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Kintar

HERO Member
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Everything posted by Kintar

  1. Re: Spell Idea: Frost-Locked Hands I think Markdoc's solution is the best one I've seen so far. It won't have the originally intended effect, which was to completely prevent spellcasting, but a -5 to spellcasting rolls will accomplish the same thing for low-skill casters. Plus, careful reading of change environment will reveal that the duration is variable depending on the special effect. If you suddenly turn one hex sub-zero, it'll take a minute for things to warm back up, including the fingers of someone caught in the spell, even if they move out of the area of effect. *pauses, thinks, laughs* Of course, if you don't mind a slightly silly tone to the spell, you could always buy it as Armor, usable on others, and have a spell that suddenly inflicts plate gauntlets on the spellcaster. =) -- Kintar
  2. Re: Turakian Age Calendar Program Hi there, everyone. I made a long post here yesterday, but it's apparently been eaten by the moderation system or something. In short: * I'd like to say thank you to everyone who is responding with feedback about my little app. I'm glad people are finding it useful! * Several of you have asked for the source code. It's not really in a state I feel comfortable releasing at the moment. However, I'm considering using this code as a base for an open-source note taking system that could have plug-in modules for various calendars. Do any of you Java programmers have the interest and time to help with this, or should I just keep working on it privately? * I've made the individual files available for download since several people are having issues with the zip. You can get it from http://www.infinities-within.net/kintar/hero Again, thanks for all the positive feedback! I'm very happy to see that this little project is useful to people outside of Zindil's campaign. =) If anyone has questions or ideas for improvement, feel free to PM me, or send an email to the address in the README file! -- Kintar, a.k.a Alec.
  3. Re: Once more in English, please? I am truly amazed by the tenacity of people willing to learn heraldric language. That being said, I can't find Blazon 95 anywhere online any more. Anyone got a copy of it, or a link to the correct website? I want some purty pictures.
  4. Re: Turakian Age Calendar Program Hey, everyone. I finally got around to digging up my old Hero Forums account, and just wanted to say thanks for all the positive reviews of my little application! =) For those of you having problems getting the zip file un-zipped, I've made the jar, README and changelog files available on my website. You can download them individually from http://www.infinities-within.net/kintar/hero . Sorry, but there's no pretty HTML up there yet. I'm lazy that way. Please use this as a last resort if you can't get the zip file to behave. Aaaah. I work with some people like you, Steve. Bastard. Bring it! If you want to drop me a PM or email, mydpyr8, I'd be more than happy to share the code. I'm not releasing it as a download to the world in general until I clean it up a bit, though. I was in a rush, and violated all sorts of best practices in order to get it done before our next game was due to start. ... Actually, if there are any Java coders out here who want to work on this collaboratively to turn it into a more generic calendar and note-taking system, I'd love to hear about it. It would be nice to turn this into a framework where you can just plug in new calendar calculations and UI components so it'll work with any calendar system. (Well, any system Steve isn't concocting explicitly for the purpose of making people's brains implode. ) Again, thanks so much for the feedback! I'm happy to hear other people are finding it useful! -- Kintar, a.k.a. Alec.
  5. Re: Pokey Starships? I might as well throw in my two cents worth here. First of all, trying to be completely realistic in regard to starship movement is practically impossible. You end up with hideously complex formulas for acceleration based on the amount of reaction mass the ship carries, cargo on board, gravitational effects of the nearest significant stellar body, etc. For the campaign I'm running, a lot of realistic physics have been thrown out the window in order to make the game fun and playable for my group, most of which could care less about physics. However! I didn't want to go completely Space Opera on them, so I worked up some simplified rules and made a spreadsheet to do the calculations for them. 1) I used something similar to Talon's realistic flight adv/lim. Speeds for space vehicles are given as acceleration, not velocity. A ship with 100" of flight can accelerate 100" per phase. So in the first phase it takes a movement, it moves 100". In the second phase, it adds another 100" to its movement, reaching 200" of velocity. Its total movement in phase two is then 300" from when it started. This continues on until the ship stops applying thrust, or reaches the speed of light, whichever comes first. (Guess which one USUALLY comes first? ) Even when a ship has stopped applying thrust, its momentum continues to carry it forward at the velocity it had attained prior to shutting off its drive. 2) In order to simplify calculations, I state that one gravity of acceleration provides 10 meters per second per second. (9.8m/s^2 just makes the numbers too funky for players who don't care.) 3) Another simplification for the math. I assume that a ship is applying thrust every segment, even if it doesn't have a 12 speed, but I only add the inches of flight on the ship's phase. This, coupled with 10m/s/s as 1 G, means that a ship needs to be able to accelerate to 60" of movement in one turn to have 1 gravity of thrust. (1" = 2m, so 60" movement = 120m = 10m/s * 12 seconds) 4) I have stipulated that if a ship is applying its full acceleration, it is using noncombat movement. So a ship needs 30" of movement with a x2 NCM for 1 gravity. This all boils down to mean that we have a hard and fast rule for how many inches of flight a ship with X speed nees to attain Y gravities of thrust. Namely: (30 * GRAVITIES) / SPD = inches of flight. So, with this calculation, a fighter ship with a five SPD that can pull 50 gravities needs 300 inches of flight. This same fighter craft can reach Mach 20 in just under 14 seconds (Mach 1 ~ 1225km/hr. Mach 20 ~ 24,500 km/hr. 50 Gravities = 500m/s/s = 0.5km/sec/sec = 1800km/hr/sec. 14 turns = 168 seconds. 1800 * 13 = 23,400), or .5c in about three and a half days. (Assuming the fuel supply in your campaign can maintain that kind of thrust for that long.) It could travel from the Earth to the Sun (1AU, or 150 million km) in 4.8 hours. Another fun thing this means in game mechanics is that you can set up cargo ships to be fast on flat-out runs, but slow in combat. For example: Cargo Ship, SPD 2. Main Drive: Flight, 90", x8 NCM (190 Active Points); OIF Immobile (-1 1/2), Only Functions in Space (-1/2), Costs Endurance (-1/2), Non-Combat Movement Only Functions in Straight Lines (-1/4), Increased Endurance Cost (x3 END, Only for NCM, -1/4) -- Real Cost 47 points. Provides 48G in NCM, and 6G in regular flight. 19 END/phase in combat movement, 57 in NCM. Fighter Ship, SPD 5. Main Drive: Flight, 150" (300 Active Points); All Limiters as above. Real Cost 75 points. Provides 50G in NCM, 25G in regular flight. 30 END/phase in combat, and 90/phase in NCM. So in combat, the fighter ship can run rings around the cargo ship, but is eating through its endurance reserve like crazy, if it does. Also, the added active and real cost of the drive in the fighter ship is used as production cost, when I'm worried about that kind of thing. It's a hell of a lot simpler to make the type of drive you put in a cargo ship (Big, not very maneuverable) as opposed to the kind you put in a fighter craft (compact and highly maneuverable). REMEMBER! All of these numbers are estimates! This is a simplified mechanism that helps give my game a realistic feel without being too bogged down in math. I've got an Open Office spreadsheet set up that will calculate all this stuff for me. I'll share if anyone's interested. Drop me a line at kintar01-heroboard@yahoo.com if you want a copy of it, and state if you want .SXC or .XLS file. (That's an anti-spam address, and I'll only keep it up for about two months.) Anyway, I hope all this helped somebody, somewhere. =) -- Kintar P.S. How many people want a HeroDesigner plugin that will do those calculations? I've been thinking about writing it, but can't decide if it's worth the trouble. If I do an HD plugin, I'll make the number a bit more accurate, too.
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