501

(2 replies, posted in Starmada)

I have been looking at including these in the VBAM stats, the problem being that VBAM does not have them.
In version 22 of the shipyard I have included the following change for dual mode fighters.

If you use VBAM please take a look and let me know what you think.
In order to carry the one shot weapon the fighter is increased one level in most respects.

The book example of the "Short" fighter with a striker load:

Fighter with Interceptor trait (Small flight of 4)
(Lt) Cost:1/5 Maint:1/16 DV:1 AS:0 AF:2

Becomes as Dual Mode:
(SF) Cost:1/4 Maint:1/12 DV:1 AS:2/0 AF:0/2 (Before/After strikers
are used)
Size cost and maintenance increased by one level, Anti ship increased
by 2 for one shot only and Anti fighter reduced by 2 until weapon is
used.

Paul

502

(10 replies, posted in Starmada)

Checked it through

Type: , Mars Class,   Heavy Cruiser  (581)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1          :    Available SU=2529
Engines: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1            SU=820
Shields: [TL0] 5 5 5 4 4 3 3 3 2 2 1 1            SU=715

Weapons : 1:[XZ], 2:[X], 3:[Y], 4:[Y], 5:[Z], 6:[Z]
Weapons
Battery X:   20cm Hellbore (E) TL0,  6/12/18, 1/3+/1/2                      SU=648
Piercing +3, Increased Impact, Slow Firing
[AC] [AC] [BD] [BD]
Battery Y:   Class B Plasma Batteries (E) TL0,  5/10/15, 1/4+/1/1         SU=96
Non–Piercing
[ABC] [ABC] [ABD] [ABD]
Battery Z:   Sunburst Array (E) TL0,  2/4/6, 1/3+/1/1                             SU=492
Area Effect, Repeating, Carronade & Range-Based ROF
[G] [J] [H] [K] [I] [L]

Special Equipment
Fire Control                                          SU=127
Marines (Squad)(6) :                              SU=30

Damage Control Dice: 3
Another problem: SU available = 2529    SU Used = 2928      399 overweight without Ablative Armor. 417 with Ablative Armor.

With Ablative Armor CR does fall to 547 this is due to the high shield factor which makes the regular base CRD
higher than the Ablative Armor base figure.
For now I will change it to the higher of the two figures but it does wrongly give a way to have armor without paying in the CR. :shock:

Paul

503

(10 replies, posted in Starmada)

I do not mind but this is going to bug me now.
Of course without the ship details that you used I cannot work out what is going wrong. I have tried to replicate it but failed. For example:
Ship with Hull4 Engine2 Shield0 1 Laser weapon:
No Armor,            +1AB,              +2AB,               +3AB
O:11,                    11,                  11,                  11
D: 8,                       9,                  11,                  12
CR:9,                    10,                  11,                   11
CRD:8,                    8,                   8,                     8
ABCRD:0,                9.33,             10.67,               12

Ship with Hull10 Engine4  Shields4 1 Laser weapon
No Armor,              +1AB,             +2AB
O:13,                     13,                   13
D:60,                      85,                  91
CR:28,                    34,                  35
CRD:60,                  60,                  60
ABCRD:0,                85.33,             90.67

The new DCR is AZ12 on the Template sheet which replaces the regular DCR base with the Ablative DCR base if the Ablative Armor is used.
Can you post the Drake notation for your ship?

Paul

504

(10 replies, posted in Starmada)

I think that you are right, I messed up, looks like I thought it was just for the Armor instead of a replacement base rate.
The calcs are right, as you pointed out at the time there should have been a x2 in there.

"Dont you always mutliply hullx2 before applying the shield and other modifiers? Since defensive rating is based on hits-to-kill, which is usually going to be hullx2?

Dan replied
You are correct. I had left the x2 out initially because it's a constant."

Still correcting this is easy so that if chosen, the Ablative Armor base CRd rate replaces the one based on hull alone. Just wish someone had spotted it 18 months ago.
Thanks.
Paul
Edit: v21 now posted, see what you think. Also added name place for spinal weapon.

505

(10 replies, posted in Starmada)

Marcus Smythe wrote:

Ive noticed of the three or four SM:AE construction spreadsheets, only the standard one from MJ12 Games seems to not get some kind of 'burps' from Open Office, but, sadly, it doesnt do variable mode weapons, piercing greater than 1, much less ablative armor and armored gun batteries.

I think that you will find that the mj12 Games spreadsheet has always been pretty much core rules only even under Starmada X.

Marcus Smythe wrote:

The most detailed version, Shipyard, seems to respond poorly to open office (particularly with Ablative Armor.. first point increases the CR of the ship ENORMOUSLY, but going from the 11th to 12th point does almost nothing)... but has all the options I want.

Strange, The shipyard is written with Open Office. Mind you there have been quite a few problems since Version 3.0 of Open Office as some things are now done differently. Open Office calc 3.0 is no longer 100% compatible with Excel nor Open Office calc 2.4.
I have tried to fix parts as problems arise to make the shipyard usable with all three.

With regards to Ablative Armor from Starmada X in the forum, the CR does jump at points but that is down to the calculation given by Dan way back. See the Armored Gun Batteries and Redundant Shielding thread. There was a problem but it should work ok in the latest version.

As always, if something in the shipyard is not working let me know, I am too near the forest to see the trees sometimes.

Paul

506

(2 replies, posted in The Admiralty Edition)

go0gleplex wrote:

WHAT!?!? No egg torpedos or carrot cannon?   :shock:

I forgot to mention that the Two Spinal mounts are Carrot powered. Maybe I should shoe horn in a place for naming the spinal mounts.
There are the RD Mines though (Rabbit Dropping). lol

I quite liked how the counter came out with the two low hangers for forelimbs (bit like Galactica). I have a general idea when I start but when I draw bits get changed. The result can be a bit of a surprise.

Scenario, Klingon D7 attacks Santa (they got Tribbles again this year for being naughty).

Paul

507

(2 replies, posted in The Admiralty Edition)

Will the Easter Bunny arrive in time to save Santa?
When Santa takes a hit the call for help goes out. At the beginning of each turn after Santa's Sleigh gets hit roll a dice, on 4 to 6 the Easter Bunny arrives. Hooray!
Actually a whole shipload of Seven foot tall bunnies just itchin for a fight.

Type: Easter Bunny Battleship, Mk1 Class,   Battle Carrier  (639)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL5] 4 4 3 3 2 2 1 1               
Shields: [TL3] 3 3 3 2 2 2 1 1               
Weapons : 1:[XS], 2:[X], 3:[X], 4:[X], 5:[X], 6:[S]
Weapons
Battery X:   Bunny Blazers (E) TL3,  3/6/9, 1/4+/2/1
Extra Hull Damage
[ACE] [AC] [C] [BDF] [BD] [D]
Spinal Mount : [G] ACC:5+, ROF:1, IMP:1, DMG:As Hull, Ranges:1-8/9-16/17-24,   Number= 2 1
Special Equipment
Carrier (360) : Anti-Fighter Batteries(5) :
Mine Factor(5) : 5  4  3  2  1
Stealth
Damage Control Dice: 2
Small Craft carried:
EB Fighter, Mk1:(360) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:Piercing,, /  Flights:6 5 4 3 2 1

Enjoy, Counters here.
Paul
[attachment=1]Easter Bunny Battleship.jpg[/attachment]
[attachment=0]EB Fighters.jpg[/attachment]

thedugan wrote:

"Easter Bunny Battleship"? heh....maybe we need a new section just for 'Bizarro Ships'...  lol

You can  lol , It's Manned (or should that be bunnied?) by Seven foot tall Bunnies! Think Harvey with attitude.
:evil:  :evil:  :evil:

I was keeping it for Easter but I may post it with the counter later today, just need to do the fighters.

Paul

509

(1 replies, posted in The Admiralty Edition)

png files deleted and replaced by jpegs. Sorry if you could not see the counters before.

Paul

thedugan wrote:

If you don't like making new ships, somethin's wrong wit' ya!

Hell, I LOVE to make new ships, just look at the 'PBEM thread'....
lol

Always making new ships, maybe not conventional ones (see bourbaki basin, Sleigh).
Sometimes it does you good to come up with funnies.
Now where did I put that Easter Bunny Battleship?

Paul

511

(1 replies, posted in The Admiralty Edition)

Sleigh Ride. Can Santa deliver the presents? smile
Santa's Sleigh has Two modes, Nice is usual. However if threatened, the sleigh goes into Naughty Mode with Pudding Guns and Red Hat Missiles.
Tech level 5(Magic) throughout.
Special Rules:
Due to the use of magic, hull hits become present hits (8 available) so even though the hull is 1, the sleigh is destroyed on hit 8.
If in Nice Mode, weapon hits also become Present hits. You loose if all Presents are destroyed!
Engines also have 8 Hits instead of all being destroyed on the first hit.
Damage control die restores one present or weapon.

Nice Mode:
Type: Santa Sleigh 2008, Sleigh Class,   Unknown  (21)
Hull: 1
Engines: [TL5] 8 7 6 5 4 3 2 1                   
Shields: [TL5] 1                       
Weapons : None
Special Equipment
Cloaking Device
Cargo (40) : Presents  8 7 6 5 4 3 2 1
Damage Control Dice: 1

Naughty Mode:
Type: Santa Sleigh 2008, Sleigh Class,   Unknown  (21)
Hull: 1
Engines: [TL5] 8 7 6 5 4 3 2 1                     
Shields: [TL5] 1                       
Weapons : 1:[2X2Y], 2:[2X2Y], 3:[2X2Y], 4:[2X2Y], 5:[2X2Y], 6:[2X2Y]
Weapons
Battery X:   Pudding Guns (K) TL5,  1/2/3, 2/5+/1/1
[ABCDEF]  [ABCDEF]
Battery Y:   Red Hat Missile (B) TL5,  2/4/6, 1/4+/1/2
[AB]  [AB]
Special Equipment
Cloaking Device
Cargo (40) : Presents  8 7 6 5 4 3 2 1
Damage Control Dice: 1

Enjoy, counters here.
Paul
[attachment=1]Santa Sleigh 1.jpg[/attachment]
[attachment=0]Santa Sleigh 2.jpg[/attachment]

thedugan wrote:

He's suggesting that it be downloaded, in order to further the enjoyment of Starmada.
smile

I do not think that everyone would agree, I have been accused of making people spend hours making up new ships just for the fun of it. :twisted:

I was going to suggest having everyone at an event use the core rules only, but even then super weapons could prevail, which has to be off-putting for new gamers.

Paul

Just a thought.
If you are running a game, take one copy of the shipyard.
On the Nation sheet, design 26 weapons, impose restrictions regarding max range (although if you have designed the weapons this one will not be needed) or hull size.
Decide on what equipment will be allowed (ie no cloak).
Same can be done on the Small Craft sheet. Design fighters, strikers etc. Or leave these as standard so the players have to choose from the ones that you make available (Therefore no super hit all strikers).

Then have the players use this shipyard to design their ships.

Paul

514

(24 replies, posted in Wardogs)

mahon wrote:

Yep, I'd go for a corrected and updated PDF and probably a downloadable update for those who purchased the original.

In the past RPG Now has let me know if any book I bought had been updated and allowed me to download the updated version. Might be updates within the allowed downloads for any product, but good of them.

Paul

515

(24 replies, posted in Wardogs)

go0gleplex wrote:

revised pdf rulebook? Different layout you mean or inclusive of the errata info?

I was thinking along the line of correcting the parts mentioned in the errata thread and checking the examples.
I think that during the thrashing out of the spreadsheets, the examples points may have differed.

To my mind the most important thing is that the product be as up to date as possible. (Good PR in respect of future buyers).

Paul

516

(24 replies, posted in Wardogs)

1. A revised pdf rulebook
2. Playing pieces (even if they are like the original Btech 2D ones)
3. Anything that is easy to include in the spreadsheet

Paul

517

(2 replies, posted in Starmada)

I must admit that my two booklets were not that original, The Anteatman, Giant Mutated Ants out for revenge eating their way across systems and Octopodians (Watchee) on the run from their home world because they taste good.
I thought that the common thing to both might be fun though. The Blue Bubble Gum Entity. Just another bit of sweet bubble gum but if eaten bang goes any original ideas. Control through thought and DNA alteration.
With the BBGE I was going to do a couple of more booklets but when I asked if anyone wanted more there was  - nothing, deathly silence.
Perhaps silly on my part, I thought that it might catch on that instead of just a Drake notation we might get a bit of background. What the ships look like and maybe even counters to play with.

Oh well, one can dream.

Paul

Re Ablative Armor cost. These are the calculations from the shipyard.

SU= ((Armor Points required/Hull)^2) x Roundup((Hull^1.3) x 100)

CRd= (((Armor points required x 2/3) + Hull) x 2) x Shields (or 1 if shields = 0)

There must be an old post with these somewhere here for me to have included them in the shipyard.

Hope that this helps

Paul

519

(19 replies, posted in Discussion)

Just seen.
http://mj12games.com/forum/viewtopic.php?f=10&t=1248

OK stopped laughing.
"Hello Kitty"????????????
I think changing the scheme to this might be a bit far.
Or is this a new game that you have in mind?

Paul

520

(19 replies, posted in Discussion)

Just read that we have Two weeks left due to no new messages.
I am not sure that the messages always works on the yahoo group, but more useful has been the files section.

This new forum scheme seems very bright (pass the sunglasses).
I notice that there is an "Upload attachment" section below. Will it also be possible to delete attachments when they become out of date? On the yahoo groups I always delete the previous version of the shipyard and Wardogs construction sheets when a new version may be needed.

Paul

521

(42 replies, posted in Starmada)

One thing you could try is to change the way that shields work to do away with the shields roll.
Have the shields stop their rating in hits per turn.
So that a ship with shields 3 ignores the first three hits per turn (in fighter phase , then any shields left undamaged are used in the same way for ship to ship) and all other hits being rolled for damage.

The shields being reduced as normal when damaged.

Of course a ship could come to a quick end if targeted by a load of weapons.

Paul

522

(3 replies, posted in Starmada)

Correct, the coefficient is 29 giving a capacity requirement of 20.
The download Starmada AE version shows this figure for strikers on page 60. Perhaps this is an error in the printed version?

Paul

523

(4 replies, posted in Starmada)

Thanks.

I have just posted version 18 on the mj12 and VBAM yahoo groups.

Paul

524

(4 replies, posted in Starmada)

Why nobody else spotted this is a mystery.
It is not adding Anti-Fighter Batteries, I fluffed one of the cells on the template.
I will fix this later today, look out for version 18. Also, since main batteries can now have the Anti-Fighter trait I feel that these should also be included when it is used.
I will also put this in version 18.

Do not forget to check out the VBAM requirement page in the Shipyard "How To"pdf.

Paul

525

(15 replies, posted in Game Design)

underling wrote:

I'd also like a large scale micro armor game.
I've got a ton of the Clicky Tech stuff just waiting to be pushed around.
And note the emphasis on large scale, meaning big games.
Assault Corps has a little more detail than what I'm looking for.
I've been bouncing around a few ideas if you're interested in hearing them.
Kevin

I'll probably be threatened with the yuckililly playin again for this, but have you tried Corps Commander (Division level game)(Korps Commander is the WWII version) or Tank Wreck!
There are also a few sets of rules on freewargamesrules.co.uk suitable for large games with 1/300 or 1/285 scale.