Friday, December 22, 2017

The world is yours.

(had to retitle the post, can't believe I missed a chance at a Motorhead reference?)

For Christmas, I give you the world:

or an approximation on 96 mile (approximately) hexes.

I've gotten my hex map project to a point where I'm using it in-game; and rather than go down my next rabbit-hole of figuring out the effects of population on forest coverage (and thereby illustrating the concentrations of population on the map itself, vs trackless forest), I thought I'd take a stab at replacing another bit of my toolchain with my own code - the one that takes the spherical grid and aligns it to a classic 'flat' hex map grid.

That's the initial result.

Few things to note:

  • The grey-blue or whatever was marking out 96 mile hexes fully within the 0-200m bathymetry of the ocean. Those 'lines' are where the code tripped on the fact some of the shapefiles are broken up into individual shapes.
  • The triangular inclusions into the map is where pentagons exist on the grid; the pentagons are what allow it to 'wrap' unto a sphere. My code is currently ignoring them, so bits of the landmasses, like where western Europe breaks off of Asia, are rotated off to one side or another. It's going to be an interesting problem to stitch those back together without human intervention, while keeping the same side of all the hexes 'north'.
But, not at all bad for an initial stab. Once I solve the 'split' thing, I'll come back through and figure out how to 'zoom in' on individual hexes rather than regenerate the grid at the wanted scale.

Hope ya'll are having a good holiday.

Tuesday, October 31, 2017

Post Interlude....

Forgot I had a blog there for a bit. Useless Summer Season continued a touch longer than expected, and the demands of employment have been a bit exhausting.

Some of that previous free time has gone into running a game, so it's been for a decent cause. We're in southern Poland, 1408; a bit outside the ruins of Krakow (cause it turns out the Wawel Dragon was real, not previously slain, and woke up cranky). They've hijacked a failed settlement (recast Orlane from N1) and have been gallivanting around getting in trouble.

4th level now, having started at 2nd; and there's a bit of a henchman train forming. So that's good!

The hex mapping project is going along fine. I don't have an image prepared, but I've got
  •  Campaign map at 24mi hexes
    • establishing elevation at 6mi
    • river flow at 1.5mi
    • Borders of various kinds (national, ducal and less) at 6mi resolution
    • Borders of the HRE expanse, where applicable
    • Class IV settlements and above centered on the 6mi hexes
  • Area map at 6m hexes
    • elevation at 1.5mi
    • river flow at .375mi
    • All settlements centered on 1.5mi hexes
which is a decent start. 

I'm working right now on establishing the Terrain Ruggedness of each .375 mile hex, which is an embarrassingly parallel computation that was started embarrassingly not-parallel, and it's taking a weeks, and I'm not invested enough in the output to stop it and do it right. I don't want to take this nice map I'm making and just throw up bands of hill and mountain icons - I want to mark hard-to-pass hexes on a data-driven basis.

I also need to loop back to vegetation and land use.

I'm fighting the boundaries of the computational power I have available to me inside my house. I'm really at the point where I could stand to port some of this up into a cloud service, but I'm so cripplingly parsimonious.

Oh well.

Some stuff, then:

I've branched into 3D balsa-craft, of a sort (longtime readers may recall I make flat wooden tokens for opponents on the battlemat). I decided that, as I've dropped a hint for Sakkara, I'd eventually want a dragon, and I wanted it to be special, so:

On the "Huge, Long" sized base I use, colored whatever that is as dragons are Fantastic Creatures. That's a 3/4 inch base to the left; the squares are an inch on the cutting board. 

He's balsa wood, and two-sided, this is all I've cut out. Two 'feet' extend into the base at the front and then the backmost leg, hacked out with a chisel.

I drew that guy based on a couple online images, and spent way too much time doing shading and coloring and scales...and the action of downsizing it and my friggin printer hid all of it. 

Blah. I hope it is suitably impressive for the players if they ever meet it.

And I did a mock-up of a hydra, just in case:

This is all balsa right now; and I need to do the "head base" in wood, because it's just not working balsa-to-balsa. There's a base that's the same size as the dragon's above with the "body" of the hydra pasted onto it, but I didn't have that with me at the time.

I'm mostly proud of this because the heads are removable - I'll have 12 heads, 12 slots, and I can set it up and take them down as the players attempt to defeat it. Or grow them back if warranted.

Finally, prizes:

Number #186 from Jeffery Talanian's AS&SH. The ribbon is either randomly and auspiciously within the cleric class or everybody got it that way.

I've been a fan of it for some time; and took the opportunity with 2E to get myself something nice. It drew me in with the art (1E's pencil-shaded art is glor-i-ous, and much is repeated in 2E) and the writing style - the eclectic language choices really help set a mood.

AS&SH gives me the same mental ambiance as reading 1E - a sort of anachronistic bad-assedness tied in with little arcane corners of rules, with the bonus of being wrapped up in a setting that's extremely-D&D but can be taken absolutely seriously.

Dunno when I'll be back, but that's what I've been up to. Once some of these computations wrap up, I'll at least have a map or two to show off.

Friday, May 12, 2017

Interlude - Ogres & Terrain

I've just figured out rivers in the computational hex mapping project - doing a bit of refinement now, but I believe I'll be able to display rivers with some nod to their relative size - so the Mississippi, for example, will be of a greater width than the Des Peres, and each river may at least resemble it's proper size as compared to the size of the hexes displayed.

More later.

Autarch's latest Kickstarter, Heroic Fantasy Handbook and Barbarian Conquerors of Kanahu, funded, and funded well, and the boards are alight with development, go check that out.

At any rate, I've been a bit spread out, so no dubious content for you this month. I can, instead, show you some relatedly fun things:

I'd 'accidentally' won an auction from my FLGS - the Ogre Designer Edition (Kickstarter version). I'd almost not won it - they called to tell me I won, didn't leave a message, and two more weeks passed for a 'final call'. Thankfully they left a message that time.

It's what I get for doing things on a lark. Only way I'll win a lottery is if I find a ticket on the sidewalk. I'd played Ogre once maybe a zillion years ago; and now I've got some ~25 pounds of cardboard. I forgot how fun/quick it was.

My weakness being completion, I'd ordered a couple of the after-market addon sheets, the first being some of the extra Ogres - starting with this:

That's the backer-funded Vatican faction.

I know, right? Pope Ogre III. I could not resist.

My ever-patient wife worked up some wonderful terrain - not for gaming, alas, but for educational purposes:

I guess I should have rotated that.

It's progression of...forest, I think? I think the rocks (handed out by the volcano?) erode and plants decompose into soil, which then supports trees. Most of the plastic plantlife was sourced from our local hobby shop.

Not shown were some very well done 'flood' dishes, the "murky" tinted goop for making train-layout lakes with some dirt underneath and bits of twigs for denuded trees. 

I've got some ideas for the volcanoes to bring them up to spec. Little battery pack, some red LEDs, and cotton balls in the classic plaster-of-Paris volcano mound should do the trick. I'd have to figure a way to have a river of lava with a minimum amount of backing, so the LED can glow through...

That previous statement is why she's ever-patient, for what it's worth.

We're quickly corkscrewing into the useless summer season of this blog, so curb-stomp your enthusiasm. I wager in a couple weeks I'll at least reveal some progress on the mapping project.

Friday, March 31, 2017

We Are The Sword

By the default ACKS treasure tables, 21% of all magical items randomly generated are magical swords. 4% of those are cursed.

So, .84% of all magical items  - almost 1% - are cursed swords. Who makes those?

I'm going to posit that nobody does.

Cursed swords happen because the wielder has done something to inherently curse the weapon - a deed (or deeds) so foul it seeps into the weapon.

However, that's a bit too interesting for this blog. Brief musical interlude:

Every once in a while someone brings up the overwhelming prevalence of magic swords above magical martial items of other types.

Roll d00Magic Type% Chance
(cursed swords)(0.8%)
88-92Misc. Weapon5%

In fact, magical swords are 21% of all magical items randomly generated, tied with Potions and Scrolls, which are consumable items.

Almost 1% of magic weapons (21% * 4%) are cursed swords - that's how prevalent swords are.

In Miscellaneous Weapons:

Roll d00Weapon% ChanceFull % Chance
88-100War Hammer13%0.65%

Full % Chance being you rolled your 5% for a misc. weapon, then rolled whatever for the actual piece.  There's no cursed miscellaneous weapons, for whatever reason - you're just as likely to find a cursed sword as you are magical ammunition.

In Armor, I've combined the Armor table and the Armor Type table to get started on something more useful for later in this post:

Armor SetSet ChanceFull % Chance
Hide + Shield1.15%0.09%
Leather + Shield5.75%0.46%
Ring, Chain7.00%0.56%
R,C + Shield8.05%0.64%
Banded, Plate7.00%0.56%
B,P + Shield8.05%0.64%
Hide (cursed)0.45%0.04%
Hide + Shield (c)0.10%0.01%
Leather (cursed)2.25%0.18%
Leather+Shield (c)0.50%0.04%
R,C (cursed)3.15%0.25%
R,C + S (cursed)0.70%0.06%
B,P (cursed)3.15%0.25%
B,P + S (c)0.70%0.06%
Shield (cursed)10%0.80%

So, warping this a bit, let's look at the chances our undefined magical martial item resolves to any given type, and then the percentage of classes that can use that item, by the expanded class demographics (NPC Parties table, pg 248):

Occurrence for all Martial Magic Items
Item Type% Chance% PCs can use it:
War Hammers1.91%87.95%

On the armors, I went with the given class being able to use the whole set - so, the leather and the shield counts the fighter, but not the thief.

Since our treasure tables don't break out what type of sword it is, we don't either - the "magic sword" found 61% of the time presumes it can be used by any class that has "* sword" listed in it's proficient weapons.

If you're interested, the class breakdown is as such:
Class% Chance

It hasn't been changed for the PC classes. However, out of the PC classes, only the 3 Dwarf classes, the Wonderworker, Priestess, Warlock, and Witch cannot use some type of sword. 

Let's look at another breakdown:

Occurrence for all Martial Magic Items
Item Type% Chance% D@W Units Trained% D@W Armed% Guns Units Trained% Guns Armed
War Hammers1.91%12.50%2.38%13.64%10.26%
Leather (Jack)1.71%100.00%45.24%100.00%46.15%
Chain (Half Plate)2.39%54.17%23.81%72.73%35.90%
Plate (Full Plate)2.39%37.50%23.81%22.73%20.51%

The percentage of D@W trained units, that, if that training followed them to an adventuring class directly, would be able to use the item, plus the number of unit types/subtypes actually armed with the item. I'm allowing polearms to be spears in this case.

By way of a little explanation, Alex mentioned on the boards that D@W unit training is "cumulative": i.e., Heavy Infantry know what Light Infantry know, and a unit like Cataphract Cavalry know pretty much everything but longbows and crossbows. And, you don't train conscripts to be Light Infantry D - you train them as Light Infantry, and it's a wide skill set.

I'm still fiddling with the Guns of War units, but I think this is what I like based on their qualifying conscripts vs. training time - for example, I'm betting Coutilliers, Reiters, and Harquebusiers are all cross-trained, since they're the same qualifying conscripts and the same training time, and their differences are the same as Light Infantry A->G in D@W - armaments only.

Lastly, swords versus other melee weapons appearing on the magic item chart by price:

Short Sword1d67
Hand Axe1d64
Battle Axe1d6/1d87
2H Sword1d1015
Great Axe1d1010
Grant the fact swords cost more because they're more complex to make; but; that makes them take longer to enchant - ignoring the spear, which also has a lot of conversation going on around it, the hammer takes half as long to enchant as the sword, and it is, in ACKS, mechanically the same.

Time is money, as they say - in this particular case, time is XP.

A sword +1 costs 5,000gp, and takes (1*10)/10 == 1 month to enchant
A hammer +1 costs 5,000gp, and takes (1*5)/10 == 2 weeks to enchant

A 5th-7th level mage could double her XP income from magical item creation doing hammers instead of swords - getting 5,000-(GpThreshold) twice in the month.

At any rate - 61.76% of magical martial items are some sort of sword, which is ~80% of all magical weapons, and they can be used by ~78% of player character classes, or ~87%+ of trained combatants.

It's cultural - the assumed game world mirrors our own here. Swords are such a large portion of the magical item list because we, generically, want them to be. Swords have held a certain status across a large swath of cultures around the world, and that's been carried into a game written initially to emulate medieval European warfare that got dragons stuck in.

It's such a bias that classes who can make magical weapons evidently make more swords than anything else despite the fact they get more out of making hammers.

It's such a bias that the only class as a group that has martial training and can't use swords (excepting the cleric, which is theoretically a religious choice) and has martial training is the Dwarven non-Vaultguard classes, because we are purposefully making them culturally distinct from humans. (note, above, the occurrence of Dwarven Craftpriests and magical hammers roughly coincide...)

We are the sword.

I don't see any classes' inability to use magical swords as an issue - they are largely unable to utilize weapons in general or have made a conscious or cultural decision not to.

I'd be more interested in what it would mean to simplify the proficiency system beyond the specification of individual weapons - focus more on what it takes to master the mechanics of fighting with a weapon type - or for an able combatant to not be reduced to a peasant's level if they pick up an unfamiliar, yet regular, weapon.

Zaharan Ruinguards, for example, are not proficient in daggers. From the class writeup: "The chthonic powers a ruinguard channels revel in the chaos and brutality of face-to-face combat, and frown upon weapons and attacks which draw blood from a distance." Is there anything more intimate than literally embracing your opponent as you slip a dagger into his heart?

The ruinguard strikes me as the sort of butcher who can kill you with anything, but greatly prefers weapons that slash and pierce - actively practices it, is better with it, in fact. Same with the bladedancer, really - if you catch a bladedancer unarmed, in a room full of hammers, should you have the advantage?

Certainly not. She'll atone for her transgression in your blood.

Less picturesquely, the cleric's lack of proficiency in blades is more specifically limiting if they could absolutely use them with some skill - but choose not to. Denial of opportunity via player choice versus denial via mechanics.

It's something I've been puttering with for a while.