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Software Solutions Discussions on Traveller related software.

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  #11  
Old December 25th, 2006, 12:44 PM
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Quote:
Originally posted by Scott Martin:
I'm considering an alternate universe built from the ground up: what are peoples general opinions of this software package?

Scott Martin
Scott: Same here - Just got the full version of Astrosynthesis.(Christmas present - we tend to handle those on Christmas eve.) I liked what I saw in the trail version and I'm happy with the commercial software so far.

At this stage I'm manually editing the properties to get the populations etc where I want them and entering UWP data in the notes section. Maps aren't traveller style because I don't have the Fractural Terrain mapper.

BetterThanLife - How would one go about learning the scripting you're talking about? I'm particularly interested in being able to map sector interfaces - ie the campaign gets to the edge of the star map - what lies beyond? I know how to do this manually with a lot of effort and potential error - would learning the scripting allow this to be done by the computer?
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  #12  
Old December 26th, 2006, 12:11 AM
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I have never done any of the scripting. So I am probably not the person to ask on that score. Once you get to the edge of the map, AS2 allows you to merge maps so you can just generate more map. (Or simpler, generate more map than you think you might ever use plus a little more before you ever start and just give your players a small part of it. [img]smile.gif[/img] )

Someone on the nbos mailing list had a script that was supposed to generate Traveller stats for worlds but it has been about a year and I can't find the post. There are scripting tutorials and sample scripts. (Again I am not sure where.)

Drop a post in the nbos mail list I am sure someone can point you in the correct direction.
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  #13  
Old December 26th, 2006, 12:12 AM
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Quote:
Originally posted by Scott Martin:
I'm considering an alternate universe built from the ground up: what are peoples general opinions of this software package?

Scott Martin
Aside from the fact that you will have to heavily modify the Traveller rules to make it playable, only because Traveller actually relies heavily on a 2D map as the basis for the rules. The software itself is solid and very user friendly.
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  #14  
Old December 26th, 2006, 12:29 AM
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Originally posted by BetterThanLife:
Aside from the fact that you will have to heavily modify the Traveller rules to make it playable
Thus the comment on an alternate universe: I have no problem with rebuilding rules sets to get what I want...

Scott Martin
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  #15  
Old December 26th, 2006, 02:04 PM
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Quote:
Originally posted by Scott Martin:
</font><blockquote>quote:</font><hr />Originally posted by BetterThanLife:
Aside from the fact that you will have to heavily modify the Traveller rules to make it playable
Thus the comment on an alternate universe: I have no problem with rebuilding rules sets to get what I want...

Scott Martin
</font>[/QUOTE]I got that. I was trying to point out the software, for this endeavor, isn't the weak link. The Traveller rules and their reliance, at the very core, on a 2D universe is the weak link. Economics, Starship design and the History of the Universe will all have to be replaced or heavily modified.
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  #16  
Old December 27th, 2006, 11:46 AM
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Quote:
Originally posted by BetterThanLife:
-clip-
Economics, Starship design and the History of the Universe will all have to be replaced or heavily modified.
Ok - I follow the points on economics and history. These are part of the "setting" and as such I have little trouble changing these in an alternate TU (setting is different anyway.)

I don't follow how starship design is affected. What am I missing?

Steve B
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  #17  
Old December 29th, 2006, 12:34 PM
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Quote:
Originally posted by SGB - Steve B:
</font><blockquote>quote:</font><hr />Originally posted by BetterThanLife:
-clip-
Economics, Starship design and the History of the Universe will all have to be replaced or heavily modified.
Ok - I follow the points on economics and history. These are part of the "setting" and as such I have little trouble changing these in an alternate TU (setting is different anyway.)

I don't follow how starship design is affected. What am I missing?

Steve B
</font>[/QUOTE]Jump Drive is based on a 2D map with a rather specific stellar density. On a typical Real Universe map, or one generated by AS, which will generate close to what we know of the Universe, the Jump Drive is not condusive to proper exploration and travel in the Universe.

You need a different mechanic for Interstellar drive. Jump Drive and its fuel is the most expensive in terms of cost and space in a Traveller designed starship so making changes to that will easily require a revamp of Starship design.
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  #18  
Old December 29th, 2006, 03:29 PM
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Quote:
Originally posted by BetterThanLife:
-clip- Jump Drive is based on a 2D map with a rather specific stellar density. On a typical Real Universe map, or one generated by AS, which will generate close to what we know of the Universe, the Jump Drive is not condusive to proper exploration and travel in the Universe.

You need a different mechanic for Interstellar drive. Jump Drive and its fuel is the most expensive in terms of cost and space in a Traveller designed starship so making changes to that will easily require a revamp of Starship design.
Not meaning to be dense about this, but I'm still missing it. If we had a ship that took up 15% of it's volume to travel a parsec in a week, and decided to take up 45% instead - then we could get a route to nearly any star within nearly 20 ly's within one months travel time. I'm not sure how that qualifies as needing redesigned.

When and if we figure out how to travel FTL ITRW, I doubt this will be the method - but then that's the case for anything we postulate right now. If we could get a drive with the specs of traveller jump drives (assuming 3D aiming) - it would open up much of local space.
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  #19  
Old December 29th, 2006, 04:23 PM
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Quote:
Originally posted by SGB - Steve B:
</font><blockquote>quote:</font><hr />Originally posted by BetterThanLife:
-clip- Jump Drive is based on a 2D map with a rather specific stellar density. On a typical Real Universe map, or one generated by AS, which will generate close to what we know of the Universe, the Jump Drive is not condusive to proper exploration and travel in the Universe.

You need a different mechanic for Interstellar drive. Jump Drive and its fuel is the most expensive in terms of cost and space in a Traveller designed starship so making changes to that will easily require a revamp of Starship design.
Not meaning to be dense about this, but I'm still missing it. If we had a ship that took up 15% of it's volume to travel a parsec in a week, and decided to take up 45% instead - then we could get a route to nearly any star within nearly 20 ly's within one months travel time. I'm not sure how that qualifies as needing redesigned.

When and if we figure out how to travel FTL ITRW, I doubt this will be the method - but then that's the case for anything we postulate right now. If we could get a drive with the specs of traveller jump drives (assuming 3D aiming) - it would open up much of local space.
</font>[/QUOTE]The problem is starship design is based on the Traveller idea of Jump Drive and for that matter travel time between normal stops. While Jump drive definition can be modified using something similar to the formula that was mentioned before, that formula is far from perfect in terms of actual use. Since Jump Drive is the most expensive and biggest volume item on the starship, changing the Jump Drive changes the rules, and hits several items based on the Law of Unintended Consequences.
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  #20  
Old December 29th, 2006, 07:24 PM
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Quote:
Originally posted by BetterThanLife:
I got that. I was trying to point out the software, for this endeavor, isn't the weak link. The Traveller rules and their reliance, at the very core, on a 2D universe is the weak link. Economics, Starship design and the History of the Universe will all have to be replaced or heavily modified.
Eeeyup, that thar core engine she's needin some tunin'...

I guess I have less issues with this area than most "grognards" since MTU (since the early '80s) diverged so heavily from the OTU. I'm currently working on a campaign setting which will work best in 3-D not 2-D environment (with "interpenetrating" political groups)

It's a lot easier to stop "incursions" if you're dealing with a 2-D universe, but in 3-space "tendrils" of territory can wrap "above" and "below" your political boundries without entering them and causing a war, which can result in some very bizzarre borders, much like the "arms" in 2300 AD.

I also use some astrological constraints that map better to 3D than 2D space (Shoals, Reefs and a few others not available for players to speculate on...)

Scott Martin
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