====== Ogre Digest, March Forth (Last: February 27th) ======== ===== Unified theory of rulebooks From: stephan beal ===== Ogre Minis Mapmaking From: Sethkimmel@aol.com ===== speed of light making for local fire control. From: jkajpust@concentric.net ============================== From: stephan beal Subject: Unified theory of rulebooks > > From: "Grant A. Ladue" > > Let me second Henry's thoughts. A "unified" consistent rulebook is > > definitely called for at this point. Perhaps it should also have a > > small section detailing the differences between the many different > > versions of the rules. > > i personally would consider it a waste of space. The only people interested > in that are long-time players, and they're all here ;). > Interesting, yes, but i wouldn't pay for it. To clarify - specifically i meant the section detailing the differences. A unified rulebook book, i'd certainly go for, i just wouldn't want to then see pages takes up with "historical" stuff. That'd be a great article for The Ogre Book II, though. ============================== From: Sethkimmel@aol.com Subject: Ogre Minis Mapmaking << I am thinking of using felt to define the area and place token trees on the felt. I have more tree material, but am unsure of my skill at making trees and of the time constraint (would rather spend time playtesting). >> I take green yarn to mark the perimeter of my woods, and put some token trees in the middle of it. I can always remove the trees when they inevitably interfere with units moving in the woods. You could substitute model railroad lichen for the trees to show swamp. I suppose you could use blue yarn instead of green to show swamp perimeter, but I find that confusing as I consider blue strictly for water obstacles (specifically streams). I use GEO hex river pieces for my rivers (duh...) ============================== From: jkajpust@concentric.net Subject: speed of light making for local fire control. Part of the design of the Cray was to cut down as much as possible on the length of connections. That's one of the reasons the boards were wrapped around a center column. The other was to get rid of waste heat. I don't think the length of the buss in an Ogre would be a problem, but the design of the CPU would still need to keep short runs in mind. We wouldn't want an Ogre to slur his battle hyms. On 5 Feb 2002 at 21:43, Henry J. Cobb wrote: > > The reason for distributed computers is for redundancy, not speed of > light issues. > > Most of the speed of light effects inside the Cray for example are due > to excess noise in the system and rising voltage edge 'noise' on > syncronized logic; they do need to minimize propagation delay. Modern > 1Ghz processors need less delay than a motor . ============================== List Moderator: Henry J. Cobb ogre@sjgames.com Archives for this mailing list may be found at http://www.io.com/~hcobb General online support for the OGRE game is at http://www.sjgames.com/ogre Ogre, G.E.V., Shockwave and other products mentioned here are trademarks or registered trademarks of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy at http://www.sjgames.com/general/online_policy.html