Author Topic: Astra Imperia v15  (Read 3626 times)

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Offline Erik L (OP)

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Astra Imperia v15
« on: July 16, 2012, 08:32:14 PM »
Astra Imperia v15

Changes -
1.   Fixed some incorrect ToC/IoT errors
2.   Added Pitch/Yaw/Roll to movement
3.   Changed rolling to Combat Roll and increased cost to 2 Thrust.
4.   Changed collision chance to total tonnage/500,000.
5.   Changed ramming chance to total tonnage/250,000.
6.   Deleted last sentence in Missile Explosions under Astrographic Terrain.
7.   Added section for altitude in Movement.
8.   Added section for altitude in combat.
9.   Restricted angle of firing on spinal mounts.
10.   Broadsides gained a 120 degree altitude arc
11.   Forward/Rear weapons gained a 60 degree altitude arc.
12.   Turrets must be dorsal or ventral and gain a 180 degree altitude arc.
13.   Changed ground combat drop ranges.
14.   Cleaned up description of training facilities
15.   Removed old reference to a table in Mothballing section
16.   Changed trade agreement to 2d10%
17.   Added clarification to trade agreement modifiers
18.   Added Facility counterespionage actions
19.   Moved tactical and strategic intel to diplomacy
20.   Added an explicit definition of a turn.
21.   Moved N-Space Movement table to Planned Movement
22.   Fixed error in N-Space Movement table
23.   Added column for SHex in 1 month to N-Space Movement table.
24.   Fixed numerous page reference errors
25.   Modified the chance of teams gaining rating points.
26.   Linked drone HTK to hull tech
27.   Linked small craft HTK to hull tech.
28.   Added Top/Bottom shield and armor aspects.
29.   Changed mass cannon launch velocities and ranges to match
30.   Changed gauss cannon launch velocities and ranges to match
31.   Changed assault shuttle troop capacity to 6
32.   Changed drop pod troop capacity to 12
33.   Renamed troop points to training points
34.   Added Agile ships
35.   Added level 13 strategic intelligence
36.   Clarified Passive Intelligence.
37.   Changed the reload rate for small craft rocket pods.
38.   Added facility transport
39.   Modified towing speeds.

Download -
http://aurora2.pentarch.org/index.php?action=downloads;sa=view;down=17
« Last Edit: July 16, 2012, 08:47:14 PM by Erik Luken »
 

Offline boggo2300

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Re: Astra Imperia v15
« Reply #1 on: February 20, 2014, 02:54:37 PM »
Hey Erik,

Just because this thread is 2 years old,  I like the layout of the v15 playtest rules better than the layout of the official release, so I'll post a bug I've noticed.  I've spotted an issue on page 57 of them while doing a campaign setup,  table 83 (Colony Structures) and table 84 (Population BuildLimits/Build Rate) are overlapping (not a huge issue I'll just use the tables from the Drive Thru edition,  just thought I'd point it out)

Matt
« Last Edit: February 20, 2014, 03:15:51 PM by boggo2300 »
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Offline Erik L (OP)

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Re: Astra Imperia v15
« Reply #2 on: February 20, 2014, 02:59:03 PM »
What's on DTRPG.com is version 1. The playtest releases are version 2. There are some points of congruency, but not very many.

Offline boggo2300

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Re: Astra Imperia v15
« Reply #3 on: February 20, 2014, 03:13:26 PM »
yup, I know,  what I was saying (not very well obvioulsy) Is that I like the v2 rules better,  plus they're easier to navigate :)

and though the names of for example the Oribital Slots are different I suspect the figures from 1e are the same in 2e

Matt
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Offline Erik L (OP)

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Re: Astra Imperia v15
« Reply #4 on: February 20, 2014, 03:23:16 PM »
I emailed you a copy of the latest PDF I had.

Offline boggo2300

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Re: Astra Imperia v15
« Reply #5 on: February 20, 2014, 03:45:26 PM »
Thanks!

I may be pestering you with some edge case questions as I get a bit further into this, as I'm doing a 9+ factions on Earth start,  unless it drives me completely insane!

Matt
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Offline Erik L (OP)

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Re: Astra Imperia v15
« Reply #6 on: February 20, 2014, 03:53:38 PM »
The Tactical intel and Strategic Intel sections are not really geared towards multi-faction starts. And there will be a race for planetary/orbital slots.

Offline boggo2300

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Re: Astra Imperia v15
« Reply #7 on: February 20, 2014, 04:00:33 PM »
I said if it didn't drive me insane didn't I? ;D

Theres lotsa fudging going on.  
I've just always been a fan of no alien universes
also a fan of first baby steps off Earth

Planetary slots are going to be one of the biggest drivers of conflict I imagine (since some factions arent going to be large enough to keep up with the orbital race I suspect)  I think that by the time Strategic Intelligence becomes important the number of factions will be reduced somewhat.

Of course theres also the chance that it'll all get too hard and I'll just do a normal start :)

Matt
« Last Edit: February 20, 2014, 04:05:21 PM by boggo2300 »
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Offline Erik L (OP)

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Re: Astra Imperia v15
« Reply #8 on: February 20, 2014, 04:18:28 PM »
Hmmm. Facility limits are by population, not planet size.

Of course, the original intention is that 1 pop per planet.

I may have to come up with some modifications based on multi-faction starts.

Right now for facility limits, I'd say total all of the populations on the planet, then look on table 89 on page 59 for how many slots there are. Then it just comes down to he who gets there first. Though Build rate should be based on the individual population.

Offline boggo2300

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Re: Astra Imperia v15
« Reply #9 on: February 20, 2014, 04:35:25 PM »
Yeah that sounds like a reasonable way of doing it.

I'm expecting the 9 factions to cluster into some larger powerblocks,  actually thinking about it,  some of the smaller factions I may just name then ignore, as they probably won't be having a huge effect in the larger picture

Matt
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Offline Sematary

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Re: Astra Imperia v15
« Reply #10 on: February 21, 2014, 12:30:45 AM »
Boggo, I'd love to see any and all results of this join me on the After Action section.
 

Offline boggo2300

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Re: Astra Imperia v15
« Reply #11 on: February 23, 2014, 02:42:09 PM »
setup for this is SLLLLOOOOOWWW!

So far I've only completely finished 1 factions population figures & military (Commonwealth of Nations)
and done Population for 2 others (European Union & North American Alliance), though pops for India & China will be easiest as they're only single nations (compared to the 60 or so in the Commonwealth) the slowest thing so far is working out ground units, though I suspect I'm past the worst of that! on the plus side facilities have been quick and easy to identify!

I know I'm putting way too much into the setup since I can't see this doing anything but devolving into a huge war really quickly,  but I gotz to have my flavour background!

Matt
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Offline Sematary

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Re: Astra Imperia v15
« Reply #12 on: February 23, 2014, 03:45:09 PM »
As you do it you find ways to make it shorter. But yeah the first time it was long as can be. It took me the better part of a week to get my AAR up and going.
 

Offline boggo2300

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Re: Astra Imperia v15
« Reply #13 on: February 23, 2014, 03:58:40 PM »
heh,  I'm not even that far along yet,  I'm still extrapolating figures from real world estimated population growths, and combining real world OB's for the military! though I hope that with these numbers worked out converting them to AI should be reasonably quick and easy.

Matt
The boggosity of the universe tends towards maximum.
 

 

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