Showing posts with label GIMP. Show all posts
Showing posts with label GIMP. Show all posts

Tuesday, October 13, 2020

Star Smuggler... again... and again

Ok, in my last post I created a new ship for Star Smuggler, creatively called "The Antelope II". It's twice as big as the original. 

Crewing the ship will be a problem as will generating weekly funds to pay for it. In order to dance around these issues, I decided to create a new mechanic for Duke Springer. Duke has a statistic no other character has, Cunning. When playing, you roll 1d6 to generate this value. When replaying the game, it is suggest that you reduce this number if the game was too easy and increase it if the game was too hard. 

Since the game already allows a changing value for this Cunning mechanic, I want to use it to rapidly add crewmen. Duke can "purchase" one crewman for a point of Cunning. He cannot spend all of his Cunning on this, he must have at least one Cunning point. 

The available options are all of the retainer types from e062 to e069. The player simply chooses the one(s) he wants, include the Driver who normally won't travel outside of his or her system. In this case, he or she would. Where there is a choice of two, such as gunners or bodyguards, Duke picks the better of them.

Stats are generated just like retainers, but crewmen are different than retainers. Each crewman has a stake in the ship as opposed to drawing a salary. When items more than 100 secs are sold, they take a 1% cut. They keep this money for themselves to buy goods or save, as they see fit. The crewmen can operate independently and can be separated from the ship and/or Duke to perform their jobs. 

Additionally, they purchase their stake in the ship from Duke. When these characters are initially created, they have 1d6+150 secs. which they pay half to Duke for a stake in the ship.
If Duke is killed, one of them takes over his role. 

EDIT 1 - I tried that part and it was too difficult. I have changed it. Each crew generates their starting money and it is pooled. This pool is divided by the following formula: (pool/number of characters+2). Each person has a "stake" in the ship now, but the ship has two stakes. If the characters had 1000 secs. and there were 3 characters, each stake would be the 1000/5=200. Each character has 200 secs. while the ship has 400. The 400 secs. for the ship's stake is what is used to purchase goods for the ship. If a character purchases personal equipment, not for the ship, it comes out of their personal money. 

When items are sold, the funds are also divided up in this fashion, too. The sale of 100 secs. worth of goods would net each player 20 secs. and the ship would take twice that amount, 40 secs. This makes it much harder to generate funds for the weekly payments, but that is the cost of doing business. Save early, save often. 

To pay the 300 secs for the loan, players would have to make at least 1500 secs. a week. If the funds aren't there, all characters will kick in money from their personal savings. It's that or be hunted as a loan jumper. 

If new characters are added, recalculate the cost of each stake by adding the new character to the original formula. This means you need to write the formula down the first time you use it. The new character will then pay that amount to the ship's account to become a crew member. If a crewman dies, nothing much happens. When the sale of good occur, use the new number of crew in the formula. Yes, getting your crew killed will make more money for the survivors. It happens. 

As an added twist, these crewmen also have a Cunning skill. It is 1d6-2, with a minimum of 1. Like Duke, they can use this stat to bring on new crewmen at a later date. This creates the scenario where Duke probably isn't the most cunning person on the ship. As a consequence, if Duke enters a scenario where a cunning roll is needed, the roll is made by the character with highest Cunning present. If Duke desires to do something dangerous, he must accompany that person and pays the price of a failed roll himself.

EDIT 2 - This part didn't make sense. Duke can't decide for another crewman, he can't force them to be savvy. 

Something like Mal and Zoe's relationship where Mal has an idea and Zoe does the tricky work of getting the details right. It also covers a situation like when Simon hired the crew for a heist or when Mal brought Simon (and River) on as crew after they had started their adventures. 

EDIT 3 - The comparison doesn't make much sense now. 

I haven't even begun to categorize the rules and event changes this would require. But it seems rather workable. What do you think? Let me know in the comments. 

Star Smuggler... Again

I unexpectedly have the day off and want to revisit the Star Smuggler Universe. The temptation to reskin the characters as the crew of the Firefly is incredible, but that would take a lot of work. I am stealing some ideas, but not Firefly whole clothe. I have decided to interject some ideas from Traveller into this run through, too.

My understanding of Traveller is super weak, so I am taking some of the larger concepts and ignoring many mechanics. The main idea that I am stealing is weapon mounts are dependent on hull size. I have created a large ship, which I will dub the Antelope II and it's twice as big as a 100 ton ship.

The original Antelope was 100 ton ship with space to carry about 134 CU of goods. Sort of. I seem to get a different number depending on how I count. The Antelope II is 200 ton vessel and has 212 CU of space. That is a multiplier of 1.58 for those keeping score at home. 

Since this is Inktober, I wanted to keep the high contrast drawn vibe from the original game. I used GNU Image Manipulation Program (GIMP) to create a new deckplan, staying as close to the original art as I could. It isn't exactly "ink" but it sort of looks like it. 


As you can see from this schematic, I have stolen a bunch of ideas from Firefly. The ship has space for two hoppers, a medical area and weapons hold. The crew area is much larger than the Antelope, holding 6 rooms or enough room for 32 CU of people. Unlike Firefly and the Antelope I, it has two gun mounts and no secret areas. The 60 CU cargo hold is of center as it was in the original design, but this ship has a second 40-CU hold fore of the main hold and bay. It can hold a second hopper, but that is not a standard option so play begins with just one. 

This ship would require a few of modifications of the rules, which I have not formally written up yet. It looks like I would have to rewrite 3 events and 3 rules: e001, e036, e157.4, r237, r229d and r217. The events cover your first day with the ship, e036 covers buying a new ship and e157.4 references the medical regrowth tank. The rules modified are r217 for starship damage, r229d for search locations and r237 for critical hit locations. In respect to hits and search locations, the only completely new things are the medical space and weapons hold. 

The medical space is simply an area large enough for several characters and the medic could hang out in there. It would count as quarters for searches and would be immune to criticals as it's a vault in the center of the ship. The weapons hold would be searched on cargo hold results and would share the immunity to criticals for the same reason as medical does. The medical space is somewhat like a turret as it has enough room for the 4 CU regrowth tank plus a medic and one patient. The regrowth tank is not a standard option, so the player would have to find one. As far as the extra crew quarters and hold, I would have each of them hit on a 50-50 chance. I think I thought of everything, but I will have to do a play through to be sure. 

Since we are talking about a ship 1.58 times bigger, I figure multiplying everything by that will give me good cost stats. The cost is 190,000 secs with an interest payment of 475 a week. All of these values are simply the original ship's stats multiplied and rounded up. At that price point, the player would get two sets of tech 1 guns and one hopper and 16 hits. 

The overly large size will create crewing problems. I'll look at that in my next post. 

Sunday, June 10, 2018

Using GIMP to Resize Photos to a Specific Size

This afternoon I am editing photos for a website. I would like to take some images from 4992x4000 down to exactly 620 px across. I will be using Gimp and a little math to make this happen in seven steps.

First things first, I could do the math in my head, but I want to make this a step by step process. The second thing is, unpwnd doesn't require a specific size so the images in this walkthru will not be 620 px. That is not lost on me, I happen to Blogger as my platform and it has very different tools from Wordpress.

Step one. Open the image.
Step two. Click on Set Image Canvas Size. The dialog box will open and show that the image is currently 4992x4000. That is nothing like 620 px across.
Step three. I am going to adjust the width and the height. For the width, I need to lose those to extra pixels, it is so small no one will notice. So width becomes 2992-2=2990.

Height is another story. I am going to take away a multiple of 620. I decided that I would go with 620 times 2, so what I end up with is 2760. That is 4000-1240=2760.

Before I hit resize, I clicked the Center button. It just so happens that my subjects are dead center and this works. If it did not, I could have adjusted this manually.
Step four. I want to point out that I have been working with Canvas Size and not Image Size. Essentially, I am cropping the image to a particular size based on some math rather than an eye for photographic composition. Actual photographers have a great eye for composition and would not use this method.

Anyway, I think I can trim a little more of the edges and when I do that, I want my height and width to be an exact multiple of 620. I take the width of 2990 and divide by 620 which gives me 4.822 and some change. I do the same for the height which gives my 4.451 and change.

Now for a trick. I am going to take four away from each number leaving 0.822 and 0.451. Both of these numbers need to multiplied by 620. 620 is the only number I know for this process, which is why it keeps popping up. The results are 510 and 280.

2990-510 is 2480 and 2760-280 is also 2480.  2480 divided by 620 is 4.

Again, I am using the center bottom so I don't clip away my subjects. Also, this could a manual process.
Step five. Scale the image. I could do this part 2 ways. I picked the easy way: I scaled the image to 620. I could have also used the drop down box to select percent and typed in 25. There is no difference.
Step six. This is the result, an image that appears way too small. But not really, GIMP didn't change the scale of the display and the image is actually much bigger.
 Step seven. I set my view to 1:1. Looks good.
While all of this seems labor intensive, it is. But only once. Changes are your camera always outputs the same size image so you can save this as a macro making the process automatic.

And here is the final output at 620 px.

Neat, eh?

Friday, April 24, 2015

Why use Terminal? (GIMP Install)

Linux has come a long way over the years. Nearly every variant has a software manager, a graphical interface for adding software. Why bother with the Terminal any more?
First, the terminal will display everything it does. Second, there are many versions of Linux and all of them have Terminal as an option. No matter what version of Linux, Terminal experience will server you well.
Here is a quick example of how to install GIMP using the Terminal.
Install GIMP:
sudo apt-get update && sudo apt-get install gimp
The && combos two commands, update and install. The first checks your repositories to make sure they are up to date and the second installs GIMP.
You can follow this with autoclean and clean:
sudo apt-get autoclean && sudo apt-get clean
These commands remove .deb files not used by your system. Autoclean removes the cache information. This is good for systems with low disk space, however the penalty is you will need to download these again if you need to update or install software.