I have an e-mail from David Mullich saying that no, he had not heard of the Zelazny novel when he wrote the game. I never published the material in this e-mail because Mullich never responded to an e-mail in which I asked his permission to do so. A curiosity I noticed: Hwitrokken probably means Whiterock.
Hvit is white Norwegian, and I think hwit is old english. No good ideas on what fyrokken is supposed to mean. I can't believe I didn't mean that connection. I welcome all comments about the material in this blog, and I generally do not censor them.
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I'm sorry for any difficulty commenting. I turn moderation on and off and "word verification" on and off frequently depending on the volume of spam I'm receiving. I only use either when spam gets out of control, so I appreciate your patience with both moderation tools. This was a pretty good character. He lasted 15 minutes. Empire II: Interstellar Sharks. It would have appeared on the "upcoming" list via the natural course of time soon anyway. You'll want to review that entry before finishing this one, as this builds on that one without re-explaining key concepts.
I spent about seven frustrating hours with the game this week, attempting each of the three character classes with a slew of characters. It's a tough game. You can only save by going back to the space station, and I never saw a commercial flight to the space station, so you have to play long enough to get your own ship if you don't start as a pilot.
When a character dies, he's immediately erased from the disk. You can't forestall this by popping the disk out of the drive, as the game continually references the disk, and it crashes--it doesn't ask for the disk; just crashes--if it can't find it. You can't really use save states because it's constantly writing the character and world state to the disk, and if it finds discrepancies between the memory and the saved files, things go wonky.
Winning the game involves making your way to the imperial home planet, Triskelion. This is tough because its location is secret.
No commercial flights ever go there; no navigation program will take you there; no "flight planning service" will help you plan a flight there. To get there, you have to have your own ship.
Of the three classes, the pilot comes with one, and the businessman and diplomat can buy one after enough financial success. Making money is a major objective of the game, and each character class has a way of doing it legitimately. The businessman buys and sells stocks and runs missions for his corporation. The diplomat carries messages and handles negotiations. The pilot sells commodities. But there are some sinister implications to the "legitimate" means of making money.
Every once in a while, the businessman gets a mission to bomb a rival corporation. The diplomat is asked to assassinate an ambassador or the priest of the Lord of Light. If the pilot wants to make any serious money, he has to trade in weapons or slaves this is theoretically possible, at least; I never found any place buying or selling slaves.
This isn't what I got that MBA for. An interesting element is that any character class can become a businessman simply buy purchasing a seat at the stock exchange. He'll be assigned to a corporation and start getting missions from his corporate masters.
A businessman or diplomat can also purchase a ship and start trading cargo. However, I couldn't find any way that a non-diplomat can obtain the things that a diplomat starts with, including high-level passports and diplomatic immunity. Thus, you probably want to start as a diplomat for the most options. Nonetheless, even the diplomat or businessman eventually gets a quest that requires them to go to Fyrokken, and you can't do that without your own ship.
Purchasing a ship from scratch is expensive. At minimum, you need a hull, rockets, a fusion drive, a computer, a navbeacon, and an environmental shield. If you don't want to put your life in the hands of 1d20 roll every time you take off and land, you also need a navigation program.
The sum of this equipment is about 10, credits, or roughly 5 hours of game play doing diplomatic missions or trading stocks. You need almost all these parts. The game's message seems to be that doing things legitimately is for suckers. The easiest way to make a bunch of money in this game is to roll a character with a high dexterity and then STEAL at the bank. The game rolls a 1d20, and as long as it rolls less than your dexterity, you get x the roll. Seven or eight successful thefts can leave you with enough for a ship by itself.
Also lucrative is killing criminals in the black markets and playing a gambling game called "Fizzbin" in Denieves. Unfortunately, your problems are only beginning when you purchase your ship. First, the sheer number of commands to get from one place to another is annoying, and if you forget one of them, you might die. Even if you do everything right, systems fail all the time, usually killing the character. With every single character, I ran into an issue by which the game decided the power no longer worked, and I couldn't load any programs without a battery backup.
The problem is, the game only lets you buy one at a time, and it's consumed every time the power fails. Make sure not to lube the shoulder of your cases as this can cause dents. Clean dirt and powder residue from inside case necks and simultaneously add a light coating of case lube with a case neck brush. This will reduce the sizing effort and prevent excess working of the brass.
Roll the brush across the lube pad after every three or four cases for just the right amount. Snap a shell holder into the press ram with a slight twisting motion.
The shell holder will securely grip the head of the cartridge case. Check out our latest catalog or see your local dealer for help in selecting the correct shell holder, or reference the chart on pages 12— Thread the sizer die into the press until the die touches the shell holder when the ram is at the top of the press stroke. Raise the press handle and turn the die down another one-eighth to one-quarter of a turn and set the large lock ring.
Gently but firmly lower the press handle all the way to the bottom and run the case all the way into the sizer die. This will size the case to the proper dimension and push the fired primer out of the case. Next, raise the press handle. This will lower the case and expand the case mouth on bottle-neck cartridges , correctly setting the case neck diameter to hold the bullet tightly. After several firings, cases sometimes stretch and become longer than the specified maximum length.
These cases must be trimmed to allow for proper chambering and for safety reasons. The trimmer works like a small lathe and can be used to trim most cases up through caliber. Check the reloading manual for maximum case length and trim length. Use a dial or digital caliper to check the exact case length. Cases that have been trimmed need to also be chamfered and deburred. This will remove any burrs left on the case mouth after trimming and will allow a new bullet to be easily seated into the case.
Insert the pointed end of the Deburring Tool into the case to remove burrs and chamfer the case mouth interior. Fit the other end over the case mouth to remove exterior burrs. Because of their design, straight-wall cases need to be expanded in a separate expander die. Install the expander die in the press, place a sized case in the shell holder and run it into the die. The expander should be adjusted so the case mouth is belled outward just enough to accept the new bullet.
To use, first scatter primers onto the grooved surface of the tray. Then, shake the tray horizontally until all of the primers are positioned anvil side up. The Hand Priming Tool seats primers quickly. Insert primer tray into Hand Priming Tool.
The proper primer plug adapter size large or small must also be installed. Log in Register. Search titles only. Search Advanced search…. New posts. Search forums. Log in. Install the app. Contact us. Close Menu. Home Forums Reloading Reloading. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
TScottW99 New member. Sep 14, 0. I bought grain Partitions and SSTs to try for the upcoming deer season. So far the winner is a load consisting of I have had no luck with the Partitions yet with this rifle. Hoping to get back out next week to try two more loads. I only had the chance to test one load for elk.
All five shots were under an inch with a starting load of 51 grains of HSC and a grain Accubond. Ready to get working on some more loads since it seems the rilfe likes this bullet. I'm hoping I can get the speed up a bit more and maintain accuracy. Anyway, I'm excited as a kid at Chritmas. Just started reloading recently and LOVE it!
JD Moderator Staff member. Nov 4, 21, The Rem is one of my favorites. The more you shoot the Rem, the more you are going to love it. Thanks JD! I have not tried the Reloader 19 with the s yet.
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