> >of combat, I shot off 2 mediocre modules, leaving 17 mods, the pod and
> >the artifact. According to my (admittedly limited) knowledge, the
>Actually, almost all exploding aliens have the potential to do a little
>bit extra damage. We haven't figured out a formula for it yet, though.
>So be careful out there!
Perhaps the contents of the pod is relevant?
Smiles,
Steve
Deformed Rabbit
"... this sweet madness, oh this glorious sadness..."
"Sarn nindyn vel'uss mir yorn, whol gaer zhah natha keeshe wun ussta rah lu'
elg'cahl pholor ussta ooble'.."
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Frank writes:
>Last turn, Pixie 111 exploded on me at remote range. The pixie had 19
>regular mediocre modules, 1 pod and 1 artifact. During the first round
>of combat, I shot off 2 mediocre modules, leaving 17 mods, the pod and
>the artifact. According to my (admittedly limited) knowledge, the
>explosion should have caused 510 damage (17x3x10), and my modules were
>shielded to deal with (exactly) that damage. To my surprise, the
>explosion caused 532 damage, and I lost a shielded module.
>Question, what caused the 22 extra damage?
Pixies have mystic powers of destruction!
Actually, almost all exploding aliens have the potential to do a little
bit extra damage. We haven't figured out a formula for it yet, though.
So be careful out there!
- Aria Schafer, Galaxion
I *do* recall failing to repair modules at 98%+ reliability, but I've
been historically more of a risk taker than you and therefore more
likely to have obtained modules momentarily beyond my means to maintain.
Either way, the rules are inaccurate on that point. We'll have to hold
off on Jeremy's murder until he's clarified the issue. :-)
Chris
flowers-tbg@... wrote:
> Are you certain about that, Chris? Perhaps it's that, as for maintenance,
> the square of the tech level of the module subtracts from the officer
> skill before it's added to the reliability? We've never failed to repair
> a module at 98% or 99%, although we only have a small sample set.
>
> - Aria Schafer, Galaxion
>
Are you certain about that, Chris? Perhaps it's that, as for maintenance,
the square of the tech level of the module subtracts from the officer
skill before it's added to the reliability? We've never failed to repair
a module at 98% or 99%, although we only have a small sample set.
- Aria Schafer, Galaxion
Name your sources and I'll have them shot. Officer skill is relevant for
maintenance, but not for repair.
Chris of the Happy Adventure
Huug Ouwersloot wrote:
> Hail all,
>
> I thought, based on various sources, that the chance to repair a module
> is equal to the reliability of the module and the officer skill together.
I thought, based on various sources, that the chance to repair a module is equal to the reliability of the module and the officer skill together.
My engineering skill is 6 (yes, I am a newbie) and my warp drive was a mediocre warpdrive with a reliability of 95 %.
The chance to repair that thing succesfull is 101%. At least... I thought so. Somehow.... the chance was lower than 100%, because this turn, it was said:
Engineering officer failed to fix warp drive-13170 (U)
I don't know how this could happen. There are 2 possibilities. Something went wrong or the formula is wrong.
Star's End writes:
>Does anyone know how much weaponry skill you need to capture
>criminals? my guess is that it's 1 for heavy 4 for assassin 9 for
>courier and so on.
I believe that it's somewhat like the combat portion of adventures,
in that the weaponry crew are exposed to a risk of combat, which is
reduced by the weaponry officer's total skill. However, Vessa hasn't
been involved in many such actions, and only against heavies, so I'm
not certain what level of risk there is.
>Another question. Does anyone know how many of each type of criminal
>there are?
It looks like there are one of each level of criminal for each race.
However, I seem to recall hearing that there are two, which is why the
list of known criminals sometimes doesn't appear to match where you've
actually spotted criminals. I know very little about this aspect,
however.
- Aria Schafer, Galaxion
Does anyone know how much weaponry skill you need to capture
criminals? my guess is that it's 1 for heavy 4 for assassin 9 for
courier and so on.
Another question. Does anyone know how many of each type of criminal
there are?
Star's End
The turns are run at 20:00 GMT (and it shifts by an hour for daylight
savings time) MWF. Turn results are generally emailed out within five
minutes. As far as submitting orders goes, you just need to get them
in before the turn runs (well, probably with a little leeway as there's
a little pre-processing that takes place on the server when you submit
orders - I don't know the details, though). So there's actually nearly
a 48 (72 for Monday turns) hour window during which you can submit orders.
As for the ocean list, there are 32 (but some systems have multiple oceans):
Alioth
Alphard
Antares
Arcturus
Bootis x2
Canopus
Capella
Caph x2
Castor
Centauri
Cephei
Diphda
Fomalhaut
Hamal x3
Indi
Kapetyn
Lalande x2
Lyrae
Mirfak
Olympus x2
Regulus
Ross
Scorpii
Sirius
Vega
Wezen
Hi,
My ship is the Geographica and I'm new to TBG as well as this
group--currently pursuing becoming Chosen of the Merciful One and a
member of DOW/HOW and limping along from star to star trying to figure
out starnet terminals and adventures and hoping to eventually be able
to afford more modules.
Anyway, I would like to ask a dumb question: when are the orders
actually RUN by Jeremy? I ask because my TBG e-mail was originally
filtered to the wrong folder and I got a turn the next day, but it
still ran. Do I have to do it MWF evening between 6 and 12 or
whatever it is, or is there more time than that?
Also, does anyone know of a list of oceans?
Thanks,
Geographica
Ahhhhh, okay. good to know!
Pete
On Tuesday, October 7, 2003, at 09:07 AM, Stephen Baillie wrote:
> > No, they were all doing things.
>
> That would be the problem then. To quote the rules: "Willingness to
> enter them is set on the Hide/Hunt menu, and requires that all officers
> use the Stand By order".
>
> If your officers are doing anything other than standing by, then you
> can't hide (nor hunt).
>
> The Sword of Damocles.
>
<image.tiff>
>
>
> To unsubscribe from this group, send an email to:
> TBG_FAQ-listowner@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
> No, they were all doing things.
That would be the problem then. To quote the rules: "Willingness to
enter them is set on the Hide/Hunt menu, and requires that all officers
use the Stand By order".
If your officers are doing anything other than standing by, then you
can't hide (nor hunt).
The Sword of Damocles.
No, they were all doing things.
Monotheist
On Tuesday, October 7, 2003, at 07:04 AM, Stephen Baillie wrote:
> > Thought I'd let you know: aliens CAN hunt. I was just hunted down and
> > crushed by a series of Goblins. Very ugly :-)
>
> Were all your officers set to stand by?
>
> The Sword of Damocles.
>
<image.tiff>
>
>
> To unsubscribe from this group, send an email to:
> TBG_FAQ-listowner@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
> Thought I'd let you know: aliens CAN hunt. I was just hunted down and
> crushed by a series of Goblins. Very ugly :-)
Were all your officers set to stand by?
The Sword of Damocles.
--
--------- Forwarded Message ---------
DATE: Fri, 23 Nov 2001 09:05:56
From: "Chris Babcock" <mshb@...>
To: TBG_Design@yahoogroups.com
Yep, the administrative options at the bottom of the turn don't take effect
until after the turn is run. I know of others that *have* received e-mail
confirmations, but you'll have to either peek to see if your ".ord" file is
present/changed to confirm your orders.
Chris
--
On Fri, 23 Nov 2001 16:54:55
Deformed Rabbit wrote:
>
>I resubmitted orders yesterday evening via the webform with a request for
>email confirmation included from the organisational stuff at the bottom.
>
>As yet I have not received any such confirmation and so am assuming that my
>orders have not been accepted...
>
>This was the first time I had requested email confirmation, however,
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The compiled TBG FAQ can now be found online at
http://www.angelfire.com/pa3/ssparadox/FAQ/TBG_FAQ.html
I fully expect this to be a work in progress, as I hope that there
will be more questions now than ever before once you can see what is
and is not covered by the FAQ.
Doug
Doug Roberts writes:
>So is it a 50% chance that clues are there to be found?
Yes (that was mentioned in the original posting). I was just correcting
the less detailed part that described how many would be found.
- Aria Schafer, Galaxion
So is it a 50% chance that clues are there to be found?
Doug
>Correction
>----------
>After addition research, I've found that you can discover up to
>5 adventure clues on an adventure (not 4, as I posted previously).
>Futhermore, if clues are there to be found, you are guaranteed one clue,
>and have a percent chance equal to your science officers total skill
>level of finding each of the remaining 4 clues.
>
> - Aria Schafer, Galaxion
Correction
----------
After addition research, I've found that you can discover up to
5 adventure clues on an adventure (not 4, as I posted previously).
Futhermore, if clues are there to be found, you are guaranteed one clue,
and have a percent chance equal to your science officers total skill
level of finding each of the remaining 4 clues.
- Aria Schafer, Galaxion
Apologies, I meant chance for combat, not accidents.
>
>Engineering-0 Near Space-1 S#24 near space1 0 3
>
>this is from a list that someone compiled, with the 0 and 3 being %
>chance of fatal accidents and combat respectively.
>
>So, there is a big, glaring 3% chance of accidents for crew you don't
>bring. This simply can't work, and leads to the validation that 1)
>Chris was correct that you do need crew for 0 level adventures, and 2)
>Galaxion is correct in asserting that you don't need the crew unless
>an accident actually occurs.
>
>The logical reason only Chris apparently experienced this is because
>3% is a very low occurance of needing crew, so almost no one has ever
>required the crew to complete the adventure.
>
>Doug
--- In TBG_FAQ@yahoogroups.com, Chris Babcock <mshb@b...> wrote:
> Please check my turns 421-426 in the SIR archive and see if I didn't
> fail a level 0 adventure because I needed a crew member.
>
> Chris
Engineering-0 Near Space-1 S#24 near space1 0 3
this is from a list that someone compiled, with the 0 and 3 being %
chance of fatal accidents and combat respectively.
So, there is a big, glaring 3% chance of accidents for crew you don't
bring. This simply can't work, and leads to the validation that 1)
Chris was correct that you do need crew for 0 level adventures, and 2)
Galaxion is correct in asserting that you don't need the crew unless
an accident actually occurs.
The logical reason only Chris apparently experienced this is because
3% is a very low occurance of needing crew, so almost no one has ever
required the crew to complete the adventure.
Doug
Artifacts do not currently modify the damage aliens do when they explode,
either from blessings or curses. I have examples of both, dating back
to around turn 800.
As Dora's post was on Nov 29, 2000 (around a year and a half previous
to turn 800), and clearly shows a blessing having an effect, it's likely
the code involved has since changed.
- Aria Schafer, Galaxion
I can confirm what Doug says.
My engineering favor has been in short supply. I have an artifact for ID
and one for WD. Depending on my favor from turn to turn, either 1 or both
or none have been broken. This pattern has been occurring for me for the
past 20 turns and I've not picked up a curse - only when a self-destructing
alien knocked one of the artifacts off did I pick up a curse upon recovering
the 'loot' from my ship.
Marcus
----- Original Message -----
From: "Doug Roberts" <douglas2@...>
To: <TBG_FAQ@yahoogroups.com>
Sent: Tuesday, April 15, 2003 10:08 AM
Subject: [TBG FAQ Discussion] Re: Various topics
While compiling the FAQ, I came across this post that went
unchallenged. Since I believe it to be wrong, I will reopen the
discussion.
If you don't have the favor to maintain an artifact, it breaks. I do
not believe that it aquires any curses. I have been told that if you
get enough favor, you unbreaks, but I have never observed this.
doug
> Artifacts - IIRC, if you do not have the favour to maintain an
> artifact it begins collecting curses. It's been a long while since
> it happened to me, but when I get a chance I'll run a query against
> my turn archive to see if I can find details.
So what is the $6,400 criminals title? I assume there is a $6,400
criminal? I know Pequod said that he was given the location of a Heavy
by a Godparent...but that doesn't mean there isn't another level. I can
verify/attest that criminals sometimes try to gain their freedom by
giving up the location of a "lesser" member of the family :)
Dorabill
Anyone care to take a crack at this?
I know I've seen it somewhere on
a website...
> What are the ranks of the criminals
in order?Spelljammer
I saw it right here on the FAQ! Answered by Pequod:
Here are the
ranks (all Wasp) I worked through and the amount I was
offered as a bribe by each to release them. I expected there to be
one more, but when I released the Wasp Godparent for information
he
gave me the location of a Sloth Heavy.
Heavy ($100)
Assassin ($400)
Courier ($900)
Gangster ($1600)
Boss ($2500)
Mastermind ($3600)
Godparent ($4900)
No, but it would make sense.
> Wasp 87 self destructs in kamikaze attack!
> Wasp 87 does 195 damage (including 0 with torpedoes)
> =======
>
> From another FSPer's battle. The Wasp exploded at Remote range. So
> Artifacts modify Kamikazi damage. Does anyone have an example where half
> damage was done because of a curse?
>
> Dora
I believe it is rounded down.
> In the calculations of percentages, damage done when blessed/favoured
> etcetera, do you round up, down, just round, or is it just a random
> rounding depending on Jeremy's mood when he wrote the code? :-)
>
> Adrian Cooper
> ext 2245
> Student Analyst
> House of Fraser Information Systems
In my experience, an artifact does not collect curses
due to a ship running out of favour. The artifact
does break, however. Once the minimum level of favour
is collected, it again functions normally.
Andy, Constitution
--- Doug Roberts <douglas2@...> wrote:
> While compiling the FAQ, I came across this post
> that went
> unchallenged. Since I believe it to be wrong, I
> will reopen the
> discussion.
>
> If you don't have the favor to maintain an artifact,
> it breaks. I do
> not believe that it aquires any curses. I have been
> told that if you
> get enough favor, you unbreaks, but I have never
> observed this.
>
> doug
>
> > Artifacts - IIRC, if you do not have the favour to
> maintain an
> > artifact it begins collecting curses. It's been a
> long while since
> > it happened to me, but when I get a chance I'll
> run a query against
> > my turn archive to see if I can find details.
>
>
>
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