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Computer Wargaming / Re: Battletech is back!!!
« Last post by KyzBP on Today at 10:27:28 AM »
I hated her at first but now I absolutely love her.  "You get a headshot and YOU get a headshot."  How are you not entertained? :)

I started a new campaign with the new update enabled and it bleeping challenging.  I made the following adjustments:

5 salvaged Mech parts equal a complete Mech (instead of 3),
All salvaged Mechs start out stripped (instead of fully equiped),
A "cored" Mech can not be salvaged (both mine and the enemy's).

I can see myself going bankrupt early but it's really breathing new life into the game. I have to be a whole lot more careful. 
Computer Wargaming / Re: Starship Corporation
« Last post by Jarhead0331 on Today at 10:12:14 AM »
The 2.7.4 update doesn't seem all that significant.
Computer Wargaming / Re: Steam Summer Sale 2018...
« Last post by mirth on Today at 10:08:38 AM »
^The NovaLogic Everything Pack is currently $13.99US so I grabbed it.

Was interested in looking at this but  can't find it?   :-\

Crap. Wish I hadn't seen this.
Computer Wargaming / Re: Steam Summer Sale 2018...
« Last post by ArizonaTank on Today at 10:02:14 AM »
Looking hard at Freeman: Guerrilla Warfare....

the comments say it modern day Mount and Blade.... great if it is....

but early access...and from the comments not clear what state the game is in.... 

I replayed this about 2 years ago and wrote a "classic review."  I thought it held up quite well over time.  The story is interesting and you start to care about the characters.  It is turn based, so the combat does not get screwed up.
I like my tats. I'm not sure why we're making such a fuss to have them removed.
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on Today at 09:37:49 AM »
Map Editor

Custom Path tags
If you add a Tag which matches a terrain type to a path in your custom layer, this will be recognised as that terrain type.
Fortifications are "Fort" so if I add Tag="Fort" to the path I described above, this is then recognised as a fortification when the map is saved.

Note that this result is probably not ideal with that particular path because there are parts which are not fortification.
More work on the original picture would probably have been better.
You could alternatively use the path without a tag and trace over those specific bits you want in the map editor.
Or, you can split the thing into several vectors withing inkscape and use a number of paths rather than just the one.
Tag those parts which are defensive walls.
We wander around a bit more. The Innkeeper had mentioned some Sage that might know more about our sigils; perhaps this person could shed some light on why these are not just tattoos gained after an evening of drunken debauchery.

At least, that's mirth's theory.

Here we go. The town's not that big so it didn't take long to find her.

In the interests of continuing the plot, we answer "yes."


We've met the D&D equivalent of the federal government.

Well, it's not like we can't spare the dough. And as Monty Hall-esque as these adventures can be, something tells me this will easily be replaced soon enough.

We choose "tell the truth."

Journal Entry 38
You bear the symbol of five different organizations. Three I recognize, one I've never seen, and the last causes me some concern. The flame and dagger is the symbol of the Fire Knives, a group of assassins who last operated out of Westgate. That group had been destroyed, so they must have a new base of operation. I fear l do not know where.

‘The mouth in the palm is the symbol of the god Meander. This god was banished from the world hut he reappeared briefly as a pile of filth. It laid waste to a section of the city of Yulash before its defeat. The cult's color of choice is green.

The ornate Z in the triangle is the symbol of the Zhentrim, the Black Network. These are an evil alliance of priests, mages and thieves operating out of Zhentil Keep. Some say that they run Zhentil Keep.

The flaming symbol I've never seen, so I can give you no information. The last symbol, with the crescent moon, bears a disturbing similarity to a powerful sage in Shadowdale, for my own safety. I'll say no more about it."

And with that, we are shooed out.

At least we have a bit more information, now.

We can confirm that we have had these sigils added against our will. But why? Are they brandings of some kind, to indicate ownership? If so, why five such owners? Are we like a corporate lear jet that's jointly owned by a cabal of evil-doers?

Who knows. More answers will be forthcoming, the further we push this.

And push on we do, to see what else this town has to offer.

The Hall of Training is nice to know, but does us no good right now. If I remember right, each of our characters are just barely at our levels of experience.

A General Store.

We should poke our heads in...these places usually have a few interesting trinkets.

Generic NPC #0045 offers us wares for sale. We want to sale the heck out of her wares.  ^-^

The pickings here are rather lean. Even with the IRS Sage taking half our money we still have a helluva lot of Platinum and I was hoping for some more useful things than this.

Regardless, I have KyzBP buy one of each, a mirror and a flask of oil. Something tells me I should buy a mirror for each of my characters - perhaps I am channeling earlier experiences with this game. I don't know.

I only buy one of each for the Cleric, so maybe we'll come back. If we can.

Our wanderings through the crowds has gleaned a few bits of information.

Very likely, this is the Princess we have been tasked to find. There's rarely coincidences or false tracks in these gold box games.

We wander around a bit more and run into the local priestery. We go ahead and stick our head in here, too, because you never know what you might trigger.

Let's check out the rest of this place.

Instead of moving south, we move through the large doors across from us.

Ah, this is where the magic happens, I suppose.

We wander around a bit in here, only to be caught up in a crowd.

So, this place has all kinds of issues and worries other than five strangers with sick tattoos on their arms.

We wander back into the main hallway and to the south, where the head priest's offices were pointed out.

Yes, we do.

You see, we were altar boys and this priest of Illmater...

Oh, nevermind. That's not pertinent to this story.

Journal Entry 19
As the cleric casts the spell, the bonds begin to glow brightly. Arcs of blue flame shoot out from them and strike about the room. The characters begin to writhe in extreme pain. The cleric ceases the spell. "These bonds fight my powers, removing them is beyond me. I wish you better luck. Go with Gond."

That was rather anti-climactic.

Though you didn't think it would be THAT easy, did you?

No, somehow, I think we're going to have to hack our way through five strongholds and kill five boss-type characters to get these sigils removed. And if that's going to be an easy time...well, I doubt it will be. We always make things hard on ourselves, but then again, there's not a lot of fun in role-playing serfs, so...

Music, TV, Movies / Re: Operation Finale
« Last post by mirth on Today at 09:17:19 AM »
Mirth - Half-elf 4th/4th level Fighter/Magic-User
nice. One of my favorite all-time favorite characters I played in high school was a half-elf, fighter/magic-user. Think I ended up getting thrown into a bottom-less pit by a vampire (that wasn't my favorite thing about the character).
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