Topic: Inspired by J'inn and Chuut-Ritt....  (Read 1840 times)

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Offline Vaul

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Inspired by J'inn and Chuut-Ritt....
« on: July 25, 2004, 04:52:30 pm »
I started mucking about (probably ill-advisedly) with Artifex, A few hours later, I've come up with the following map, based on the GW3 premise (so Fed+Mirak v Klinks), a potted history of the General War and a dollop of enthusiasm...and here it is...




The map is at this URL if you want a closer look and the following special rules apply:






PRIME DIRECTIVE: The planets at (21,14), (25,2), (27,9), (30,8), (32,15), (36,2), (38,6), (40,15) and (43,10) are inhabited by pre-warp cultures, to which the Prime Directive applies. As a result, Starfleet and the Mirak fleets are under orders to avoid such hexes.

PD.1: No Starfleet or Mirak vessel may enter the hexes listed above. If this is breached, the offending captain should self-destruct his (or her) ship at the first opportunity (representing court-martial and demotion to a smaller command).

PD.2: If a Klingon vessel attacks one of these hexes, PD.1 ceases to apply FOR THAT HEX. The culture is contaminated and the Alliance may treat it as a normal hex.



LIMITED WAR: The Federation Council is still unsold on the concept of an aggressive campaign against the Klingons. Starfleet has been ordered to restore the Klingon-Mirak border to its pre-war location of 14.y but to take no further action against the Klingons until further orders. The Klingon Neutral Zone and pre-war Klingon space are out of bounds to Starfleet.

LW.1: No Starfleet vessel may enter a non-Federation hex south of 14.y (ie, 15.y or greater). Offending captains forfeit their ships by self-destructing at the first opportunity.

LW.2: LW.1 ceases to apply the moment a Klingon vessel attacks a Federation Hex.

LW.2.a: Federation-controlled hexes west of 16.x (ie, 15.x or less) do not count for the purposes of LW.2


OTHER RACES: The hexes in the southeastern corner of the map are there to avoid server complications. Don't attack them.


EDIT: Apologies abouit the image size. Any smaller or any further zoomed out though and it would probably have been totally illegible.

Offline likkerpig

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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #1 on: July 25, 2004, 05:13:41 pm »
Wow!
Nice work on the map and the rules!
 :thumbsup:
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Offline Capt_Bearslayer_XC

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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #2 on: July 25, 2004, 08:50:27 pm »
What the hell is a  *.mvm file??????
Political Correctness is really Political Censorship

A tax code should exist to procure the funds necessary for the operation of government, not to manipulate human or business behavior.

A nocens dies in loricatus est melior quam a bonus dies procul opus.

A bad peace is even worse than war."  --  Tacitus

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Offline Vaul

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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #3 on: July 26, 2004, 04:10:26 pm »
mvm files are MetaVerse Map files, normally found lurking in the \MetaAssets subdirectory of your SFC installation. The server setup includes a line telling it which map to use.

Offline Capt_Bearslayer_XC

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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #4 on: July 26, 2004, 04:26:19 pm »
And the way to view it outside of the game is?????
Political Correctness is really Political Censorship

A tax code should exist to procure the funds necessary for the operation of government, not to manipulate human or business behavior.

A nocens dies in loricatus est melior quam a bonus dies procul opus.

A bad peace is even worse than war."  --  Tacitus

"We thought we could resolve the system's problems by rationing services or injecting massive amounts of new money into it" -Claude Castonguay

Offline Vaul

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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #5 on: July 26, 2004, 04:34:47 pm »
Taldren's editor program - Artifex - is one way. It's lurking somewhere in Dynaverse.net's download section.

Another is to rename it to EarlyMap.mvm, then copy it to the MetaAssets folder ( be sure to back up the original EarlyMap.mvm). Then start a new map in the "Early" time period, select Kitty, Fed or Klink and play away. You'll want to swap the original EarlyMap back in when you're finished though.

Offline FireSoul

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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #6 on: July 26, 2004, 04:35:49 pm »
I kinda like this set-up.. ;)


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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #7 on: July 26, 2004, 04:42:52 pm »
Like the Kzin would worry about the Prime Directive.  :rofl:

Heard on the bridge of a Kzin warship:

"Hey, look Cat-who-plays-with-dinner, a pre-warp culture!!"
"Mrow! Fire up the grill!"

Offline Vaul

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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #8 on: July 26, 2004, 05:47:21 pm »
True, but I had to stop the Alliance from "lawyering" their way around the PD....ah...that remark is going to get me into trouble with J'inn, isn't it...oh well...


(In terms of roleplay, the Feddies aid is presumed to be on the condition that the Mirak don't fire up the barbeque...just yet).

Offline Soreyes

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Re: Inspired by J'inn and Chuut-Ritt....
« Reply #9 on: July 26, 2004, 09:04:47 pm »
Like the Kzin would worry about the Prime Directive.  :rofl:

Heard on the bridge of a Kzin warship:

"Hey, look Cat-who-plays-with-dinner, a pre-warp culture!!"
"Mrow! Fire up the grill!"

Gee Wiz there 762. You seem to Know us so well ;D


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