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A Place to Call Home

by Rindis on March 17, 2018 at 12:00 pm
Posted In: MMO

Smudge and I have spent much of the last couple weeks fiddling with player housing. This is something that most of our other MMOs have not had. Wildstar has a pretty good housing system, but I never got much into it, and Wildstar‘s UI problems meant that it was not a long-term game for us. I understand that WoW has a system now, but that was long after I left, and I don’t even know how it did.

In FF XIV, there’s effectively two and two halves types of housing. There’s apartments, which are effectively infinite, and purchasing one is permanent (other than giving it up so you can get a different one elsewhere), and there are houses, which can either be owned privately or by a Free Company. The housing lots are limited, and exist in one of four areas which have a number of instances (and the building which houses the apartments exist in this zone); a private lot will be demolished and reclaimed if your subscription ends, while a FC house will stay active as long as it is. FC houses can also have ‘private rooms’ for individual members (which will also go away if the subscription lapses, or the player leaves the FC), which is basically an instanced apartment inside the house.

Thayrin had bought an apartment some time back, and decorated it out as the Twin Adder Library. I’d been, for reasons I don’t really understand, resisting doing the same, but a couple weeks ago, Rylea finally paid out the 600K Gil and took an apartment near Thayrin’s (in the same instance). The basic furnishing is a small wooden square room with a single door out, and non-functioning windows along one wall.

Thayrin provided a futon and a basket of yarn as housewarming presents.


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└ Tags: FFXIV, gaming, MMO
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First Test

by Rindis on March 13, 2018 at 12:00 pm
Posted In: Books

There are other books in between, which do get referenced here, but this is a direct follow-up to the Alanna quartet. You have a lone female entering into the boys’ world of knights and military training. The… decade and a half between the publication of the two series shows a lot of how far we’ve come, and how much we’re still struggling with the concept.

Whereas Alanna disguised herself as a boy, and worked through the system, Kel is the first girl to officially get trained as a squire. At the insistence of the training master, Kel is accepted ‘on probation’ for her first year (thus the ‘test’ of the title), helping keep her an outsider to the main group.

Much of the novel deals with the kinds of hazing and bullying that have become all too familiar when the small-minded see their ‘territory’ encroached upon. The plot is naturally strongly character-focused, and mostly deals with internal struggles, even while focusing on the external struggles of the deliberate overwork of training, and the hazing. The ending portion switches gears some, and gives a chance for more old-fashioned adventure.

As with Tamora Pierce’s other books, this is solidly YA, but it’s just as suitable for adults. It is its own thing, and while there’s references to the Alanna and Immortals series, it in no way rests upon them (thank goodness, as I’ve realized I don’t remember the Immortals books well enough).

└ Tags: books, fantasy, reading, review
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SM3 The Moray Eel of Space

by Rindis on March 9, 2018 at 12:00 pm
Posted In: SFB

Since I was still in an SFB mood after finishing “Border Incident” with Patch, I soloed my way through the third monster scenario during January as part of my Y160 games. Having just played the Romulans in KRs, and realizing I hadn’t played as the Klingons in a while, I took the D7 for this scenario.

The Moray Eel is the first monster not directly inspired by a TOS episode, though it is definitely a graduate course for the Planet Crusher. While there is an optional variant to use information gathering, the scenario is geared around combat to defeat a monster that is headed for an inhabited planet. It doesn’t do nearly as much damage as the previous monsters (5-10 points per ‘bite’), but is much nastier as it ignores shields, meaning that every attack is doing internals, and suffering too many attacks will destroy the ship in short order. The real twist is that the Eel only attacks after being damaged. After any impulse where it receives damage, it moves to the offender’s hex (instantly, even if that’s several hexes away) and bites that unit. If there’s several ships, and they all do damage at the same time, it moves to each of these hexes, and bites them all, in a random order, in a ‘biting frenzy’.

The eel is 100 hexes from it’s goal, and moves straight towards it at speed 12 (making it the fastest monster so far), which not distracted by a ship. It apparently used to follow close-by ships, akin to the Planet Crusher, but that was removed in Captain’s Edition to keep the time pressure up. Defeating it is also a problem, as the ship has to do 200 points of damage (reduced to 193 here for BPV balance), after which there is a die roll for each separate volley (which will involve a bite) that does 10 points of damage (9 after balancing), and the Eel is killed on a ‘1’. And as usual with these scenarios, the monster can’t be fired on from outside a six-hex range, and it has MCIDS to deal with shuttles and drones.

The D7 started 15 hexes away from the Eel in the direction of the planet, and I overloaded all four disruptors as part of a turn 1 alpha strike overrun to do as much damage as possible. I lined up an oblique shot for maximum firepower, and launched a drone as it entered my hex, which was instantly shot down by MCIDS.

One of the tricks with the Eel is to fire at range, and force it to move away from the planet, which is hard to do with the initial approach, especially as I went for a range-0 shot. But I fired just as we were both scheduled to move, so that it moved a hex further away following me, and it gave up its normal move to do it. The phasers rolled a little under average for a total of 77 damage (with 4 disruptors auto-hitting to do 40 of that), and the eel did a minimal 5 points to destroy one phaser and two warp.

For turn 2, I reduced speed from 12 to 9, so that the Eel could get a little in front of me, and be drawn back by my next volley of fire. I fired on Impulse 21 at range 4, hitting with two disruptors and doing three points with the boom phasers (everything else being out of arc) for a running total of 96 damage. The next Impulse, the Eel moved to the D7 and bit for 9 damage, knocking out one drone rack, a phaser, two warp power, and one battery after finishing off the forward hull. The D7 launched a drone from the remaining rack, and MCIDS missed allowing it to hit for 12 more damage the next impulse to bring the total up to 108.


Turn 1, Impulse 24, showing movement from Impulse 23 through Turn 2, Impulse 22. The paler arrows are the Eel’s movement to bite.

The D7 repaired the first destroyed phaser as of the end of Turn 2, and increased speed to 13 to get another close-range oblique shot. The Eel was sideslipping back to its original course (part of the robot rules), which meant the D7 was drawing slightly ‘ahead’ of it to make this maneuver, but the low speed differential meant it took most of the turn to pull off. The D7 launched another drone as they met at range 0 again, but MCIDS shot it down. On Impulse 31, the D7 fired all bearing weapons to do 40 with overloaded disruptor auto-hits, and the maximum 30 points from 5 phaser-2s for a grand total of 178 damage. On 32, the D7 sideslipped away, and the Eel followed to do 8 damage to take out another phaser, the remaining drone rack, two more warp, the remaining two batteries, and a shuttle. At the end of the turn, the second damaged phaser was repaired.


Turn 3, Impulse 31, showing movement from 25 to 32.

With power continuously dropping, the D7 only went speed 8 for Turn 4, while it prepared to do the last 15 points needed before it started rolling for destroying the Eel. On Impulse 7, the phasers cleared, and the D7 fired four of them at range 1 to do 17 points on poor rolls (grand total 195). On Impulse 8 the bite did 10 points to destroy two phasers, two more warp power, the remaining shuttle, an impulse, and an APR. The D7 turned and moved back into the Eel’s hex after it sideslipped out, and fired an overloaded disruptor on 13 to do 10 points and force a roll to kill the Eel, which failed with a 5. The next impulse, the Eel bit instead of moving, doing 10 damage, which destroyed three phasers, 2 warp power, 1 impulse and 1 APR.

The D7 tried another disruptor on Impulse 15, rolling a ‘3’ for destruction. On 16 it slipped away from the planet, drawing the Eel after it, which did 7 points to take out a disruptor, one warp power, and two impulse. On 18 the D7 fired a boom and waist phaser at the Eel to do 10 points, and rolled a ‘1’ to destroy the Eel!

The 1/6 chance of killing the Eel each time probably makes the end of many plays of this a bit exciting. Certainly the D7 was well through a lot of padding, and was down to 23 power at the time the Eel expired, and that was only on the third attempt. I was very lucky that I didn’t take any ‘torpedo’ hits until the very end, and had two more of those left to try once the D7 was facing it again. In addition to the more important systems listed above, the D7 had lost its bridge (but not any other control spaces), most of the lab, one tractor, and one transporter. Damage was getting up to about column F of the DAC, and another couple of strong damage rolls from the Eel would have been big trouble, with 7’s headed for the ‘phaser’ and ‘any warp’ entries.

The purely deterministic movement makes it less of a maneuvering challenge, though the higher speed adds some interest back there. The tactics section in the rules mentions dragging it away from the planet by firing, but doesn’t mention the fact that you can scrub little bits of movement off just by timing shots around when you are about to move (so you can move even further away), or especially when the Moray Eel is about to move (so it doesn’t move closer to the planet). This is a more interesting and challenging scenario than the previous two simply because the ship will take internals every time it fires, and you have to figure out how to survive the consequences long enough to play the odds.

└ Tags: bgg blog, gaming, SFB, Y160
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Defenders of the Maelstrom

by Rindis on March 5, 2018 at 12:00 pm
Posted In: MMO

Over the last few weeks, Smudge and I have worked our way through the 2.2 and 2.3 storylines, which keep the idea of being self-contained while continuing other plot-threads as part of the introduction of Heavensward.

“Through the Maelstrom” dealt with a ship full of refugees arriving from the far east, including a number of continuing NPCs, and one major one.

She’s part of the introduction of Rogue/Ninja (which hadn’t happened yet when we were playing four years ago), and… is obviously an Au Ra, which is a new race made available in the recent expansion, Stormblood. We’re really wondering just how much of all this Square Enix figured out in advance. They’re certainly staying on target of their original ideas far better than WoW did. The primary attraction for a lot of people though was the introduction of the new Leviathan trial. It was suitably epic, and we’ve still only seen it once.


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└ Tags: FFXIV, gaming, MMO
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The Greatest Knight

by Rindis on March 1, 2018 at 12:00 pm
Posted In: Books

It’s an act of hubris to be able to pronounce the ‘greatest’ anything, much less the ‘greatest’ knight, a class of people that was fairly large and existed over centuries, but it is certainly fair to say that William Marshal is the best known knight, and actually a good contender for the title on his own merits.

Long-lived and successful, Marshal rose from obscurity as a second son to being the regent of England in all but name. Even so, he’d hardly be known at all today if not for a biography of him written in the early Fourteenth Century, and rediscovered in the Nineteenth. This has been of great use in learning more of the Twelfth Century, but it does present the problems of a biased document (having been commissioned by his son). Asbridge has studied other records from the time, and used them to check some of the biography’s claims, which generally stand up to scrutiny. (There are a few things where the records show that something couldn’t have happened as described; but it’s generally a case of being off by a year or two, which is pretty good considering the author seemed to be going off of other people’s reminiscences.)

Ashbridge’s biography also serves as an introduction to the Twelfth Century as a whole. There are two layers of subchapters in the book (subchapters and sub-subchapters), and while some of them serve other purposes, many of the sub-subchapters are taking time out to take a look at an aspect of the time. He gives a description of how the system of household knights worked at the time, describes the general form of early tournaments (which was vastly different from the more familiar late- or really post-Medieval version). This points up that the book is meant for a fairly general audience, and some of these asides will be familiar to people who only have a moderate appreciation of the Middle Ages. But it makes for a much more well-rounded book than just a focused examination of Marshal himself, and is structured in such a way that it does not detract from the main focus.

However, the general-audience target of the book means that the only footnotes are basically long parenthetical asides or clarifications. There are no detailed notes of where information came from, and many cases of unsupported assertions interleaved with others that are taken apart and examined in some detail. For all of that, Marshal himself only dimly comes across as a person, as Asbridge seems to have trouble coming to any solid conclusions as to what he was like. Part of this seems to be an inability to believe that Marshal could really have been motivated by a deep-seated loyalty to a person, or perhaps, the crown of England itself (which is something that would likely have evolved over time). This shows up early, when he doesn’t even consider such a concept as an explanation as to why his father was apparently willing to blithely toss his younger son away when he was held as a hostage.

Keeping in mind the real audience though, this is a well-constructed book, and does a good job with many of secondary characters as well, for instance giving a more nuanced view of King John than he habitually gets.

└ Tags: books, history, reading, review
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