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Errata - that difficult subject

After so many years since MT is out of print, it's incredible we still find erratas on it. I don't beilve some time more to correct them would mind, so don't worry.

Bite your tongue, man! Some of us are hoping Marc comes around and tells Don just to do an updated version of MT!
 
Bite your tongue, man! Some of us are hoping Marc comes around and tells Don just to do an updated version of MT!

So I am, but I think we cannot hurry him. That's just what I meant, and I apologize if I didn't express it well.

I think the posts I've put in this thread show over suspiction I also want a new version of errata, and try to help Don in doing it as complete as possible.
 
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I've got a start on a T4 draft for Marc, but I wrote this book for Mongoose and, well, then I started working on :devil: and...

And I'm behind on the MT errata discussion here as well... :(

So where do you want my list of T4 FF&S Erratta? I've got 20 or more just for FF&S 2, then there's the addenda and clairifications. :)
 
I know this is not truly an errata, but someone should clarify how skills are used in starship combat:

Ship’s tactics skill is (according to the rules) regulated by the tactics pool rules. IMO this leads to unbelievable situations. A CA may have a crew well over 500. If we assume about 1.5 ship’s tactics level per 10 crewmembers (1 in 10 has the skill, with about 1 in 20 at more than level 1), we can have tactics pools well over 75. It’s not clear in the rules if the tactics pool may be used to lower enemy’s rolls, and if so, at which moment must you specify to which roll do you apply how many tactics points, but at those pool levels, the combat may be quite complex.

Aside from that, following the rule to the letter, the ship’s tactics skill that the OC has are counted equally that any the ship’s surgeon (to give an absurd example) may have.

And when you add to this that tactics skills may be used as ship’s tactics at minus one (PM, pages 29 and 40), even the marines may be decisive that way…(how can the marines, except those serving as gunners, influence the ship's combat before boarding actions it's anyone's guess). A troop transport with a regimental capacity may be quite a hard nut to crack just for that (if full, the same transport will be quite easier to destroy when empty...:confused:)

Pilot skill is (IMO) not clear how is used. The only clear use it has is to line the spinal gun, where it can be used in place of agility (RM, page 95, but specifies on this task). Also under emergency agility (page 94) says as always, Pilot skill may be substituted for emergency agility if desired. I wander what does this as always means, as nowhere else in the book I’ve found it can be substituted (except to aim spinals, as noted above).

Gunnery skill: I wrote a full post about that http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=370039&postcount=526 (and still waiting someone to answer :(). Also to discuss is which skill should be used in the case of a weapon (usually a bay or spinal) or screen that has more than one crew member serving it. The higher? Commander’s? Average? Added?
 
Solar Cells
I just found this in SGK issue #1 here .

SGK #1 page 34 said:
Before we examine the figures for such a system, there are a couple of points in the Referee's Manual treatment of solar cells which need to be clarified.

Irregular structures have far more surface area in relation to their volume than other configurations. Irregular structures may mount up to five times the two-thirds power of their volume of solar cells. The surface area of a hull is determined by the two-thirds power (NOT the square root) of its volume. That is, surface area equals the cube root of the square of the volume. MegaTraveller Referee's Manual is incorrect in this respect.

The formula is suggesting Volume ^ (2/3) instead of Volume ^ (1/2)

I'm not saying that the formula is good. But the article brings up a good point in that Irregular Structures do have far more area for solar cells than most craft. Any interest in looking into this?

-Swiftbrook
 
Ok. I need help from folks...

I just posted errata version 2.20 to my website, but it isn't a lot of new stuff. I got VERY behind on a lot of things after the surprise hospital stay and the quadruple bypass.

So I know that 2.20 is very behind, but I wanted to put out what I had, so we can start figuring out what is needed to add.

Now, I know that the Robots project needs to be added (at least links to it)...

But I know there's been a lot of discussions I've missed as well. So...

If some helpful folks could e-mail me at don.mckinney@gmail.com and point me at what I've missed, we can get the ball rolling again on MT errata :rofl:
 
Thanks for getting this out.

Of course, now I have to integrate all of this in my manuals, but the blue really helps.

Question on the ship & vehicle corrections - Have these been reviewed with all of the changes to the craft design charts?

On pg 13 - I have made new danger space & scatter diagrams - they are a bit easier to read. I'll email them to you when I get home tonight.
 
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Thanks for getting this out.

Of course, now I have to integrate all of this in my manuals, but the blue really helps.

Question on the ship & vehicle corrections - Have these been reviewed with all of the changes to the craft design charts?

On pg 13 - I have made new danger space & scatter diagrams - they are a bit easier to read. I'll email them to you when I get home tonight.

Do you mean to say that you make the corrections into the mauals directly? Electronically?

Best regards,

Ewan
 
Do you mean to say that you make the corrections into the mauals directly? Electronically?

Best regards,

Ewan

The manuals from DrivethruRPG are locked & the ones on the FFE discs are scans. I did it the hard way (Ctrl-C, Ctrl-V) into a Word template that looks like the MT book format.

I have finished the Players Manual & the Referees Manual. The Referees Companion, World Builders Handbook, Nautical Command, & Grand Explorations are about 80 - 95% done (charts are very, very time consuming)

I have the content for the Imperial Encyclopedia formated but it is all jumbled up with all of the monographs that never moved over from CT (and anything else I found useful over the years).

Eventually, I will work my way to Fighting Ships & fix that. That will end up being a total rewrite - the monographs are good, but the ships have to be redone. Not a single one is a valid design. In addition, the ships need a redesign to meet the Imperial strategy. The ships as designed can not function as a fleet. I figure working the Supplement 9 ships back in (They were all done by Clayton Bush) & then reworking the FSOSI ships in to match doctrine.

I am going to TRAVELLERCON next month, & I am hoping to have the core rulebooks done by then (I am running an adventure - Remittence Man).
 
The manuals from DrivethruRPG are locked & the ones on the FFE discs are scans. I did it the hard way (Ctrl-C, Ctrl-V) into a Word template that looks like the MT book format.

I have finished the Players Manual & the Referees Manual. The Referees Companion, World Builders Handbook, Nautical Command, & Grand Explorations are about 80 - 95% done (charts are very, very time consuming)

I have the content for the Imperial Encyclopedia formated but it is all jumbled up with all of the monographs that never moved over from CT (and anything else I found useful over the years).

Eventually, I will work my way to Fighting Ships & fix that. That will end up being a total rewrite - the monographs are good, but the ships have to be redone. Not a single one is a valid design. In addition, the ships need a redesign to meet the Imperial strategy. The ships as designed can not function as a fleet. I figure working the Supplement 9 ships back in (They were all done by Clayton Bush) & then reworking the FSOSI ships in to match doctrine.

I am going to TRAVELLERCON next month, & I am hoping to have the core rulebooks done by then (I am running an adventure - Remittence Man).

I'd love to have a copy of those.

Best regards,

Ewan
 
Eventually, I will work my way to Fighting Ships & fix that. That will end up being a total rewrite - the monographs are good, but the ships have to be redone. Not a single one is a valid design. In addition, the ships need a redesign to meet the Imperial strategy. The ships as designed can not function as a fleet. I figure working the Supplement 9 ships back in (They were all done by Clayton Bush) & then reworking the FSOSI ships in to match doctrine.

I wish you luck in that. As you say, there's much to fix there...
 
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