101

(3 replies, posted in Starmada)

Fantastic, thanks for these arcs--they're one of the most common arcs I use...:D

102

(2 replies, posted in The Admiralty Edition)

Maps. I had to remove a couple of the maps because the file was too big...

103

(2 replies, posted in The Admiralty Edition)

The rest of the files. One is the fourth of the supplements and the other one talks about weapon interchangeability on the Illuskor Federation's ships, which was the initial premise behind the supplement.

104

(2 replies, posted in The Admiralty Edition)

After several weeks, I present to you a new Starmada: Admiralty Edition supplement, Fire-Forged Friends

105

(2 replies, posted in Starmada)

Thanks for the vote of confidence...:)

I think I need to spread myself more through both of the most recent iterations of Starmada to try and give myself more chance to realise a specific idea. For example, an idea I'd thought of last year (ships with modular turrets, based on idle drawings on square paper) didn't work in NE, but I've been able to do the framework for it quite easily in AE, where the rounding-of-weapon-SUs worked to my benefit.

OTOH, when trying my hand at converting the notes for my recent supplement from NE to AE, I realised the issue that has afflicted that setting ever since its first incarnation as a HV supplement--the fact that fighters have more weapon range than almost all rulesets allow for. That works fine with my NE Flotillas, where the fighter squadron is represented by a single vessel with multiple short-range weapons, but trying to convert them to AE didn't work, as the AE Flotillas were meant to represent groupings of identical vessels and didn't allow, for example, my recent thoughts of providing a squadron-wide anti-fighter battery to represent the total AF firepower of the group.

106

(2 replies, posted in Starmada)

I'm starting to think of going back to AE for designing my supplements, but I've not yet committed myself either way. My main concern is that, with the amount of people saying they're sticking with AE as opposed to NE, that most of my supplements aren't even being looked at, and considering I need to think that I'm at least doing this for someone else's benefit, that's a major concern...  smile

To that effect, I'm thinking of doing a AE/NE supplement, set in a universe I've tried for at least twelve years, maybe thirteen/fourteen, to do. Certain individuals may know what I'm talking about. It will feature both AE and NE designs, each being designed from the ground up. Of course, I will be transferring the NE seeker rules to AE because at least two weapon types require the ability for PD systems to attack them, but that's the only change to AE I'll be making.

107

(1 replies, posted in Starmada Nova)

Minor errata:

The Bahnaran United Nations Lonkoran classification is 'Command Cruiser', not 'Assault Carrier'. As it is not something that affects gameplay, I won't release a new version of the supplement unless there is any errata that does affect gameplay.

108

(6 replies, posted in Starmada Nova)

And the complete supplement with the corrected Burh-C

109

(6 replies, posted in Starmada Nova)

The correct version of the Burh-C

110

(1 replies, posted in Starmada)

A slightly clearer (I hope) version of the above file.

111

(6 replies, posted in Starmada Nova)

While looking through some of my files, I noticed an error for the Burh-C with regards to their Capital-Scale Particle Arrays. Their second mode has a range of 3, as with every other Capital-Scale Particle Array in the supplement, not 9. I will be posting up a revised page 9 of the document for those who already have the document, and version 1.02 of the supplement at a later date.

Apologies all.

112

(1 replies, posted in Starmada)

As per a bit of discussion in the SNE Flotillas thread, and reminded by MRCAcct when he posted his Terran Federation ships (in the SNE Bourbaki Basin), I've calculated the figures for alternate tech ranges from 3 to 10 (hopefully covering all the tech ranges that would be used). I've also included tech ranges one level above and below the accepted range, and included the formula as to how I obtained those figures.

113

(4 replies, posted in Starmada Nova)

Interesting to see, and I always like to see other designs...:)

When you say +3/-3 tech levels, I assume you mean the SAE version, in which case these have ~80% that of a TL 0 vessel, am I correct? (Yes, that does mean I finally got around to crunching the numbers, and I'll post them up soon--I promise)

I'll have to look at them again, of course, but these look very interesting.

114

(19 replies, posted in Starmada)

:oops:

I never used those expanded rules--rather, I used the SX rules instead, where a -3 TL incurred a 280% modifier and a +3 TL incurred a 35% modifier. For me, personally, that made it easier to do designs for VBAM, and it made sense (for me, personally) to stick to those TLs in SAE.

Note: nested brackets ahoy!

Now knowing which TL range I'm supposed to be answering the question with (thanks Paul  wink ) I can't see any major problems *at the moment*. I'll have to do a bit of calcs to see what you should multiply the base SUs by (should be just (100/SAE Tech Level Modifier) rounded to the nearest 1-10% (so the TL for +1 in SAE, which was 0.71 [again, I modified it to the SX value of 0.7] would make it 100/0.71=~140.8 rounded to 140)) and see if you've got enough levels between them to have noticeable improvements...

115

(19 replies, posted in Starmada)

They should work quite well--however, I limited it to the SNE tech levels because of the way I operate now (i.e., inputting the designs into OldnGrey's shipyard, copying and pasting it into a notepad file until I eventually write-up the document) and because his shipyard TLs range from -2 to +2, that's what I work with...:)

I would think, though, that -3 for the lower-hulled vessels would result in a vessel 'armed' with a tractor beam or a single probe--when I was designing vessels in SX (where the -3 TL was initially introduced as an unofficial expansion of the canon TLs, I think) I found that a vessel with -3 in engines, shields, weapons and equipment was slow, poorly-protected and barely armed. Perfect for the VBAM games I was playing (it represented early space-faring race's ships very well when confronted with even low-interstellar ships) but maybe not fun to actually set down in a Starmada game.

116

(1 replies, posted in Starmada Nova)

A supplement three months in the waiting (sorry to those who expect a supplement from me each month, but a few things conspired to bring that to a halt--namely, the desire to do a VBAM campaign and the release of three books (the new Lost Fleet book, the new Safehold book and 'The Long Mars' by Terry Pratchett and Stephen Baxter) in recent weeks.

This is a re-visit to my SAE Assyria Six setting, albeit with more advanced tech, a wider threat in the form of Berserker units, and my now ubiquitous flotillas. I had intended to pad out--err...add some background material, but I thought I'd better release the supplement now before the search parties turn out in force...:D

117

(4 replies, posted in Starmada)

Ah, the Starfire series is always a thing that can give you ideas (hell, I came up with the warp point rules last year). The Lost Fleet also helped me with my Eternal Quest setting, so if you haven't read them, they might be an interesting read for you.

As for the Diffuse/Scatter vs Mines, it could be explained thus: for fighters, seekers and drones, you're attacking a fixed position (i.e., you need to hit a specific area of space--where the fighter is), but for mines you're attacking an area of probability (mines could be anywhere in that area of space). The first option means you need precision, whereas the second requires volume of fire.

(yeah, not a very good rationalisation--I've had four-five hours of bad sleep and no coffee yet, so my brain is currently operating at ooh, about 40% efficiency, I reckon)

118

(4 replies, posted in Starmada)

1) yes--attacking a ship with Directional Defences where their defences are weaker--for example, attacking a ship with Directional Defences (FF) in the SAE C/D/E/F arcs, or attacking a ship with Directional Defences (PS) in the SAE A/B/E/F arcs. Those arcs give a one-left shift to the attack dice, so a Strong fighter flight attacking in those arcs would receive a +2 modifier.

2) I'm not an expert here, but I believe it's the latter (from numerous times I've seen cricket rule on fighter attacks, they've always attacked at range 1, and I can't see why SNE drones are any different). Of course, along comes someone to tell me I'm wrong...:)

3) I'm not sure exactly--I'd have to consult my copy to give my answer...

4) Unfortunately, I think the current rules make it unlikely. I could see additional multipliers to expand the three choices (i.e., somewhere around a x0.6-0.65 for a Very Slow, a Very Weak or a Very Fragile fighter), but for actual customisation, I think you're unlikely to see the ability to install a Double Damage weapon on a fighter flight, for example.

Maybe we could have those additional 'levels' for fighters and a fighter conversion process that allows anyone to convert a SAE fighter to a SNE fighter? I'm not sure if it's possible, but it could be interesting...

5) Apart from the early conversions, I now exclusively design weapons in SNE. Mostly it's a case of using integers for the BAS, but for flotillas I tinker with the BAS for smaller weapons to get roughly similar SU figures for them--hence, for example, my current setting had a flotilla-based weapon with a curious BAS of 0.668 (as it gave me a SU figure almost exactly the same as another weapon).

One of the main issues I've got with SNE is that I liked designing really low-tech ships, such as my Assyria Six setting. For quite a few weapons I used non-piercing modifiers to show how bad they were. Of course, nowadays I can't do that, and the ability to depict the Grome or Hurr of a particular setting is slightly diminished.

:idea: I know this won't really work (as I've only had this idea for a couple of minutes) but how about a range of negative weapon traits that can model really low-tech weapons? The second has been lifted from SX and the first is simply an extension of the current system but the third is a new addition:

1) Inaccurate: Weapons only hit on a roll of 6. Multiplier x0.5?
2) Must Re-Roll PEN Dice: Must pass the PEN roll twice for damage to count. Multiplier (not got an idea, but the SX version was x0.3. Of course, with there being three defence systems, maybe this should be a x0.5?)
3) Unreliable: After the attack has succeeded, roll a d6. If the roll is a 5-6, the weapon 'fizzles out'--no damage occurs. Multiplier--again, no concrete idea, but maybe a x0.5?

Yeah, maybe not, but my mind refuses to let go of an idea and I might as well let it into the world to see it get ripped to shreds...

119

(1 replies, posted in Starmada)

I've been thinking over the last few days about a setting with fuel points and also a combined fuel point-solar movement system. I've decided to post my initial notes, mainly to see if people can spot any flaws with it.

(yes, this does mean I'm working on another setting, although I've got one that's half-finished (literally--I've finished the first half, but haven't started the second)

Fuel Point Calculation:

SUs required for one fuel point: Thrust SUs/10 (Hull 3 vessel: 1.2 SUs, Hull 21 vessel: 26.1 SUs)

Fuel Point Usage

Ships use one fuel point per MP generated. A ship using three MPs, for example, uses three fuel points.

Solar Movement and Fuel Points(optional)

This rule is optional--it assumes that the ship uses solar energy (or maybe solar-based propulsion lasers that beam their energy to a ship) to improve the efficiency of the engines. A ship can still move as fast against the solar wind as with it, but the fuel required to achieve maximum efficiency is increased. If desired, ships using the Solar Movement rules can ignore this rule.

Fuel points for solar movement are calculated differently. Triple the number of fuel points if a ship uses Solar Movement.

A ship facing against the solar wind uses 6 fuel points per MP generated (2 standard fuel points). A ship neither moving with or against the solar wind uses 3 fuel points per MP generated (1 standard fuel point). A ship moving with the solar wind uses 2 fuel points per MP generated (2/3 of a standard fuel point). This keeps with the -50% MPs, +50% MPs that solar movement has.

Fuel points are treated as munitions.

Emergency Thrust: MPs above the current engine value requires double fuel points.

This isn't really polished--the concept didn't materialise until three-four days ago--but I think it needs to have people look at it and see if there's any major problems with it.

EDIT: I had forgotten that I had intended to make turns free in terms of fuel usage, but didn't include it in the above section...

120

(0 replies, posted in Iron Stars)

...a couple of days ago, I started looking at my Iron Stars books and other material again, and I'm tempted to re-do some of the powers I did a while ago, this time smaller and more realistic ships...;)

So beware...beware...BEWARE!!!

/cue maniacal laughter

big_smile

121

(5 replies, posted in Iron Stars)

Sorry to necro this thread, but I'm missing these ships--silly of me to put 'em in a file that then got lost. Does anyone else have them?

122

(19 replies, posted in Starmada)

You're right. I stand corrected big_smile

123

(19 replies, posted in Starmada)

Ah, okay...

Because flotillas are/were an attempt to give people a feeling of commanding smaller ships without too many new rules, they were designed to slot in easily to the existing rules. Each flotilla is in effect a hull 3 vessel, so they are represented by a Hull 3 vessel and are designed as a Hull 3 vessel--the only differences are:

1) Flotillas should generally have a 'hull strength' one level above their corresponding ships--thus if the standard ship types have neither Fragile nor Reinforced Systems, the flotilla would normally have Reinforced Systems. This is to represent that while some units got hit, they might have been less combat-effective units

2) Flotillas have a TL of 1 above their corresponding ships (to give the flotilla more space to work with)

3) After the flotilla-wide SUs have been calculated, each flotilla unit gets an allocation that they may fill with weapons, fixed-SU equipment, or even (though I haven't done this, I've considered it) additional thrust, defences or escort/scout ability.

I hope this clarifies matters. If not, then quite a few of my supplements (which has several examples of flotillas) might help...;) [SHAMELESS PLUG DETECTED]

124

(0 replies, posted in Starmada Nova)

This was a combination of three ideas: the SAE Eratran Cluster, an expansion of my Flotillas concept and an expansion of the 'fighters-as-seekers' concept. The largest warship is Hull 9, and I think 500 points a side could give a reasonable fleet action...:)

125

(19 replies, posted in Starmada)

After a few months, I've decided to put together a single document regarding flotillas, including some of the latest ideas I've had. Feedback is not only welcome, but encouraged, specifically with regards to the Understrength/Half-Flotillas and Combat-Basing DEFSATs. I had considered making it a 'beta' release, but decided against it.