1

(0 replies, posted in Starmada)

Hi Dan,

How and where did you fix the problem for Defensive+Aegis? Would you mind posting the DryDock fix for this? I would like to make sure the LibreOffice version of DryDock I converted has the correction without having to re-convert the latest Excel version all over again.

Thank you,
David

mj12games post_id=42058 time=1605893718 user_id=2 wrote:

Good news: the Shipbuilder is doing things correctly.

Bad news: the Drydock is wrong. sad

Both were computing the PDS+Aegis combination properly; however, the Drydock was improperly handling Defensive+Aegis. Update coming shortly.

Yep, it's definitely pilot error on my part. It has been a while since I designed some ships. Thank you, Dan.

Dan,

I recently tried designing a weapon with the Excel DryDockv2 Nov 20/2020 with one range-based trait. It produced an error (red validity error for Traits).

Example: Light Plasma Cannon: RNG: 12, ROF: 1, ACC: 4+, IMP: 1, DMG: 1, Traits: Dfs

Then just for fun I changed Dfs to another range-based trait and received the same error. The same error occurs for every range-based trait. What could account for this error? I already re-downloaded DryDock from MJ12 and tried that, but there is no change. I looked to see what I may have done wrong, but I'm not seeing it. Any ideas would be helpful.

David

4

(5 replies, posted in Starmada)

Hi Dan,

Would you mind posting the DryDock fix for this? I would like to update the LibreOffice version of DryDock I converted to match your changes without having to re-convert the latest Excel version all over again.

DryDock LibreOffice version: http://forum.mj12games.com/viewtopic.php?f=2&t=12916&p=41978&hilit=DryDock#p41978

David

mj12games post_id=42058 time=1605893718 user_id=2 wrote:

Good news: the Shipbuilder is doing things correctly.

Bad news: the Drydock is wrong. sad

Both were computing the PDS+Aegis combination properly; however, the Drydock was improperly handling Defensive+Aegis. Update coming shortly.

5

(2 replies, posted in Starmada)

A while ago, I completed an Excel to LibreOffice conversion -- see the attached file. A list of the changes is in the "Notes" sheet, so everyone can see what I did to fix the incompatible items from Excel. I left a sample ship in "Ship 1", so you can see how the Display and Drake sheets look. I had to compress the file to a *.zip format, since the LibreOffice formatted file, *.ods, was seen as an "invalid file type".

Enjoy!

[attachment=0]DryDockv2.ods.zip[/attachment]

David

Would anyone happen to have a DryDock v2 conversion to LibreOffice/OpenOffice? I was hoping not to have to go through that process again like I did with 1.4. My son would like to learn Starmada and build ships. I was hoping to avoid the extra time of conversion and test...

7

(6 replies, posted in Starmada)

Thank you for re-posting the supplements.

8

(25 replies, posted in Starmada)

And for a purely off-Starmada-topic, I would like to see Grand Fleets done for WW2 -- surface ships, carriers, submarines and aircraft.  Maybe there is a supplement already in the works...???

9

(25 replies, posted in Starmada)

+1 vote for supplemental books from the Admiralty Edition updated for Unity.

I've seen several requests for an OpenOffice version of DryDock or some other Unity spreadsheet.  I created an OpenOffice version of Unity DryDock 1.03.  It does have a few upgrades that reflect my own campaign and house rules for my Babylon 5-ish campaign:

1. I changed fighters (per a previous thread) to be a less expensive since I sequence their combat AFTER ship combat.  So those little fighters must brave any escorts and anti-fighter defenses to take their shots...
2. Changed terminology "Screens" to "Armor"
3. Added weapon ability Penetrating -- like Piercing, but affects Armor
4. Ship Design Sheet generator: Another addition of my own is an SDS using the graphical parts in Paul's builder, but put together in one place that auto-fill with your design and where a copy-and-paste will create new PDFs on my Mac.  This technique also works for the plain text SDS too.
5. Changed Tech Levels supported to -3 to +3

Those are all the changes I can think of for now.  So given all that, if anyone is interested, I can upload what I have as-is, since it would take too long to rip out all my modifications to have a purely Unity builder per the rules.  If anyone has feedback or error reports, please do let me know.  I would be happy to fix them.

10

(63 replies, posted in Starmada)

murtalianconfederacy wrote:

Just checked and, although it is saying v1.02, the current Drydock is v1.03. I'll enter some of my ships through it and make sure they match my p+p designs

Thank you for confirming the DryDock version.

11

(63 replies, posted in Starmada)

Alex Knight wrote:
TeknoMerk wrote:

Thank you all!  I will update my DryDock OpenOffice conversion to reflect these changes.

Where is such wonders found!?

I have not released the OpenOffice version for two reasons.  First, I am not done testing it with multiple ship designs.  Second, I customized my DryDock, and do not have a "standard" version:

* Changed Tech Level 2 to 3
* Renamed "Screens" to "Armor"
* Added Penetrating weapon ability, like Piercing but against Armor/Screens
* Added ship primary systems for critical hit effects: Bridge, Reactor, Life Support

Once I test what I have, I plan to create the standard version.  If anyone is interested, please just be a bit more patient.

12

(63 replies, posted in Starmada)

Thank you all!  I will update my DryDock OpenOffice conversion to reflect these changes.

Dan, the DryDock links are still showing v1.02 modified on May 11.  Did the v1.03 get put elsewhere?

13

(63 replies, posted in Starmada)

Would you mind indicating the sheet, row/column and how you fixed these?  I would like to update my Excel and OpenOffice versions, and I am concerned that I would miss an item or two while attempting to find the problems you noted.  Thank you in advance!

murtalianconfederacy wrote:

Right, as I was preparing my first SUE supplement, I discovered a few problems with the Drydock. I'm sorry I didn't find these earlier:

--Screens don't get the Shield tech modifier applied to them

--Dual-Mode weapons: Smaller figure is being divided by 3, not 2 (was able to fix this myself)

--DRat doesn't round up, just rounds normally (a hull 1 ship with Shields 1 has a DRat of 2.4, which should round to 3, but it doesn't)

--Anti-Fighter Batteries has an ORat component (was able to fix this myself)

14

(63 replies, posted in Starmada)

Overall, changing the DryDock spreadsheet is easy, except when you get to the Tables sheet (component column) that references the Ship* sheets.  I experienced this when recently converting DryDock from Excel to OpenOffice.

15

(33 replies, posted in Starmada Unity)

JMS openly admitted that he did not completely understand (or even care) about military classifications.  This led to a confusion of B5 ship classes and military ranks in the show, and it also affects when folks like us want to create something representing the show we love. 

The Hyperion "cruiser" is more like a destroyer class, the Omega "destroyer" is equivalent to a heavy cruiser/light carrier (trades weapons for some fighters), and the Nova is truly a dreadnought.  Some may disagree, but that is how I see it with weapon and defense loadouts and compared to the general principles of US Navy ships.

16

(17 replies, posted in Starmada)

[catching up from the original post]

Your universe can have any tech level range you want, and it's easy to change.  Dan has the cost formula in the AE rules, page 42.  It only took  10 minutes to re-calculate the costs and alter the Unity Dry Dock to change from -2/+2 to -3/+3 tech level range.

Cinematic movement: I also like this type of movement in my space fleet games, since it's simple enough to allow the player to think more about tactics than movement mechanics.  In my case, this means the Full Thrust cinematic movement rules.  I need to walk through the Unity movement rules again to see if there is anything I want to borrow.  Note that I also play campaigns with sub-light engine technology (Basic/Advanced/Gravimetric).  The more advanced engine techs allow for less forward movement before turning.

17

(33 replies, posted in Starmada Unity)

I can understand your B5 conversion perspective.  Sometimes a system or concept does not translate well.  In that case, I just approximate it, but make sure that all converted ships remain relatively balanced as they were in B5Wars.  Since I also use the show as source material, I occasionally depart from the disagreeable bits of B5Wars. 

It's interesting that you mentioned using shields in your conversions, because I have also been experimenting with that as well.  I usually restrict shields to the more advanced races (First Ones, Minbari, Centauri, Earth Alliance -- post Shadow war). 

I like the idea of the Drazi super heavy fighter being a 1-hull ship.  Another idea is to use one of the Unity heavy fighter with an additional -1 penalty to hit, representing it toughness.  Just a thought.

Please continue posting your thoughts.  Those are some good ideas.  I am still converting the Unity Dry Dock from Excel to OpenOffice, so my new conversion work ground to a halt.  Soon though...

18

(33 replies, posted in Starmada Unity)

If you all do not mind me thinking out loud about B5 weapon designs, then let me suggest these ideas for converting B5Wars weapons to Starmada Unity.  Just to understand my design goals, I own and playtested the 1st and 2nd edition material for B5Wars, and extensively played the game before moving to Starmada X and descendants years ago.  When it comes to converting settings into a known game system, my philosophy is that of a minimalist or maybe a "constitutionalist".  All this means is that I try to use the written rules as much as possible before I create my own additions.  That just keeps things simpler without piles of extra rules to remember, maintaining the game playability.

With that in mind, the key to designing Babylon 5 ships is getting the weapon and defensive systems correct.  Then most everything else falls into place.  While B5Wars has many types of distinct weapons, there are much fewer weapon classes.  That is where I will start.  Here are some draft ideas for B5Wars weapon classes for Unity.  Note that these do not yet have much playtest time (although they are similar to what I've done for Nova and Admiralty), but I plan to do so over the coming weeks.

Plasma
Goal: Extra armor/screen and hull damage
Traits: Catastrophic
I noted in the Screens section of the rules that this trait causes +1 Screen damage.

Matter
Goal: Ignores armor/screens
Traits: Penetrating (Pen) 2.5
This is a newly created weapon trait that is just like Modulating, but only affects armor/screens.
Daniel may want to comment on the cost, if it seems wrong.

Pulse
Goal: High rate of fire weapon to saturate target with many low-damage particle pulses
Traits: ROF > 1, Repeating and/or Scatter

Laser
Goal: Has penetrating beam and "sweeping" capabilities 
Traits: Piercing, IMP>1 in large or advanced lasers

Molecular
Goal: Ignore shields
Traits: Modulating

Rail
Goal: Kinetic projectiles
Traits: Kinetic, Telescopic in large or advanced rail weapons

19

(31 replies, posted in Grand Fleets)

[Thread Necromancy]

Any news on Awakened Giant, WW2 in the Pacific?  I have been holding off buying Grand Fleets until it had WW2 support.  This is the primary expansion I am looking for.  Will there also be data cards and counters along with the scenarios?

[/Thread Necromancy]

20

(33 replies, posted in Starmada Unity)

MRCAcct wrote:
TeknoMerk wrote:

... Therefore I created the Penetrating weapon trait (Pn1, Pn2) that has the same effects of Piercing, but does the extra damage to Screens/Armor.

As for Penetrating, I was thinking something more along the lines of an effect that bypasses Screens. ie: in B5 Wars "Matter" weapons (Railguns) ignore armor completely, while "Plasma" weapons reduce the effectiveness of armor. Ideas for traits I could see (B5 setting specific) would be AD (armor defeating) which allows a weapon to ignore Screens (ala Modulating, and potentially devastating on weapons with IMP >1) and AP (armor penetrating) which would, say, do one DMG point to Screens and the rest bypasses (obviously only effective on weapons with a DMG >1).

How would you handle Pulse weapons? I've toyed with several ways (from cheapest to most expensive): Rpt Trait, the new Multi-Weapon mount (which in effect replicates the old Increased Hits Trait to a certain extent), IMP 3, and ROF 3.

We are thinking along the same lines, but I guess my description was too narrow and incomplete.  I was thinking that the Penetrating weapon ability would be assigned to the B5 plasma weapons, having a higher chance to cause damage.  I have not fleshed out the Ignore Screens/Armor ability, but I was thinking it would cost the same as Modulating.

For Pulse weapons, I just had a plain 'ole (particle) weapon with a higher rate of fire.  Another take is the Repeating ability.  For example,

Light Pulse Cannon: 3", ROF3, I1, D1, Pinpoint (anti-fighter!)
Pulse Cannon: 6", ROF3, I1, D1
Heavy Pulse Cannon: 12", ROF3, I1, D2
Mega Pulse Cannon: 18", ROF3, I1, D2

Light Pulse Cannon: 3", ROF1, I1, D1, Pinpoint, Repeating (anti-fighter!)
Pulse Cannon: 6", ROF1, I1, D1, Repeating
Heavy Pulse Cannon: 12", ROF1, I1, D2, Repeating
Mega Pulse Cannon: 18", ROF2, I1, D2, Repeating

These are not tested too much, but it's at least a starting point.

21

(33 replies, posted in Starmada Unity)

Thank you for starting the B5 thread for Unity.  I am also trying to convert and upgrade my B5 designs once I get my DryDock mods and conversion to OpenOffice completed.  Since I playtested and own both B5W v1 and v2 sets, I have a lot of source material as well as experimental designs.

I do agree with your decision to use screens/armor instead of shields.  That better matches most of the B5 ship designs.  My use of shields in designs were restricted to the First One races.  The Shadows had energy absorption tech, but that just uses Unity shields as well.

I experienced your exact same problem of weapon effects.  Therefore I created the Penetrating weapon trait (Pn1, Pn2) that has the same effects of Piercing, but does the extra damage to Screens/Armor.  The cost is the same as the equivalent Piercing level.  Dan can chime in if he feels that the Penetrating cost needs some modification.  I already have my version of Unity DryDock updated with the Pn1, Pn2 weapon traits.

What do you all think?

22

(78 replies, posted in Starmada)

Thank you, Daniel.  I ordered Unity from Wargame Vault.

23

(78 replies, posted in Starmada)

+1 on the estimated release date (ballpark, of course).

If OldnGrey is listening, at least get an early copy of the Unity ship builder.  I would not only like to add the "Ignores Armor/Screens" option, but also add the "ship display card pretty printer" that I added to my Nova ship builder.

24

(78 replies, posted in Starmada)

Actually, I tweaked my Admiralty and Nova ship builders to add the reduce/ignore screens ability.  I do not recall how much I costed those abilities, but I thought it was close to the equivalent shield abilities.  Once Unity is released I will probably make a guess and ask your opinion of the cost.

I guess I should have mentioned that a weapon that ignores shields and screens/armor is equivalent to a Starfire primary beam.  That is why I am thinking along these lines.

25

(78 replies, posted in Starmada)

Daniel,

yikes   I just popped on the forums to see what's happening, and saw that Starmada is getting a new version!

I am glad to see the return of Admiralty with some good bits of Nova.  From what I can tell from the sample ship sheets, it seems like the concepts of shields and armor will be in Unity, right?  I switched from Starfire and Full Thrust to Starmada X/Admiralty/Nova, so it's important to me that ships may be designed with combinations of shields and armor, then there are weapons that may negate shields or armor, making for some interesting battles.   

I take it that Unity will have most if not all of these ideas or will I need to add a weapon ability or two that ignores shields/ignores armor?

David