1

(3 replies, posted in Starmada)

Oops, I was looking in the Starmada X Yahoo Group.  I've got the new file now and it works great!  Thanks for the help.  8)

2

(3 replies, posted in Starmada)

Hey everyone,

I'm having a bit of a problem here.  I'm trying to run SXCA version 2.61 on OpenOffice and it won't calculate any of the Weapons entries.  Everything else calculates just fine. 

So, is there some easy fix for this that I'm not seeing or is there a new more current generic SXCA (Not tied into Babylon 5, Full Thrust, etc universes) that I can download for OpenOffice?  I tried the Yahoo Groups site but only found files for Full Thrust.

Thanks!  And Happy Thanksgiving!

3

(6 replies, posted in Starmada)

javelin98 wrote:

But what about fighters carried on the outside of the hull?  Would you necessarily need any launch bays whatsoever with those?  You could model that by saying exterior fighter berths are equivalent to having an integral launch bay, but that they are destroyed at a far greater rate than regular interior bays -- say, three or five per Equipment hit rather than the standard one.  Food for thought...

In my little "universe" Fighter Bays compose the pressurized maintenance, armament and crew areas of a single fighter squadron.  The Launch Bay is the unpressurized electro-magnetic catapult, anti-grav, whatever launch mechanisms that connect to the Fighter Bay.
I don't see any reason why externally mounted fighters would need Launch Bays but in our "universe" fighters are to fragile to be strapped down to the hull of a vessel.
I agree that any vessel with externally mounted fighters should see those Fighter Bays having a greater chance of being destroyed then Fighter Bays located within the hull.

4

(6 replies, posted in Starmada)

Those don't seem like bad ideas.

On a much simpler scale I normally play that for each Fighter Bay you have you must also have a Launch Bay, regardless of whether you pre-deploy the fighters before the battle or if you launch them as the battle commences.

5

(13 replies, posted in Starmada)

Brother Jim wrote:

10+ for me as well

Ditto

6

(18 replies, posted in Starmada)

Here's my take on things (being a newb to Starmada as well):

BEAM WEAPONS
Gravity Beams: Long range (15-18 ) Ignores shields, Extra Hull Damage

Ion Cannons: Medium Range.  (9-12) Extra Crew Casulties

Particle Beams: Medium Range (9-12) Halves Shields, Continuous

Laser Cannons: All Ranges, Repeating

Fusion Cannons: Short Range (9 and less) Extra Hull Damage, Halves Shields.

"BALLISTIC" WEAPONS
Rail Guns: Medium to long range (15 or less), Extra Hull Damage (Think big ship sized rifles).  To hit is typically 4+ minimum given the nature of projectile weapons travel time vs. "instantaneous" light/particle based weapons.

Mass Drivers: Short Short Range (6 or less) Doubled Range Modifiers (think big ship sized shotguns) Also 4+ minimum to hit.

That's how things are done in the "universe" that myself and some other guys at the FLGS play in.  I admit, things are fairly regimented as far as what weapons are allowed what modifiers.  It started out as just an idea that was tossed out so that there was some continuity to the "universe" weapons systems and it kind of got out of control from there.   big_smile We don't even call Drones "Drones" they are Anti-ship missiles of Hunter-Killer Missiles.
We also don't use hyperdrives, our star to star transit it done via warp points so that frees up a lot of space to boost weapons abilities.

7

(7 replies, posted in Starmada)

Ahhh... I think the drone question answered my question about the SXCA battle values.  I was assuming that SXCA used the SX "group" approach towards drones and things of that nature.  i.e... in the SX rules Drones come in groups of 5.  I assumed SXCA used that equation so a Drone 1 actually meant Drone 1 (5).  Thanks for the clarification... big_smile

8

(7 replies, posted in Starmada)

Thanks for the links.

I've got a couple more questions...

I've been fiddling around with SXCA and am wondering, is this official for Starmada???  I ask because a ship class that I designed by hand had a battle value not even remotely close to the SXCA version.  The SXCA version also seemed to give weapons systems less SU then how I figured them out.  What's the story?  Should I disregard my math and accept the SXCA version?
Also, when on SXCA I add "Drone" and in the amount box I put "5" that represents 5 groups of 5 drones correct?  (25 drones in all)

9

(7 replies, posted in Starmada)

Question 1.  I see that Cold Navy and some other sites have "professional" looking record sheets available for their ship designs, where and how can I get my hands on blank templates like that?  Reproducing multiple ships of the same class by hand is a pain and I'd like them to look a bit more... professional.   

Question 2.  Does anyone have any links for good spaceship mini's producers here in the States??  Most of the sites I've been to are all in the UK.  And while I thoroughly enjoy the look of Brigademodels mini's it drives me nuts having to wait for them to make it across the Pond and then all the way out here to Phoenix.

10

(4 replies, posted in Starmada)

Ahhh... good call.  That never crossed my mind.  :roll:

11

(4 replies, posted in Starmada)

I dowloaded the Starmada X rules the other day (brand new Starmada player that I am) and have a question about Fighter Bay limits.
I worked out a ship design by hand that had 12 fighter bays and the math worked on paper.  I then tried to transfer that same design to the SXCA and it wouldn't recognize any number of Fighter Bays higher then 10.  Did I miss something in the rules that limits the amount of Fighter Bays a ship may have or is this just a limit on SXCA itself??  Thanks...