Thanks to Ken Burnside for checking the sheet and work around suggestions.
Shipyard version 17 posted to the usual place on the yahoo games site.
Paul
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mj12games.com/forum → Posts by OldnGrey
Thanks to Ken Burnside for checking the sheet and work around suggestions.
Shipyard version 17 posted to the usual place on the yahoo games site.
Paul
One thing to consider with source book ship designs and fleet organizations; you're not necessarily seeing the whole fleet but merely a sampling of the more common ships. Using this as a basis of arguement is a bit unfair since there has to be a balance of useful, entertaining information and cost effectiveness/ page counts.
There is room to create the older, less techno-tweaked designs...or even a newer cutting edge proto-type...particularly within a campaign style game more likely than not.
On that subject, what did you think of my two booklets? I was kind of hopeful that they would start a trend. Seeing lists of ships is nice but what do they look like? They were both in the first stages of Spaceflight/Combat, so fairly simple. Of course, species that have been warlike longer could make use of Wardogs units.
Paul
Offered to look at Shipyard 16 if he'll email it to me.
Sorry, must have missed that, I do not have your email address.
Oh, improvements are being made. Used to be, Calc puked opening up my sheets. Now it takes 10 minutes, and 2 minutes for a screen refresh when you use a drop-down menu.
Slight overestimate? Or is that a large spreadsheet?
Glad to say the shipyard and Wardogs is just about instant refresh. My home built PC does not even have a dual core processor.
One way to fix the blank cell problem, From what I gather, is to insert:
IF(ISBLANK(cell ref);" ";cell ref)
When inserting a drop down menu using a cell range as reference, the first cell has to be text or something other than an empty cell or 0.
Point is that I think that any problems can be worked around, they just should not have to be.
Paul
I had intended to change the signature, no idea how.
It was true until version 3.
Just cannot understand, why make it incompatible with excel?
Paul
"Starting with OpenOffice.org 3.0 and StarOffice 9, the handling of empty cells got changed."
This simple statement from the writers of openoffice v3 has had an effect on the shipyard. Some data validity and value lookups will not work.
First noticed on the Wardogs spreadsheet, if either encounter an empty cell or value of 0 (i.e. fighter defence value 0), they stop and look no further. Given time some can be worked around but I do not think all things can.
I got a serious headache trying to figure out what was going wrong.
I can only suggest keeping a copy or Open office 2.4 which is more in line with excel.
Paul
I would just like to say
[size=150]IT'S NOT MY FAULT![/size]
Version 3 of Open Office is (insert your own word)UP!
"Starting with OpenOffice.org 3.0 and StarOffice 9, the handling of empty cells got changed." To quote the writers.
In effect they have stopped some value lookups from working as it seems to see value 0 as an empty cell in some cases.
I have done some work arounds for version 17
Please let me know if you have any problems.
Oh and if you have Open Office 2.4 you might want to hang on to it.
Paul
Panic over, found the problem. Open office Data Validity in version 3 does not like a cell range to start with an empty cell or one containig a 0 (zero).
I have downloaded OOv3, checked and altered the spreadsheet. it should work with 2.4 and 3.0 now.
Will upload v16 soon.
Paul
"WARNING! WARNING! DANGER WILL ROBINSON!"
Well OK maybe not danger but it seems that Calc in OpenOffice version 3 may have a few bugs. Check out the OpenOffice forum.
The construction spreadsheet (and the shipyard) may not work properly if you upgrade.
Paul
That is weird, I have checked my original, the zipped file and the one on Yahoo incase it did not upload correctly. They all work fine. I have not had that happen.
Is the available equipment shown in column AU of the design sheet?
Do you have Cell Contents, AutoCalculate ticked?
The only bug I have encountered is the weapons list in Design column AR not always updating when new weapons are entered. Sometimes the weapon name has to be re entered after the weapon details have been entered.
Paul
ps just sent you v15 incase of bad download.
it's not abolishing it. It's an option to shields in the book...allowing you to assign the strength of the shields/screens to each hex facing as you want. So if you take shields 2, this would give you 12 screen points to assign around the ship allowing you to do 3 forward, along the sides and 1 rear....essentially the same thing as what you're talking modification thereof without needing any additional rules.
This would take shields 3. Four Screens per shield factor with a maximum of 20 Screens. Maximum 5 Screens on any hex side. (Core rules page 41)
Paul
I have added a text sheet to the latest version.
Please upgrade to v15, if you do not wish to use the text sheet just delete it.
I would welcome any comments (clean ones). Any problems with the spreadsheet?
Paul
Had been thinking of adding a text sheet.
Comes out like this:-
Unit Name: Battle Armor (L) Nation: Tween (CPV:34)
Type: Mecha
Unit Size: Very Light (1)
Tech Level: Fission (5)
Movement Points: 12 (Flight Mode:8) (VTOL)
Stability Modifier: +1
Thermal Signature: 3 (Base 7)
Armor Points: 2
Construction: Left Arm with Hand x1, Right Arm Without Hand x1, Legs x2
Equipment:
Aerial Mod – Jet Assisted, Thermal Dampers (L4),
Weapons (Adjusted):
1) Small Laser (Left Arm / Side)
Range:1 (1/2/3) RoF:1 DMG:d4
Energy Weapon Thermal Signature:3
Mods:
2) SRM2 (Torso / Front)
Range:3 (3/6/9) RoF:2 DMG:d4
Ballistic Weapon (2) Tubes Thermal Signature:1
Total Ammo:(6) Reloads = 2
Mods: External Tube / Barrel,
So I have, please check out version 15, will this do?
Paul
I have posted an updated version, one of the weapon location drop downs stopped working for some reason (sometimes I think they have minds of their own.)
Put Tween Battle Armor suit on it (Yes the Tween that like eating Watchee).
Paul
I take it that the reduced range in the rules will be re written for the next version.
Seems I had it wrong in the spreadsheet. I had reduced all range bands. :oops:
I think that if we mention anything to do with the Range rating we had best make it clear.
I think you missed a "Reduced Ammunition" on the flechette Gun.
Paul
Note: for those who may have reviewed this prior to 10/22, the Fusilier and its variant weapon systems have been modified in response to the clarification of the Reduced Range rule. This lowered the Point Value of the Fusilier by 4, and effected the SRM's, MRM's, LRM's, LRIF's, and AWE's, as well as the HAMR, HEATR, and Flechette Gun.
How did it lower the point value?
Paul
In the shipyard "How To" pdf there is a page devoted to equipment requirements to give Starmada ships VBAM campaign abilities in the shipyard. These are shown with the VBAM stats on the starmada sheet.
For example:
Troop Ship = 500SU of Military Cargo, 2000SU Troops and Vehicle Bay x2 or 50SU.
Carrier (Fighter) = 4 Flights + Launch Tubes
Or the number of Flights x 100 is greater than the ship CR
This pdf can be found here:
http://games.groups.yahoo.com/group/mj12games/files/Shipyard%20for%20Starmada%20AE/
Paul
What expanded rules? for which rule set?
There are some die hards on the VBAM forum still using Starmada X.
How many have been using the Starmada AE conversion in my "How To" pdf for the shipyard I have no idea.
Sometimes trying to get feed back on anything is harder than getting blood from a stone.
I asked if anyone would like another species pdf and you could hear the crickets, well no, not even them!
Paul
Tech Level / Range in the shipyard now show from -10 to +10.
Paul
Just to let you know that there are updated versions posted.
VBAM Freighter, Troop ship & Colony ship added to the "How To" guide.
Tech Level & Range can now be seen from -10 to +10.
There have been a couple of other little tweaks.
Paul
*ducks back into the kevlar lined closet*
Let the Ducks GO!
Or the Geese get it!
Paul
Tech Range sets the maximum and minimum tech levels you should choose.
This spreads the Modifiers (from 0.5 to 2.0) between the two.
If you decide that all the players have a tech level choice between +3 to -3 then set the Tech Range to 3.
Tech level 3 will have the max modifier of 0.5 while Tech level -3 will have a modifier of 2.0
It spreads the max and min modifiers over the range chosen, so the higher the range the smaller the difference in modifier per Tech level.
In theory tech levels are available up to +10 / -10 but I cannot recall anyone asking for more than +5 /-5.
It is probably something I will look at in the shipyard.
Paul
Just to let you know version 13 posted earlier.
I will not say that this is the final version because if I do, It will not be, that's how it goes!
Paul
You had me wondering there.
Extra Magazine page 47
Offensive Rating modifier: +5 per magazine.
Paul
Ta.
Can we please have plain English in version 2.
Add the Offensive rating modifier for each enhancement could mean.
1. Offensive rating modifier (enhancements) for this weapon.
2. Offensive rating modifier for this weapon and Unit Equipment Offensive modifiers.
3. Offensive rating modifier for all weapons and Equipment enhancements.
(I must admit that on the first version I used the first and added the unit OR to the total of the weapons ORs.)
Thanks
Paul
Christopher and myself have been calculating this in a different way.
I started off by the book with each weapon OR as:
Weapon HP cost x (Weapon Range + Unit MP) (x2 if External tubes or Hand held)
I was informed that the intention was to add the Unit equipment OR so it became:
(Weapon HP cost x (Weapon Range + Unit MP) (x2 if External tubes or Hand held)) + Unit Equipment OR
Christopher has at the moment:
(Weapon HP cost x (Weapon Range + Unit MP)) + Unit Equipment OR (x2 if External tubes or Hand held)
Which, if any of these will be in version 2 of the book?
Paul
mj12games.com/forum → Posts by OldnGrey
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