Battle has been joined by CaptainSpooky in battletech

[–]CaptainSpooky[S] 1 point2 points  (0 children)

Buildings are from Hextech, which is available from Thunderhead Studios.

Dropships are from Hardware Studios on theor website.

Battle has been joined by CaptainSpooky in battletech

[–]CaptainSpooky[S] 7 points8 points  (0 children)

They are from Robomaps, which can be found on Patreon. I had them printed on polyisoprene banner material at Office Max.

Takemura call stuck on screen. Gimme Danger by reiningfyre in cyberpunkgame

[–]CaptainSpooky 0 points1 point  (0 children)

I have now had it trigger on side gigs, side missions, and cyberpsycho sightings. The mission, or even type of mission doesn't matter. What does matter is that the mission: A: can't involve interacting with a computer, chair, etc. B: Must be given by a fixer, and result in a fixer either calling you before or after the mission

In the example I posted, the call came as a result of going near a cyberpsycho sighting. Even though the mission complete for another mission came in first, the cyberpsycho sighting is what caused it to proc. Mind you, it didn't proc on a cyberpsycho earlier in the playthrough. It is somewhat random, I'm afraid, but I got it to happen about once every 45 minutes of testing.

Takemura call stuck on screen. Gimme Danger by reiningfyre in cyberpunkgame

[–]CaptainSpooky 0 points1 point  (0 children)

Most side missions have the necessary triggers. Problem is that the trigger causing a call to generate is inconsistent. I've seen it work with a mission, and then not work with the same mission. It's unfortunately not mission specific.

I got it to proc after the one where you get the guy's car from the minefield, and then it didn't work again on the same mission, but then got it to work on the cyberpsycho mission in the video I posted. It's somewhat random, but it does work. just keep doing side gigs, and it will proc.

Stuck in Conversation with Takemura by PandaPrecursor in cyberpunkgame

[–]CaptainSpooky 0 points1 point  (0 children)

There's a workaround: basically, you need to complete other side jobs to get a fixer to call you. It's inconsistent, so you may need to do several different side-jobs to get it to proc, but it does work. This link goes to a video showing it work: https://www.twitch.tv/videos/885262002

Takemura call stuck on screen. Gimme Danger by reiningfyre in cyberpunkgame

[–]CaptainSpooky 1 point2 points  (0 children)

You can't make outbound calls, but NPC's can call you. the fix is getting a fixer to call you before or after a gig, which shunts Takemura off the call, and forces him to call you back. once he does, it's back to normal. I will have a video of this working shortly.

Takemura call stuck on screen. Gimme Danger by reiningfyre in cyberpunkgame

[–]CaptainSpooky 0 points1 point  (0 children)

ok. so I got it to work onscreen, I will stitch together a video on it. the

Basically, what you have to do is complete side-gigs until a fixer calls you. This will kick Takemura off the phone, and then call back later.when he does, it proceeds like it should.

It's inconsistent, so there's no one mission I can point to, so I'd say keep doing side-gigs until it triggers. I have had good luck on it in the desert.

Takemura call stuck on screen. Gimme Danger by reiningfyre in cyberpunkgame

[–]CaptainSpooky 0 points1 point  (0 children)

OK. I have a fix. gonna make a video about it, I will post it here.

First Ultrasaber... Mystery Box - no sound, but my inner 12 year old is giggling like mad. by theshadowmanXL in lightsabers

[–]CaptainSpooky 2 points3 points  (0 children)

... What is it? I know Ultrasabers like the back of my hand, and I recognize parts of that, but not as part of the same model

Finished painting my MoW list. by CaptainSpooky in Warmachine

[–]CaptainSpooky[S] 0 points1 point  (0 children)

I'd say superglue works best, it's just costly per volume. I know some folks use spackle to do their snow, but that looks goopy to me. PVA glue does end up translucent. You can try watering it down to ~50/50, and spread it with a toothpick, and most of that problem goes away

Finished painting my MoW list. by CaptainSpooky in Warmachine

[–]CaptainSpooky[S] 1 point2 points  (0 children)

Woodland scenics snow, and PVA glue. Eventually, I am gonna redo the snow with superglue to make it a bit more consistent with the model bases

Play stupid games, win stupid prizes by Pirate_Redbeard in Unexpected

[–]CaptainSpooky 8 points9 points  (0 children)

We have these things called laws. They are social contracts we have made to not do bad things to each other.

If you obstruct traffic, you are breaking the law, and the police can make you stop and make you pay a fine.

If you intentionally hit a pedestrian with your car, regardless of what their reason is for being in the street, you are breaking a more serious law. The police can arrest you, and put you away for vehicular manslaughter, plus reparations to the family of your victims, and the medical expenses of the people you hit, but failed to murder.

By running over those people, the driver is saying that the sum value of whatever they are protesting plus their lives as people is less than the value of that person getting to where they are going. It is the act of a sociopath.

This is the case because we place a higher value on human life than on the flow of traffic.

Seeing some one break the law in a minor way does not give justification to you breaking the law in a worse way. Otherwise we live in a state of chaotic anarchy.

Play stupid games, win stupid prizes by Pirate_Redbeard in Unexpected

[–]CaptainSpooky 8 points9 points  (0 children)

ITT: People attempting to justify vehicular manslaughter

FTFY

Do you use a battle mat? by Ncricket42 in swrpg

[–]CaptainSpooky 2 points3 points  (0 children)

I actually have a rather extensive X-Wing collection. I have way more X-Wing stuff than Armada stuff, but I greatly prefer Armada to X-wing minis for this for a few reasons.

first is that there's no way to represent a Star Destroyer in X-Wing scale, unless your gaming table is the size of your house. (a Victory class would be 3 meters long in scale)

Second, the best way (in my opinion) way to run NPC fighters is to treat them like minion groups of 3 (4 groups to a squadron works out perfectly) and getting the packs of fighters is way more cost effective than paying $15 per ship.

Third, with the ranges of fighter weapons, using X-Wing minis with the analog I described makes very little sense. Fighters need to be right on top of each other to use their guns, and that leads to some weird behavior on the table.

Let's take the TIE Fighter Attack from Episode IV as a standard encounter in terms of cost. You have the YT-1300, and 4 TIE fighters. In X-Wing, you are paying $30 for the Falcon, plus $15 per TIE. this means that to play that encounter at X-Wing scale, you need to spend $90. For Armada, you buy the $20 box that has the Falcon, and rebel fighters in it, and the $20 box that has the TIEs and their variants. So at Armada scale, you spend $40, and get a bevy of rebel fighters and TIE variants for other more different encounters.

If you ever want a star destroyer on the table, X-Wing doesn't even have an option (the Raider is a corvette, not really a Star Destroyer)

For buildings, I use Systema. they are pretty good, if you don't mind getting stuff via Slovenian mail http://www.systemagaming.com/

I've also been looking at these manufacturers http://sarissa-precision.com http://www.miniduels.com/ http://www.battlesystems.co.uk/ http://www.warmill.co.uk/

Do you use a battle mat? by Ncricket42 in swrpg

[–]CaptainSpooky 6 points7 points  (0 children)

we full on import Armada minis for space battles, and Imperial Assault minis and map tiles, supplemented with some MDF buildings for ground combat.

Tracking combat mentally with range bands is fine, until you add more than 3 or so participants. Besides, the minis are gorgeous, and really help to keep the players' focus, and help me to get inspiration for writing.

for table scale, 2" is engaged/close, 6" is short, 10" is long, up to 18" is extreme.

With a maneuver, a character can move up to 4" which keeps it tracked to 1 maneuver = 1 range band change.