Thursday, June 22, 2023

The Infinite Space III Random Ship Generator Spinner Wheel Set

 The Infinite Space III Random Ship Generator Spinner Wheel Set

I finally went ahead with creating a spinner wheel set for generating random capital ship builds in Infinite Space III: Sea of Stars' Combat Simulator, so here it is:


The Infinite Space III: Sea of Stars spinner wheel set for generating random capital ship builds for the Combat Simulator mode.

The wheels, from left to right, top to bottom, are as follows:
  • Faction: The species to which the ship belongs.
  • Size: The overall size of the ship. Scouts are small, corvettes are medium-sized, frigates (except for the Garthan and Klakar Frigates, which are both huge vessels) are large, and destroyers (as well as all larger or similarly sized ships) are huge. Note that this wheel's result can be ignored if the result for Faction is Klakar or Kawangi.
  • Drive: The type of interstellar drive fitted to the ship, used while traveling between systems (not during combat).
  • Thruster: The type of sublight thruster fitted to the ship, mainly used during combat.
  • Shield: The type of shield generator fitted to the ship.
  • Wild Card Type: A random effect that imposes certain conditions for the build.
  • Special Equipment: Determines what equipment other than shield generators is fitted to the ship. Can be spun up to three to five times depending on how many equipment slots the ship has after fitment of a shield.
  • Wild Card: Determines whether or not the Wild Card options are in effect.
I have decided not to implement a wheel for weapon range, given that the sheer number of weapons in Sea of Stars means that there should be a separate set for weapon types - but I plan on making one if I feel like it.

A Random Ship Build Generator for Infinite Space III: Implementation Using Spinner Wheels

A Random Ship Build Generator for Infinite Space III: Implementation Using Spinner Wheels

After creating and using several custom spinner wheel sets, I recently hit upon the idea of making one to serve as a random capital ship generator for use in the Combat Simulator mode of Infinite Space III: Sea of Stars. This one would need several spinner wheels: one for the faction to which the ship belongs, another to determine its size, and several for equipment choices. There would be four options for size (small, medium, large, and huge), and twelve options for factions (Terran, Zorg, Calatian, Muktian, Garthan, Urluquai, Tan Ru, Pirate, Klakar, Kawangi, Ravian, and Tchorak - if the last three of these options are spun, ignore any and all results from all equipment-related spinner wheels, and if Kawangi or Klakar are spun, ignore the effect of the Size wheel, since these factions are limited to one size of capital ship each).

On the subject of equipment, there should also be individual wheels for thruster, interstellar drive, shield, and special equipment options (a term referring to targeting computers, scanners, ECM systems, repair modules, cloaking devices, and navigation aids), the last of which can be spun up to three times for each random ship build, depending on the ship type. In addition to these, there should be two more spinner wheels: one for the range bracket in which the ship's weapons are most effective (short, medium or long), and one for various wild card effects, which would be as follows:
  • Change Faction: Respin the Faction wheel.
  • Change Size: Respin the Size wheel.
  • Change Thruster: Respin the Thruster wheel.
  • Change Shield: Respin the Shield Wheel.
  • No Special Equipment: Do not fit anything other than a shield generator to the ship.
  • All Slots Filled: Fill each and every equipment slot not occupied by a shield generator with anything you want.
And to determine whether or not the chosen wild card option is in effect, the last spinner wheel would have two options: Yes or No. If this wheel lands on No, none of the wild card options will take effect; otherwise, the selected wild card option must apply.

This concludes my rundown of the proposed Sea of Stars capital ship generator spinner wheel set.

Wednesday, June 21, 2023

Confessions of an Automationeer, Part 157: CEL Challenge Remix Expansion Ideas

Confessions of an Automationeer, Part 157: CEL Challenge Remix Expansion Ideas

Currently, my CEL Challenge Remix spinner wheel set (link here) consists of six wheels, similar to those in the original CEL Challenge, but with a different number of options for most of them. However, I am now considering expanding the CEL Challenge Remix even further by adding two additional spinner wheels to the existing six, for a total of eight. One of these will determine its exterior color; the other will determine the exact trim/variant year (for any Era option other than Oil Crisis).

The first of these new spinners, called Exterior Color, determines the exterior color that must be used for a randomly generated build, irrespective of its shine, flake, or pearlescent effect. Its options would be as follows:
  • Red
  • Orange/Brown
  • Yellow/Gold
  • Green
  • Blue
  • Purple/Pink
  • White
  • Silver/Gray
  • Black
  • Any (free choice of exterior color)
  • Respin (spin again)
The second spinner, titled Trim Year, would be used for selecting the required trim year for the build, referring to the final digit of its trim year. There would be 12 options for the final digit, as shown below:

  • 0
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • Any (free choice of trim year)
  • Respin (spin again)
To tie in to this, the Lucky spinner wheel could gain four additional options: Change Color (respin the Exterior Color wheel), Change Year (respin the Trim Year wheel), Choose Any Color (replaces current Exterior Color by setting it to "Any"), and Choose Any Year (replaces current Trim Year by setting it to "Any"). With these changes in place, the number of possible specific combinations will increase even further. However, implementing them will also make the set more complicated than it already is. So although these revisions are still on the table, I will hold off on introducing them for now.

Thursday, June 15, 2023

A Lifer's Diary, Part 6: Examples of Playstyles

 A Lifer's Diary, Part 6: Examples of Playstyles


Having played the Game of Life for well over two decades, I have realized that players tend to fall into one or more different playstyles, which are reflected in the way they approach the game. With this in mind, I have coined terms for some of the more prominent playstyles, four of which are described below.
  • Money Grubber: This is characterized by using a high-paying salary (or, from Generation III onwards, a career which has such a salary) to maximize the amount of cash that can be earned by passing or landing on Pay Day spaces, while also aiming to collect as much additional money from Collect Spaces (or, from Generations IV and V, Action Cards that reward money instead of taking it away) along the way. However, it is less effective when used with less lucrative salaries.
  • Family Man/Woman: Players with this strategy prefer to have as many children as they can over the course of the game. This yields more children's gifts at the end of the game, allows them to earn more Life Tiles, or both, depending on the version of the game being played. However, in some versions, it runs the risk of having to pay more money if you land on certain spaces.
  • Lucky Investor: Using this playstyle requires a lot of foresight, since it requires buying a Stock/Long-Term Investment early on, and ensuring that its number is spun often enough throughout the game to make its purchase worthwhile. This can also happen in Generation V if a player chooses the right number when landing on an Invest space for the first time, and also in Generation IV with its Careers' built-in Lucky Numbers.
  • Slow Burner: A less salary-dependent strategy than the Money Grubber, relying heavily on accumulating large numbers of Life Tiles/Action Cards in general and maximizing resale value for any Houses owned to make up for any shortages of cash on hand at the time of retirement. At the end of the game, the cash value of these items will be added to the player's net worth, potentially taking them ahead of at least one opponent in the process.
The ideal strategy should combine elements of all (or at least most) of those playstyles, although it is possible, though more difficult, to win with a strategy that uses no more than one of them. But no matter what strategy and playstyle you choose when playing the Game of Life, be sure to have fun!

Monday, June 12, 2023

Confessions of an Automationeer, Part 156: A Simple Solution

Confessions of an Automationeer, Part 156: A Simple Solution

Recently, I challenged myself to make a car whose exterior design had a grand total of 25 fixtures in total, as a submission for a forum challenge limiting entries to 100 fixtures or fewer. This time, I used my CSR121 entry (the '94 GEC GS2 Turbo, an old build from an earlier version of Automation that has since been rendered obsolete by various game updates) as inspiration, but decided to reimagine it with a far simpler design (on a new, hugely improved version of the original car's body set) to comply with my chosen fixture limit. The resulting car, the 1992 GEC G2S Turbo 2.0, is shown below.



The GEC G2S Turbo 2.0 is a more minimalist reimagining of my CSR121 entry, built on similar principles.

The G2S Turbo is powered by a 200-horsepower turbocharged straight-four driving the rear wheels via a five-speed manual gearbox and a limited-slip differential, but we're here to discuss how I managed to squeeze just 25 fixtures into the design (which was actually quite coherent, by my own admission), not to explain its technical specs and performance stats. I used 9 fixtures at the front (2 wipers, 1 grille, 1 mirrored indicator repurposed as a fog light, and a headlight cluster comprised of 5 mirrored headlight fixtures), 4 fixtures on the sides (1 fuel filler cap, 1 radio antenna, 1 mirrored door handle, 1 mirrored side mirror) and 12 fixtures at the rear (5 mirrored headlight fixtures for the taillight clusters, 1 centrally mounted headlight fixture for a rear reflector, 1 taillight fixture for a central third brake light, 1 rear-mounted license plate, 1 exhaust pipe, and 3 body moldings - one shaped and placed like a small rear spoiler, another as an exhaust pipe cutout, and the last one serving as a license plate holder), for a total of 25 fixtures in all.

Overall, I liked how well this one turned out - even more so than my first submission for this challenge, with was entered in the 10-fixture category, and in hindsight felt very crude by comparison. The next most difficult category (which required a maximum of 25 fixtures - there are also categories for cars with up to 50, 75, and 100 fixtures, respectively) felt more suited to my skillset, so I chose that one for my second submission. After looking at the G2S a second time, I reckon that its exterior design could easily be developed further into a more highly detailed build with more fixtures, possibly even incorporating a fully 3D interior (which the base model does not have). For example, adding front and rear badges, as well as a front license plate, and some additional body moldings on the sides and front (if I choose not to install any functional aerodynamic fixtures) would only require five more fixtures in total, bringing the fixture count up to 30. Even so, I am happy with this build, especially given the fact that the original GEC GS2 required 29 fixtures - four more than the G2S shown here.

Wednesday, June 7, 2023

Confessions of an Automationeer, Part 155: A Question of Legality

 Confessions of an Automationeer, Part 155: A Question of Legality

I have already mentioned the incompatibility of certain CEL option combinations in an earlier post in this series, but I have felt it necessary to bring it up again after realizing that it reminds me of the Illegal Design quirk in BattleTech. For example, the Lucky option "AWD" (which refers to AWD drivetrains, not 4x4) forces the build to have an AWD configuration; however, this is not possible for any car whose trim year is 1980 or later, after adjusting for drivetrain techpool allocation (up to +15). As such, if the Era option is either "1940s" or "1950s", and the Lucky option is "AWD" (assuming it takes effect, which occurs if the Luck option is either "Lucky" or "Both"), then the resulting build will be impossible to develop in Automation; however, if the Era option is "1960s" or "1970s", such a combination will only be possible if the trim year is 1965 or later (and even then, only with at least +1 techpool for the drivetrain, depending on trim year). Similarly, if the "Automatic" Unlucky option (which requires fitment of a standard automatic transmission with 3 speeds or fewer) is combined with the "1940s" Era option, the two will be incompatible with each other without a drivetrain techpool setting of +1 or more (depending on trim year, since the model/family year cannot be earlier than 1946). Most annoyingly, however, the CEL Challenge spinner wheel set gives no explicit onscreen confirmation that such combinations are impossible to create in Automation - you'll have to play the game yourself to find out.

Given that illegal builds can result from a CEL Challenge combination, it is unsurprising that BattleTech also has a Design Quirk for such an occurrence, called Illegal Design. Any unit with this quirk will not only break the normal construction rules, but also receive a penalty to all repair and modification dice rolls. In addition, this quirk must be combined with the "Obsolete" quirk upon the year of its introduction, and use of illegal designs require specific content from all players in the game in which it is used. When playing under the faster-paced Alpha Strike rule set, the quirk also doubles the penalties for having the "Obsolete" quirk, quintuples its base price, and prevents affected units from being replaced by identical ones in a campaign, in addition to causing them to be destroyed upon a Repair dice roll of "2". The Champion LAM (LAM being an acronym for Land-Air 'Mech) is an example of an illegal design, being based on a heavy 'Mech but fitted with the conversion mechanism required to turn it into a Land-Air 'Mech; it never entered service due to being very heavy for a LAM, leading to underwhelming performance, as well as rapid wear and tear on its conversion systems.

In the CEL Challenge spinner wheel set, if an illegal combination of results is generated, you can choose from one of two solutions: either adjust the techpool allocation accordingly (if possible), or generate a new combination, thereby ignoring the current one. In BattleTech, however, if any players object to the use of an illegal design before a game, then it cannot be used in that game (without any exceptions), and must be replaced by a legal one. In both cases, the possibility of illegal designs cannot be avoided completely, but it can be made less likely to occur.