures as mounts. Cities can even control multiple mount sources, to allow different types of cavalry, such as giant eagles and giant spiders, to allow for a multiple-pronged military tactic involving a rush through forests and over mountains to an enemy city that would otherwise be too far out of reach.

Siege

Siege Units usually have little or no close range defensive abilities and are primarily used to assault enemy troops and cities from afar with great damage. For the most part, these specialised devices require a siege workshop to produce, and all land-based siege units are too large to move by any means other than road. This means that roads must be constructed ahead of your siege column so that you can get it close enough to the target to fire. An example tactic would be a scouting party moving several turns ahead of your main army, and keeping a perimeter around a group of workers spending their time building roads around the roughest terrain.  Another example of a siege unit is the siege ladder, which provides access for infantry in the same stack to directly attack a city.  Without the siege ladder, non-ranged ground units like basic infantry are at the mercy of any ranged units within the city.

Warlords and Chief Warlords

Warlords are special units, created by promoting another unit already in your army. By becoming warlords, a unit gains a leadership statistic which is added as a bonus on to all unit rolls in the same stack as the warlord. So warlords can be assigned to important unit stacks and sent in to battle to increase the odds of success by those units under them. The leadership score assigned to each warlord is rolled for, so warlords are not all equal, although having a warlord in a stack will always be better than not having one – as any bonus is better than none.

Chief warlords are even rarer than standard warlords, as each side can only have one. Like warlords, chief warlords must be promoted from an already present unit, and they are assigned a leadership statistic in the same way. However, the leadership of a chief warlord is a bonus not only to the stack it is in, but to every stack the side has, everywhere on the map. To clarify, the presence of a chief warlord in the capital city of a side increases the effectiveness of the side’s troop actions in every battle across the map for the remainder of the game, or at least until the chief warlord is replaced by the side, or forcibly removed by an enemy side, or is in transit to a new capital city.

Youtube

I did have a fairly productive couple of editing sessions, and got a bunch more Crash Landing videos ready to go, but I haven’t uploaded them yet (it’s happening as I type this).  So, again - I’ll have to get back to you with the video links down the track.  You should also see them pop up in the playlist as they become available.

That’s it for this week.  I’m going to bed before this head cold explodes my face.  Because I’d rather be asleep if that happens.  ;)

-Ix.

Wednesday, 4 February 2015

Week 6: Work Instruction for Unit-based Ceremonious Discharge


Captain’s Log.  Stardate… 6.


Well, here we are.  Week 6.  How about that, eh?  How was your week? This was mine.


End log entry.

New segment: Literal People In The World


Instructions:  “Open here →”
Consumer: *looks up manufacturer business location and starts gauging the cost of air fares*

"And now for the Award for the Least Award Ceremony Attending Employee..."


What do people with crowd anxieties do when they are already having a stressful day and they receive an invitation to attend an award ceremony?  First, they continue to stress about their current stress, because really - first in, best stress - right?  (I actually didn't spend as long as you might expect, thinking up that one-liner… two minutes tops) Then they add to that stress a sprinkling of the crushing feeling of being in the ceremony room with the ceremony audience.  This continues to brew throughout the day like a gathering storm, until the ceremony’s scheduled starting time.  Thirdly, they don’t go to the ceremony.  Now, although they had decided not to go at the outset - knowing full well the effect it would have in their state - for some reason the anxiety still affects them for the entire time, past the ceremony start time and right up to the point when the ceremony is over, at its mid-afternoon finish time.  Then finally they can stop worrying about it, and go back to their previously scheduled stress.

Sometimes I wish I just didn't open the email or read the subject line or have ears, or exist in a position where any of the previous conditions have their intended effects. And yes, I know this segment was basically a rant complaining about myself, so if you happen to be reading this whole blog post backwards, then feel free to skip this section and scroll on up the page. If you're reading it from top to bottom, then you could still skip ahead, but you might not save any time. Maybe you could do everyone else a favour though and leave a comment to warn people, or just take up a hobby to give yourself less time to read blogs. That would prevent further untoward grief.

This week, in The Last Journey of the Eye of Odin


A static charge was building.


“Where.” An algorithm was devised.


The charge released.


A new charge built.


“Where.” A new algorithm was devised.


The charge was released – this time at a new vector.


Yet another charge was building...

Fantasy Tabletop Strategy Game - continued

This week, we’re going to start to look at some of the basic statistics of units - race and origin.


Units


Units are grouped into types (such as infantry, cavalry, ranged, or siege) and have modifiers based on their race (such as goblin, human, undead, elvish, orcish, etc) and origin (such as trained, mercenary, summoned, dominated, etc). Some modifiers can be used in conjunction with others (such as a mercenary unit which was dominated by another side), but some are mutually exclusive, such as racial modifiers. For example, a unit cannot be elvish and orcish at the same time.


The modifiers described above are shown in the following table, with their effects:


Racial Modifier
Description
Effect
Goblin
Physically weak race, but make good archers. Cunning with forest and mountain tactics.
-2 melee attack
+1 ranged attack
+2 extra attack when in mountain or forest hexes
Orc
Physically strong, but easily dominated.
+3 melee attack
-3 to domination defense roll
Undead
Strong, slow, cannot be dominated (but their summoner may be), awkward and cannot easily dodge.  Undead are cheap to maintain as they do not require food.  Immediately disbanded if their summoner is unable to maintain the spell that animates them.
+2 melee attack
-2 movement
-1 defense vs ranged
Immunity to domination
Half logistics cost Requires dedicated caster to summon and control.
Elvish
Agile but physically weak, unparalleled accuracy with bows, skilled magic users.
+2 ranged attack
-1 melee attack
+1 with spell casting rolls
Fae
Unparalleled magic users, physically weak, skilled at stealth in forests.
1 free reroll on any cast attempt
-3 melee attack
Gain ‘invisible’ in forests until they take action other than move (1 round to re-hide)
Human
Standard attributes without bonuses or penalties.
Nil effects
Origin Modifier
Description
Effect
Mercenary
Pre-trained or self-taught units, hired instantly, for up-front cost, and higher logistical upkeep.
+1 attack and defence
Double logistics and up-front production costs
Summoned
Creatures brought into play temporarily, through the use of magic spells.
No logistics upkeep, bonuses or penalties, but are usually unsummoned after a number of turns, or require the concentration of a caster to maintain existence.
Dominated
Units brought into a side from another side, by the use of a domination spell.
Half logistics cost
-1 attack and defence.
Can only cast spells at the direction of the caster controlling them.
Trained
Standard units trained by a side.
Normal upkeep.


All races can be recruited from camps. The map location of each camp is determined in the pre-game when players place these camps strategically. A side can maintain control of a camp by setting up a city close enough to the camp to put the camp within the city’s sphere of influence. After that, the city can choose to create units of the racial type of the camp. Some racial types are enemies, and cannot be controlled by a single side. If this occurs, the side needs to choose which racial type to keep, and which to spurn. A spurned camp is moved (exiled) beyond its controlling city’s borders. If the borders expand into the camp’s new hex, it is moved again, further away from the city. Each time this happens, the enemy camp generates enemy units that try to retaliate against this cultural invasion of their lands, by attacking the city and any allied units nearby.

Youtube

Yeah, I know - I didn’t actually get around to linking those videos last week.  But I did get them uploaded!   So, here’s the link to the play list where you can see the first five episodes.  There’s still footage I need to cut into episodes, but five episodes should keep you going for a while.  Trust me: there’s only so many times you can watch me be pedantic about furnace fuel efficiency.  No really - I was having issues watching it by the time I was working on episode 6.


That's it from me this week. Take care, and don't forget to put it back where you found it.

-Ix.