701

(3 replies, posted in Starmada)

You are looking in the MJ12 Yahoo group?

In the Starmada X files you will find Shipyard, this is updated using OpenOffice.

Excel files need a little re-writing to work with OpenOffice as some calculations are done in a slightly different way but I have already done this for the shipyard file.

Just ignore the options that you do not use (it covers the compendium options and VBAM stats also).

Had me worried there!

Thought you might have meant the shipyard, but checking, I had these right.

I have not tried that one.

Have you looked at the shipyard? When I added VBAM stats to it, I wrote it so that the Gunship cost was only added to the VBAM stats if the ship qualified as a Gunship.

All of the calculations are visible and I use Open Office to update it. I changed some of it a while ago so that it can be used by Open Office and Excel.

Take a look and let me know what you think.

704

(9 replies, posted in Starmada)

No problem.
I have added the 5 weapon shipyard (normal and KEB versions) to the StarmadaX/Shipyard folder on the Yahoo site.
If you cannot download them for any reason drop me an email and I will email them back to you.

Paul

705

(9 replies, posted in Starmada)

Of course I do not mind, I thought that it might be useful.

Got to admit I prefer to use the 123456 arcs on my counters but Twelve possible arcs are better than Six.

706

(9 replies, posted in Starmada)

I have just put them on the Yahoo site in the StarmadaX folder.

I have not posted the Babylon 5 version with Five weapon types, if anyone wants this let me know.

707

(9 replies, posted in Starmada)

It used to be posted here, but all postings were deleted when this forum had problems a little while back.

Looks like files cannot be attached now.

Emailed Shipyard 9.5 to you on 23rd, did you get them (ordinary and KEB version .zip files)?

708

(1 replies, posted in Starmada)

They do seem to have been removed or got lost when there were problems with the forum.

709

(42 replies, posted in Starmada)

Know what you mean. I thought that I had included just about everything.
Last year I posted a version that was requested for Babylon 5 conversions with Five batteries.

It is hard to know what exactly to add (staying within Starmada X) since there is little feed back on what people want included. While someone out there is using the shipyard, I am happy to try to keep it going.

Glad I do not need to learn Excel, I use OpenOffice Calc then save the spreadsheet as Excel.

710

(42 replies, posted in Starmada)

Hi,
On the Auto Ablative sheet.
On the Template sheet, choose Ablative Armor in the equipment section (it is at the bottom of the list).
Ablative Armor is then shown without having to do anything else.
It gives One Ablative Armor point for every Four hull or part of.

On the Ablatice Choice spreadsheet.
On the Template sheet, choose Ablative Armor and then enter the number of Ablative Armor points you wish to have in F12.

You say Gaming Glenn allowed the use of colour? Highlight what you want to change. Using the Background and Text colour choice on any spreadsheet you can have any colours you want.

Theoretically, on the Template sheet you can have up to 6 weapons per chosen arc/s i.e. AB with 6 in the next box.
So, instead of just entering the arc/s which give One weapon (AB 1, AB 1, BC 1, BC 1,) Enter (AB 2, BC 2).You therefore have Eleven choces of Arc with up to Six weapons in each in each battery.This gives up to 66 "Guns" (x3) so I never bothered to change the Arc choice number to 12. Mind you, it would have to be a BIG ship!

What do you think of the fighter sheet? Should I carry over the SU differences and Number of Fighters per Flight choices to the main Shipyard sheet? They would still be optional.

Any questions? Please ask away.

711

(42 replies, posted in Starmada)

Thanks for pointing me to an error I made.

Beowulf might like to check out the "Auto Ablative version".
Second version has the choice of Ablative Armor points, like all of the other options, Optional.

Sometimes I do wonder if anyone uses these to print out the text or Starmada sheets.

712

(42 replies, posted in Starmada)

japridemor wrote:
Base DRat calculation is changed to: ((( Ablative Armor x 2 / 3 ) + Hull ) x 2 ) x Shield Factor

Where did the extra x2 come from? There was no mention of it on Saturday.

Just as I finished changing things so that the number of Ablative Armor points can be chosen, With Dan's SU costing. This is nicely restrictive, a ship with hull 1 and 1 Ablative Armor would be just that! A solid brick with nothing else.
Another ship could tow it and throw it, would that make it expendable? Ha Ha!

713

(42 replies, posted in Starmada)

Maybe because it was past midnight, but I was put off by the variations.
i.e.
Hull 4 Armor 1 = 6% 26SU
Hull 6 Armor 2 = 11% 73SU
Hull 7 Armor 2 = 8%  62SU
Your example, Hull 12 Armor 5 = 17.4% 230SU

This being, I assume on ability to choose how many Armor points were wanted, However your reply to Beowulf seemed to indicate a fixed amount of Ablative Armor based on Ship size as an alternative to Armor plating.


For the same effect, you would add 1/3 of your hull as ablative hits. However, this would not necessarily reflect the 'true' point cost... so... I would add one-quarter of your hull (go ahead and round up).


Sorry, I think I am getting confused, is the intention to allow a choice of how much armor is applied?

714

(42 replies, posted in Starmada)

Tried the SU calculation and it was giving different percentage required for each hull size. Then read the suggestion of 1 Armor point per 4 hull (rounded up). So I went with this.
This gave an overall cost of 6%, 1% more than Armor Plating.
Likewise the CR is slightly more than Armor Plating.

Anyhow, Please take a look at the attached shipyard. Choose Ablative Armor in the equipment (Choosing it more than once will not add more Armor) and see what you think. This was done very late at night but I think it works ok.

Edited 3.20pm UK Time, Oops, Now it will only apply Ablative Armor once. V9.3
Deleted.

715

(42 replies, posted in Starmada)

SU costing is not mentioned above. The Armor plating cost of 5% would be too little.
Should it be a fixed cost per Armor point? 2/3 of a hull point SU? Seems a little high, 66SU per Armor hit would, I think, restrict it to larger ships.

Dan, can you please help with this?

I might even add the option to the shipyard with an alternate Starmada printout showing the Armor. It could lead to flying forts (Deathstalker fortress anybody?)

Added shuttlecraft, see notes and examples on the sheets

Shuttlecraft are under equipment, costed for a single craft and bay space for one shuttlecraft. Unarmed and armed versions.

One scenario comes to mind.
Playing surface vas variable number of planets/moons. Player 1 has to get the shuttlecraft within scanning distance of one planet (random dice for which) for 2 or 3 turns during which stealth does not work. Then has to reach a certain point to jump out of the system.
Player 1 has a single large jump capable stealth shuttlecraft. Use fighter sheet to obtain SU.
Player 2 has the shuttlecraft SU x20 for in-system craft. These have to be given set patrols but make a scan each turn to try to see the shuttlecraft.

Any thoughts an Veteran and Green Fighter flights? +1 and -1 to die rolls? what would the costing be?

Any errors please let me know.

717

(0 replies, posted in Starmada)

I do not know if anyone has used this part that I added to the shipyard but looking at it again I found some bits in need of a re-write.

I may remove it from future shipyard updates.

Here it is as a seperate sheet and would like to know what you think, anybody, please.

Included different numbers of fighters in a flight. Changed Small and Large to Flight[4] and Flight [8].
Shows SU to include all changes in ability and differing number of fighters.
Stll has Tech level for each flight.
Keeps a record of 45 flights.

Edited, v2 Larger and Smaller size of fighter added. Flight size does not change VBAM fighter size designation.

718

(80 replies, posted in Starmada)

Changing the shipyard to allow fighter bays to be costed for all fighter mods to be paid for in SU would be easy.

Perhaps it is wrong to think that a Fighter Bay should only come in one size.

However, If acceptable, This way you would be paying for a fighter bay to fit the flight (as you buy both at the same time). When buying a fighter flight, this includes a Bay and fighter equipment, staff, etc as a package.

There is a fair bit of fighter design already allowed for.
Two sizes of fighter.
Basic and Heavy

Three engine sizes.
Basic, Slow (small engine) and Fast (larger engine)

Four Weapon fits.
Basic, Assault, Extended Range and Bomber

Of course, I have not put Fighter Tech levels on the main sheet but did allow for this on the fighter sheet. Stll who would want a tech level +2 flight of 8 robot fighters? These would come out much smaller than Human (Basic) fighters.

719

(80 replies, posted in Starmada)

Thinking further on flight sizes, since not every space theme has 6 fighters to a flight, it would be possible to change the Small, Basic and Large to Flight [4], Flight [6] and Flight [8]. This would do away with confusion between size of fighter and size of flight.
It would also be possible to add other flight sizes.
Flight [1] (piggy back fighter i.e. Drazi), Mod 0.2
Flight [2] Mod 0.35
Flight [5] (SAAB) Mod 0.85

Any thoughts?

720

(7 replies, posted in Starmada)

BeowulfJB asked about the Stingray missile a short while ago.

StarmadaX v1.0 gave the conversion for the Stingray Missile as:-
ROF1 PEN1 DMG1 No Range Modifiers.

I think that adding Ignores Shields would go some way to a better costing, as there is no "Totally ignorant" costing for weapons.

Or give it a new Ability, AI missile with a x3 Mod as suggested above.
Then again, it may decide that it just does not want to be launched if it is going to be destroyed.

Any thoughts on my suggestion for changing the AF Batteries (see Fighters thread), if acceptable, these would probably need an increased cost.

721

(80 replies, posted in Starmada)

Correct me if I am wrong, but the small and large fighter modification does not refer to the size of the fighter but the flight, giving:-
Small = 4 fighters
Basic = 6 fighters
Large = 8 fighters
Plus fighter bay to match.
Starmada X p.38

I would vote for having the same SU/CR mod.

On the same subject, the Starmada/VBAM crossover has the Jump capable ability for fighters with a CR rating mod of 1.
This would make them the same as the Long Range (Deep Space) fighters which have a hyperdrive and a CR of 60. Therefore should the CR Rating Mod be increased to 1.2 or do you consider these different in some way?

How about changing the Anti Fighter Batteries to:-
Range 1
Fires at all Flights (or groups of drones) actually attacking the ship.
Throw of 4 = 1 Hit
Throw of 5 = 2 Hits
Throw of 6 = 2 Hits + Re Roll
Fires before the fighters. I cannot imagine any system being made with the Kirk syndrome "I will not fire first".

722

(15 replies, posted in Starmada)

The shipyard cells that would have to be changed are on the Nations sheet, cells AD9 to AD24.
As above, replacing the (1+$O$x)*($P$x)*($Q$x) with the ($S$x)*1+$P$x)*(1+$Q$x)/2
Where x is the line number.

The shipyard was created by K. David Ladage, I have just (I Hope) helped it to evolve over the last year or so by adding as much as I have been able to. Most of the changes I have made are given on the notes sheet. Probably the best thing is that it works with excel and Open Office.

723

(9 replies, posted in Starmada)

A few tiny mistakes fixed, new graphic on Starmada sheet.
Equipment Tech level fixed where applicable at 0.

let me know of any errors, although, I think that this is as correct as possible.

Deleted, new version posted 9.2

724

(7 replies, posted in Starmada)

Thanks for the input.

The ROF way is probably best, decreasing the number of weapons and increasing the ROF.
I will leave things as they stand.

Have to say I pity anyone trying to convert the later trek ships which have strips instead of banks, able to fire several shots at different targets.

725

(7 replies, posted in Starmada)

Fair enough.

I was thinking of conversions like star trek where a pair of weapons are linked, lose one, lose both.
Suggestions?
Group them together and treat as singles until they take a hit?