1

(3 replies, posted in Starmada)

I'm a member of the club, though my friends made the website.

shift

2

(16 replies, posted in Starmada)

Heh, sunbursts...Yeah.  I have a fleet of 150 1 hull ships that each have 2 sunbursts and a cloaking device.  Sunbursting things to death doesn't get old, though we eventually started using the house rule that they give a -1 to firing instead of being impenetrable, due to the massive walls of them that we were making.

3

(16 replies, posted in Starmada)

Definitely.  My counter of choice is the decoy special equipment.  It takes chunks out, and can't be countered with ewar.  We definitely exhausted a lot of the resources, however.

Thanks for the help,

shift

4

(16 replies, posted in Starmada)

Awesome, thanks for the help!

I was misreading the entry on repeating, and not registering that it is the same die that "repeats".  The "correct" way, however, makes it a lot harder to program into a spreadsheet to do my firing for me...:) ah well, the joys of excel...

shift

PS why so many vlookups in sxcafighters?  It makes it very confusing to reverse engineer.

5

(45 replies, posted in Starmada)

Beowulf - One thing that I have found in my experience that nerfs close range weapons quite effectively is Stealth Generator.  It removes short range, so the problem is solved.  It is, however, rather expensive.  A cheaper, albeit less effective, alternative is to use decoys, which are a good way to reduce the effectiveness of repeating weapons, especially ones with low to-hit numbers like the ones you mentioned.  I hope this is of some use to you.

shift

6

(16 replies, posted in Starmada)

Beowulf - In fact I can, and did.  I thought I broke the system for a while, but there is something in the Starmada X rules that states that rolls always fail on a 1.  Thus, the only thing doubled range mods does for short range fire is make one heck of an anti-fighter weapon (it allows fighters to be attacked at 2+ To-Hit).

Thanks for the house rules ideas though.  We may try some of them.

googleplex - According to the rules, and all logic, there would be nothing there, in terms of the usefulness of the shockwave.  There is nothing in the rules, however, stating that a useless shockwave cannot be installed.  It generates a Q box on the spreadsheet, and via the rules.  It probably should be played as if it doesn't, but I'm just looking at what the rules say.

The same goes for Re-Rolls applying to only the first roll.  It says (once), but that seems to be applying to individual dice.  It says I can do it for any of them, but it is unclear if it also means all of them.  Repeating seems to indicate that if a To-Hit dice hits, it is re-rolled.  Would that then count as the one reroll?  I guess I'm just confused by the wording.

As for the hyperdrive, I'd be curious to know the rationale behind not making it take up space, but have it give you extra space if you remove it.  The specific way it works is that if you have a hyperdrive, you get the standard SU allotment for the ship.  If you don't, you get a 10% bonus to SUs.  This would indicate to me that it is expected that the default is for a ship to have a hyperdrive.  Most of the wording in the sections on hyperdrive use, however, seem to lean in the direction of something that can be added to a ship.  It confused me to no end when I was redesigning the spreadsheet and doing the statistical analysis.

All that aside, thanks for the help.

shift

7

(16 replies, posted in Starmada)

Hello,

My friends and I have been playing Starmada off and on for a couple of years, and I wanted to see if anyone else has had the troubles that we have had and could offer some solutions.

1) The way hyperdrives are figured into space calculations, you can add as many hyperdrives as you want to a ship, for free, and you get as many Q hits as you want out of this, for no cost, since the only cost for hyperdrives is a 10% reduction in SUs for the first one.

A similar problem arises when using the shockwave special equipment. Both its offensive rating and its space units depend on the shield rating.  This means, if you aren't using shields (such as on some small ships my friends and I have designed) you can have infinite Q buffers again.

2) The combination of Re-roll To-Hit Dice/Repeating/Inverted Range Modifiers, or really just Re-roll To-Hit Dice/Repeating.  The Inverted Range Modifiers was for use during the phase in which my friend used stealth generators on all his ships.

When these weapons are  2 ROF, 1 PEN, 1DMG,3+ To-Hit, anything in short range (or normal range with the IRM/Stealth combo) hits on everything but a 1.  Then it repeats.  If you manage to roll a 1, you get to try again due to the Re-roll To-Hit.  You have to roll two 1's in a row before it stops hitting.  When these weapons are expendable, they cost about 25 su at tech level 0.  You can have 5 on a hull 4 ship with 7 engines and pds.  Each ship, when all the weapons are fired together, results in an average of 300-400 penetration dice.  Too powerful for a hull 4 ship.  Slap a cloaking device and range based ROF instead of IRM, and you can sneak up on ships and do triple the damage of the other ship.

Has anyone come up with a counter to this weapon?  Decoys help a bit, but it is still insanely powerful.

I think I have more questions, but I have to go for now, so I'll add them in later. 

Thanks for your time,

shift

8

(3 replies, posted in Starmada)

Really?  That doesn't make sense to me for a couple of reasons...  In that column (the Dmod column, AF), all of the multipliers seem to have a negative value, and additive modifiers a positive value. (Except PDS's 2)  Then in the area of the spreadsheet where it calculates special equipment for the ship, it would seem to treat it as multiplicative if it is <0, not <10, and additive otherwise.  This doesn't hold with the PDS's multiplier in cell AF31 being a positive 2.  In addition, if the inequality were <10, then the additive modifier for as single sunburst (2), would be treated as a multiplier instead.  When I add a PDS to a ship design in the GUI of the spreadsheet, the column which I take to be the active defensive rating modifier for special equiment goes up by a factor of +2, not *2.  Am I just confused about what you said before, or does the 2 in cell AF31 need to be a -2 instead?  If it helps at all, I have version "2.5g" as displayed in cell Q30.  Sorry to be such a bother, but I just want to make sure my spreadsheet calculates cost properly, and I am confused.

Thanks again,

shift

Hello.  I have been looking at the copy of the sxca spreadsheet I have, and noticed that in cell AF31 (AH42 in the VBAM version, if you care) the defensive rating modifier for Point Defense System is a positive 2.  This entails, from what I gather about how the spreadsheet works, that 2 would be treated as an additive modifier for the Defensive rating, and not a multiplicative modifier, as it states the 2 is in the Starmada X rules.  I was wondering whether this was a typo, or if there was something I was missing.

Thanks

shift