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Wolf’s Blood

by Rindis on July 15, 2018 at 12:00 pm
Posted In: Books

It is possible for there to be more Firekeeper novels after this (and the ending is an obvious lead-in for the ability to have more), but there wouldn’t be as much point. This one deals with the biggest Macguffin of the background: the Divine Retribution, or plague, or curse, that wiped out major spellcasters a hundred years ago. It also ends with a good declaration of just how comfortable with herself Firekeeper has grown. While there’s potentially a lot of world left, and some dangling threads to explore, it would be hard to feel like anything more could easily match the scope.

Wolf’s Blood features two completely separate storylines that collide for the climax. It’s obvious what the collision course is, and the alternating between the two adds a lot of tension to a book that takes a long while to really get going. Unfortunately, the payoff for this isn’t so well done, as the second storyline, with a completely new viewpoint character, basically disappears under the weight of the main one at the end. It does get a very abbreviated conclusion, but needed a bit more to really round it off and get a good feel of Bryessidan coming to understand just where things had gone wrong.

Meanwhile, the extensive cast of characters is very good, and move along the plot quite well. A few earlier characters are re-introduced at odd times, but I think this book would stand on its own quite well if you have not read the first five. While I recommend the series as a whole, this is one of the stronger entries and recommended separately.

└ Tags: books, fantasy, reading, review
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Konya wa Hurricane Coalition Turn 16

by Rindis on July 11, 2018 at 12:00 pm
Posted In: Konya wa Hurricane

This took me a while to get started on. The Klingons have been pounded, and I wasn’t seeing anything useful they could do. Of course, this is the turn where 75% exhaustion kicks in, but I almost consider that the least of my worries, though with all the backlogged repairs finally hitting the system, money got tight real fast. Gross income was 417, down just 0.9 from last turn, though the Klingons had a ~6-point drop that was being made up by the other two. However, after exhaustion, this was a mere 312.75 EP. The Alliance’s recent income is ~360, so this has taken me from solidly ahead to solidly behind in real money.

Builds:
Klingon: 3xD7, D5W, 6xD5, AD5, F6, 3xF5, F5E, F5J
Romulan: NH, VHK, SP, SPC, 2xSPM, SK, 2xSKE, SEH, FAL, SNB, WE->KE, BH->BHF
Lyran: STL, CA, NCA, CW, CSV, CWE, 2xDW, DWE, 3xFF, CL->BC

Repairs were at an all-time high of 121.5 EP, nearly half of that being from the Klingons, who consequently had a very tight budget; but it doesn’t do a lot of good to build new ships if I can’t use the ones I’ve got.

For the first time the Klingons did not build any new fighter capacity this turn. I expect there won’t be any new carriers for a bit, but I should be converting the last D6V up to D6U next turn, and I hope to convert a D7V to D7U at some point soon; they’re expensive, but with how Byron’s been beating me up in the EW war, a scout carrier seems like a very handy item to have. Hopefully, I’ll get to see the Lyran CSV in action soon (also my first heavy fighters, something I’m sure we’ll see a bit more of).

This is the turn where the raid pools expand, but I didn’t want to pull a bunch of ships off the line to go raiding, so the only addition was the Romulan SHR, which I had retrograded into the capital last time specifically to be come the third Romulan raider. The Klingons and Lyrans each sent a raid into Kzinti space, disrupting a provinces now out of easy reach. There were five raids in Federation space, which disrupted three provinces, with one failure crippling a D5, while the last was a successful attempt to kill a Federation Tug (though a Prime Team was wounded in the process). The Romulans tried a similar raid on a Federation LTT on a supply mission just inside the Gorn border, but a DNL reacted to chase the SHR away, and the final Romulan raid in Gorn space also failed.

While the main Federation front was a series of problems with no solution, there was still room to maneuver elsewhere. The Gorn SB in 4206 was relatively lightly defended, and there were no reserves in range of it. First though, the Romulans worked on a plan for another offensive in Federation space, which led to a constant stream of move and counter-move as I tried to pin the 3rd Reserve in 3212, and elements of the 5th Fleet reacted in to keep some of it mobile.

Meanwhile, the Lyrans finally attacked 0416, a project that I’d been meaning to get to since Turn 11. With a large chunk of the Hydran fleet now on the capital, it wouldn’t be as punishing, and I had hoped it would draw some Hydran forces away from the capital, but nothing moved. They also pressed forward in Kzinti space, to help the Klingons regain their border from them. The Klingon North Fleet stayed inactive to block any access of the Kzinti reserves to planet 1407 (where the guard FF was assaulted by two ships), while larger forces challenged 1202 and 1506. A bunch of small fights developed in Federation space as I tried to clean things up a bit, and finally, I made an attempt on planet 2509, though there were enough non-reserve forces nearby to shut down some of my moves. The Romulans also sent their large West Fleet to 3509 again, which had had its last defenses knocked out last turn.


The Lyran’s turn in Hydran space.


Back into Kzinti space.


Activity, but not a lot else.


An important gap.

Naturally, the two Hydran reserves (four ships total) went to the only fight in Hydran space, while the Kzinti reserves went to 1202, though the DNLs that had been leading them stayed behind in the capital. The Gorn and Federation reserves on 2610 both went to the planet in 2509 (though he thought of sending the Gorns to 2011 to kill my crippled D6M in that combat). The Federation 2nd Reserve went to smash a small battle in 2207, and the rest were already pinned.

Battles:
4008: SSC: Gorn: dest POL
1611: SSC: Federation: crip FF; mutual retreat off of captured planet
1407: SSC: Kzinti: dest FF; Klingons recapture planet
1506: Kzinti: dest FF; Klingon capture planet
2207: Klingon: dest E4
2110: SSC: Klingon retreat
2011: SSC: Federation retreat
2609: SSC: Gorn: crip LTT
3213: SSC: Federation: dest NCL; Romulan: crip SKF
4208: Gorn: dest BATS; Romulan: crip SK, K5S
3212: Federation: dest ECL, crip FF, FFE; Romulan: crip SP, SK
3509: Federation: dest CA, crip 2xNCL, FF, FFE; Romulan: dest FHF
4206: Gorn: dest SB, DN, HDS, 2xBD, 2xDD, 2xDDG, crip 2xBC, TG, 3xHD, 5xBD, 5xDD, SC, K5 captured and expended for combat bonus; Romulan: dest SUP, SKE, 4xSEH, 2xKR, KRM, K5L, K5, K4, 4xWE, FAL, 2xSN, SNB, crip CON, FH, R-CLE, 9xSP, 2xSPF, KR, K5, 4xKE, 2xWE, CE, 2xBHE, BHF
2509: Federation: crip 2xNCL; Klingon: dest MD5
2510: Federation: dest NCL; Klingon: dest D6D
0416: Hydran: dest 2xPDU, DWE; Lyran: dest CW, 2xDW, crip DN
1202: Retreat after denied approach

My offensive towards 2509 included an over-ambitious strike by two D6s at a Gorn LTT+TPOD by itself in 2609. Byron simply reacted a CM into the hex for a slightly better force with a size advantage. But the rolls were 12 to 3, for the D6s to cripple the LTT for no damage, though they then retreated to 2510 to keep from being alone and cut off. The captain in charge of the strike will be promoted to squadron command in a D7C.

The battle for the SB went longer and bloodier than I had hoped (as ever). The Gorn fleet had a natural firepower superiority the entire way, and started with a large EW advantage that I kept to a -1 shift by killing the HDS. The Romulan fleet on the Gorn border is light on carriers, which aided the carnage, and die rolling was relatively even, though I had a 6-2 split late in the battle that certainly helped. It took six rounds to wear out the Gorn fleet and get him to take 6 voluntary SIDS. I then directed the last two SIDS and the crippled base over the next three. Thankfully, he got a minimal roll in pursuit so he couldn’t do more than kill the two big maulers. The Romulans will be very thin until the repairs get processed, and still thinner than I’d like with all the ship losses. But the Gorn fleet there is smashed (9 uncrippled ships, including 2xSAS), and the one on the other SB doesn’t have a lot of things it can immediately do.

Things are still bad, and the fact is, I’m unlikely to ever have another chance at the 3rd Fleet SB, which is way too close to too much. But, even if a bit late, the Romulans have managed another step towards the goal of pushing Gorn bases far away from the original frontier. There’s one border BATS left, and now only two of the backup bases remain.

No doubt, there will be increased pressure on the Romulans after this. But that hopefully means less Gorn involvement in the Fed-Klingon theater.

└ Tags: bgg blog, F&E, gaming, KwH
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Battle for Empire

by Rindis on July 7, 2018 at 12:00 pm
Posted In: Books

Tom Pocock posits the Seven Years War as the first world war (an assertion that he’s not alone in, and that I can get behind), but his book on the subject doesn’t really develop this.

Instead, each chapter is about one of the various non-European campaigns of the war, and treats each one well, if almost purely from the British point of view. There is some discussion of the immediate planning behind these campaigns, but other than the simultaneous strikes at Havana and Manila, no discussion of how these fit into wider policy. In fact, there’s only a cursory amount of discussion of wider implications. There are some good discussions of immediate effects, but nothing overall.

As a series of small histories though, the book is very good. The writing is good, and the descriptions of the campaigns are fairly thorough considering the short format. Finally, there is some good tying together with thought as to how previous campaigns (most notably the failure at Minorca, and the subsequent execution of Admiral Byng for cowardice) affected later ones. This is a good introduction to the Seven Years War outside of Europe, and recommended for that, but it’s only an introduction, and a prior grounding the European side would help.

└ Tags: books, history, reading, review
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Final Fantasy Crystal Chronicles: Ring of Fates

by Rindis on July 3, 2018 at 12:00 pm
Posted In: Computer games

I recently picked up this DS title for fairly cheap, and played through it. Spoiler: it was worth the ~$12, but not necessarily much more.

It does have a multiplayer mode, with its own story, which I haven’t tried. It was one of the reasons why I got it—Smudge and I keep an eye out for multiplayer RPGs—but I’m not currently looking to bump other things off our ‘to do’ list to get a second copy and try it. I understand that the original Crystal Chronicles game for the GameCube was purely multiplayer, which must have been an interesting experiment, so this is much more flexible game.

However, that probably explains the biggest failing of Ring of Fates. You end up with a four-character party in an action-RPG style format, and you control one character at a time. The other characters follow you around, and if their pathfinding isn’t up to the job (there’s a lot of jumping/platforming in the game) you can summon them to you with the L button. However, in combat the rest of the party is only marginally useful, only able to use the base weapons and often standing about instead of engaging enemies (if they’re nearby and facing the right direction, they might help, but the AI shows no initiative). To be fair, the enemies generally concentrate on the character you’re controlling, so they aren’t just standing around getting slaughtered (…except in boss battles).

The various areas are simple 3D-rendered environments that look pretty good, with good differentiation between areas, and are split up into rooms that can be quite extensive. There’s a map function that shows how all of these interrelate (possibly across several floors, though that’s only clear by relative positioning as you flip through the layer displays), as well as a minimap on the main screen. However, all these do is show you the overall shape of the room, and nothing of the contents. Since there can be quite a bit of vertical dimension inside these rooms (up to three main levels plus various ledges is pretty common), it would be hard to give a detailed floor plan, and yet all too often that’s exactly what I needed. The overall map at least marks save crystals, but not anything else, including the doors between rooms (you can generally parse it by the room shapes, but it’s not always clear), though the minimap helpfully displays them and whether they’re locked at the moment or not.

Magic in this game uses ‘magicites’, elemental crystals that can do fire, lightning, heal, et cetera (nicely, the plot acknowledges that these are reasonably common and everyone uses them). You press the X button and then use the direction pad to guide it over to the monster and let go of X to ‘cast’ the spell. This is somewhat annoying to do in combat (especially as the rest of the party can’t be counted on to run interference), but the monsters in the game have to go through the same process meaning you can generally dodge those attacks, and they have to stand still to do it as well. You can also ‘lock’ a ring with the L button, and then cast another magicite onto it for bigger spell, but I pretty much never bothered with this in the pressures of action-oriented combat. Also, switching from one spell to another requires switching magicites on the touch screen (and swapping active characters is the same), making you break out the stylus, and is also clumsy to do in combat. The magicite selection is done per character, so I often set up the party with different magicites and then swapped to the character that had what I needed.

And like in any cRPG, equipment is important, and gives various stat bonuses. These are never looted off monsters, but instead raw materials and recipes are. You can buy new equipment directly, or you can go to a synthesis shop and use recipes to get your materials made into new equipment. In general, this grants superior equipment, as you get a one-slot additional material which grants an extra bonus. I generally cycled through equipment at a slow pace, and didn’t do too much with this because it was too hard to figure out what I wanted. If you’re looking at three weapons for the same character in the shop, it will tell you who can use them, and if they’re an upgrade or downgrade, but until your ready to equip the item, it doesn’t tell you what is changing or by how much (or even what the actual stats on the item are). Prices are a guide to what’s best as usual, but even that gets more confusing in the synthesis shop, and I was never sure what the various items I could add do (that may have been in the manual…).

The Crystal Chronicles series has four races, and the eventual party has one example of each (fixed characters), and they all have different abilities. Primarily they use different weapons: Clavats (humans) use swords for strong melee attacks, Yukes use staves with a short indirect fire range, Selkies use bows, and Lilties use …spoons (and ladles, and maces), melee weapons that have a good chance of stunning an enemy, they also have a pot (which I will talk about in a moment) which they can get inside and roll around the battlefield slamming into enemies.

The bulk of the environments have a number of puzzles to them, some of which are just to get to optional items, but the bulk of which are needed to make your way forward. All the characters other than the Clavat main character are needed in turn to get through these. Yukes can draw magic from convenient ‘needles’ to conjure items like stepping stones and light candles. Selkies can use their bow to hit targets to trip switches. And Lilties can use their pot to …do way too many things. They can roll around in it to get under low obstructions. Put it in special places so it will float up, carrying someone standing on it. Or on other special places to make it weightless, so you can grab it, jump up, and come floating slowly down. This is in addition to the usual switches, and keys, and things that need magic cast on them.

I generally liked the puzzle-nature of many areas of the game, but had a number of big problems with how it worked out in practice. First of all, all enemies in each area respawn every time you re-enter the room. If the combat was really fun, that might not be too bad. But it isn’t, and since the puzzles involve a lot of going from Point B back to Point A to get at what you just unlocked (not to mention all the wandering around figuring out what to do), I got very annoyed at hitting the same encounters over and over again when I all I really want is to piece together how to go forward. Worse, really, is despite all the uses of the Lilty pot, many of them get introduced early, and then not used again until quite late in the game (and there were a few other things seen early, and not really used again). I spent some time stuck because I couldn’t remember how to do certain things, and the writeups tend to assume you’ll know.

The best part of the game is the writing around the main plot, but that gets off to a slow start, and also has some odd choices. The center of the game is a pair of twins, but you effectively just play as the boy, Yuri, while his twin sister, Chelinka, is only there for the cutscenes. I wasn’t really happy with this idea, but the entire linked-opposites theme of the twins is used during the entire story, and is essential to the climax. The real problem is that the opening parts of the story set up certain beats very well, and the initial parts just feel like waiting to get out of the tutorial, and the inevitable tragedy to set everything in motion.

Important parts of this section inform the rest of the game though, and are leveraged well. Better, the twins (who are quite young) gain some important maturity, and go from slightly annoying characters to reasonably strong ones. Even better, the rest of the party are good characters and the game’s writing shines as the cast expands and they interact with each other. Large parts of the story are broadly predictable, but the writing for much of it is great. (The villains are over the top, which is explained by this being for a younger audience, but the big bad has a reasonable core motivation, even if his ego’s blown it into the required apocalyptic doom of a FF title.) On the other hand, the story tends to be told in a relatively few fairly large scenes (with the odd mixture of voiced and un-voiced parts that seems to be a feature of JRPGs now) where I’d prefer parts of it to be a bit more broken up.

Traveling around the world is done on a node system. There’s an icon for where you are, with arrows showing which directions you can go in, and you use the direction pad to select a destination area and go there. Since you have to flip through everything, this could get confusing if the world was very big, but at 5-6 areas it’s not a problem. Of course, a fair chunk of the second half of the game locks you out of all this, and other than a couple areas in the beginning that are inaccessible because you don’t have your full party (and puzzle-solving abilities) yet, there’s little reason to go back anywhere, and I wonder why they bothered with this at all. (On the other hand, this might get a lot more important in the multiplayer game with its variable party composition.)

The soundtrack is good and might be worth getting, but much of it didn’t really stand out to me in-game. This is at least partially due to the DS’s speakers and environmental noise, but even there the Rela Cyel theme stood out to me. Surprisingly, given everything, it has one use of the classic Final Fantasy “Crystal Theme”, which should be a natural fit for more of the game. I also don’t know if it carries any themes from the original GameCube game.

I liked the game for the story, and thought the rest of it was interesting. I do wish there’d been a second Crystal Chronicles game for the DS, because I’d like to see this general engine with some of the rough edges polished off. If you like this kind of game, I recommend picking it up cheap as I did.

└ Tags: DS, final fantasy, gaming, JRPG, review
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Heavensward Part 1

by Rindis on June 29, 2018 at 12:00 pm
Posted In: MMO

Adventures in FF XIV have continued, and Smudge and I have gotten perhaps halfway through the main story of Heavensward. We’re pressing forward at a pretty good clip, but we’re also clearing out all the side quests as they appear, and a good number of those show up pretty regularly, often in places where we’ve already done optional quest chains.


↓ Read the rest of this entry…

└ Tags: FFXIV, gaming, Heavensward, MMO
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