Topic: Shipyard for Admiralty Ed.

Posted on Yahoo group.
As usual, you can design 26 different weapons, choice of up to Five weapon banks per ship.
Design up to Sixty types of Fighter, Strikers, seekers & Boarding Pods.
VBAM stats included.

Let me know if you spot any errors.

Re: Shipyard for Admiralty Ed.

It does not seem to like my copy of excel, but works fine with open office

Re: Shipyard for Admiralty Ed.

Sorry, that is probably because I use Open Office and have always posted the versions output as Excel 97/2000/XP xls. This seems to give the most compatibility but microsoft will muck that up with their latest version.
Open Office seems to open just about any spreadsheet, it is not 100% but very nearly so and each new version has still opened sheets made with the last. Can not say better of a free prog.

Ooops, sound like an advert!
Anyhow, hope you like this version of the Shipyard.

Re: Shipyard for Admiralty Ed.

OldnGrey wrote:

Sorry, that is probably because I use Open Office and have always posted the versions output as Excel 97/2000/XP xls. This seems to give the most compatibility but microsoft will muck that up with their latest version.
Open Office seems to open just about any spreadsheet, it is not 100% but very nearly so and each new version has still opened sheets made with the last. Can not say better of a free prog.

Ooops, sound like an advert!
Anyhow, hope you like this version of the Shipyard.

Frankly, I'd say go download Open Office and install it:

http://www.openoffice.org/

Great stuff!

Re: Shipyard for Admiralty Ed.

Wow!  This thing is lookin' good -- I loved the original, and this will speed up the creative process equally well for admiralty.

One question -- the VBAM Scout requirements.  You could change them to requiring Fire Control and a certain number of Science units, since Fire Control fulfills many of the same functions as LRS used to.

-Adso

Re: Shipyard for Admiralty Ed.

BrotherAdso wrote:

One question -- the VBAM Scout requirements.  You could change them to requiring Fire Control and a certain number of Science units, since Fire Control fulfills many of the same functions as LRS used to.

Given the changes to equipment (or should I say the removal of equipment), I think the best option is to make all of the VBAM unit abilities into separate Auxiliary ship options that require X SU per level. I haven't got a good feel for how much space a ship will have available under S:AE at the various tech levels, but some multiple of 100 would probably work out.

-Tyrel

Re: Shipyard for Admiralty Ed.

One question -- the VBAM Scout requirements. You could change them to requiring Fire Control and a certain number of Science units, since Fire Control fulfills many of the same functions as LRS used to.

-Adso

Scouts only needed EWS and then Science x10 for the next level. EWS being replaced by Fire Control made all with Fire Control scouts. I guess for VBAM ships it would be possible to put EWS back or make Science (50) a requirement. I have tried to keep to the Starmada/VBAM book.

Given the changes to equipment (or should I say the removal of equipment), I think the best option is to make all of the VBAM unit abilities into separate Auxiliary ship options that require X SU per level. I haven't got a good feel for how much space a ship will have available under S:AE at the various tech levels, but some multiple of 100 would probably work out.

-Tyrel

I changed the requirements for VBAM abilities to reflect the change to Auxiliary Services etc. Science labs required for Scout Level 1 was x10, For example now it is Science (100).
I have tried making various VBAM ships and it seems to work. Just a pain that you have to remember how much SU the original requirements were.
Still, something to think about for a next version of the shipyard.

Re: Shipyard for Admiralty Ed.

Hello!

The Starmada Admiralty Ship designer is awesome.  big_smile   
I was wondering if you could add range 21 and range 27 to the Range 0ptions.  I have the main battery of some of my ships firing out to 30, and I would change it to 27, leaving the 30 range for Spinalmount-type weapons.  :shock:
I hope that these additions will not be to difficult... 

Steven Gilchrist; Jacksonville, Fla, USA

Re: Shipyard for Admiralty Ed.

I would second the extra ranges, poss also the extra tech levels would be cool as well.

Re: Shipyard for Admiralty Ed.

BeowulfJB wrote:

Hello!

The Starmada Admiralty Ship designer is awesome.  big_smile   
I was wondering if you could add range 21 and range 27 to the Range 0ptions.  I have the main battery of some of my ships firing out to 30, and I would change it to 27, leaving the 30 range for Spinalmount-type weapons.  :shock:
I hope that these additions will not be to difficult... 

Steven Gilchrist; Jacksonville, Fla, USA

No problem, I will change the Ranges back from a drop down list, so that any range (up to 30) can be entered. I already had the shipyard showing short/medium/long range bands for any range.
The Spinal mount range is calculated from the hull size (auto)

I did think about putting the expanded tech levels in. No problem.
Look out for Version 1.1 (version in top left on Nation sheet).
Now posted.
Happy New Year!

Re: Shipyard for Admiralty Ed.

Updated again (v1.2) Posted to Yahoo today.
Hull points to 24.
Carrier now Carrier (Fighter), Carrier (Missile) and Carrier (Assault) depending on what load the Carrier capacity is used for.
Over 50% Strikers/Seekers = Carrier (Missile)
Over 50% Boarding Pods (+Marines for them) = Carrier (Assault)
See "Notes"

Thoughts?

Re: Shipyard for Admiralty Ed.

Updated Again! v1.3 posted.

See Dan's Oops in the Admiralty shipbuilder thread.

Changes made to Teleporters and Boarding Pods.

Can I have a rest now?

Re: Shipyard for Admiralty Ed.

OldnGrey wrote:

Updated Again! v1.3 posted.

See Dan's Oops in the Admiralty shipbuilder thread.

Changes made to Teleporters and Boarding Pods.

Can I have a rest now?

Heh...I Feel Your Pain....

Re: Shipyard for Admiralty Ed.

OldnGrey wrote:

Updated Again! v1.3 posted.

See Dan's Oops in the Admiralty shipbuilder thread.

Changes made to Teleporters and Boarding Pods.

Can I have a rest now?

A BIG Thank You for updating the spreadsheet so fast for SAE!  I also appreciate the 5 weapon banks for B5 players.  I had a bit of trouble getting the control sheet looking right with 5 weapons.

Re: Shipyard for Admiralty Ed.

Hello everyone!

The newest improved version of the shipbuilder, version 1.3, sounds great.  Could someone either post the link here, please?
Or give directions to a computer-challanged-individual, (me :shock: ), to locate this link to Version 1.3
Thanks! big_smile

Steven Gilchrist; Jacksonville, Fla, USA

Re: Shipyard for Admiralty Ed.

You can find the latest version in yahoo groups, mj12games.

http://games.groups.yahoo.com/group/mj12games/

Shipyard Admitalty Ed is in the files section.

You will have to log in first. Of course, if you have not joined yahoo groups you could send me your email address and I will send you the zip file.

Not used it myself but I did put a text sheet in the shipyard a while ago.

Updated 3/1/2008 v1.4
Text sheet updated.
Starmada sheet changes to screens if choice made on Nations sheet.

Anyhow, let me know what you think of the shipyard.

Re: Shipyard for Admiralty Ed.

OldnGrey wrote:

Anyhow, let me know what you think of the shipyard.

Excellent tool. Much better than I might need.
Thanks a lot!!

Re: Shipyard for Admiralty Ed.

It's in the Files section of the mj12games Yahoo group.

Re: Shipyard for Admiralty Ed.

honestly, that thing makes no sense to me, but if others like it, as long as it calculates the CR correctly and produces a text-based ship, knock yourselves out.

Re: Shipyard for Admiralty Ed.

Some errors corrected for those few that use it.
V1.5 posted.
See notes.

Re: Shipyard for Admiralty Ed.

In defense of this tool, I find it very very useful for creating fleets within one faction or universe, or in quickly comparing multiple ship designs.

In addition, it provides a way to convieniently work 'universe elements' into each shipmaking process automatically.

-Adso

Re: Shipyard for Admiralty Ed.

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/

Re: Shipyard for Admiralty Ed.

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

Re: Shipyard for Admiralty Ed.

lamont-

I do not know of a way to save a single sheet as they are linked but it is possible to have a shipyard with several ships. Copy the template sheet after the original one, This will become Template_2. Copy the Starmada sheet also after the original and using Find & Replace on starmada_2 sheet, change Template to Template_2.
Copy template_2 for another etc.

Cannot seem to duplicate the ACC problem. Which cells become #N/A and on which sheet?
The SU calc on the Nation sheet for ACC is not linked to the Tables sheet but the ACC Divisor block to the right of the Final SU.

The CR error was a stupid mistake, In Template cell BB38, I duplicated BB37 in the calc, just delete one.

Re: Shipyard for Admiralty Ed.

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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