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T5 Errata Discussion Thread

Should Trade School be 4x Int or Tra along with a chance of Honors, with a duration of 4 years?

A Trade School is a quick way to pick up one desired Skill to round out an aspect of your character that might be neglected by Career opportunities. I'd never seen the Honours note on p.78 before, but it feels a bit unbalancing, given that I'd been okay with the idea of attending Trade School more than once.

There are so few chances to get two Skills in one year that this feels exploitable. I suspect erratum for the Honours, but that the one-year Skill you get is considered a Major to allow fewer wasted rolls when rolling on the second column in the Careers.

Should Training Course be 4x Tra along with a chance of Honors, with a duration of 4 years?

Based on p.62, I've been thinking of C5=Tra as being a situation where educational opportunities require intense effort in a concentrated time. I'd thus not been surprised to see the universal one-year timeframes.

A Training Course, to me, is just a Trade School for non-Int sophonts, one with no chance of rejection upon application.

...is Trade School the Int equivalent to an Apprenticeship?

An Apprenticeship gets one four Skills for only one chance of failure, but requires a decent Tra, as you've no opportunity for Mentoring before you take that risk. Other than that, it's more like ED5, as it occurs before the rest of chargen.

For that matter can someone with Tra Apprentice during ongoing character generation like Edu characters can go back to Universities / Trade Schools?

I think sophonts with Tra can attend Training Courses between Career Terms, but Apprenticeship is the first choice ones makes, either taking it or bypassing.

Also in passing I note the statement on pg 72 that mentoring takes 2 years but the table on pg 100 shows 1 year.

I believe p.72 will prove to be the erratum, but I've little empirical evidence.
 
A Trade School is a quick way to pick up one desired Skill to round out an aspect of your character that might be neglected by Career opportunities. I'd never seen the Honours note on p.78 before, but it feels a bit unbalancing, given that I'd been okay with the idea of attending Trade School more than once.


There are so few chances to get two Skills in one year that this feels exploitable. I suspect erratum for the Honours, but that the one-year Skill you get is considered a Major to allow fewer wasted rolls when rolling on the second column in the Careers.


I was taking it to be 1 skill per year as I did not see anywhere that it said how many skills. 2 skills per year would be worse (better?) as I could take x years of Trade School for x2 skills. 4 possible 5 for 4 years seems less abusive.

I found where I was getting mixed signals, from a playtest character generation file at Traveller5.com Playtest CharGen

There it was a 2 year course, 2 skills per year, honors got you a tech degree and +2 Edu. Yeah, I'd like some clarification here as I'm sure it was changed.

the VoTech idea was based on my personal experience, I did it in high school (drafting)
 
Just posted some errata, but I had a few other notes that don't fit.

Formulae -- why write exponentiation as x^y? Superscripts look much better in typeset work. (I didn't note the page but) I saw at least one formulae where the divisions would have been clearer if it had been written more conventionally.

p.425/426, inner/outer/remote systems are orbits 0-6/7-12/13-19 respectively. On multiple stars, the other stars are close (0-5), near (6-11) and far 12-17). Is this intentional? At a first reading, I'd expect the orbits to be the same?
 
Alright, I yield. What does p86 04 Citizen Life Skills errata actually mean?
"To have the Citizen Life Skills table cover all skills and knowledges, remove the talents (Empath and Math) and the duplicate entries noted above from the table, and replace with the skills Fleet Tactics, Forward Obs, Gambler, Gunner, and High-G and the knowledge Bay Weapons."

I get the first part, remove Empath & Math, and the above text in the errata defines both G-Drive and M-Drive as Maneuver Drive, so one of those can be removed.
What are the other duplicate entries? Looks like to fit all the skills in there, looks like 3 more have to be removed.
 
Alright, I yield. What does p86 04 Citizen Life Skills errata actually mean?
"To have the Citizen Life Skills table cover all skills and knowledges, remove the talents (Empath and Math) and the duplicate entries noted above from the table, and replace with the skills Fleet Tactics, Forward Obs, Gambler, Gunner, and High-G and the knowledge Bay Weapons."

I get the first part, remove Empath & Math, and the above text in the errata defines both G-Drive and M-Drive as Maneuver Drive, so one of those can be removed.
What are the other duplicate entries? Looks like to fit all the skills in there, looks like 3 more have to be removed.

looks like a paragraph has been dropped from the errata and the rest not adjusted.

Missing para "Interestingly, Empath and Math are talents but appear on the table. Animals, Computer, Engineer and Maneuver Drive all appear twice in the listings. The skills Fleet Tactics, Forward Obs, Gambler, Gunner, and High-G do not appear in the listings, and the Bay Weapons knowledge is also missing. "

The errata needs an errata:oo:
 
Suggestion for this area

Perhaps we should break up the errata by chapter, as this book is huge and this would make it easier for us to search for if an error has already been reported, and should make it easier for the compiler of the errors to group them.
 
Perhaps we should break up the errata by chapter, as this book is huge and this would make it easier for us to search for if an error has already been reported, and should make it easier for the compiler of the errors to group them.

Isn't this already done? I think we've even got the chapter headings in linkage? Or did I mess that up? It works on the copy I use personally :)
 
looks like a paragraph has been dropped from the errata and the rest not adjusted.

Missing para "Interestingly, Empath and Math are talents but appear on the table. Animals, Computer, Engineer and Maneuver Drive all appear twice in the listings. The skills Fleet Tactics, Forward Obs, Gambler, Gunner, and High-G do not appear in the listings, and the Bay Weapons knowledge is also missing. "

The errata needs an errata:oo:

ARRGH. And I have people look at this before it goes up. Ok, something else to fix before the next update.

Ok, I've checked, and that was removed because people thought it was a personal comment. I'll put it back in.
 
Isn't this already done? I think we've even got the chapter headings in linkage? Or did I mess that up? It works on the copy I use personally :)

I meant out here in the forum, not in the document.
you did do it in the document., but for me at least it would be nice to have multiple threads like we had during the beta.
 
I meant out here in the forum, not in the document.
you did do it in the document., but for me at least it would be nice to have multiple threads like we had during the beta.

As the guy who handles all the errata issues, having one specific place for each edition makes it much easier.

Right now, using topics to discuss specific issues and then having someone post in the errata thread to catch my attention really helps. Although I'm waiting for some questions I've sent out to be answered...
 
P.65
The table says Vigor need Personal day/6 to restore to optimal but in the example below it says PD/3 and all the result of 3h there is correct for PD/3.

Sorry if it was already reported, its at last not in in Errata v0.6
 
Many Dice example incorrect

p. 32 The Many Dice 2D method (2nd column) gives an example where the grand total = 30 hits. It should be "300 hits".
 
p.65 again the *Failure Character falls asleep for 1D hours
can be much longer then it need someone with Vigor to get complet fit again so I think this need to be adjusted depending if the character have Vigor, Endurance or Stamina.
 
On page 344 Vehicle Hull Connectors

The Bracket has a comment "1 per Vehicle (maximum 10 tons)."
The Streamlined Bracket does not have the maximum constraint.

Then on page 359 in the description for the Laboratory Ship (L-DC12)...
"There is one 40-ton pinnace in a vehicle bracket, and two air/rafts."

Made me wonder if the 10 ton max should be applied to the Streamlined Bracket instead of the "standard" Bracket.
 
A few things I have issues with.

  1. MCG, SEH and *SEH* or at minimum the SEHs should confer Fame to Enlisted personnel. For crying out loud, these are the highest honors for valor the Imperiums have, how are their recipients not famous? It is the actions of the sophont, not the rank that won the award.
  2. Since everyone gets Career Knowledge equal to their Terms served minus the Term adventuring why is there an entry for it on most Career Skill Tables? Honestly, I don't know why that is there.
  3. I think that Spacers not getting Zero G is also errata. I mean they bloody work in space that right there should get them a least a shot at it. I mean, yeah I can see how it works for Marines, they do serve aboard Navy vessels. So sure I could see them getting a crack at it, but not if Spacers can't. That is messed up. I would pull Naval and replace it with Zero G.
 
MCG, SEH and *SEH* or at minimum the SEHs should confer Fame to Enlisted personnel. For crying out loud, these are the highest honors for valor the Imperiums have, how are their recipients not famous? It is the actions of the sophont, not the rank that won the award.

They do but its at 1x the medal reward. This was discussed somewhere else on the forums.

Since everyone gets Career Knowledge equal to their Terms served minus the Term adventuring why is there an entry for it on most Career Skill Tables? Honestly, I don't know why that is there.

I assumed they were to give the recipient even more knowledge of their career over and above what they would get just for serving their terms. Although pointless if you are going to serve more than 5 terms.

I think that Spacers not getting Zero G is also errata. I mean they bloody work in space that right there should get them a least a shot at it. I mean, yeah I can see how it works for Marines, they do serve aboard Navy vessels. So sure I could see them getting a crack at it, but not if Spacers can't. That is messed up. I would pull Naval and replace it with Zero G.

I agree and my answer to that was to make Vacc Suit and Zero-G interchangeable, so each time it comes up the player could choose which they wanted.
 
Expected Ship Traffic formula, p. 435

On p. 435, Importance Extension, a formula is given for Expected Ship Traffic:


S = 10^Ix / H . [^ is the in-line notation for "to the power of" and that's an operation that takes precedence over the division]

S = Total Ships Per Week
Ix = Importance Extension of planet
H = Average Cargo Hold Capacity (100 tons for most worlds, 1000 if on a trade route)



Suggestion: scrap dividing by the average cargo hold capacity and do it as number of tons going to the planet per week in ships of any size. It is doubtful the average ship size goes 10x larger just because a planet is on a trade route, supposedly cargo carriers are built to go anywhere without regard to a planet's "popularity".


If I pick the worst factors to calculate Importance extension I would get Ix = -3 and maybe lower if there's a mod somewhere else [oops! There is one. Rural Empire I = I -1.]

If it's a least important planet off a trade-route (but an average empire), the number of ships visiting per week would be by the current formula

S = 10^(-3) / 100 = 10^(-5) = 0.00001 smaller ship per week.

The Imperial calendar has 52 7-day weeks plus an extra day so that's 0.00052 ships visiting per year or one smaller cargo ship every 1923 years! I know some places are unimportant, low-population, but they might still want to receive their annual Sears catalogs once a year or something! This formula needs work. It is the exponential nature of the formula that is causing the extreme.

The most important planet in a busy empire is

S = 10^(+4+1) / 1000 = 100 bigger 1000-ton cargo ships a week, which is probably reasonable but maybe not big enough for a high population of consumers of imported goods.

Also, p. 427 says the Ix can range from +4 to -2 but I don't see why it would be forbidden to go down to -3 with the modifiers given. If the lowest is -2, it's still a smaller cargo ship every 192 years.

Thoughts?
 
On Page 347...

Emergency Low Berth 1 0.5 contains 10 individuals.
Frozen Watch 2 1.0 contains 10 individuals

In other versions the Emergency Low Berth was for four individuals max. Considering the tons/cost difference betweenn ELB and FW here I'm assuming 4 is still the max.
 
On Page 347...

Emergency Low Berth 1 0.5 contains 10 individuals.
Frozen Watch 2 1.0 contains 10 individuals

In other versions the Emergency Low Berth was for four individuals max. Considering the tons/cost difference betweenn ELB and FW here I'm assuming 4 is still the max.

This one has been caught and is in the errata thread awaiting inclusion in the next draft. You're right the correct figure is 4 occupants.
 
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