151

(1 replies, posted in Starmada Unity)

This is a quick Cluster-type supplement that I conceived while blowing off some excess creative steam after The Nine Benevolent Laws. It takes some of the concepts from TNBL and the Archaic-era supplement (namely the gunship concept) and the initial concept behind Silver Machine (that of a small-scale setting where each marine squad is actually a single marine) and combines them.

120 ships and bases, from the Interceptor Squadron up to the Strike Dreadnought-Cruiser. Two versions--one for standard size and one for printing-optimised (which reduces the document size from 72 to 32 pages). The standard document has the weapon list (mainly to bring it up to 72 pages) but otherwise are identical in information.

152

(7 replies, posted in Starmada Unity)

Just a quick note:

A fair few vessels were designed before everything got set in stone--specifically, I had given different names for the weapon systems known as the Light and Heavy Self-Destruct Charges (because I initially thought of them only for a specific role--the Heavy SDC was initially named the CABINET Mount Self-Destruct Charge as they were intended to self-destruct the platform after their CABINET Mount had been discharged to prevent any knowledge of who'd employed such a device).

Instead of changing the weapon names in the spreadsheets I simply replaced the mentions of the previous weapons with either Light or Heavy Self-Destruct Charges in the Drake Notation files I'd kept for document assembly, but forgot that I'd called them Self-Destruct Charges and instead called them Self-Destruct Mechanisms. Rest assured, both are correct, just a slight naming difference.

Also, such Self-Destruct Charges/Mechanisms do not count as weapons per se when designing Archaic vessels--they're simply a catastrophic-fail device installed on the primary powerplant of the vessel. The ASBC capital ships actually have their oversized powerplant exposed to vacuum to enable a far more effective self-destruct (to prevent Berserkers gaining access to their computer cores and crew). Thus those Archaic vessels with SDCs in the Aft or L arcs are correct, it's just the powerplant having a catastrophic-fail device installed.

153

(0 replies, posted in Starmada)

Unless I'm lucky, this'll be the last time I'm able to be on here before Christmas, and possibly before the new year.

If that's the case, Happy [insert name for relevant holiday]!

154

(2 replies, posted in Starmada)

Got a couple questions to ask:

1) Marines: are the limits specified in the rule book per the launching vessel, the receiving vessel or both? I can see reasons for why it could be all three.

2) Probes: do seekers gain the +1 modifier for face-up probes from any friendly ship, or just the launching ship? If the former, I've got some ideas for doing a 'seeker spotter' vessel...

155

(3 replies, posted in Starmada)

Re: MRCAcct: I'm definitely not doing anything of the sort for my warm-down supplement. No sir, not at all.../whistles

156

(7 replies, posted in Starmada Unity)

And with that mammoth info-dump, the supplement that started life as a SUE supplement back in September, had a re-design in October and a tricky transfer during November and December, is done.

Judging on the near future, this might be my last supplement because I need to be in an 'up' frame of mind to work on doing supplements and the next few months look like they might offer very few opportunities for that mindset. I will try to post up the Obsolete supplement as soon as I can, but that's not a cast-iron promise...

EDIT: I checked the files and they all seem to download properly. Let me know if there's any problems

157

(7 replies, posted in Starmada Unity)

Here are all the shipyards and some design notes. I had to save them, then zip them here for some reason.

And, for some reason, the zip programme doesn't like text files, so here's the last thing:

Note: The Obsolete and Archaic Military weapons were designed when I decided to expand the weapons found in the Civilian and Raiders to allow for military units of Obsolete and Archaic tech to be designed.

Because of that, all weapons do NOT possess the 'Old' moniker, but they are 'Old' in that they are used by Archaic and Obsolete ships.

158

(7 replies, posted in Starmada Unity)

Okay, the zip files I had intended to put on here won't, for some reason, upload. So I'm gonna have to save them on here then post them up individually.

First, the brief information file:

The Nine Benevolent Laws (main document)

P-O: Printing-Optimised (font size reduced to enable multiple ships to appear on one page. Total page count: 150)

Std: The standard document (Total page count: 324)

For The Betterment of Humanity (supplementary supplement; Archaic Tech)

P-O: Printing-Optimised (font size reduced to enable multiple ships to appear on one page. Total page count: 24)

Std: The standard document (Total page count: 54)

The Nine Benevolent Laws Example Obsolete Vessels

P-O: Printing-Optimised (font size reduced to enable multiple ships to appear on one page. Total page count: 6)

Std: The standard document (Total page count: 11)

And the two design guides--one with the TLs, one with the limitations of Obsolete and Archaic tech

159

(7 replies, posted in Starmada Unity)

And here are the above three in a printer-friendly format--smaller font (11--9, 16--12 etc.)

160

(7 replies, posted in Starmada Unity)

After a snafu two weeks ago I found out that I could actually bring in a USB stick to upload the relevant files should I so choose. Two weeks of hard work later, here it is--three supplements: The Nine Benevolent Laws, a supplementary supplement, For The Betterment of Humanity, and a mini-supplement which gives a little framework to the potential for a third supplement.

Here's the three supplements in 'normal' mode: i.e., not designed for printing

161

(22 replies, posted in Starmada)

*grumbles*

My wallet ain't happy with you Mr Kast...:D

162

(2 replies, posted in Starmada)

This is interesting...

I'm printing it out so I can look at it at home but it seems good, and the shield space increase makes sense here without the weapon modifications...

I'm still against it for 'vanilla' SUE though...

163

(4 replies, posted in Starmada)

I'm not that keen on it, myself, mainly because you have the ability to lessen higher shield ratings--they're called Piercing and Modulating. I can see how some might wish to lessen the effects of high shielding, but I'd say leave it as-is--but if you want it optional I have no problem.

(this is mainly because otherwise I'd have to re-do my mammoth setting AGAIN and I have no desire to do that, but also because I genuinely believe that, unlike some other forms of defence, you CAN mitigate shielding somewhat, whereas with Ionized Hull, Stealth etc you can't)

164

(4 replies, posted in Starmada)

Interesting but I'd price it at x1.8, maybe even x2.0

165

(1 replies, posted in Starmada)

There could be something in it, but I'm in a bit of a rush (trying to do some Xmas shopping early so's I don't have to deal with the rush--rushing to avoid the rush...hmmm...)

I've been thinking of doing a 'sprint-mode' version of a seeker to 'boost' the SU requirement of seekers and, co-incidentally, allow Starfire capital missiles to be represented. For me, that's a reasonable thing (and something I'm likely to keep up as, while simple changes to my copy of Drydock is simple, trying to do this alteration on my own to the Drydock is not going to end well).

166

(4 replies, posted in Starmada)

Yep, 500. At the moment, all the 'standard' units are transferred to paper records--i.e., those that aren't existential-threat related. That's 'only' 420 ships and bases. The breakdown is 70 raiders, and roughly 100 civilian ships and bases. Basically, it's a setting that, once you have it, you should--hopefully--never need other ship designs.

However...

I'm now thinking of some war-fitted civilian units as well--that could push the number of units up by another 50-100...

yikes  :shock:  :?

I think early 2019 may be more realistic...

167

(4 replies, posted in Starmada)

Everything was fine but as there was no conversations going on, I decided to stay cloaked.

Yesterday I finished up the setting--and 'tis a monster--500 (yes, 500!) ships, ranging in size from 1 to 35 hulls, including civilians, raiders, FTL ships and ways to travel between star systems for STL ships, an existential threat and a specialist force for dealing with said threat. And the background work for it isn't exactly minor either...

There are a few things I've had to take liberties with (basically, using equipment types for other purposes)--namely, utilising Ionized Hull (for raiders) for Q-Ships, Fire Control for remote-controlled units and various combos of auxiliary systems for different behind-the-scenes things, but it'll all be in the manual. I've tried to think of everything so that, once you have a copy, there should be no need to release supplements.

Of course, it'll take me a few weeks to get everything sorted out, but once it's done, I'll post it here.

Here's hoping it'll be on these forums by the beginning of December (ideally by mid-November but the setting-up of the Drydock alone's going to take a day or two...)

168

(4 replies, posted in Starmada)

This is my last communication until, at the very earliest, Friday. Hopefully there won't be another change in the weapon modifiers when I come back.../tempting fate big_smile

Just hope everything will be a-okay when I next try to re-establish a comms link...:)

169

(4 replies, posted in Starmada)

And mine, especially as most of my settings have them. I could have taken the coward's way out and said that, since most of my settings are meant to be self-contained, that it doesn't matter, but I would always feel that it wasn't 'right' somehow.

And, besides, one advantage of having to tackle everything again is that before the Great Carronade Re-Ordering the light weapons I had weren't great at attacking even lightly-shielded vessels--now, they don't possess the NPr trait and are thus better. I also stopped using the multi-weapon mount rules--well, for most weapons anyway--and it does make the maths easier. I even improved on the missile weapon and have a weapon that is effective at all ranges and has a mode that gives them a hefty punch close-in. It might lose the 'cluster of weapons' feel the earlier designs had, but it's not too much of a sacrifice, especially as they still have a respectable number of weapons.

There's a lot of thought going into the setting--there's an attempt to have multiple FTL systems, for example, and in-universe explanations as to why some weapons can't be used on certain hulls. It does mean a few equipment options have been co-opted--for example, Ionized Hull for certain vessels actually replicates a Q-ship, while shields of 5 and a shockwave replicates a side-effect of something else.

170

(2 replies, posted in Starmada Unity)

I'm posting this up in all my design threads to address the new Carronade modifiers.

Because of the new modifiers affecting Carronade weapons, I'm just going to point out to any potential users that these ships, being designed with the prior modifiers, will be unbalanced when going up against ships designed with the new modifiers. Seeing as they are mainly designed to duel with themselves, that shouldn't be too much of an issue, but.../shrugs

171

(4 replies, posted in Starmada Unity)

I'm posting this up in all my design threads to address the new Carronade modifiers.

Because of the new modifiers affecting Carronade weapons, I'm just going to point out to any potential users that these ships, being designed with the prior modifiers, will be unbalanced when going up against ships designed with the new modifiers. Seeing as they are mainly designed to duel with themselves, that shouldn't be too much of an issue, but.../shrugs

172

(4 replies, posted in Starmada)

Well, that's gonna be a pain, seeing as in the setting I've been working on most if not all of the weapons have Crn+Gid (and only a few don't), that's thrown a massive spanner into the works...

Ah, well, it'll be another two months before you have the new setting, then.

173

(63 replies, posted in Starmada)

Yay! Sorry I found them after so long, but I haven't been doing pen+paper designs much so I didn't have much opportunity to spot the error until I was playing around with the new setting. I'm pretty much finished on that setting, BTW, but doing the transcribing and entering into drydock here will take a while--I'm thinking close to 250, 300 ships in total--and the worrying thing is--I think there's possibility to add more. Be afraid, be very afraid...:D

174

(4 replies, posted in Starmada Unity)

As mentioned in the main Starmada sub-forum, here are a list of ships that are now overloaded due to the error in the Overthrusters SU formula.

[attachment=0]List of Metal Health ships that are overloaded.png[/attachment]

Because none of the ships are overloaded by more than 1% (and I printed all the ships out so I can actually look at the supplement myself), I am going to leave them as-is. However, if there's a lot of furore about it, I'll set to work and make them legal. Most ships can lose a marine squad and get back to being legal, but the Escort Frigate, Light Raider and Heavy DEFSAT are going to be harder to work out, and the latter two of those are the one's I'm most concerned about with them being almost a full percent overloaded.

175

(0 replies, posted in Starmada)

Yesterday, while playing around with the Drydock--I mean, investigating potential avenues for a future SUE supplement--I discovered another issue with Drydock. Namely, the formulae for the Hyperdrive and Overthrusters are incorrect. It calculates it as 50% of the EngFac, when in fact it's 60%.

I'm putting this up in a separate thread as it is functionally different from the previous two pieces of errata. The first, the 'not displaying more than one/two types of munitions' was not too big a problem. Neither was the minor rounding error of the Ship3 DRat compared to Ship1, 2, 4 and 5. This, however, has major differences for larger ships. Not a problem if you design ships with P+P--then, you'll likely catch it. However, if you do the whole ship design process through the Drydock--as I did for Metal Health--there might be some issues...

I, of course, have those issues...

The below will also be posted in the Metal Health thread. It consists of a list of ships which are now overloaded. It will have the SUs they are over by and the percentage they are now overloaded by. Luckily, with the scope of the ships in Metal Health, none are more than 1% overloaded or more than 10SUs. However, my latest concept...well, let's just say almost 200SUs and leave it at that.

[attachment=0]List of Metal Health ships that are overloaded.png[/attachment]