601

(2 replies, posted in Starmada)

I was going to use the Novara class Light Cruiser as an example ship for indicating Turrets/No. of guns. As the shipyard can indicate number of guns in a turret. Thus all guns could have ROF of 1 having each turret only being able to fire at one target.

I noticed something weird with the Weapons Damage Chart. Niether the official sxca nor the shipyard return the full number of 'letters' for the chart.
With a hull of 2 the X battery gives 27 letters and Y battery 18. However the official sxca only goes up to a total of 36 and when I added this to the shipyard I only went up to a total of 42. Therefore neither will tally with any calculations done by hand.

This may only be showing up on ships for Dreadnoughts (as weapon numbers may exceed available SU)

I will most likely increase the total in shipyard version 9 and add a sheet just for Dreadnought charts. Will update the how to with regards turrets.

Paul

Available in The Shipyard since version 6, but has anyone used it for these?

Has anyone noticed any problems?

Is there anybody out there????

Paul

603

(3 replies, posted in Starmada)

Hope you do not mind my asking but what ship details were used for this flotilla?
'Jane's WWI' and an Austrian museum site have the weapons as 6 x 6.6cm (2.6") guns and 2 x 45cm (17.7") TT with no re-loads mentioned.
No mention also of any twin mounts, the pictures are next to useless.
This giving single mounts and the stats in the book would come to

Type:  , HUSZAR Class,  Destroyer Flotilla  (64)
Ships: 4 3 2 1
Max Speed: 7
Armor: 0
Weapons:
Battery X:   Light Guns  TL0,  2/4/6, 2/3+/1/1
Non–Piercing
[ABCD]  [ABCD]  [ABCD]  [ABCD] [C] [C] [C] [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D] [CDEF] [CDEF] [CDEF] [CDEF]
Battery Y:   17.7” Torpedo  TL0,  1/2/3, 1/6+/3/1
Halves Armor
[CD]  [CD]  [CD]  [CD] [CD] [CD] [CD] [CD]
Ammo:( 8 ) 8 7 6 5 4 3 2 1

Are the range and ROF correct?
The Light Gun arcs do not seem to be for Four ships.
Help please.
Paul

Add, Better photograph and painting indicates Single mounts. There does seem to be some confusion as ships were converted around 1914. One Hungarian site gives 1 x 70mm/45 & 6 x 70mm/30 while a book written on these destroyers has the 12pdr guns as 1 x 66mm/45 and 5 x 66mm/30. I have changed the above, shipyard was showing twice the [CDEF] gun.
I have corrected the fault in version 8. Paul 29/8/08

604

(0 replies, posted in Starmada)

I think that I have finished tinkering with version 7, just minor bits that have been bothering me.

I have revised the Anteatman and Octopodian ships, both booklets have been updated.

I have also made a Drake style notation version of the Octopodian Empire.

Please, which version do you think is best?
Should I do another?
Any suggestions for improvment (clean ones please). No Watchee cooking instructions!

Paul

Shipyard version 6 had a problem on the Starmada sheet thanks to my making room for the dual mode fighters (Sorry).

Got a bit side tracked with Dreadnoughts but have now finished my second booklet - The Octopodian Empire, same format as the other.
Both posted at the usual place.

http://games.groups.yahoo.com/group/mj12games/files/Shipyard%20for%20Starmada%20AE/


Any comments or errors please let me know.

Paul

606

(19 replies, posted in Starmada)

BeowulfJB wrote:

I will now be using Dreadnoughts for all of my WW 1 battles. 
I was planning on adding these changes:

2)  The penetration ability of guns declines somewhat at longer ranges. Thus, all armor penetration by guns is "-1" at long range. 
(Torpedoes do not have this "-1" at long range.)

I was wondering what others think of these additions?

  big_smile

Do not forget that at long ranges shells are plunging, hitting top armor which is always thinner.

Anyone recall when torpeodoes had a shallow or deep setting added?

Paul

607

(25 replies, posted in Starmada)

cricket wrote:

UK Canopus: 6" guns are non Piercing +1 (CR 86)

OH Poo!
NON PIERCING +1?

Thought I was seeing things. No, listed on page 9:-
Non-Piercing [X] (Weapon, varies) . . . C4 DRN

Except it aint! Unless there is a page missing between 12 & 13.

Paul

Dual mode fighters now able to count toward Fighter Capacity in Starmada (X-wings with proton torpedoes anyone?)
VBAM stats on the Starmada page now reflect Flotillas.
Paul

609

(2 replies, posted in Starmada)

I do not know about Grand Fleets but it should be possible to use VBAM for a Dreadnoughts campaign. The VBAM Starmada edition is for Starmada X but AE conversion can be done.

Although Flotillas are not strictly a part of VBAM, I have just updated the stats in the shipyard to include them. So long as they are treated as One ship it should work.

First ever campaign rules I came across were for a hypothetical world war game. They are in Sea Battle Games by P Dunn, published by Model & Allied Publications Ltd in 1970 (the year I bought the book). Being for Naval action, air and land warfare are simplified. Most important thing being transporting steel and oil to factories and ports, without which You cannot build new ships or have them at sea. It makes a good read even now.

Paul

Still at:
http://games.groups.yahoo.com/group/mj12games/files/Shipyard%20for%20Starmada%20AE/

Along with the how to use it pdf wot I writ.

I did think about updating version 5 with just the weapon trait changes, which would probably be best for VBAM.

Paul

All the usual plus Flotillas and Dual Mode Fighters.

pdf file also updated. Note that if you are making a flotilla you must enter choose Yes on the template sheet, turn off for normal ships / starhips.

I have left the option ON to show the changes. See the updated pdf.

Any problems or anything which you think may be wrong let me know.

Paul

612

(18 replies, posted in Starmada)

KDLadage wrote:

2. It is good to see that my experiment in the "shipyard" sheet concept is going strong. smile

Glad you do not mind. It has evolved a bit over the years. I only intended to get it to work with OpenOffice and then came the Starmada sheet, Drake Notation sheet and Small craft/Fighter sheet. Individual tech levels increased number of weapon types to 26. Batteries increased to 5, ablative armor and other bits requested for Starmada X. Partial rewrite for Starmada AE and stats for VBAM. It is a beast that seems to have a life of its own, still, it keeps my mind active and so long as one other person finds it of use, it is worthwhile.

Bet you did not see that coming when you said that I could post an update back then eh? Me neither!

Paul

613

(18 replies, posted in Starmada)

cricket wrote:
OldnGrey wrote:

HELP!
...
Sorry to be a pest. Updating the shipyard and I hate it when I cannot match given figures.

Damn.

The instructions on page 11 are correct -- the examples are TOTALLY wrong.

I will post a corrected page shortly.

Oh good, Sorry I did not mean it like that.
Finished everything but the Drake Notation for flotillas and the How to pdf update, so with a bit of luck I will be posting Shipyard Version 6 in the morning.

Paul

614

(18 replies, posted in Starmada)

HELP! No.2
Dan,
Example on page 11.
I must be having another off day, I cannot resolve the 20" Torpedoes.
Cannot seem to get a SU cost of 6 and then in the ORAT for the torpedoes you start with a figure of 8?
Ammo limit modifier of 2.5?, not 0.6?

The DRAT, I make
6 x 12 / (6-0) x 0.5 = 6
Where did the 52.56 come from?

Sorry to be a pest. Updating the shipyard and I hate it when I cannot match given figures.

Paul

615

(18 replies, posted in Starmada)

Help!
Dual Mode example on page 17, giving me headache!

I cannot get to the totals you give. i.e. Mode (Fighter) I keep getting =390.4 / Mode (Striker) I get =535.3
Giving a Cap Req of 27. Tried Two calculators and the shipyard with calcs altered to those that you give.

I know you like squares Dan but it would have been simpler to take the old calculation for both modes and add half of the lesser to the larger Capacity requirement ( this gives 34).

Paul

616

(18 replies, posted in Starmada)

Just had a quick look through.

Dan you confirmed to KDLadage on the 14th that Piercing has (as revised) a Mod of x1.4

Dreadnoughts has Piercing +1 having a Mod of x1.5

Hast Thou Changeth thine mind?

While I was looking through it I could not help thinking that we will see dreadnoughts with Teleporters and sayings like "Side Slips Sinks Ships!"
Dual mode fighters and Flottilas! Excuse me I have to go have a lay down.

Paul

617

(7 replies, posted in Starmada)

Lsutehall wrote:

Are you thinking what I'm thinking?

Er, No.

THere may be some similarities to an Octopus but the Octopodians (name given them by other aliens) are alien. Just happen to have the right number of limbs (in their opinion) numbering eight. Their child eggs are called pods. I think that they got called this to make eating them more palatable! Although they do have a beak, they have never laid eye upon ink.
Spoiler: You cannot creep up on a Watchee!

Paul

618

(7 replies, posted in Starmada)

jygro wrote:

For the ships, perhaps Stealth on them since they are able to get close due to the human speech that they have developed?

It's a great little read.
-Bren

Thank you for the comments, I hope that you will like the Octopodians when I have finished them.

I thought about Stealth, but plot wise it was deception instead of something to do with the ship and would only work on Terran ships that used English (others may have blasted them for using English). It would only take one alarm call put out to counter that tactic. Also, there could not be that many Captains daft enough to let an unknown ship dock with his ship.

Paul

619

(7 replies, posted in Starmada)

cricket wrote:

I like what you've done... but whenever I look at the name, I think of man-eating ants... smile

Thanks.

I thought that Anteatman sounded better than 'Giant mutated ants convert mankind into concentrated food bars'.

jygro wrote:

Read through the writeup and it's colorful and fun. Couldn't talk much about the ships performance since I haven't tried them. I also like your information on the counters that you make and would love to see more.

I must admit that the ships performance may not be the best (not when compared to BIG battlewagons with range 30 guns). I started with the species and imagined what they might have or want instead of starting with the ships. Like the designs, almost all curves instead of sharp edges seems 'Right' for Ants.

Most of the counters I have made previously have been for other settings like U.F.O. or Star Trek (Seventy odd Federation ship classes and counting) re drawn pixel by pixel, the Galaxy class took me a week. The Cottonmouth and Viper took a while going from the ISS book illustrations (mostly guesswork).

Who next? Maybe The Octopodians with another bit about counters. :twisted:

Paul

620

(7 replies, posted in Starmada)

I do not know if anyone downloaded the Anteatman Empire pdf (there were no comments). I also know that It is just a bit of fun.

However, if anyone did, I have changed the range on the Meat Spear to 18, just to keep everything SAEK (Starmada AE Kosher).

This change allows the Queen Bee class to carry 34 Marine squads.

The Anteatmen are one of the lowest animal species used by the BBGE, would there be any interest in any of the Thousand others?

I would like to know if anyone thought that this might be a viable alternate  way to present a new fleet. From background and design to counter covered.

Paul

621

(56 replies, posted in Starmada)

cricket wrote:
OldnGrey wrote:
cricket wrote:

ORAT (with a single A weapon) is 4.0 at range 3, 2.0 at ranges 1 and 2.

This would be total SU, not ORAT.

*sigh*

No, it isn't.

The values I gave above were for the Offensive Rating, as given by the Excel spreadsheet -- without accounting for the ship's Engines rating.

When given an engine rating of 5, at range 3 the value is 10.7; at range 2 the value is 7.0. At range 1, the value does pop up to 12 due to the rounding involved.

However, as ranges less than 3 are not allowed (and range 3 is as optional as range 30), the problem is moot. smile

True.
Double Sigh sad
Sorry, there I go getting confused. (not very hard to do these days).I was reading from the core rules and they do not mention this calc as being an Offensive Rating. Offensive rating not being shown until page 30.

622

(56 replies, posted in Starmada)

cricket wrote:
GamingGlen wrote:

Put those values in the spreadsheet and see what you get.  The ship's ORAT increases with ranges 1 and 2.

No, it doesn't.

ORAT (with a single A weapon) is 4.0 at range 3, 2.0 at ranges 1 and 2.

This would be total SU, not ORAT.
ORAT being the above figures x (Range+Engines)/Range.
Giving for example (Engines 5)
(Range 1)
Total SU 2 x 6 / 1 =12
(Range 2)
Total SU 2 x 7 / 2 =7
(Range 3)
(Total SU 4) 4 x 8 / 3 =10.6
(Range 4)
Total SU 4) 4 x 9 / 4 =9
(Range 5)
(Total SU 6) 6 x 10 / 5 =12

I think that it is the dividing by Range which gives weird figures.

Dan already wrote that as Range 30 is optional so has to be agreed on. If you agree to fight ships with Range 30 guns, who's fault is it if you get your backside kicked?
Just my 2p worth.

Paul

623

(0 replies, posted in Starmada)

When reading the Drake notations I often wonder what they look like. Had an idea for a species so I thougt I would have a go.
Turned into Two weeks working on a pdf.
The Anteatman Empire was born!
During this I found a few small errors in the shipyard and added a couple of things.

Posted Shipyard version 5, The how to pdf and Anteatman empire pdf.

Please bear in mind that I am no designer, writer or artist. Also that I tried to put a little fun into it.

As always comments are welcome.

Paul

624

(11 replies, posted in Starmada)

Adding Dual weapon mode shifter some cell ranges on the Template sheet.
The Template sheet cells D69 to D76 need the Data Validity updated.
The cell range should be BD114 to BD171.
I have corrected this and will upload version 4d.

Also added VBAM flight stats on the Starmada sheet.

Paul

625

(11 replies, posted in Starmada)

Thanks, Glad you like the shipyard.
Ship design should be fun and if this makes it easier, all the better.

You have probably spotted that there are bits left over from Starmada X and no longer do anything. There are a few things which could be linked back in if Dan changes anything in the future ( the way some things moved over from earlier versions into Starmada X, they did not go, just took a break.)

If you spot anything I do not mind you sending an email although I tend to put any little corrections on the forum as well as updating the spreadsheet. Some groups have altered the shipyard to suit and it saves them having to start over.

The re-write for AE/ISS/HAC changed how some things were done and as demster found, I can forget to update the odd bit.

Paul

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