576

(25 replies, posted in Wardogs)

SORRY!

For some reason some of the choice cells lost their data validity when I converted the spreadsheet from ods to xls!
It had been working so well I forgot to double check.
I have fixed it as quick as possible and have posted the corrected v4.

Paul

577

(25 replies, posted in Wardogs)

Dan has no objection so I have posted a spreadsheet for constructing the units for Wardogs.

Here:
http://games.groups.yahoo.com/group/mj12games/files/Wardogs/

It is similar to the shipyard but I have written it from the ground up, by the book. It has been revised a fair number of times these last few days and I still have reservations about the Offensive rating from page 56. If you calculate this by hand you will get a different figure. It transpires that the intent was that equipment OR be added to each weapon.

Choose the unit type on the Design sheet first, as some equipment and weapon choices depend upon the type of unit. Design your weapons, Then just fill in the light grey cells on the Design sheet as needed.

Thanks to Christopher and his spreadsheets. Without which I may have missed a few things. Emails have been flying back and forth.

Any problems, let me know.
Paul

578

(48 replies, posted in Wardogs)

What?

I am sure that in the dim distant past even Btech started out with 2D standup card mechs with a front/back view and little plastic stands to put them in.

OK the stands are asking too much(they cannot be downloaded) but if the "art guys" have the graphics, is it really too much to ask?

Front/back for mechs (unless more than 2 legs) and left/right views for everything else.

Perhaps they could do them to 1/300 in a pdf and put the set on RPGnow for a couple of dollars?

Paul

579

(48 replies, posted in Wardogs)

Awwww

All those luverly designs and not even a 2D standup to play with - Criminal!

I'd settle for side views.

Paul

580

(48 replies, posted in Wardogs)

True but a good hit in Wardogs it is the same as having a great chunk of the unit being blasted off. It would be quite probable that more than a single weapon would be lost.

The vehicles in the book, are they from a model range?

Paul

581

(48 replies, posted in Wardogs)

catenwolde wrote:

Paul's spreadsheet is very elegant, and it is great to have someone else working on fitting the formulas into spreadsheet-talk.

Thanks.

catenwolde wrote:

Six weapons and four mod's seems okay.  The trouble is that there are basically two different genres of mecha in active play, traditional anime and BTech.  Anime mechs tend to have more limited weapon leads, while the BTech tradition emphasizes a large variety of weapons suited for different ranges and purposes.  Even so, most BTech mechs will be okay with 6 weapons, although very heavy designs like the Crusader, Warhammer, and Battlemaster go up to 8-10 weapons.

How about lumping some weapons together, like the small lasers and machine guns, and multiple lasers into one with higher ROF?

catenwolde wrote:

I might think about going up to 6 mod's, if it doesn't mess up the formatting too much.

Done today.
I put Six weapons as that is the number on the data sheet. To fit more,a magnifying glass would be needed.

catenwolde wrote:

I assume that this will be the default unit creator,

One should not really assume anything, as Benny Hill would say 'To assume makes an ASS out of U and ME'

Seriously, I just wondered if I could make a workable spreadsheet from the ground up in a reasonable time from the book.

Probably a couple of tweaks needed yet and if Dan has no objection (awaiting a reply) I will post it on Yahoo groups.

Paul

582

(48 replies, posted in Wardogs)

go0gleplex wrote:

If Dan's okay with posting it, I'm okay with it Paul.

Thanks, I'll ask.
Sent a copy to Christopher for him to look over.
The more people that see it, the more likely I'll get it right.

At the moment I have allowed four weapon enhancements plus multiple launch tubes and reload.
Is there a limit? I know that the "non combinations" limit these to some extent, just wondered.

Paul

583

(48 replies, posted in Wardogs)

I know where I mucked up.

Would have been helpful if page 30 had an include "list" reminding to include the thermal modifier on table 12.

Back to the drawing board.

Paul

584

(48 replies, posted in Wardogs)

Thanks for the replies,just testing my spreadsheet.

Any objections to my posting it when I think it is finished?

I input the details for the HA-4M Dragon, and I notice that in the book it has a thermal signature of 5/7.
However the Tempest Med Msl is not hand held and the TS for these would appear to be included in the 5 already.
Maybe I have it wrong, the way I read it in the book is that the second figure would include hand held weapon TS until out of Ammo.

I cannot seem to get the Points value for this to more than 132.

Paul

585

(48 replies, posted in Wardogs)

go0gleplex wrote:
OldnGrey wrote:

Another question:
Page 49 EMP Warhead, Extra Launch Tube/Barrel?

Should this be External?

No. It is correct as written.  It may not be used as an external weapon with the default setting.  This may be customized as players desire if all are in agreement however.

I know I may be losing my sight but I cannot see "Extra Launch Tube/Barrel" in the options. Multiple launch tubes?

Offensive Rating:
"(Weapon Range plus the unitMP)"
Is the Weapon Range used, the Range Rating or the Maximum actual range of the weapon?

Thanks,
Paul

586

(15 replies, posted in Wardogs)

Check these out, £2.50 for 5! They have been around for a while.

Plastic so convertable.

http://www.em4miniatures.com/acatalog/Science_Fiction.html

Paul

587

(48 replies, posted in Wardogs)

catenwolde wrote:

I'm sure that someone better versed in Spreadsheet-fu could make something more elegant, but if you would like to take a look at the unit creator just drop me a line.

quote]
Thanks.

Another question:
Page 49 EMP Warhead, Extra Launch Tube/Barrel?

Should this be External?

Thermal signature (Bomb Rack) has a -1, does this actually reduce an aircrafts Thermal Signature?

Mecha size 1 seems to come out at 2m tall and weighing enough to be a solid block! Eh?

Paul

588

(48 replies, posted in Wardogs)

New to this one so please forgive any "Stupid" Questions.

Equipment:
Where Items such as Limpet Mine may be chosen more than once, does the Offensive Rating Modifier apply more than once?

The Stealth Modification giving a sensor signature reduction of -2.
I cannot seem to find the calc for sensor signature, there is nowhere for it on the data card.

Anti-Gravity Modification:
MP for the Offensice Rating Mod. Is this Basic or final MP?

Thermal Dampers:
Are these calculations applied after all other adjustments?

General:
Unless specified as "Round Down" are all calculations rounded up?

Sorry may have a few more questions before I am finished. Trying something like the shipyard but starting from the ground up. Perhaps the hardest thing is looking at a blank spreadsheet and thinking "How?"

Paul

589

(2 replies, posted in Wardogs)

Thanks for the reply.
I have it linked into the base EM.

Paul

590

(2 replies, posted in Wardogs)

Wardogs page 35.
Cost: EM 50%+15% per gear level.

So level 3 is really 95% of the base Equipment Modules?

Just entering the stats into a spreadsheet and thought phew that is high.

Paul

No problem. Just happy to help.

I should have mentioned that the spinal mount does appear in the weapon damage chart as "S".

I have decided to make multiple spinal mounts available (up to 6) and I will change page 6 of the pdf to show this. the data card bit will have check boxes added to reflect the number of mounts.

I know it must be a real pain my keep updating the shipyard and pdf. If I find anything wrong, something which may be done better, look better or something that can be added I just have to make the changes. Sometimes I make mistakes when adding things (like making room for the dual mode fighters) so I post the corrected shipyard as soon as possible.

Paul

Nahuris wrote:

Understood.. I'm digging through the spreadsheets now... unfortunately, Excel and Open Office are not software apps I use often enough to actually understand well.... so, I am trying to learn as I go.

Nahuris

I have tried to keep the ship data entry as simple as possible while including as much choice as possible.
Is there a particular thing that you are having a problem with?
Could the "How To" pdf be improved upon? I tried to keep that as simple as possible too.

You may have noticed that the Spinal Mount is in addition to the weapon batteries. I had to put it that way to tie in with the VBAM stats calculations.
If you (or anyone else) would like the option of more than one spinal mount just say so and I will include this in the next version.

I bet there are about 20 people thinking OH NO not another one!

I know the data card "Bits" can look confusing as just about everything you could need on a data card is there. I believe that using copy and paste everyone can have the data card of their choice.

Paul

Nahuris wrote:

I am currently still using Starmada X right now, as some of the items (kinetic, ballistic, energy.... ablative armor.... spinal mounts, ect.) haven't been ported over to the new addition yet. I am, however, using the new movement rules, and as much of the constuction rules as I can.

Kinetic,Ballistic & Energy weapons are still in the shipyard along with the KEB shielding damage chart on the starmada sheet (Along with many other bits, I hate throwing anything out!)
Starmada AE page 72, Spinal mount is not ruled out. In the shipyard  have a separate spinal mount option. I suppose it might be possible to have more than one (with the same stats) if needed.

Nahuris wrote:

The only other item I would love to see would be an official change to 4 or 5 weapon batteries.

I am sure that having more than Three batteries has never been ruled out. I think that the "Limit" had more to do with the official sxca and starship data cards. I seem to remember a reply on one of the threads where Dan told someone that you just calculate the additional battery as per the other three.
When I changed the shipyard for Starmada AE I did away with having a separate one for Five Batteries and included them.

Paul

The idea of Ablative Armor is that it soaks up initial damage which gets through the shields without the loss of weapons, shields or engines.

Paul

595

(3 replies, posted in Starmada)

Check out the Shipyard "How To" pdf, I have a page in it giving the AE requirements for most VBAM ships. (the Shipyard converts the ships to VBAM stats on the Starmada sheet.)

You will find it here:- http://games.groups.yahoo.com/group/mj12games/files/Shipyard%20for%20Starmada%20AE/

Paul

See http://mj12games.com/forum/viewtopic.php?t=1170

This was a forum option giving additional armor which took hits before the ship.

Nahuris, if you want I could post Shipyard version 10A (A=Ablative) (and show the Armored Gun Batteries / Redundant Shielding.)

Paul

Interesting, but probably a bit too effective with automatic saves.

If the groups that you play against agree, why not use the old rules for these.
If you use the shipyard they can just be coppied from the starmada X Tables sheet to the Starmada AE Tables sheet.

I had been toying with putting the option for ablative armor back into the shipyard for WWII ships, perhaps where the Belt/Turret armor exceeds 10" thickness?

Paul

598

(49 replies, posted in Miniatures)

I can remember when, if we needed an extra small part for a kit or figure, we used cuttlefish bones. Intended for the birds cage but made a real simple mould.
Usually took two and flattened the soft sides, then put the piece in between and squeezed. Removed the original and held the two halves together with rubber bands using pieces of matches to align them.

Later moved on to using plaster of paris, which was cheap at any chemist.
If you try this make sure that the plaster mould is dry right through. You do not want to pour metal into a damp mould!

Do you have to buy rtv silicones by the gallon? Smallest I have seen in the UK is a 500g tin. Or if it is a very small model you are making there are two part silicones that you kneed together and press the original into it. This can be used with the two part pourable plastic to make things like small fighters.

Whatever anyone decides to try, please take heed of the warning about damp plaster moulds and hot metal.

Paul

599

(4 replies, posted in Starmada)

Updated versions have been plentiful this past week - sorry.

Version 10 was posted yesterday. I had been forgetting to make weapons in Dreadnoughts ship-exclusive.
So I have put the choice of making all weapons designed on the Nation sheet have this trait, which is fine for pre WWII ships.
A few other minor improvements too, which may not be noticed if you use the shipyard for Starmada only.

I have updated the guide to match.

If anything looks to be wrong in the shipyard please let me know. Thanks.

Paul

600

(2 replies, posted in Starmada)

Easy to change.
I have increased the Weapon Damage Chart spaces in The Shipyard to 54, still have room for more but that may not be needed.

Separate page added just for Dreadnoughts. Shipyard version 9 and an updated How To pdf posted.

Dan, will you be posting a list of individual gun stats? That way they can be grouped in turrets of 1 to 4 guns in the same battery.

Paul

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