Whats New? (2k)

June, 2008e

The Fleet Combat System has been given an overhaul... Version 2 of the rules are up, the expansions have been revised and counters and play aids are present. In addition, the optional rules and the master ship charts are fully updated to version 2.

Due to the feedback from the question about roleplaying and Federation Commander, the next project is to give rules for using the Battlestar Galactica RPG in addition to GURPS and then to add rules for using Federation Commander rules for ship combat.

June, 2008d

Fixed the download links to the Colonial CA Protector, the Cylon SSCS Class IV Superbaseship and the Hybrid Superbaseship.

In addition, I have created a slew of counters that can be found in the downloads section. While mainly designed for use with the Fleet Combat System, these counters are equally usuable for SFB. This is in preperation for the Fleet Combat System v2.0 coming soon.

June, 2008c

I did it. I changed the code for the whole damned site. You should not see too many changes, but the code is updated, now valid HTML and incorporates some CSS2. The biggest visable change is the removal of the pull-down menus from the side frame. They were a way of allowing quick and easy access to the wealth of information on this site, but with modern browsers they were starting to break. I have since read up on why you should not use them (not user-friendly, not accessibility-friendly, and they do not actually work!), so they went. I have also updated all the links as well as changing some of my writing style and adding a much expanded lexicon of animal words.

I have tested this new code on a number of major browsers on the Apple and Windows systems, but if you find areas which do not work, could you let me know and I will see what I can do.

June, 2008b

Just a couple of minor edits and a clean-up of the links page. Sorted out some formating issues with the Lexicon and the Measurements pages, as well as a couple of the index menus. If the site was not so large, I might be tempted for yet another revamp with all the code... In fact, I might just do that anyway...

June, 2008a

I can only apologise for the lateness of this update - I have had a very topsy-turvy year so far which has thrown many things out of kilter. Anyway, this should hopefully be the start of semi-regular updates. If I keep the updates small, then I should not have too many issues sticking to them!

The first of these updates concerns itself with spaceships and the Roleplaying section. I have started converting the spaceships to GURPS Spaceships, currently an e23 download. This helps as it is a simple system - I am not sure I could through the hassle of constructing spaceships using the detailed systems, and believe me I have no intention of trying either! So you will find updated spaceship statistics and notes concerning them. The spaceships section is not completed, I have some minor warships and more civilian craft to finish. In addition, until the Warships and Fighters and Carriers supplements are released, these designs should be considered subject to change. I do not think the current rules deal with large warships the size of the Battlestars or Baseships adequately, so I am holding out on these until the supplements are released.

In addition I have started changing minor aspects of the text. After having written a 20,000 word academic style dissertation, I am frankly appalled at my previous writing style. So when I see paragraphs and sentences that need changing, they are changed.

For future updates, I have the spaceship section to finish, a couple of new planets to add, possibly a few new alien species to add that have been in my to-do folder for ages, and then some additional terrain types for the Fleet Combat System. That then leaves the vehicles in the roleplaying section to update. Does anyone know whether GURPS fourth edition will have a simplified vehicle set of rules or will they have to be redone using a updated Vehicles supplement, something I am not sure I can stomach again. I used to be into all the minor details but now I just think it gets in the way. When you are roleplaying, do you really need to know how much power the drivetrain needs or can you just get away with knowing the various speeds of the vehicle?

January, 2008

Just a quick note to say that I am back and yes, I am now working on the updates. Give me a little time though as I literally did not do anything over the last year and have a lot of catching up to do!

Regarding the HERO and GURPS debate, the concensus is that I stick to GURPS. So, that is exactly what I shall be doing. Thanks to all who wrote in, and thanks to all those who wrote in during the last year, your comments and support were very appreciated.
Thank-you!