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mikeaxe wrote:Hmm... The problem (if any) is the ship display gets a bit big with the dice icons.
Granted I can only get Four Fed Heavy Cruisers to an A4 page at a perfectly readable (My sight is not that good) size using faceted dice icons.
Whatever happened to "You're the only ship in the quadrant" (everyone else is at the doughnut shop)?
Must have gone the same way as "Star Trekkin" as of TMP.
"Star Trekkin across the universe - now were going backwards,
Finally found reverse"
Paul
I have played a couple of fights with the faceted shields converted to the new system keeping the six arcs.
Instead of the "hit" shield taking damage, when a damage check takes place and the shields are damaged one or more "layers" are lost (The first across all arcs). Likewise any repair appllies to all. Simple, keeps with new rules. Some have said why bother with different types of the same ship if the stats are almost if not the same?
There is the chance here to add armor so that the Heavy Cruiser can be an Armored Cruiser, thoughts?
Paul
Faceted example:
[attachment=1]FAC1.png[/attachment]
Becomes
[attachment=0]FAC2.png[/attachment]
The most useful arc is that in which the enemy lies at any given time.
In other cases it could be the C and D arcs as in the HH universe where there are no forward weapons.
Tough call but someone somewhere won't be happy.
Paul
Ah, and then come the ships that travel stuck in reverse!
Paul
Blacklancer99 wrote:mikeaxe wrote:Currently I play SFO rather than SAE (I like to field lots of ships) but I design my ships in SAE and convert to SFO, as it allows me to more easily imagine the weapons and ship designs. Perhaps the solution for us unimaginative diehards is to use the 'conversion' rules to design weapons systems the old way then add a ship description as 'fluff' in the fleet lists to describe the weapons we have envisaged, similar to the existing source books. Then play using the new rules, having been told by our 'source book' what the dice represent in a particular case. That way we get the benefits of both worlds umm stellar systems ... galaxies ... universes ... dimensions ... whatever.
Agreed. After looking at Dan's conversion example, this was pretty much my exact thought. I have only played SFO twice, and enjoyed it, but I cannot for the life of me build ships in the system without first doing them in S:AE, where I can (more) clearly define what I want. I chalk it up to lack of flexibility in my old age. I have actually found the process of converting ships from other games with greater specificity (B5Wars for example) is actually harder than doing them in S:AE first where I can "balance" them better. I'm imagine that if I had never played earlier versions of Starmada and had started with SFO, I probably wouldn't have this hang up. I think I'm going to like S:NE, but I may have to do some mental yoga getting used to the differences and forgetting the "old" way of doing things.
Cheers,
Erik
So you would find it easier/better/more enjoyable to design a weapon as AE and be given the new stats?
A mini weapon converter?
Paul
madpax wrote:cricket wrote:Second, the Plasma Cannons. The total number of attack dice is: 2 x 1 x 1 = 2. Again, the "Accurate" trait applies, as does "Damage [X]". "Doubled Range Mods" is renamed as "Diffuse". Once again, the arc display is simple: [FF].
Juste a note. According to the ship sheet examples as there: http://www.mj12games.com/forum/viewtopi … p;start=50, Diffuse has been given to Phasers, but originally, Photon had double range modifiers.
And the latter has no more traits. :?:
Marc
Photon Torpedoes should have had (as things stand) Diffuse, with the addition of Slow for the oVerload.
Just a slight glitch in the example, which is after all just an example.
Paul
BeowulfJB wrote:Here is an idea: Rename "Fire Control" "Advanced Fire Control", Since all ships have fire control, the advanced version of this should have a different name. :idea:
How do you know?
Might be some poor ... sitting on a barrel going "Left, Left, a bit more..."
My poor Anteatman gunners just stick their backsides out and hope for the best!
Paul
Next up, is a "strong Fast" fighter, having increased firepower.
[attachment=2]Fighter I.png[/attachment]
A flying brick with oversize weapons.
[attachment=1]Fighter J.png[/attachment]
Another Strong extended range fighter also has internal weapon bays. A regular workhorse (an ugly one at that!).
[attachment=0]Fighter K.png[/attachment]
They will you know.
If you have a good slope and give a good shove.
Paul
Revised pdf. Font being posted soon. Followed by a sheet of 1" squadron counters if wanted.
[attachment=0]Spreadsheet font.zip[/attachment]
Fighter H fast.
[attachment=2]Fighter H.png[/attachment]
Fighter H type 2 decked out as a scout.
[attachment=1]Fighter H2.png[/attachment]
Paul
pdf updated again 6th December
Second up is a smaller fighter "G" which is weak but fast.
[attachment=2]Fighter G.png[/attachment]
In the outreaches an alien bomber squadron was found; out of fuel the crews had died.
The aliens seemed to have been almost round in shape. The craft could not be duplicated in all respects and costly to build.
Named "Mandible" their weapon load makes them strike fighters.
Alien version.
[attachment=1]Fighter Bomber Mandible.png[/attachment]
Copied with increased firepower.
[attachment=0]Fighter Bomber.png[/attachment]
Paul
Thought someone out there might like to see the latest verdion of the font.
I will post this when I am happy with it in the Starmada file but it could replace wingdings in some of the other spreadsheets.
Also been making some fighter counters that match the font; like fighter "F" which is a standard fighter.
[attachment=0]Fighter F.png[/attachment]
Paul
pdf deleted.
You do not mention that the battle station gets to re-roll misses (page 27), that made no difference?
Paul
Well, pick me up from the foot of our stairs!
Silhouettes!!!!
Before you know it there will be actual counters.
Paul
Weird that, I am sure that I have already seen that picture somewhere.
I did catch part of a Beasts of War programme, just can not remember if that is where I saw it.
Paul
Beasts of war even have a programme (monthly I think) on satellite TV, On the Showcase channel, Astra 28.2E 11,260(V) (just in case anyone in Europe wants to keep an eye out for it).
I thought I read that Cosworth was doing a spreadsheet last year (sad person me, I read things for games I have never bought and played )
Paul
Edit/Update. Showcase site has it as:
Wargaming News. 30minute.
Saturday 5.30pm GMT
Wednesday 1.30pm GMT
Thursday 5.30pm GMT
What about the (CL) Leander class?
Leander, Achilles*, Ajax*, Neptune and Orion.
Can not do Battle of the River Plate without these "*".
Paul
Stephen.Tarheel wrote:Good evening,
I'm trying to convert the Hydran Monarch and in reverse engineering the other Hydran ships I see that they don't fit unless most tech is a TL +1, are there conversion notes that I'm over looking?
Thanks!
-Stephen
You can find this ship here:
http://www.starfleetgames.com/starmada.shtml
Scroll down the page for the data card.
There have been a few threads about SFU ships converted to Starmada AE being over the SU limit, there should not be a problem so long as the CR is right.
Paul
The short answer is yes, see:
http://www.mj12games.com/forum/viewtopic.php?f=2&t=1386&p=11361&hilit=fighters+area+effect#p11361
Paul
mj12srwstlouis wrote:Love the fonts!
What program are you using to make these fonts? I'm assuming these are TrueTypes or something similar.
Thanks, when I have it finished the intention is to bundle it with the shipyard as it will give an extra data card option.
It is a True Type so it could be used with just about anything.
I am using Type light 3, Cannot wait to buy the full prog but I have had an issue with windows 7 (a couple of display driver failures when using it).
Blacklancer99 wrote:OldnGrey wrote:Sort of like this?
[attachment=0]HES.png[/attachment]
Paul
Hey Paul, maybe the H-E-S glyphs could be "simplified" somehow? They seem a bit busy, and in the case of the Hull and Engine glyphs, not terribly obvious. I like obvious Still, better than anything I could have come up with!
Cheers,
Erik
Not terribly obvious? I did put HE&S on them. I thought hull under construction, A pesky "Kripon" engine on a pylon and a beam being scattered would be apt. I like busy, hate a lot of empty space (must be a pun in there).
I just realised that there could be another use for the font. Type them at a large point size, cut them out and use as damage chits (put in bag and pull out to see what has been damaged). :idea: JUst thought of another five glyphs.
Paul
Sort of like this?
[attachment=0]HES.png[/attachment]
Paul
Hull, Engines and shields? Not so easy as they contain numbers which could go up to 30 (or more).
I was looking more towards specials/expendables which I usually have as check boxes already as an option.
I have added a few more, Transporter, Tractor (looks like sonar I know) and armor plate.
It is not perfect but it will do for me. First go at making a font and I have had a few errors where a glyph just vanished but fun just the same. Still have a few "spaces" to fill.
Paul
I have recently bought "a few" fonts looking for something other than wingdings to use on my ship cards.
Got fed up trying to find one with what I wanted so I am starting from scratch making just the icons that I want.
Thought I would start with the obvious ones that I will be needing, numbers and D6. Once I got the hang of it I made a fighter, then another and another to represent different fighter/bomber type flights carried. Two different for anti-fighter batteries then just had to have marines, mines, hyperdrive and one for drones. These I will put in my own shipyard copy first as a trial.
I wanted to have them all in the same style, to be used as check boxes (fancy ones?)
Cannot make my mind up about having a "D" on the drone although it is less likely to be mistaken for another fighter.
I put a "H" on the hyperdrive icon too.
Any thoughts on anything I might have missed or what else to include? More fighters?
I will put an example of the "fancy" ones below.
Paul
[attachment=0]Starsheet Example3.png[/attachment]
cricket wrote:The 50% reduction for flotillas is made BEFORE any additions to the DRAT.
Thank you, revised shipyard VFv62 posted.
Paul
murtalianconfederacy wrote:As a way to get the ball rolling, so to speak, I just noticed something that I need a quick clarification on:
In the construction rules, there's a line that states all multiplications must be done before additions for the purposes of DRat calculation. However, in the rules on flotillas, it says a final multiplier must be done to get the DRat. Now, just to clarify because I was designing some ships, but which is the correct way to do it? Is the DRat for flotillas the same as other ships, just with an extra multiplier, or do you calculate the DRat as normal, adding the additions for mines, carrier, marines etc, and then apply the flotilla multiplier?
Agreed, the wording can mean either. I do not remember anyone asking before and admit I added ithe multiplier to the final DRAT.
Looking at it again, I believe that it should have been added in before any additions but I will wait on official word (only means shifting the *0.5 to another cell ).
Paul
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