Toby’s compendium of techincal tips, #1

I just managed to lock up my Mac (which obviously isn’t possible), and had to remove the battery and power to hard reboot it. When I tried to restart NeoOffice (the mac equivalent of Open Office), it complained that my personal settings were already being used.

A quick look on the web identifies that there is a lock file that is left over by NeoOffic, but not where this was on MacOSX.

Its actually at /Users/<account name>/Library/Preferences/NeoOffice-2.1/.lock

Delete the .lock file, or mv it to .lockold and NeoOffice works again.

Underground delays

From my TfL email:

DISTRICT LINE: Minor delays are occurring on the Ealing Broadway and Richmond branches due to trespassers on the track earlier at Ravenscourt Park.

PICCADILLY LINE: Minor delays are occurring on the Uxbridge branch only, due to a trespasser on the track earlier at Eastcote.

What is today – national wander on an electrified track day?

Toilet Paper

I remember once reading a piece in Private Eye satirising some chief exec who had so little time on his hands and was so off the wall that he sent round an office memo about the correct orientation to place the rolls of toilet paper in.

 

And yet there is an orientation to toilet paper. Any sane human being would always orientate it so that the free end hung down away from the wall, rather than right next to it. I am reminded off this because I found a roll at work today that had been hung the other way and found it really annoying. Which preseumably means that in the eyes of Private Eye I am now a nutter. All I need to do now is become a chief exec and I can impose my toilet paper fascism on others.

Story 1, Chapter 1 (Draft) – repost

Reposted as I inadventently deleted it.

Like all stories this story starts with a city, an incredible city. Alzahar, rising from the rocky wastes, animpossible mountain of jumbled dwellings and houses, as baked yellow and brown as the wastes themselves, a thousand years of habitation piled on top of each other, inconceivable in this waterless land. Trade routes from far off lands converged upon this point and the city lived for the bellow of camels, the aroma of heavy spices and the flow of gold from hand to hand. As the weary traveller approached across the rock shards of the wastes, the secret of Alzahar became visible, the great rift, hidden from distant sight, that carved through the wastes and out into the sand sea, where the waters of the Gualf emerged from their underground course and cut a great gorge through the soft sandstone of the wastes. Here, a thousand feet below the wastes, were gardens and fields of plump dates, rushes and birds nesting in the caves that lined the cliffs. And at the head of it all, at the point where the stygian river emerged into the harsh glare, straddling the head of the gorge was the great city itself, hewn from the dust-coloured stone on which it sat, rising like a cancerous tumour from the rock itself. Alzahar, the very heart of the world.

The arrival of a caravan from across the wastes was not an event of import in the life of Alzahar. It required a few officials to bestir themselves in order to inspect the burdens the camels carried, assess and log the contents, fill out forms and register the travellers. It bestirred the crowd of beggars and children and crowded round the newly-arrived offering services that they needed after weeks in the desert; a room, a bath, food, companionship, a beautiful girl, or several. To the seasoned traveller these were annoyances, they had favourite haunts, long term companions, places they knew were clean in every sense. To the first time traveller, they could be deadly, leading to a blind alley in the furthest reaches of the city and a quick end.

This morning’s caravan was no different to any other, arriving in the early hours before the midday sun started to beat down mercilessly. It came from over the Bathan hills and from the far off port of Arcolan, on the Inner Sea, part of the Empire. It brought goods that only the Empire could provide, cheap but well made swords and spear-heads, beautifully decorated pattery in the latest styles, salt. Amongst the travellers however was one who was new to Alzahar, white skinned after the fashion of the Sealanders. The crowd by the gate marked him, the desert traveller attire badly worn, by one not used to it, but also the outline of a sword visible under the long robe, the hilt occasionally visible as he moved.

Formalities past, he hefted a small bundle over his shoulder and after a few brief words and directions from the caravan leader strode off, taking the central road out of the irregular market place by the west gate. The caravan would take the large road that ran south along the city wall, towards the rich merchants quarter, but the central road he took led upwards, twisting and turning past the blank fronts of ancient buildings, into the very heart of the city. Alzahar had not been built on a hill, but war, local feuds and the passage of ages had crumbled many of the oldest builsings of the city to rubble and future generations, had just built upon the wreckage that they couldn’t salvage. As a result the centre of the city had risen gradually higher and higher and the few truly ancient buildings that still stood now opened to the street on what had been their third or fourth floor, everything below relegated to unlit basements. The city stood not so much on a hill as on a termites nest, riddled with long abandoned cellars, rooms and tunnels, home to vermin and those who preferred to conduct their business in the dark.

The buildings towered overhead, cutting out the bright sun and keeping the street cooler than expected. The street wound onwards, past doorways barred with great metal bound doors of wood so ancient, desicated and worm eaten that they looked as if a single blow would shatter them. A small gaggle of children and youths followed, eager to see where the stranger was headed, if he knew him himself. At each turning he stopped, considered and then took the higher road, or at least the road that seemed initially to lead higher, until at last he emerged again into the light, in an irregular and empty square at the top of the city. Opposite him stood a large building, its great gate, large than any other seen so far, flanked by a pair of stone towers. Above the gate was a stone arcade or loggia, a balcony facing the square below.

Crossing the square the stranger banged on the gate, the noised echoing around the square and hollowly within. Nothing stirred, save an old beggar on the corner of one of the other streets that led into the square, who sidled slowly over, hobbling and hawking as he came.

“No-one there” he said, “no-one there long time” he continued in a strange argot of local Sidelhian and the Rhamonian of the Inner Sea.

“But this is the palace of the king?” asked the stranger, in a different version of the same argot.

“Once, once was, no king here now.”

“Where is he then?”

“I take you, maybe, it is good for me, maybe” the beggar suggested.

“Yes, the king. I will give you money if you take me to the king.”

The beggar turned and shuffled off across the square towards yet another narrow street. The stranger stayed standing in front of the palace. Turning, the beggar gesticulated widlly at him – “Come, come, here, this way”.

Making his mind up the stranger bent down to straighten his boot and then strode across the square, catching the hobbling beggar in a few short strides. The beggar hobbled into the narrow street and then took a side alley that descended a sharp set of stairs, which he negotiated with difficulty. He then entered a maze of smaller streets in the north end of the city. The stranger was no innocent and he recognised that this was a dangerous situation. His senses searched the area aroudn for possible threats and his unease was rewarded when suddenly in a narrow alleyway, there was a scuffle of feet, and two other men burst out from a side alley. The stranger’s reactions were cat-like. He turned and his left hand shot out, the dagger concealed in the palm flying across the intervening gap and hitting one of his assailants in the face. He continued turning, drawing his sword as he went. The straight blade flashed out in a wide circle and decapitated the beggar as it went, his head spinning off into the corner and the knife falling clattering from his hand. The sudden moment of silence was broken by a shout from the ruffian behind him and a scream from the one he had hit. He ran, not pausing to look behind him, but hearing the sounds of feet in pursuit. He turned a corner and continued down another blank alleyway, when he saw a dark-robed figure, armed with a scimitar, enter the alleyway from a turning ahead of him. Turning back was not an option, but he had already noted one of the buildings in the alleyway was little more than a ruin, its doorway gaping open darkly, its upper storeys little more than rubble.

Eldar Vyper weapon efficiency

The big question with the Eldar list is what weapons to mount on your various vehicles. This is a pretty complex question, and varies depending on the vehicle and your opponents, but here are some initial thoughts for the Vyper.

The common factor is that its always fired at BS3 on a Vyper.

Firstly against common infantry types:

Kills per turn: Imperial Guardsmen Tau Space Marines
Shuriken Cannon 1.25 0.63 0.41
Scatter Laser 1.11 0.83 0.56
Star Cannon 0.83 0.83 0.83

So far, so unexpected. Shuriken Cannon is best against Imperial Guardsmen, Star Cannon is best against Space Marines and Scatter Laser is best all-rounder. Now we need to consider the costs of the weapons. Originally I looked at it as the marginal extra cost of the weapon, but for a Vyper where the weapon-load is all there is, I want to look at it as the total efficiency of the vehicle in three different configurations. I have added Spirit Stones to the vehicle as well.

Configuration Price Imperial Guard Tau Space Marines Average
Shuriken-Shuriken 70 3.57 1.79 1.19 2.18
Shuriken-Scatter 80 2.95 1.82 1.22 2.00
Shuriken-Star 90 2.31 1.62 1.39 1.77

The average column here is a bit of a delusion, as it assumes that each of these three will crop up with equal chance. If we assume that Space Marines (and Necrons who have basically the same profile), crop up twice as often as Tau who crop up twice as often as Imperial Guard, then the overall efficiency changes, but not by much. Shuriken-Shuriken becomes 1.70, Shuriken-Scatter becomes 1.64 and Shuriken-Star becomes 1.59. The efficiency has decreased in each case because Space Marines are harder to kill but the relatively minor changes in Space Marine killing efficiency are still outweighed by the massive differences in Imperial Guard killing efficiency.

Conclusions

The overall conclusion is the one that I went into the exercise with as a gut-feeling – for 5 pts its hard to beat a Shuriken Cannon. The interesting thing is how similar in killing efficiency the three different payloads are against Space Marines.

I think that at the moment though, I might go for compromise and equip my Vyper with a Scatter Laser and Shuriken Cannon, if only because I have a spare Scatter Laser from a Falcon that I converted to a Wave Serpent, which allows me to use the Shuriken Cannon that came with the Vyper to upgrade the on-board Shuriken Catapults to a Shuriken Cannon. Why GW never designed their Eldar vehicle sprues to actually have the various options that are possible on the vehicle I will never know – but that’s a whole topic on its own.

iPhone

Why is anyone even remotely surprised that Apple are already in trouble far calling their phone the iPhone when Cisco have already got the name trademarked? Why do Apple not seem to care about other people’s intellectual property, when they must have realised over the years that they are wasting a fortune on all these name infringements.

And more importantly isn’t iPhone the most boring name ever invented? Its not like they called the iPod the iMP3Player. Everyone knew that it was going to be announced and everyone knew roughly what it would be like. It’s hardly revolutionary to anyone who has a smartphone (no matter what Jobs might say), although it is nicely designed (what it will look like after six months of rattling around in my coat pocket with my car keys is another matter).

Calling it the iPhone reinforces the problem that its really just a phone. If they want the wow factor, they need a name that sums up what it really is in their eyes. If they think its more than a phone, iPhone is the worst thing they could call it.

Current Projects

My current wargaming projects are (and I need to remind myself of this to stop myself starting new ones):

28mm –

WAB – saxon and viking armies (painted 11 saxons and 8 vikings, to-do 12 vikings and 28 saxons)

DBM – Polybian Romans

WFB – High Elves (need finishing), Tomb Kings (need a couple of figures and a re-vamp), Dwarves (only just started)

W40K – Sisters of Battle (finishing touches), Eldar (new codex, complete change?)

15mm

DBM – Later Achaemenid Persian (about a quarter done, lovely Xyston figures), Minoan (last few chariots, replace all spears with xyston wire spears)

10mm

Warmaster Ancients – Sassanid Persians (about a quarter done)

As wargamers go, I suspect that that is a pretty small painting pile, but then I am omitting the most hopeless cases.

Fourth Age Middle Earth Role Playing Rules (Draft version 0.01)

Introduction

The aim of these rules is to allow role-playing in Tolkein’s Middle Earth within the ethos of Tolkein’s world. There have been various role-playing systems that have been used for Middle Earth, but they have all used mainstream rules-sets and ignored the unique features of Middle Earth, and have therefore short-changed the player. The key aspects of Middle Earth that I see and that are rarely reflected by rules-sets are:

  • There is no real magic in Middle Earth. It is magical but there are no spell-casters in the classic RPG tradition. Superhuman abilities and feats seem to derive from the natures of the protagonist.
  • There is no religion. The Valar may be analogous to gods but they are not worshipped and there is no evidence of any organised cults.
  • There is an emphasis on lineage and authority, especially as concerns magical items.
  • There is an expectation that people will behave according to their archetypes which needs to be reinforced and rewarded by the game system.

As a solution to these problems I propose to use a modified version of Greg Stafford’s Pendragon RPG system.

Traits

The heart of the system are traits, which measure your character’s behaviour in 14 areas, each on a scale of 0-20. Each area has a pair of reciprocal traits, the sum of which will always total to 20. Personality traits are altered by actions – the Games Master may add or deduct a point automatically for a particularly string deed, or he may ask you to make a personality check for a more nuanced need. In this case you need to roll over your current score in that trait in order to increase the trait by one.

Boons

Combinations of traits can lead to boons. This is the key game mechanism that allows for character development and progression. The ratioanle is that as the character becomes more noble or courageous or just, then they gain concomittant abilities. Thus someone like Aragorn, who is the epitome of courage, justice and nobility, is genuinely superhuman and protected by the powers from danger. Conversely, characters who are degenerate and depraved will gain abilities reflecting these personaility traits. Retaining the abilities depends on maintaining the personality traits, so you need to keep acting heroically to maintain your heroic abilities.
In order to structure the boons more conveniently, they are attached to Valar, which gives them a connection to the ethos of the world.

Skills

Skills are the general skills of the character, such as riding, sword-fighting or swimming.

Feats

Feats are the exceptional skills and abilities of the character. Feats are gained as a result of hero-points, which are given for heroic activities. Feats do not need to be specified at the time the hero-points are allocated, rather hero points can be used whenever to specify a new feat. Thus the ability to run without rest for three days is not a skill, it is not within the normal range of human or elven or dwarven ability. It is rather a feat. If the need suddenly arises to run without rest for three days, the character could use unused hero points to gain this feat. Once a feat has been gained, it can be used as many times as required. Feats need to be kept quite specific and rare in order to not unbalance the game. The cost of a feat in hero points should match its potency and scope.

Encumbrance

The dreaded encumbrance rears its head.

Now that you are no longer all lightly armed barbarians and some of you are starting to aquire significant levels of armour, we need to start doing encumbrance properly.

You need to work out your actual encumbrance at the start of the next session and then deduct your encumbrance from ALL skills in the following categories:

Agility (including parry)

Manouver (including attack)

Stealth

Magic

So there.

Seriously though – this will give a trade off for those of you who aren’t in tin cans and makes the whole heavy armour thing more realistic. Also makes you think about whether to bring that extra 100′ of rope at 15 ENC with you.

New Combat System

New combat system (probably stolen by my subconscious from either Pendragon or HeroQuest).

Take your attack skill and divide by 5 to get a number between 1 and 20.

Opponent does same with either Parry or Dodge.

Each of you rolls a D20, attempting to get under your target number. A 20 is a fumble.

Defender is under target number, attacker is under target number = parried hit – attacker does damage equal to the amount he exceeds the defender by, capped by the maximum damage for his weapon.

Defender is over target number, attacker is under target number = hit, attacker does his score in damage, capped by the maximum damage for his weapon.

Attacker is over target number = miss.

Then just roll another d20 for the location and deduct armour from damage as normal. If the attackers score was equal to his target number, its a critical and doesn’t deduct for armour.

Only three dice rolled rather than 4 (6) and parries are more progressive – which is probably important as you get to higher skill levels. More chance of a fumble and critical though, and the chance of a fumble and critical are not influenced by your skill.