Search found 331 matches

by murtalianconfederacy
Sun Nov 27, 2011 2:04 pm
Forum: Second Edition Development
Topic: Curious about the business tactic used here...
Replies: 40
Views: 7642

Re: Curious about the business tactic used here...

Speaking as someone on the inside, so to speak, I haven't heard much either...;)
by murtalianconfederacy
Sat Sep 24, 2011 11:12 am
Forum: Second Edition Development
Topic: Jump Lane Classes in the 2E CG
Replies: 7
Views: 1794

Re: Jump Lane Classes in the 2E CG

As someone who never used jump lane classes, I think you'll know what my answer is. It adds a level of complication that is simply not needed in the standard rules (at least to me, anyway) and makes it harder for players that prefer to do pen-and-paper campaigns (i.e., me...:D)
by murtalianconfederacy
Sat Aug 20, 2011 11:42 am
Forum: Second Edition Development
Topic: Open Playtest
Replies: 48
Views: 10107

Re: Open Playtest

I would like the exploration rules in the 2E CG, yes, if at all possible (as I am a solo campaign player, exploration gives me more options). However, as has already been said, if it gets moved to the CC in favour of something else, that's fine.
by murtalianconfederacy
Thu Aug 18, 2011 11:56 am
Forum: Second Edition Development
Topic: Open Playtest
Replies: 48
Views: 10107

Re: Open Playtest

I'm just worried about the amount of time (or, rather, lack of it) I'd have to actually playtest on here. I have a reasonable chunk of time, but have a 18 hour gap where communication is impossible. If I were on one side that had others to do decision-making as well, I'd be happy to join up, but I w...
by murtalianconfederacy
Tue Aug 16, 2011 9:49 am
Forum: Second Edition Development
Topic: Open Playtest
Replies: 48
Views: 10107

Re: Open Playtest

I'm tempted--put me down as a definite maybe.
by murtalianconfederacy
Mon Aug 15, 2011 11:39 am
Forum: The War Room
Topic: New Blood
Replies: 3
Views: 2845

Re: New Blood

2500.01 Nothing occured this turn. 2500.02 Jilan Lords: The scouts explored a new system, a Minor Colony with 6 RAW. Venkraxi Shoals: The two Qrikkiz motherships were almost lost when a hyperspatial storm temporarily blinded their sensors, but they managed to achieve a lock-on to their navigation bu...
by murtalianconfederacy
Mon Aug 15, 2011 11:32 am
Forum: The War Room
Topic: Legends of Nomord
Replies: 34
Views: 15712

Re: Legends of Nomord

Bit late to the party, but some boredom set in and I went looking through the old Starmada threads, and found this:

http://www.mj12games.com/forum/viewtopic.php?f=2&t=277

Where I asked about space stations being modelled in S:X
by murtalianconfederacy
Sun Aug 14, 2011 11:52 am
Forum: The War Room
Topic: New Blood
Replies: 3
Views: 2845

New Blood

A VBAM:SX campaign with four races I've designed for S:AE supplements: the Ilnaari Trade Federation, the Venkraxi Shoals, the Ohru Fealty League and the Jilan Lords. The campaign folder is up in the Yahoo! VBAM group under campaign reports. So far, four turns have been generated. I'm using slightly ...
by murtalianconfederacy
Thu Aug 11, 2011 12:20 pm
Forum: Off-Topic
Topic: Help with alternate history 1936-1960
Replies: 22
Views: 8600

Re: Help with alternate history 1936-1960

Not really surprised about Turtledove allying Britain with Germany--he seems to do that in almost every book so far. Also not surprised he tries to make out a war between Britain and Germany in 1938 would end with Germany being victorious. Stopped reading him about five years ago.
by murtalianconfederacy
Tue Aug 09, 2011 9:37 am
Forum: The War Room
Topic: Legends of Nomord
Replies: 34
Views: 15712

Re: Legends of Nomord

@Tyrel: There was never any official starbase rules in S:X--however, I think unofficial rules gave them a 50% increase to SUs, yes (so a hull 1 base would have 150 SUs, hull 2 330 SUs etc). I believe I suggested at the time starbases were discussed that bases should only have 2 hull hits on the dama...
by murtalianconfederacy
Mon Aug 08, 2011 2:27 pm
Forum: The War Room
Topic: Legends of Nomord
Replies: 34
Views: 15712

Re: Legends of Nomord

Yeah, unfortunately you need to allocate 100 SUs of space to get the Explorer or scout ability, which means you need a minimum of hull 2 to get even an unarmed explorer. At your low TL, it might even require hull 3.
by murtalianconfederacy
Fri Aug 05, 2011 10:06 am
Forum: The War Room
Topic: NAME, Rank and Number
Replies: 9
Views: 4549

Re: NAME, Rank and Number

I'd make it a x1.25 the largest in-play empire, as I always seem to have several powers in an alliance...:)

But yeah, your suggestion does make sense.
by murtalianconfederacy
Thu Aug 04, 2011 11:19 am
Forum: The War Room
Topic: NAME, Rank and Number
Replies: 9
Views: 4549

Re: NAME, Rank and Number

I might start doing that. Hmm, the possibilities abound. I could do a human-centric campaign with three/four human powers, or simply pull one of my fractured species settings out and do that. I'm thinking of utilising the Lekhroihans I've designed for S:AE (new designs, of course, for the S:X settin...
by murtalianconfederacy
Thu Aug 04, 2011 11:09 am
Forum: The War Room
Topic: Growing Pains diary
Replies: 11
Views: 4714

Re: Growing Pains diary

Yeah, that is the case with exploration rolls. But then again, over the last month or so I've been really involved in Starmada and SFO, so the current campaign I'm in is very slow--in fact, it might actually be going in real time...:)
by murtalianconfederacy
Wed Aug 03, 2011 11:20 am
Forum: Officer's Lounge
Topic: Can I Build Bases/DEFSATs/Minefields at Planetary Shipyards?
Replies: 4
Views: 1171

Re: Can I Build Bases/DEFSATs/Minefields at Planetary Shipya

I've very rarely, if ever, needed planetary shipyards (unless I was light unit-spamming--maybe attack boats or something). Usually, I only build light patrol units, which the colony can easily do without needing a shipyard.

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