hi daniel

the group i game with is playing a campaign game now, and we are evolving new wrinkles for the next campaign as we work through the current game-

in campaign games, there are times when it is not worth putting the forces on the table due to asymmetry in forces-

at what ratio of CRAT totals, big to little, is the battle not worth resolving because of probable outcome- do you have a chart/graph of such a relationship? is it a simple logarithmic curve maybe? such info would be really useful in a campaign context-

thanks

lamont

2

(46 replies, posted in Starmada)

Paul- that would be on the Template sheet regards my last comment

lamont

3

(46 replies, posted in Starmada)

hi paul-

I am working on your latest version, 2.2, and I find a difference between it and v1.5 in cell $AI$6

here is 1.5 formula: =IF($G$8="Screens",$G$9*4,$G$9)


here is 2.2 formula: =IF($G$8="Screens",$G$9,0)

I am using Excel here- but the 2.2 cell results in no SU cost for shields (the "0" when there are no screens)-

As shipbuilder shows an SU cost as shield #s rise, I will assume the 1.5 formula is correct for now

thanks for the new version!

lamont

4

(46 replies, posted in Starmada)

the weapon had Extra Hull Damage as well-

The CR is off by one (shipyard vs shipbuilder)on 2nd and 3rd batteries

regards to SU


adding batteries Y and Z to X, with single arc, single weapons, show 2 and then 4 less SU respectively in shipyard relative to shipbuilder

if i add a second weapon of same type to each battery, shipyard SU now equals 557 vs shipbuilder SU of 569, difference of 12

third weapon addition: shipyard SU left = 305, shipbuilder SU left = 323, difference of 18

looks like a simple math thing here that is multiplied by multiple arcs and weapons

lamont

5

(46 replies, posted in Starmada)

i compared the shipbuilder with the shipyard (v1.5 right now)

Hull = 8
engine = 0
shield = 4

no extras

weapon: 15 RNG, ROF 1, ACC 4+, IMP 2, DMG 1

one arc (A), single weapons in each battery

Shipbuilder: 1 battery CR = 63; 2 batt CR = 89; 3 batt CR = 109

Shipyard: 1 battery CR = 63; 2 batt CR = 90; 3 batt CR = 110


looks like only rounding error to me...

lamont

6

(46 replies, posted in Starmada)

Steve-

i suspect that the lack of a CR calculation is due to a formatting error that Excel somehow inserts when it opens from Paul's OpenCalc version of the spreadsheet. The SU calculation obviously requires numbers, but some important cells get formatted as text, and the program cannot add "abc" to "1.34" for example.

The symptom of this problem can be seen on the Nations sheet- look for little green triangles in the upper left cells, particularly in the ACC column (this is where I found them), which indicate a number that is formatted as text. These are text because they are input from a number table that is also formatted as text.

That table can be found on the "Tables" sheet as the To HIT table. Cells B19 through B25 may also show the green triangles. If so, simply highlight those cells, punch "Format Cells" as "Number"- all SU are then correctly calculated- at least this is what occurred in my case.

If you version of Excel has a different affected site, the principle is the same- trace the green triangle cells back to their source data, re-format those data to numbers-- should work


lamont

7

(1 replies, posted in Starmada)

(1) does the Armor Plating mod negate the extra hull hit on a roll of 1 from a weapon that does Extra Hull Damage?

(2) Teleporters- can they operate when a ship is cloaked?

thanks in advance--

lamont

8

(8 replies, posted in Starmada)

i will try to answer my own question-

(1) absence of a number in the move order could be the equivalent of a "0", meaning application of enough thrust to negate vector of motion from last move

(2) as there is no indication of the ability, or need, to write "-3" in a move order, (1) must be an operative statement

(3) under these conditions, and likely as a matter of simplification, it is impossible for a ship in Starmada to conduct retrogade motion with respect to its front facing

seems logical to me anyway

lamont

(1) adjust column widths and text size of the shipbuilder cells to fit into half of a landscape page

(2) leave a gap column (about 1.5 or 2)

(3) adjust column widths on a second set of columns after the gap column to match those of the shipbuilder form

(4) set print area to include form and your "dummy" columns on the right

(5) copy sheet (Starmada2)

(6) on Starmada2, control-X the form and paste it into right side dummy set of columns, leaving the left side blank

(7) set your print area on second sheet to include left columns (now the "dummy" columns) and right columns that contain the form

(8) print on Starmada sheet; place back in printer and print Starmada2

this is one solution anyway; you can print different ships on one sheet by printing sheet1 from one file and sheet2 from another file


lamont

10

(8 replies, posted in Starmada)

perhaps it is defined in the rulebook and I missed it,  but given the vector/force elements of the new rules, is it possible to be moving backwards? Can a ship with Engine 6 but Last Speed 3 conduct a U move and still be in motion on the same vector if it does not apply any forward thrust (no numbers in the move order)?

lamont

11

(28 replies, posted in Starmada)

silly me-

just record a macro that copies the Starmada sheet as a picture, opens a new sheet, and pastes it, as a picture, in the first cell of the new sheet- can even get the macro to name the new sheet from a cell in the Starmada sheet i bet-

lamont

12

(28 replies, posted in Starmada)

got the Template cell correction at BB38- thanks

I found an old .xls file where I stored previous ship sheets, which allowed me to recall how i did it: you can copy a region of cells as a picture, and paste special as a picture to a new sheet in another workbook, or even the nation template workbook; this creates a non-editable image, but does not require template sheets to go with the ship sheet; i think i may try to write a subroutine that will store ship sheets in this form by punching a button-


with regard to the text vs numerical format issue-

when opened, v1.5 (and earlier) has three weapons built in the Nation sheet; all of the stats for the weapons show normal (no green triangle in upper left corner) and SU calcs are fine--

if I change a number in the ACC column on this sheet (by validation on your dropdown list), a green triangle shows and the cell indicator says it is formatted as text or the number has an apostrophe in front of it-

when I trace the ACC input list to the TO HIT table on the Tables sheet, I find that numbers 1-6 are also marked with green triangles and indicated as TExt formatted (cells B20-B25 on this sheet)- this of course messes up the numerical calculations of SU on the Nations sheet; when I reformat those cells to numerical and reenter the numbers, the green triangles go away everywhere and SU calcs are fine on the NAtion sheet-

I suspect this is just a quirk of Excel 2007 opening your version of the sheet, but others may encounter this if they use Office 2007 as well

I have seen other oddities- I use Visual Basic to display the fire arc images in the battery regions of the Starmada sheet- in Excel 2003, the images would displace up or down a bit in a regular way that depended only on sequence in a given battery- regardless of what I told the system to do in the subroutine; when I upgraded to Office 2007, all images went right where they were supposed to-

thanks for your work on this spreadsheet- it is a great tool, central to the way I play Starmada; I have sent it to a couple other players in our club so they can design their own ships for the games we play

lamont



               

                                                                                                               
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13

(28 replies, posted in Starmada)

oldngrey-

was the CR error you refer to in v1.5 a cell formatting issue (text vs numerical) on the TO HIT table on the Tables sheet??

I am thinking not, because v1.5 still has text format in thiose cells when I unzip and open with Office 2007; this causes the SU value for ACC to convert into #N/A when I change ACC on the Nations sheet; this may be a quirk of using Excel 2007; but it fixes when I change the 1,2,3,4,5,6 cells from text to numerical in the Tables TO HIT table.

is the CR fix easy enough you can send it to me? (czechmate@mindspring.com)

this would allow me to update my modified (fire arc graphics) version of your program, without having to go back and append my mods to v1.5

thanks

lamont

14

(28 replies, posted in Starmada)

thanks to oldngrey

i have used this sheet for almost a year now, creating factions or races that are technically set and saving them;

I have modified the program to place graphic images of each weapon fire arc in the battery area- these visual aids help gamers like me not have to think each fire arc out (getting slow in my old age); it only fits 10 arcs per battery, but then I have never built a ship with more than ten in a single battery- too many dice to roll can be a bit ridiculous (consider combining ten guns with Repeating, ROF3, and 3+ to hit- seen it done- seemed like 15 minutes of rolling dice for one battery!)

is there an easy way to save "sheets" within a shipyard such that they do not respond to changes in the template, thereby creating a real shipyard from which I can recall already constructed vessels?

lamont anderson
CSGA
http://csga.webng.com/

15

(2 replies, posted in Starmada)

we meet at the Sand Creek Police Station in their community room, every Saturday night- we have the room from 5PM until..... there is a map on the club website

there is also an e-mail broadcast that keeps members informed of game events that are planned for each week, if you would like to get on that list

at this page on the site

http://csga.webng.com/index2.html

if you scroll down to Aug 5, 2007, there are some pix of a Psilon raid on a Kzin space station in the SX rule system- the two races were primarily derived from Brigade factions, Psilons having cloaking and meson guns that did little hull damage, as well as marines; the kzin were the faction that had good armor plating and battle sats- I should like to re-play this scenario under the new rule system soon

lamont

16

(2 replies, posted in Starmada)

We played SAE last night at our club; we have played SX a good bit before.

I have some rules questions/confirmations/clarifications that I hope can be resolved in this forum.

(1) Area Effect weapons: these seem a bit powerful, so I want to confirm we are playing this rule correctly- First, can a blank hex be targeted, or must there be a ship in the target hex? Second, if three guns with ROF 3 fire at target hex does this mean that 9 shots will be applied to seven hexes? Third, if there is more than one ship in a given hex, target or adjacent, does every ship in each of the seven hexes get hit with 9 shots, or must one ship in each hex be selected to receive the fire?

(2) Extra Hull Damage: does this mean that 1,3,5 rolls yield 2 hull hits and 2,4,6 yield single hull hits, or does it mean that 1,2,3,4,5,6 all yield single hull hits?

(3) Boarding Pods: as these are a subset of fighters, they are treated like fighters- does this mean that boarding occurs at a range of 1 hex? This question came up last night when Marines tried to board a ship that was in  an asteroid field hex. Would the pod flight have to test for impact with asteroids before they attempted their assault on the target ship, implying that they are in the same hex as the target when they board?

(4) Marines: this can be played according to gamers' wishes as it is not in the rules i think, but we had a bit of debate about what marines on a captured ship can do? Options: (1) nothing- ship stands in space, or continues on designated vector; (2) marines can fly ship, but not fire weapons; (3) marines can fire ship weapons, but cannot fly ship (after all, they are trained waepons specialists?); (4) marines fire weapons and boarding pod pilots fly the ship.

of course, ship size might need to be considered relative to the boarding party contingent. We played an Escape from Ice Planet Hoth scenraio in a Starwars universe, and the Millenium Falcon was successfully boarded and captured. What seems most reasonable for game play int this situation?


(5) new movement: we need practice with this- I think that it made most players a bit conservative in their actions, but it worked quite well as some Rebel Alliance ships were able to accelerate their way through the Imperial blockade- I think we will grow in to this system in a bit

thanks in advance for any comments and clarifications-

Lamont Anderson
Colorado Springs Gamers Association
http://csga.webng.com/