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RTGRuss

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Everything posted by RTGRuss

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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.
  9. 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
  10. 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
  11. Email Problem

    RTGRuss@Hotmail.com is the alternate email address if you are having email issues. Russ
  12. E-mail problem

    Okay guys - everything should be back on line. Just a new requirement from ICANN and an old email address in the wrong spot (we've had that domain for about 18 years now ) were causing some grief. All squared away now Russ
  13. E-mail problem

    I'm aware of the problem - looks to be a hosting/domain issue of some kind. Nothing wrong I can see on the admin side (domain registered, hosting acct paid up, etc.) so I'll have to call in to their technical support to get it resolved. Unfortunately they are not available 24/7 so I can't start that process until Monday morning. I normally don't process any Victory! turns Monday night so nothing is due immediately. Hopefully it will get resolved fairly quickly and we can get back to normal. In the meantime you can always contact me at my alternate email address RTGRuss@hotmail.com Russ
  14. Victory! Delayed

    Hi Guys Posting from my phone here. My internet has been down for 30 hours or so now When I check the only thing I get is "we're aware of the problem and working on it..." So not sure how much longer I'll be offline. When it comes back up I'll start working to catch up. Pass the word along to anybody waiting for results or wondering why I'm not responding to email. Thx, Russ
  15. Victory! Delayed

    Ok - back online now and working to catch up. Longest internet outage I've experienced in a very long time...no fun Russ
  16. game 93

    I wouldn't be so fast to discount Syria's achievements in Game 93. First off he was part of a winning 'alliance' and if Morocco & Trans-Jordan (which was in bad shape as well after a long war against Rumania and Greece) had been able to break with an inactive TA (Spain) it would have been a 4-nation winning alliance. Your own alliance finished just a few points behind and the third alliance (Rumania, Greece and Southern Russia) were even closer to your alliance than you were to the winning one. It was a closely decided game to be sure. As far as Syria itself...yes, it was being pushed back and in the end had lost it's home territory and just had conquered territories to continue the fight. It's standing forces were dwindling but it had put up a good fight - naval kills (13,985) were 5th overall, air kills (134,420) were 2nd overall and ground kills (103,188) were 1st overall. Territory is a factor in determining victory but it isn't the only one. Syria may have been losing the war but it had been fighting hard the whole way... Game 93 was a hard fought game between three alliances and it was extremely close. If the game had continued on for a longer period of time things may well have shaken things out to a clearly dominant alliance but time is a factor in Victory! as well. At the end of TP 73, all three alliances had a legitimate shot at winning. It's a shame that Morocco and Trans-Jordan weren't able to break with inactive Spain to be part of the official winning alliance since they were very much a part of it during play but it wasn't a 'joke' that they came away with the win, even if only by a few points. Russ
  17. game 93

    Game 93 Winners declared and Hall of Victory! updated with Game 93 stats http://www.rollingthunderforums.com/index.php?showtopic=2386 http://www.rollingthunder.com/victory/HallofVictory.htm Russ
  18. Congratulations to the victors of Game 93! Algeria - Ken Rozhon Syria - Andy Brogan Achieved an alliance victory with a final average score of 566 victory points! 2nd and 3rd place went to alliances with scores that were extremely close - rounding to 562 pts for both alliances With a little more math it worked out that 2nd place (with a score of 561.80) went to the alliance of Czechoslovakia, Germany, Iceland, Italy and Poland and 3rd place (with a score of 561.67) went to the alliance of Greece, Rumania and Southern Russia. 4th place went to Morocco and Trans-Jordan with an alliance score of 536. Morocco and Trans-Jordan were, in-game, part of an alliance with Algeria and Syria but unfortunately they finished the game with an extra TA (Spain) that was inactive and that brought down their score. Otherwise they would have been part of the winning alliance at 566 pts. The Hall of Victory! has been updated with the stats from Game 93 so check them out http://www.rollingthunder.com/victory/HallofVictory.htm Russ PS - I know I've fallen far behind on the game ending stuff. My apologies and I'll be working to catch up on the backlog as fast as I can.
  19. Game 100

    Hi Guys, I just had it brought to my attention that there was a typo in the text that goes out as part of the Victory! turn results emails. The typo indicated that April 14th was the last day to change tech and that is incorrect. Tech changes have to be done before turns start to process for a game (March 10th) - they are locked in after turns do start. I'm going to hold off the start of turn processing for Game 100 (90) for a couple days (process on the evening of the 14th) to give folks a little more time to make changes. A little delay with the first turn shouldn't be too bad and I'd rather do that than have somebody stuck with tech they didn't want because they thought they had until April 14th. I'll send out an email to everyone in the game as well so a little delay and then we'll be off and running. Russ
  20. Hi Guys, I just had it brought to my attention that there was a typo in the text that goes out as part of the Victory! turn results emails. The typo indicated that April 14th was the last day to change tech and that is incorrect. Tech changes have to be done before turns start to process for a game (March 10th) - they are locked in after turns do start. I'm going to hold off the start of turn processing for Game 100 (90) for a couple days (process on the evening of the 14th) to give folks a little more time to make changes. A little delay with the first turn shouldn't be too bad and I'd rather do that than have somebody stuck with tech they didn't want because they thought they had until April 14th. I'll send out an email to everyone in the game as well so a little delay and then we'll be off and running. Russ
  21. Game 96

    I don't have an ETA on that. I've made some headway on backed up projects (getting a new game started, etc.) so catching up on game ending stats is my next priority. I have a busy next few days with SuperNova then I'm planning on working on the stats for the next game in the queue this coming week (Game 93). I'll do what I can to catch it up - my apologies again, I know how far behind they've gotten. Russ
  22. Game 100 Starting

    The Game 100 setup results have gone out so those of you in the game should have them now The first turn is eligible on March 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 100 is a 14-day interval game (affects production multiple calculations for later turns). Note that Game 100 will show, for technical reasons, as a Game 90 setup. This is not an error. The game will be recorded as Game 100 when all is said and done but during play, for all practical reasons, it is Game 90. Use Game 90 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 100 is full We actually 48 registrations in hand for this one so the game was a full setup from the get go and some folks had to be bumped to form the starting point for Game 101. Starting a game with a full 40 players can be tricky, particularly when many people want to be in the same area as was the case this time, so I had to make some GM decisions here and there to get teams in, etc. I did the best I could in those cases to create viable teams and as many decent starting situations as possible. 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 are accepting registrations for Game 101 now as well so if you are interested in getting registered for it just let me know and I'll get you on the list. Best of luck to everyone!! Russ
  23. VOEP Update Notice

    Hi Guys, A new VOEP 1.0.3 entry program zip file available on our main website. This one is a complete package so you can do a clean install if you wish. If you are already using VOEP and just want to update then you need the main program Victory! Order Entry Program.exe and the main database VOEP.mdb to be current. The new program and database fix some known issues (the xClermont Ferrand and xGibralter ones) so you should be using the current versions. The orders database Sheets.mdb hasn't changed so you can keep the one you are currently using. UPDATE - I got another issue report so the latest version now has a main database VOEP.mdb dated 2/19/11. This resolves issues involving movement in and out of xTirane/xDubrovnik, makes the US Gamble DM available on TP 1 and the US Manley APD available on TP 13. Victory! Downloads Page Thanks to Nils for keeping VOEP current! Russ P.S. I did have a VOEP 103.zip update available for a while but that only included the main program fix and you need both the main program and the VOEP database update to be current.
  24. Congratulations to the victors of Game 92! France - Peter Schmitter Germany - Michael Kolmer Great Britain - Mark Twitty Spain - Christian Schmitter Switzerland - Edwin van der Wal Achieved an alliance victory with a final average score of 655 victory points! 2nd place went to the nation of Egypt with a score of 525 pts and 3rd place went to Persia with a score of 514 pts. I am still working on the Hall of Victory! update so all stats are not yet available but here are the individual and average victory point totals for all the surviving nations: Egypt - Des Feeney - 487 Individual, 525 Average France - Peter Schmitter - 665 Individual, 655 Average Germany - Michael Kolmer - 680 Individual, 655 Average Great Britain - Mark Twitty - 636 Individual, 655 Average Persia - Michael Jayne - 563 Individual, 514 Average Spain - Christian Schmitter - 661 Individual, 655 Average Switzerland - Edwin van der Wal - 633 Individual, 655 Average When the Hall of Victory! is updated and ready to go I'll post a note here. Russ
  25. Game 92 Winners Declared

    Congratulations to the victors of Game 92! France - Peter Schmitter Germany - Michael Kolmer Great Britain - Mark Twitty Spain - Christian Schmitter Switzerland - Edwin van der Wal Achieved an alliance victory with a final average score of 655 victory points! 2nd place went to the nation of Egypt with a score of 525 pts and 3rd place went to Persia with a score of 514 pts. Additional congratulations are in order for: Michael Kolmer - the new # 1 Germany in the Best Nations with an individual score of 680 Mark Twitty - the new # 1 Great Britain in the Best Nations with an individual score of 636 The Hall of Victory! has been updated with the stats from Game 92 so check them out http://www.rollingthunder.com/victory/HallofVictory.htm Russ PS - I know I've fallen far behind on the game ending stuff. My apologies and I'll be working to catch up on the backlog as fast as I can.
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