By Xander Fulton (Dderidex) on Wednesday, May 09, 2012 - 05:52 pm: Edit |
Quote:Cosmographer by Profantasy Software
By Loren Knight (Loren) on Wednesday, May 09, 2012 - 05:52 pm: Edit |
I kinda wish it wasn't so red BUT given it's an emergency situation I suppose that is what it would be. (For humans anyway. Do Klingons see better in red too?)
By Xander Fulton (Dderidex) on Wednesday, May 09, 2012 - 05:57 pm: Edit |
This is the link to the Cosmographer software, btw. Cosmographer 3 ($39.95) is an add-on to their Campaign Cartograph 3 software ($44.95). If looking at doing ONLY maps/deck plans, that might be a good option for ADB to consider if not going for fully-custom artwork on the project. For about the same effort as doing the 'engineering' version of the deck plans, you could get probably 50% of the way to the 'artistic' version of them using the ProFantasy kit, and at less than $100 a fairly reasonable cost.
By Xander Fulton (Dderidex) on Wednesday, May 09, 2012 - 05:59 pm: Edit |
Quote:I kinda wish it wasn't so red BUT given it's an emergency situation I suppose that is what it would be.
By Steve Cole (Stevecole) on Wednesday, May 09, 2012 - 06:19 pm: Edit |
Terry: Jean put it in COOL STUFF so it is there.
By Shawn Hantke (Shantke) on Wednesday, May 09, 2012 - 06:24 pm: Edit |
They have free reader on the site that you can use to open/see what others people are making for maps and deckplans. They also have a few videos on youtube that run you through the basics of their software and show you how to do some stuff. I bought it but like so many other things, I haven't had time to use it. CC3 Viewer: http://www.profantasy.com/library/dpv.asp
Cosmographer examples: http://www.profantasy.com/products/cos3_examples.asp
Demo videos: http://www.profantasy.com/community/cc3_tutorials.asp
By George Duffy (Sentinal) on Wednesday, May 09, 2012 - 06:32 pm: Edit |
Xander,
All of those Klingon ships are based off the ST:TMP movie version and from Paramount. They continued that lighting detail into their following series. The TOS didn't follow that method.
Most TV series, the lighting interior on space ships are usually well-lit. while it is the opposite if the spaceship is off of a movie. this is because movies use lighting to give the illusion of depth and distance, which isn't done on a television studio set.
As an example, the bridge lighting of the Enterprise-D during the TV series was bright, but in movie Star Trek: Generations, the bridge lighting was much darker. (And it wasn't because engineering was lazy at replacing the light bulbs )
By A. David Merritt (Adm) on Wednesday, May 09, 2012 - 06:46 pm: Edit |
Like this one much better.
By Xander Fulton (Dderidex) on Wednesday, May 09, 2012 - 06:47 pm: Edit |
Quote:The TOS didn't follow that method
By Steve Cole (Stevecole) on Wednesday, May 09, 2012 - 06:49 pm: Edit |
Enough on red, for cripes sake. Leanna will have him do whatever looks good with the tribbles when they get here. Move on to something else.
By Mark S. Hoyle (Resartus) on Wednesday, May 09, 2012 - 07:40 pm: Edit |
Xander,
Kirk and Spock ran around a Romulan Kestral for a good bit of the show, when they stole the Cloaking Device ---
By Nick G. Blank (Nickgb) on Wednesday, May 09, 2012 - 07:45 pm: Edit |
Oh, that was just the Enterprise with different curtains...
By David Zimdars (Zimdarsdavid) on Wednesday, May 09, 2012 - 10:02 pm: Edit |
Anybody remember "Azhanti High Lightning" by GDW? Combat on starship deck plans. I'm sure this is *much* simpler.
By Terry O'Carroll (Terryoc) on Wednesday, May 09, 2012 - 10:11 pm: Edit |
David, I heard of AHL but when it was available Traveller wasn't my thing, so never owned or played it. Tribbles vs Klingons looks like something I can play with a smart 8 year old.
By David Zimdars (Zimdarsdavid) on Wednesday, May 09, 2012 - 10:31 pm: Edit |
Is the tone of the game tongue in cheek so to speak? Tribbles have a natural association with humor. Something illuminati or munchkin like; maybe drier.
By Terry O'Carroll (Terryoc) on Wednesday, May 09, 2012 - 11:06 pm: Edit |
I don't know, but the official page makes it look like the theme is rather tongue-in-cheek.
By Terry O'Carroll (Terryoc) on Wednesday, May 09, 2012 - 11:49 pm: Edit |
Just from reading the sequence of play, I've picked up a few clues about the game.
1. Players kill 4 per turn with pistols without risk, assuming there are four in range. Tribbles breed at 1d6 more each turn (3.5 average), so they breed at almost the optimal kill rate. You get two more from each food replicator each game round, so that's an extra six each round. On average, they are probably breeding a little faster than you can kill them unless you go for hand-to-hand combat. If you fall behind, you'll pretty soon be overwhelmed by tribbles.
2. There are two ways to use the tribble breeding and movement rules. One is to set up easy kills for yourself, the other is to make things tough for a rival. In a four-player game, tribbles will breed and move three times before your next turn... so a "sabotage the leader" strategy is viable. Also, alliances and betrayals become possible ("if you move these tribbles away from me, I'll move some there for you on my turn...")
By Loren Knight (Loren) on Wednesday, May 09, 2012 - 11:51 pm: Edit |
While the theme might be in fun its a combat game so it's REAL FUN.
By Xander Fulton (Dderidex) on Thursday, May 10, 2012 - 12:01 am: Edit |
Well, if you've played 'Zombies!!!', you can definitely see that the elements this has in common with it are basically the FUN ones (that game does have some serious flaws - some of which SVC touched on earlier - which explains its rather poor rating on BGG). And with the right group (and libations!), the events that happen in the game can often turn to the ludicrous...and with proper card combinations become literally ROFL-worthy!
By George Duffy (Sentinal) on Thursday, May 10, 2012 - 12:37 am: Edit |
Terry - As I read it, tribbles breed at 1d6 per player, with an additional 2 tribbles at each operating food replicators at the end of the turn. So, in a 6-player game that would be 6d6 + 6 after one turn.
The breeding actually goes down the more players you send to sickbay. (And disable the food replicators)
By Steve Cole (Stevecole) on Thursday, May 10, 2012 - 12:40 am: Edit |
Yes, you need to go after the replicators first.
Unless some idiot plays a card to turn them back on.
Somebody remind me to start posting random cards.
By Terry O'Carroll (Terryoc) on Thursday, May 10, 2012 - 12:44 am: Edit |
I've never played Zombies!!! because of some bad reviews on BoardGameGeek. The main criticisms seemed to be that "this game's not balanced, it doesn't feel like a 'complete' game". The designers responded with words to the effect that games you had to tinker with were their favourite games, which is why Zombies!!! felt that way. I didn't consider that a satisfying answer from the Zombies!!! designers, since I feel that while making house rules and so on can be fun, it should not be a requirement. It also wasn't advertised as such a game. As opposed to the game We Didn't Playtest This At All.
I know that with SVC & SPP running the show, not to mention Jean to proofread and pick up any errors that get past them, Tribbles vs Klingons will be a game with solid rules and gameplay. It will probably also have a lot of fan house rules, proposals for new cards, and so on once it comes out... so we'll get the best of both worlds.
Which makes me think it may be worth including a few blank cards in the set, so players can make up their own cards e.g. I came up with the idea "Tribbles in Bits: you throw a grenade at any square within three squares of you. Roll a die for each tribble in that square. On a 1-3 it is killed. Any survivors are scattered one square in random directions determined by die roll."
By Terry O'Carroll (Terryoc) on Thursday, May 10, 2012 - 01:01 am: Edit |
Speaking of Boardgamegeek, there's no TvK page yet, should I put one up or is that premature as yet?
By Xander Fulton (Dderidex) on Thursday, May 10, 2012 - 01:21 am: Edit |
Well, in speaking of 'Zombies!!!', I'm not really sure how you could argue it's "not balanced", as all the players are on the same side...with access to the same deck of actions, same character stats, etc. Against the zombie side. And maybe the zombie side (run by 'the game') does win more than it loses, but...well, I mean, it's a zombie game. They are SUPPOSED to! If it was easy to win as the player side, what would be the point?
Quote:I came up with the idea "Tribbles in Bits:
By Steve Zamboni (Szamboni) on Thursday, May 10, 2012 - 01:57 am: Edit |
I saw a two-handed sword mentioned earlier. If there's only one sword card, perhaps a 7th miniature with a two-handed sword could be included (Kickstarter bonus level?). If the card is played, that player switches miniatures for as long as he keeps the sword. The same could be done for other visually striking weapons - disrupter rifles, flamethrowers, etc.
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