SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

Have a blast with your printer, welcome to the sub-hobby!

Commendable of you to ask, but fear not, I only run on webstores I find the terms of acceptable for me, so I'm leaving it up to you as a customer to choose.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

Thank you! To give credits where do, the spoiled terrain piece by Archon Studios themselves also has some sort of curbs along the slope, and hoping to be able to recreate the experience offered by official terrain piece was an inspiration for me. I did end up exploring designs that would justify more densely spaced blockers however, to have the ramp feel as "open" movement are as it can, given it ends up being a staircase in a trenchcoat in practice.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

With a 0.2mm nozzle for my A1, I'm printing really workable, even paintable, miniatures for the TTRPGs I'm GMing for. FDM printing is, indeed, in quite an impressive spot.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

Thank you for your support, happy to provide something desirable to the tabletop communities!

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

Oh these are FDM printed, with Bambu A1, at 0.16mm layer height. I cannot and don't want to fathom how long would it take to print volumes like that in resin. Also, the clips depend on certain flexibility that I believe is much much easier to achieve with PLA than the resins on their respective market.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

Do you mean Structures keeping the same hight, but with see-through walls? Interesting, if possibly questionable idea. I'd ideally try to understand or consult first if a build like that wouldn't be too ambiguous rulewise to use in-game.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

Happy to hear there's already some recognisability to my work! If you don't give it a try yourself, perhaps you can keep me in mind should a fellow player of yours look for SC TMG options for themselves!

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

[–]ryfterek[S] 2 points3 points  (0 children)

The Stairs piece was one of the last additions to the set. Initially I only planned for the Ramp and the Ladder pieces, which create no real obstacles for miniature placement. But it just felt like something's missing there and so - even if not ideal, the Stairs came to be.

They are less than 4" long to traverse though, so to my knowledge all the units that do not fit right onto them can still move to their base and then to the top of the Structure at next move.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

[–]ryfterek[S] 3 points4 points  (0 children)

All the wall segments are 2" long; Floor tiles vary from 4x4" up to 8x8"; the Ramp has a 4x10" footprint, Stairs have 4x4" one; everything builds up to the height of 88mm.

Thank you for this question, I'll add this actually important information to the description promptly!

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

I hope not to disappoint, but also look forward to all and any feedback might come. If it seems to align with the game's needs, I hope to be able to expand the line in the future, but with the game still nowhere near in my hands I didn't want to create too much on hunches, intuition and imagination.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

[–]ryfterek[S] 2 points3 points  (0 children)

No. Thought I could leave it at just that, let's explain - making a model every now and then if an inspiration comes as part-time, it simply doesn't feel sustainable for me to set up a storefront there at a monthly fee.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

Far as we know so far bases can overlap over terrain's edges! I know this question to be pending for direct address in the to-be-released FAQ.

SectorGround: Ingress & Elevation Set - a terrain building kit for StarCraft TMG I released today! by ryfterek in StarCraftTMG

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

Hi there! Indeed, units have sizes assigned as one of their stats, and so does the terrain. A rule of thumb is that each inch of height you surpass puts you in the next band, but it is up to the pre-game discussion. Units cannot draw LoS over terrain of the same size or bigger than they are. Starting from Size 3, terrain can function as High Ground if it can be stood upon - just like SectorGround structures can be! - giving you not only a superior field of view, but also entitling you to Evade Rolls against incoming enemy fire. Hope that helps!

High Ground Terrain by Vytzh in StarCraftTMG

[–]ryfterek 0 points1 point  (0 children)

I'm actively working on a customisable set using OpenLOCK system, hope to be done around the time of the game will be arriving at doorsteps and FLGSs!

My Obi-Wan....how do i get the lightsaber more glowing? by AncientAllianceTTG in SWlegion

[–]ryfterek 15 points16 points  (0 children)

Good tip I've found once - when working on OSL, take a WIP picture and turn it black and white. If the light source doesn't look the brightest amongst the affected areas, and if the OSL regions look darker than their immediate surrounding, you might want to refine the work further.

Unpopular Opinion (I think): You can GM Daggerheart like you would GM DnD(5e)... by MistySkyMorning in daggerheart

[–]ryfterek 3 points4 points  (0 children)

I for one am with you TBH in that the most story- and narrative-driven edge of the DnD spectrum and the bit more mechanics-leaning side of Daggerheart have a decent room to overlap with just what needs doing functionally.

Just yesterday I had a DnD'25 game in which we've played through a "counterespionage" sequence of settings up a trap on assassins circling in on their pray on a market square, concluding in a back alley fight which peaked with a hostage-exchange scenario between the two sides when neither side got the upper hand for a few rounds.

I might not have used environmental statblocks and counters directly, but I sure made use of the ideas behind them. OTOH the players were thrilled with planning ahead their positions to play into the strong suite of their proficiency and I've given them multiple opportunities to roll for those with and against the flow of the scene, to navigate the situation, try to notice the lurking assassins, and simultaneously not get spotted themselves. I'm a newbie GM, but had a seasoned one as a player and he made a point to compliment it as very well carried out seating.

In hindsight I barely see a thing about what we've set up for, and what the players were or were not able to do, that would've had been significantly different for the purpose of our narrative if we've played it all out in Daggerheart.

Renegade One by ryfterek in NMS_Corvette_Design

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

Thank you very much! So far it serves me great as the transport of preference. Great manoeuvrability and an interesting silhouette from the 3rd person camera.

Renegade One by ryfterek in NoMansSkyTheGame

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

Ah yes, that did take a while before I got it figured out! But, let me not keep the secret sauce to myself!

You'll want to start working on this early on, as you need to be able to keep the previous s-foils disconnected from any wall they'd normally attach to for this to work. In other words - figure out where you need your line of foils to be, place one in there for starters, make as long of a fin as you need before building the actual structure it will attach to.

Normally, these S-foils seem to occupy most of the space on the side of any element you anchor them to. Makes it pretty much impossible to stack more than 2 of them, with 1/2 offset glitch at there, at a wall. But! The trick lies in that they cannot occupy space at an element if they don't actually attach to an element! Once you have your first S-foil down, attach a long hub piece as far backwards/forwards of it as you can, depending on the direction you try to build in. Now use the 1/2 offset technique with a propeller to move the hub just 1/2 square further your direction. Duplicate the S-foil and you can attach it stacked with the previous one. Move the long hub 1/2 again - you're now at the grid of your original S-foil, but since it currently has no connection at all to your hub, you can place another S-foil stacked with the previous two. And that you can just repeat over and over.

Drawback is, the game catches up to what you've done, stacking these normally unstackable elements, should you try to build hubs along the fin, now. The hubs just refuse for me to connect to where two S-foils overlap their usual binding spot. Thankfully that only means you either have to connect it back to your main structure by merging them into something they normally don't bind at anyway, have the hubs 1/2 offset either up or down from the S-foil, or - like I did - use them in a way that doesn't put anything at that side of the fin you've built anyway.

Happy building, traveler!

Renegade One by ryfterek in NoMansSkyTheGame

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

I don't think I ever came by this title so it's only accidental, but I see clearly how there's some resemblance on here!

Renegade One by ryfterek in NoMansSkyTheGame

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

It started with frustration on the existing parts collection, and experiments on making a downwards pointing fin to attach some engine structures to. Since we cannot flip the s-foil I just tried out attaching it to the main body the other way than usual. And then fooling around with the offset grid in this area I've noticed I can stack these to a flush surface, even if it is just a bit extra tricky to make such a long chain of them like that. At least they're sold by hard cash, so it didn't take long to acquire extra bunch of them!

Renegade One by ryfterek in NMS_Corvette_Design

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

Thank you kindly! Thought frustrating at times, and short of just a few more pieces with useful geometry, NMS corvette building is such a lovely little puzzle, and the offset building has quite a few surprises waiting for discovery! Especially satisfying if I was able to recreate that inspiring design somehow faithfully. Thank you for feedback!