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CT errata request

Originally posted by Hal:
Just out of curiosity - has there ever been an errata given regarding starports and tech levels for the Spinward Marches supplement?
Not unless you count Behind the Claw :D .

I asked because I started sorting data out as to how many starports there were of which tech levels.
Have you tried looking at how many low-population worlds run boat- and shipyards? In TCS you need 10,000 inhabitants to get a yard capable of building one 100T spaceboat at a time and 100,000 to get a yard that can build one 100T starship at a time.


Hans
 
Originally posted by Hal:
Just out of curiosity - has there ever been an errata given regarding starports and tech levels for the Spinward Marches supplement?
Not unless you count Behind the Claw :D .

I asked because I started sorting data out as to how many starports there were of which tech levels.
Have you tried looking at how many low-population worlds run boat- and shipyards? In TCS you need 10,000 inhabitants to get a yard capable of building one 100T spaceboat at a time and 100,000 to get a yard that can build one 100T starship at a time.


Hans
 
Originally posted by Hal:
Just out of curiosity - has there ever been an errata given regarding starports and tech levels for the Spinward Marches supplement?
Yes, there was errata to Supplement 3. It is called the Spinward Marches Campaign. SMC added stellar data and made many minor changes to the UWPs (including the accidental deletion of one world!).

The Imperial Encyclopedia put the missing world back and updated the allegiance codes for the Rebellion. MTJ#3 (which was produced by DGP, but contains GDW copyright) reprinted the Imperial Encyclopedia information along with data for the other three sectors of the Domain of Deneb.

Finally, the data was again collected into the Regency Sourcebook for TNE. The RSB's "1117" data line was identical to the MTJ#3 data, except that the stellar data was adjusted to try and make it slightly more "realistic". It also removes some of the more egregious allegiance changes. (Basically, the Aslan and Vargr didn't make nearly the headway that was present by IE and MTJ#3.)

Of course none of the later changes really addressed the problem you are looking at. They also include a fairly obvious line error, some screwed up zone ratings, a couple wierd bases, and a few allegiance oddities.

As a result, the Spinward Marches has been published five times (six if you include GURPS Traveller's Behind the Claw) and, really, none of them make much sense.
 
Originally posted by Hal:
Just out of curiosity - has there ever been an errata given regarding starports and tech levels for the Spinward Marches supplement?
Yes, there was errata to Supplement 3. It is called the Spinward Marches Campaign. SMC added stellar data and made many minor changes to the UWPs (including the accidental deletion of one world!).

The Imperial Encyclopedia put the missing world back and updated the allegiance codes for the Rebellion. MTJ#3 (which was produced by DGP, but contains GDW copyright) reprinted the Imperial Encyclopedia information along with data for the other three sectors of the Domain of Deneb.

Finally, the data was again collected into the Regency Sourcebook for TNE. The RSB's "1117" data line was identical to the MTJ#3 data, except that the stellar data was adjusted to try and make it slightly more "realistic". It also removes some of the more egregious allegiance changes. (Basically, the Aslan and Vargr didn't make nearly the headway that was present by IE and MTJ#3.)

Of course none of the later changes really addressed the problem you are looking at. They also include a fairly obvious line error, some screwed up zone ratings, a couple wierd bases, and a few allegiance oddities.

As a result, the Spinward Marches has been published five times (six if you include GURPS Traveller's Behind the Claw) and, really, none of them make much sense.
 
Dear Folks -

Anyone have acess to High Guard? I thought that had errata for building ships at starports, in the section just prior to the design sequences.
 
Dear Folks -

Anyone have acess to High Guard? I thought that had errata for building ships at starports, in the section just prior to the design sequences.
 
Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by Sigg Oddra:
Now explain how a TL10 world builds a jump 4 ship... ;)
file_23.gif
Well...it's like this...uhh...oh look! Kittens! </font>[/QUOTE]Under book 2, using an imported computer...
 
Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by Sigg Oddra:
Now explain how a TL10 world builds a jump 4 ship... ;)
file_23.gif
Well...it's like this...uhh...oh look! Kittens! </font>[/QUOTE]Under book 2, using an imported computer...
 
Originally posted by Hyphen:
Dear Folks -

Anyone have acess to High Guard? I thought that had errata for building ships at starports, in the section just prior to the design sequences.
Well, looking through my copy of HG, I don't think it has what you were talking about.

It does mention that the TL of the world governs what TL of ships it may construct (page 20).

It may be that you are thinking of Trillion Credit Squadron(TCS). I don't have that one handy.... Sigg...???
 
Originally posted by Hyphen:
Dear Folks -

Anyone have acess to High Guard? I thought that had errata for building ships at starports, in the section just prior to the design sequences.
Well, looking through my copy of HG, I don't think it has what you were talking about.

It does mention that the TL of the world governs what TL of ships it may construct (page 20).

It may be that you are thinking of Trillion Credit Squadron(TCS). I don't have that one handy.... Sigg...???
 
Dear Folks -

OK, I found it last night. Part of it, anyway.

The starport stuff I was after from High Guard goes like this:

"Availability: Starships (with jump drives) may be constructed at the shipyard of any class A starport; non-starships (without jump drives) may be constructed at the shipyard of any class A or class B starport."
MILLER, Marc William, Traveller Book 5: High Guard, Game Designers' Workshop, Normal, IL, USA, c. 1980, p 20.

Since the minimum TL for a jump-1 drive is TL 9, earlier TML discussions stated that the minimum TL for a class A starport is also TL 9. By the same logic, a class B 'port must be at least TL 7 in order to manufacture maneuver drives.

Originally posted by Sigg Oddra:
Now explain how a TL10 world builds a jump 4 ship... ;)
file_23.gif
Simple answer: they don't. They get to build free traders, instead! (With the added bonus of providing Yet Another Good Reason why there are so many free traders and so few Imperiallines Type-TJ's - or even J4 jump ships).
file_22.gif


And Plankowner may be right about extra info in TCS - I forgot to check there. :(

Does this help?
 
Dear Folks -

OK, I found it last night. Part of it, anyway.

The starport stuff I was after from High Guard goes like this:

"Availability: Starships (with jump drives) may be constructed at the shipyard of any class A starport; non-starships (without jump drives) may be constructed at the shipyard of any class A or class B starport."
MILLER, Marc William, Traveller Book 5: High Guard, Game Designers' Workshop, Normal, IL, USA, c. 1980, p 20.

Since the minimum TL for a jump-1 drive is TL 9, earlier TML discussions stated that the minimum TL for a class A starport is also TL 9. By the same logic, a class B 'port must be at least TL 7 in order to manufacture maneuver drives.

Originally posted by Sigg Oddra:
Now explain how a TL10 world builds a jump 4 ship... ;)
file_23.gif
Simple answer: they don't. They get to build free traders, instead! (With the added bonus of providing Yet Another Good Reason why there are so many free traders and so few Imperiallines Type-TJ's - or even J4 jump ships).
file_22.gif


And Plankowner may be right about extra info in TCS - I forgot to check there. :(

Does this help?
 
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