Galaxy of Damnation

Gamesmaster's Database : Location details

Home
Up
Forum

The Location Details forms hold details on all the locations in your campaign. As supplied, the database comes with 100 'slots' (locations records).

The locations details form has three screens accessed by clicking on the three tabs at the top, and labeled Details, Events and Notes.

Each location has a location number. This is allocated by the computer and you should not amend it. Make sure that this number coincides with the location on your map with the same number.

As with the Player's form there is a row of navigation buttons at the bottom of the form. Most of these perform the same function as they do in the Players form. The ones that are new or different are:

 

Shows the player's form for the owner of this location
Shows the player forms for all the fleets currently at this location. 
Filters the locations and shows only those that are owned by someone (the message at the top will show how many locations are owned and therefore shown)
Takes off any filters and shows all the locations again. Used to get back to all locations if you have searched for just one or filtered on the locations owned by one player, or those in current battles. Closing and re-opening the Locations form also shows all locations again.

 

The Details tab shows an area with the following information:

 

Choose the type of world. This can only be a type that you defined in the campaign setup part of the database. Remember to include 'Special' as a type for any that you invest for yourself, or alternatively create types for black holes, penal worlds or whatever. You can add new types in the campaign setup screen any time you like. The owner has to be selected from your list of current players. To remove a location from someone's ownership delete their name and leave the field blank. The location name is just a text box. Players can invest their own names for their locations.
The campaign points and points penalty for each location are initially filled in by the computer based on what you entered in the campaign setup screen. You can amend these and override their initial values to account for rebels raiding planets and reducing their value, or other special situations in your campaigns.
Click on the boxes to show that a location has a garrison or defenses installed. Remember you can't have defenses until you have a garrison and the computer won't let you check the defenses box unless the garrison one is also checked. These boxes can be a bit fiddly - keep clicking them until you get the settings you need!
The top box will show the number of fleets that are currently at this location. It does this automatically by scanning the player forms. If you move a fleet to this location it doesn't always increment this counter unless you close and re-open the form. The bottom box is a type-in box for you to keep a count of the number of times a location has had to defend itself.


The Events tab shows an area with the following information:

 

This area is where you set up battles to be fought on this location. In the small box enter the campaign turn that the battle is to be fought on, or click the 'Set to current turn' button to have the computer enter the turn number from the campaign setup screen (so make sure you have incremented it as appropriate). The two pop-down boxes will allow you to enter the names of the players involved. If one of the players is a planetary defender only (that is, is 'pretending' to be the natives of the planet) then check the box. This will force the computer to allocate full game points to the defender. If you do not check the box the computer will assume that both players are attacking, or if the defender owns the planet, then that he is defending it himself. It can be useful to create a player called '*To be confirmed'. This allows you to set up a battle but find a player later. If you have a player who is joining in as a planetary defender but is not otherwise in the campaign then create a players form for them, precede their name with an asterix to remind you that they are not in the campaign, and leave their current location as zero. This will prevent them being included in any reports.
Set the box to the turn that you want a distress call to be issued by this location. By default this will be the standard message (see the reports section). Anything you enter in this white box will be added to the distress call of this location only.

The notes tab just contains two type-in areas where you can record information about a location (for example the special rules associated with it, or the locations it jumps to if it is a random black hole), or any special events (such as the fact that it was attacked by rebels on turn 4).

This concludes the tour of the Location details. Click to go back to the switchboard.


Contents

Home ] Up ]