Following discussion with a couple of CAV players with experience in real-world electronic warfare, I've elected to attempt a more drastic rewrite of the electronics rules for CAV 2.M. The existing system has three main problems. The first is that generally speaking, if both sides are fielding electronics support models they simply cancel each other out until one is eliminated. The second, and most problematic from a gameplay perspective, is that electronics support operates in a small radius around the ESM model. This promotes huddled formations which block line of sight to the supporting model, making it very difficult to attack. The third issue is that the game mechanics for defensive electronic warfare don't correlate well with known technologies. While CAV is a science fiction setting, it is generally preferable in science fiction and fantasy to retain some connections to reality; this makes readers or players more willing to accept it when you do wave your hands and say "magic" or "science".
Thursday, May 21, 2015
Thursday, May 7, 2015
Pathfinder Item: Cloak of Gliding
This idea came to me while working on a freelance assignment but didn't quite fit the theme of the project, and came a bit close to referencing a certain well-known superhero, so I'm sharing it here instead. Enjoy!
Thursday, April 23, 2015
Vil's Game Improvements: Total War Shogun 2 Partial Release
I've released the initial portions of VGI: Shogun 2 on TWC and Nexus (pending approval). There's not much more to say about it not already covered here or in the release descriptions. It's been rearranged slightly since my last post on the subject; the Technology module was broadened in scope and renamed Campaign, Ancillaries has been completed, and two new minor components (Starter Armies and Difficulty) were added. There is also now a Base file containing common assets and patches for some issues in the vanilla game that I came across in the course of my work.
Future plans are focused on the major AI and Battles components; I also intend to continue balancing and expanding the Campaign module, with specific changes in mind for diplomacy and general economics.
Future plans are focused on the major AI and Battles components; I also intend to continue balancing and expanding the Campaign module, with specific changes in mind for diplomacy and general economics.
Wednesday, April 22, 2015
Vil's Indarys Featured in Morrowind Modding Showcase
Vil's Indarys was recently featured in the community-made mod review series Morrowind Modding Showcase. Check it out--my mod shows up at 2:36!
Thursday, March 26, 2015
Other People's Games
Little to share from the projects I'm working on at the moment, so I wanted to take a quick moment to plug some games that I think deserve some attention.
OpenMW
Not strictly a game, OpenMW is a community-driven open source implementation of the Morrowind game engine and construction set. Their intention is not to merely recreate the game engine, but to improve upon it, incorporating greater flexibility, addressing hardcoded bugs in the original game, taking advantage of modern graphics capabilities, and more. It's a truly impressive undertaking and they are drawing quite close to version 1.0, which will be as capable of running Morrowind as the original .exe. I'm particularly excited to see what new features they will be able to implement, and the release of OpenMW 1.0 and beyond may provide the impetus for me to return to my half-finished VGI Morrowind project.
Kings of War
I learned of Kings of War during their second edition Kickstarter last fall. A fantasy mass-combat wargame by Mantic Games, Kings of War is essentially a streamlined version of Warhammer Fantasy, but one with numerous advantages. The rules are elegantly minimalistic, featuring everything necessary to capture the feel of large armies clashing while still allowing games to be played in an hour or two rather than a full afternoon. This approach extends to army design as well, with the vast majority of units utilizing the same common pool of special abilities. Each army still retains a distinct identity thanks to its unit design, but is more approachable and balanced thanks to the common elements. Public testing of the game's second edition, featuring several major improvements, is currently underway, and I'm looking forward to repurposing my WHFB High Elves once it's released.
Full Thrust
Full Thrust has been around for a while and I'll admit I've never had the chance to try the rules out, but it's definitely the first place I'll go when I'm looking for a space wargame. The rules are relatively generic, allowing easy adaptation to various settings, and strike a good balance of detail and ease of play. Of particular interest to me is its fan-driven compilation/expansion/consolidation project, Full Thrust Project Continuum (previously Cross Dimensions), which combines and cleans up the rules spread across the original official rulebooks in much a similar vein as the CAV 2.M project. This is definitely a game I would be happy to jump into if I could find an opponent or two, as I quite like the model line.
OpenMW
Not strictly a game, OpenMW is a community-driven open source implementation of the Morrowind game engine and construction set. Their intention is not to merely recreate the game engine, but to improve upon it, incorporating greater flexibility, addressing hardcoded bugs in the original game, taking advantage of modern graphics capabilities, and more. It's a truly impressive undertaking and they are drawing quite close to version 1.0, which will be as capable of running Morrowind as the original .exe. I'm particularly excited to see what new features they will be able to implement, and the release of OpenMW 1.0 and beyond may provide the impetus for me to return to my half-finished VGI Morrowind project.
Kings of War
I learned of Kings of War during their second edition Kickstarter last fall. A fantasy mass-combat wargame by Mantic Games, Kings of War is essentially a streamlined version of Warhammer Fantasy, but one with numerous advantages. The rules are elegantly minimalistic, featuring everything necessary to capture the feel of large armies clashing while still allowing games to be played in an hour or two rather than a full afternoon. This approach extends to army design as well, with the vast majority of units utilizing the same common pool of special abilities. Each army still retains a distinct identity thanks to its unit design, but is more approachable and balanced thanks to the common elements. Public testing of the game's second edition, featuring several major improvements, is currently underway, and I'm looking forward to repurposing my WHFB High Elves once it's released.
Full Thrust
Full Thrust has been around for a while and I'll admit I've never had the chance to try the rules out, but it's definitely the first place I'll go when I'm looking for a space wargame. The rules are relatively generic, allowing easy adaptation to various settings, and strike a good balance of detail and ease of play. Of particular interest to me is its fan-driven compilation/expansion/consolidation project, Full Thrust Project Continuum (previously Cross Dimensions), which combines and cleans up the rules spread across the original official rulebooks in much a similar vein as the CAV 2.M project. This is definitely a game I would be happy to jump into if I could find an opponent or two, as I quite like the model line.
Thursday, March 12, 2015
CAV 2 Mystery Models Part 4
Last but not least, the new Adon and Malvernis models. This will probably be the last CAV content for a while; I need some time to collect playtest results, not to mention the other projects I'm working on.
Thursday, March 5, 2015
CAV 2 Mystery Models Part 3
Templar are up next. As with Ritterlich, the majority of these models are associated with a UCOR new in CAV 2 (Viper in this case), calling for a fairly large degree of new background material.
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