Jump to content
Rolling Thunder Forums

RTGRuss

Admin
  • Content count

    1,047
  • Joined

  • Last visited

Everything posted by RTGRuss

  1. RTGRuss

    Game 103 Recruiting

    Hi Guys, Game 103 will be the same as Games 100-102. You can choose your nation when you register based on what is available ā€“ first come, first serve. Registrations have begun so some nations are already gone but you have your choice of what is currently available: Game 103 registration begins today. If you have more than one choice let me know (in case the first one is gone by the time I get your email) and the faster you get your choice in the better. Game is currently 85 % full List of available nations: Austria Baltic States Central Russia Finland Hungary Poland Best of luck! Russ
  2. RTGRuss

    Game 103 Recruiting

    Seven nations left so getting extremely close - a few more and we'll roll with what we have. If you are interesting in joining Game 103 let me know soon! Russ
  3. RTGRuss

    GAME 102???

    Hmm....I'm not sure at the moment. That appears to be the case but I'll see what I can find out. Russ
  4. RTGRuss

    Russ News

    Hi Guys, The last couple days I've been working to move my father-in-law from his retirement village apt to a memory care facility. Between getting the new place set up, clearing out the old one, trips to storage, etc. things have been hectic and I'm running about a day behind on Victory! I'll try to have turns for late Tues, Wed/Thurs up tonight (probably late) and then I'll work on late Thursday, Friday turns on Sunday night. My apologies for the delay. I hoping some of my family commitments will ease up a little going forward now so that I can get back to a more regular schedule. Best wishes, Russ
  5. RTGRuss

    Game 103 Recruiting

    Heya Guys, Game 103 is now up to 75% full so getting closer - ten more active nations would be ideal but I'll get the setup rolling if we can pick up another five so...if you've been thinking about jumping in on Game 103 let me know soon and hopefully we can get this game going. Russ
  6. RTGRuss

    Orders Supplement

    Hello all, I'm working on the new Orders Supplement - those wishing to contribute and assist on the project are welcome to do so by participating in this thread (and thanks to those folks in advance ). I'm planning on reorganizing the supplement along the lines given in this orders summary doc. Check it out and give me your opinion. Thx Russ Edit: Old version removed - see Post # 16 for current version
  7. RTGRuss

    Draco Galaxy turns

    Hi Guys, Pete and I are both seeing bounce backs from Hotmail accts for our primary email accts but I do maintain a Hotmail acct myself as an alternate so if you have a Hotmail acct and haven't received your results yet contact me and I'll send them out from my end. I've sent out results for a couple guys that I knew about for sure already. Russ
  8. RTGRuss

    SuperNova Turn Fees

    Hi Guys, The email turn fees in SuperNova have been the same $6.00/40 orders (postal turns were $8.00/40) since the game was released (it'll be 16 years this coming September). We've done our best over the years to keep the price the same, reducing expenses where we could, etc. but there always expenses that you can't avoid that creep up with time and paychecks can only soak up so much before it becomes a problem. About 4 years ago we increased postal turns to $9.00/40 and that increase was pretty much one for the US postal service which raises its rates on a fairly regular basis. This time we are going to institute a small across the board increase to catch us back up and allows us to continue for the foreseeable future. Accordingly we are instituting a small price increase for SuperNova, effective immediately, as follows: $6.25 / email turnsheet (40 orders), $9.50 / postal turnsheet (40 orders), $15.00 new empire setup It's not a major increase or change (4-5%) so I don't think it will affect most of you too much and I hope you understand our position and the fact that we've done our best to keep fees down for as long as we have. Thank you for your continued patronage - many of you have been in SuperNova since the beginning This change will catch us up some on expenses and let us continue to provide SuperNova for many more years to come. Russ
  9. RTGRuss

    Victory! Turn Fees

    Hi Guys, The turn fees in Victory! haven't changed in at least 20 years (our current accounting program was done in Summer of 1998 and back then Victory! turns were still $6.00 a turnsheet (30 orders). We've done our best over the years to keep the price the same, reducing expenses where we could, etc. but there always expenses that you can't avoid that creep up with time and paychecks can only soak up so much before it becomes a problem. Accordingly we are instituting a small price increase for Victory!, effective immediately, as follows: $6.25 / turnsheet (30 orders), $ 0.20/page for postal results, $6.00 new game setup It's not a major increase or change so I don't think it will affect most of you too much and I hope you understand our position and the fact that we've kept fees the same for as long as we did. I know that Victory! service has suffered some this year with the personal problems I've been facing and that an HOV update is long overdue. I'll be trying to get back on track with both in the coming months and I do apologize, especially for the HOV issue. Honestly I've been doing the best I can but I've had a lot on my plate and, over the last few months, life has really doubled down and shoved even more onto it Doing what I can to dig out Thank you for your continued patronage - some of you have been gaming with us for a very long time . This change will catch us up some on expenses and let us continue to provide Victory! - I don't know if I'll survive another 20+ years of PBM but I'll do what I can Russ
  10. RTGRuss

    Official: Turns Are In Thread

    Hi Guys, Some good news - I've seen a charge on our business card that shows Pete getting SN postal results in the mail on Saturday and picking up some supplies at Staples on the 9th so he is alive and kicking If he can print results then power is ok so it seems his internet access is the problem. As soon as they get him back up and running I expect turn results will be the first thing to go out - Comcast is his ISP I believe so we just have to think good thoughts and offer prayers up to the Comcast crews Russ
  11. RTGRuss

    Official: Turns Are In Thread

    Hi Guys, I haven't heard anything from Pete so I'm assuming at this point he is having power/internet issues. As any of you that have been in a similar situation know, sometimes you just have to wait for the utility crews, etc. to do their jobs. I know Pete will get things out as soon as he can so hang in there. If I hear any news I'll post a note here on the forums. Russ
  12. RTGRuss

    Official: Turns Are In Thread

    Hi Guys, I don't know what the delay is at this point, I haven't heard from Pete. Last time I talked with him they had had a power issue at the house. Utility crew had been out to fix it but maybe the fix didn't take or maybe he is having internet issues. The weather up in his area hasn't been good and utility crews are stressed, etc. If I hear anything, I'll post a note. Russ
  13. RTGRuss

    Game 101

    Sorry everyone - I ran into a code issue, one of those rare ones that only shows up when circumstances are very specific, and it took a fair bit of time to figure out. One I hadn't seen before so a rare one. In any event, turns for late Tues, Wed/Thurs just went out. I won't be doing late Thurs, Friday until tomorrow. If you have a turn coming in for then and you need some time to absorb info from allies, etc. then just let me know via email and I'll make sure that your turn is in before starting tomorrow. Sorry again for the delay. Russ
  14. RTGRuss

    Game 100

    Sorry for the delays - I've been dealing with a lot of family issues of late and things have been crazy. I think I can see the light at the end of the tunnel so hope to get things back to normal soon. Russ
  15. RTGRuss

    Game 102 Starting

    The Game 102 setup results have gone out so those of you in the game should have them now The first turn is eligible on February 10th but note that I normally backdate all first turns to Day 1 of the first turn cycle since the production multiple doesn't go into effect until the second turn cycle. So, if you need a little extra time on the first turn that's ok, you can get in a little late and still have your turn processed with a Day 1 processing date. Remember that Game 102 is a 14-day interval game (affects production multiple calculations for later turns). Note that Game 102 will show, for technical reasons, as a Game 92 setup. This is not an error. The game will be recorded as Game 102 when all is said and done but during play, for all practical reasons, it is Game 92. Use Game 92 for order entry, etc. This workaround was the best solution to keep the processing programs happy, etc. Important Note: Check your privacy option and contact info (for RNA purposes) on your results and let me know if there are any changes that need to be made before the first turns start to process. Also check your tech selection and make sure it is correct - I can change it before the game starts but once turns start to process that's the end of tech changes. Game 102 has the following positions still available: Trans-Jordan Yugoslavia It is possible that one or more additional nations may become available if we get some early drops and/or position exchanges. If so I'll post a note here to see if we can fill them with active players. Once a game has reached tech period 3 the nations are set and the only way to get into that game is via a position transfer or by being nominated to take over for a Total Ally that has dropped for some reason. We will be accepting registrations for Game 103 beginning at 9 AM (my time zone so MST or GMT-7) on January 30th. Game 103will be a first come, first serve setup as well so I want to give folks the weekend to think it over before opening up the registration process. Once things start on Tuesday I'll go by date stamp on email so if you are interested in a particular nation get your registration request email in as close to 9 AM (my time zone so MST or GMT-7) on the 30th that you can. Note that early submissions don't count so wait for the start time so that everybody has a fair chance. Best of luck to everyone!! Russ
  16. RTGRuss

    Russ News

    Hi Guys, My wife's mother passed away suddenly this afternoon so my schedule for the new few days will likely be hit and miss. I'll do my best to keep things relatively caught up but just wanted to let everyone know that things are little hectic on my end. Best wishes, Russ
  17. RTGRuss

    New Forums Software

    Hello all, We've upgraded out forums software to the latest version so bound to be a few changes here and there. Still looking things over, etc. If you have any problems or comments just let me know. Russ
  18. RTGRuss

    Empire Ownership Issue

    Our policy with regards to empire ownership has become a bit of a hot-button issue so let me go over it. 1) The former player of an inactive position may reactivate that position on any given turn cycle assuming the position has not lost its homeworld or, in our judgment, is in the process of doing so. 2) A player may transfer ownership of an active empire they run to another player (friend, ally, whatever). We do not allow anybody to just pick up an inactive position on demand, regardless of where it may be. In special situations, we may allow a little latitude here and there but not much. We also reserve the right to refuse to allow any transfer and, as always, to intervene in any game activity when we believe it to be necessary. We do not do these things lightly but the potential is always there. It should also be known that we expect transferred positions to be actively played, not run for a turn or two then dropped, not stripped of defenses then conquered, not transferred from player to player to player, etc. Players abusing our policies can find those abuses halted and their future activities more closely watched. Now that contact between empires is far more common, there has been some grumbling in this area. Worries that inactive borders will suddenly become active, that neighbors will turn from friendly to actively hostile due to an ownership change, that one player will control multiple empires on my border directly, etc. These concerns have some merit. It is possible for an inactive empire on your border to suddenly become active, it is possible for a friendly neighbor to suddenly become actively hostile and it is possible for a person to control multiple empires near you directly. The fears and concerns, however, almost always outweigh the realities. Keep in mind that a majority of the rumors and claims you hear via the grapevine are often either partially or completely untrue. Should we refuse to allow players to reactivate dropped positions? Keeping an empire that drops inactive forever certaintly has some advantages for the active empires in the area although they do lose a potential trading partner, potential ally, etc. as well. Pros and cons. A reactivated Empire on your border could be a great bonus, or it could be another enemy. Inactive positions can be neutralized via combat though so if you have an inactive position on your border and want it to stay that way (for sure), get your fleets in action as soon as you can and work on reducing it. We won't reactivate an empire that has lost its homeworld or is the process of doing so. By allowing reactivations, players can reclaim positions that they may have had to drop due to illness, economic hardship, a hectic life, etc. and more players always makes for a healthier and, usually, more enjoyable game. Should we refuse to all empire transfers? Clearly the most potential for abuse lies in this area but we also should consider the effects of such a ban. Currently, a position transfer is legal which 1) Allows a lot of good things such as keeping an empire in the alliance or a local trading partner active when somebody has to drop, etc. and 2) It keeps the activity above board and makes it easier for RTG to monitor. Banning the transfers in situations like this tends to simply drive it underground. Player A keeps control of the empire but sends his results to Player B who fills out the orders for Player A to submit - they work out a personal arrangement to cover expenses and we have the same potential for abuse as before. Only now it is far more difficult for RTG to monitor. The pace is SN:ROTE was deliberately designed to be slow and for quite some time, none of these things mattered. Now that the game is reaching that point where contact is far more common, the possibility of war is on the horizon (if not already started) and these things become far more emotional. The pace has made it slow to arrive but the wars are coming and empires will begin to fall sooner or later. Losing a war and thus an empire that you've put so much work into is difficult at best. The defender has a lot of advantages but no empire is invulnerable. If you have more enemies than allies amongst your neighbors then you may well be in for difficult times - whether those enemy empires are controlled by the same person (rare) or by multiple people who have banded together to destroy you (much more likely). Regardless, no empire should consider itself without hope until the enemy actually arrives in the home system and starts blasting apart your defenses. The pace is slow, the defender has a lot of advantages and you never know what another turn may bring. Another ally could appear, your enemies could find themselves under attack on another front, one or more of your enemies could drop for a variety of reasons, etc. Remember that it is a common psychological warfare ploy to tell someone they are surrounded and without hope and that they should probably just drop now to avoid the inevitable. This ploy is always a great victory for the initiators if it succeeds - they win without firing a shot and, in many cases, they win based on false pretenses. Your strength is in your HW - as long as you hold that there is always hope. Take care & good gaming! Russ
  19. RTGRuss

    Player Aids

    Hello all, We've got a new area on our website for all player-generated SN playing aids - strategy & tactics, worksheets, etc. SNROTE Player Aid Downloads Any player wishing to contribute to this area is welcome to do so. Send me an email with the file and the descriptive text (as you'd like it to appear on the web site - see site for reference) and I'll get it up asap. If you wish to provide support (answer any questions, etc.) then please do via this forum (where we have public forums, email, private messages, etc. to help you). If you use any of the playing aids, please take the time to thank the author for their time and effort. These aids are produced and provided by players with a desire to help their fellow gamers and with a love of gaming in general. Optional: If you find a particular aid extremely helpful and wish to contribute a little something to the author - let me know via email or private message and I can help you arrange a small $ transfer into their RTG gaming account. (Note: This is not a requirement nor is it expected - just an option.) Russ
  20. RTGRuss

    Game 102 Recruiting

    Hi Guys, Game 102 will be the same as Games 100-101. You can choose your nation when you register based on what is available ā€“ first come, first serve. Registrations have begun so some nations are already gone but you have your choice of what is currently available: Game currently 92.5 % Full Here are the currently available nations: Poland Trans-Jordan Yugoslavia If you have more than one choice let me know (in case the first one is gone by the time I get your email) and the faster you get your choice in the better. Best of luck! Russ
  21. RTGRuss

    Game 101

    Hi Guys, I'm running behind on the Friday group (including the first turns for Game 101 (91). Working on them this morning so they'll be out later today. Russ
  22. RTGRuss

    Game 101 Starting

    The Game 101 setup results have gone out so those of you in the game should have them now The first turn is eligible on August 25th but note that I normally backdate all first turns to Day 1 of the first turn cycle since the production multiple doesn't go into effect until the second turn cycle. So, if you need a little extra time on the first turn that's ok, you can get in a little late and still have your turn processed with a Day 1 processing date. Remember that Game 101 is a 14-day interval game (affects production multiple calculations for later turns). Note that Game 101 will show, for technical reasons, as a Game 91 setup. This is not an error. The game will be recorded as Game 101 when all is said and done but during play, for all practical reasons, it is Game 91. Use Game 91 for order entry, etc. This workaround was the best solution to keep the processing programs happy, etc. Important Note: Check your privacy option and contact info (for RNA purposes) on your results and let me know if there are any changes that need to be made before the first turns start to process. Also check your tech selection and make sure it is correct - I can change it before the game starts but once turns start to process that's the end of tech changes. Game 101 is now full It is possible that one or more additional nations may become available if we get some early drops and/or position exchanges. If so I'll post a note here to see if we can fill them with active players. Once a game has reached tech period 3 the nations are set and the only way to get into that game is via a position transfer or by being nominated to take over for a Total Ally that has dropped for some reason. We will be accepting registrations for Game 102 beginning noon (my time zone so MST or GMT-7) on August 14th. Game 102 will be a first come, first serve setup as well so I want to give folks the weekend to think it over before opening up the registration process. Once things start on Monday I'll go by date stamp on email so if you are interested in a particular nation get your registration request email in as close to noon (my time zone so MST or GMT-7) on the 14th that you can. Best of luck to everyone!! Russ
  23. RTGRuss

    F.A.Q.

    Frequently Asked Questions Q. How is the winner determined at the end of a game? A game can be won by an individual nation or by a multiple nations. The way it works is as follows: The individual score for each nation is calculated (based on victory conditions - mandatory & optional). The average score is calculated for each nation - factoring in the individual scores of any TA that a nation may have. The average score is the one used to determine the winner(s). Examples, 1) Germany has an individual score of 400 and no TAs. Germany's average score would be 400 as well and its final standing would be based on that. 2) France has an individual score of 450 and has Lowlands as a TA. Lowlands has an individual score of 330 and has France as a TA. The average score for both France and Lowlands is 390. They would both finish behind Germany from the previous example (France would have beaten Germany if it did not have Lowlands as a TA at the end but it did and the low score of Lowlands resulted in an average that placed them both behind Germany). 3) Spain has an individual score of 450 and has Italy as a TA. Italy has an individual score of 430 and has Spain and Tunisia (an inactive nation) as TAs. Tunisia (inactive) has an individual score of 200 and has Italy as a TA. This is the most complicated scenario since each nation has a different set of TAs. The average score for Spain would be 440 (the average of Spain & Italy). The average score for Italy would be 360 (the average score of Spain, Italy and Tunisia). The average score for Tunisia would be 315 (the average of Italy and Tunisia). The fact that each nation has a different set of TAs will accordingly result in each of them finishing with a different average score. Spain would finish above Germany at 440 (earning an individual victory if no other nation finishes with a score equal to or higher than it), Italy would finish behind France & Lowlands with its 360 average score (the inactive Tunisia dragging it way down) and Tunisia, as an inactive, would not place at all. If Italy had managed to break the TA agreement with Tunisia before the end of the game then it would have been averaged only with Spain and the two of them probably would have had an alliance victory. The last scenario is the most complicated - the way to avoid that is to make sure that every member of a Total Alliance has the same TA set (i.e. Norway is TA to Sweden and Finland, Sweden is TA to Norway and Finland, Finland is TA to Norway and Sweden). If anybody has a TA that nobody else has then the average score for the group will not be the same (in most cases - mathematically it is possible). Note that the TA agreements you have in force will determine your average score but the final determination of winner(s) is based only on the average score. It is possible for two or more nations who are not TA's to finish with the same average score. In that case it would be considered an alliance win - whether or not they were TA's in the game. To avoid unpleasant surprises at the end - make sure nobody has an extra TA that the rest do not and make sure to ditch any inactive TA well before the end of the game. Q. If multiple nations win a given game do they all receive the free game prize for winning? Yes - the free game prize for winning a game of Victory! can be awarded to multiple players if they all finish with the same winning average score. Note that the free game prize has some game mechanics of its own and it does not guarantee a specific number of free game turns. The way it works is as follows: 1) If you have won a free game prize you may invoke it at any time during the course of a Victory! game simply by telling the GM (Russ). 2) Once you have invoke the free game, all turns for that game position are free of charge (the only limits are the game mechanics limits - i.e. 60 orders on tech periods 1-24, 90 orders for TP 25-48 and 120 orders for TP 49+) 3) The free game prize can only be invoked once however so choose wisely when to do so. If your free game position is subsequently conquered or badly battered during gameplay then you may not get the value out of the prize you had hoped for. It is impossible to completely eliminate a Victory! nation - even a position that has lost all territory and units can stay in the game as a government in exile type position - but that's probably not the sort of thing you hoped to use your free game prize up on. 4) Accordingly, it is probably a good idea to hold off invoking a free game prize until you are certain that your nation has a good chance of doing well in the long run. If you start a game with Iceland...well, the chances are pretty good that you'll be around for a while and invoking a free game prize immediately should work out ok. If you start out as Austria and everybody around you is a stranger...you might want to wait a few turns and see how things go. The free game prize doesn't have expiration date on it so you can always use it down the road.
  24. RTGRuss

    Game 101 Recruiting

    Updated - 97.5% full. I'll be working on the game startup as soon as I get some time to do so. The last nation can fill all the way up to the first turn processing so I expect the game will be completely full when orders start being executed
  25. RTGRuss

    Game 101 Recruiting

    Hi Guys, With Game 101 Iā€™m trying something a little different. You can choose your nation when you register based on what is available ā€“ first come, first serve. Quite a few nations have already been filled by players bumped out of Game 100 and by early registrations but you have your choice of what is currently available: Game currently 97.5% Full Here are the currently available nations: Hungary If you have more than one choice let me know (in case the first one is gone by the time I get your email) and the faster you get your choice in the better. Best of luck! Russ
×