Topic: Shipyard for Admiralty ISS Ed

Just posted, version 1.7 updated with ISS options.

I have checked it but it has been a long night!
Any errors or comments, please let me know.

Range details now take into account Minimum Range and Carronade, in that short or long range will show as ---.
In the "Bits" for making your own data sheet, everything is an absolute so you do not have to copy everything.
ie less than 7 hull? just copy the top lines of the hull, engines and shields.

Hope you like the example.

Paul

Re: Shipyard for Admiralty ISS Ed

Thanks for doing this, by the way.

It may not be "official", but it's darned cool just the same. I almost feel guilty about putting out new material ... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Shipyard for Admiralty ISS Ed

a link would make it perfect

Re: Shipyard for Admiralty ISS Ed

Thank you, I would like to think that  K. David Ladage approves of what I have done with the shipyard over the last couple of years. Although I felt a bit guilty when I added the Fighter sheet with shuttlecraft, Ablative armor and other non official bits to the Starmada X version.

New material.... I think that is room for some more.

Certainly trying to work out how to get things done in the spreadsheet has taken my mind off my arthritic aches and pains! I had little knowledge of spreadsheets until the shipyard. That is why I always ask if I have messed anything up.

Link:
http://games.groups.yahoo.com/group/mj12games/files/Shipyard%20for%20Starmada%20AE/

Paul

Re: Shipyard for Admiralty ISS Ed

Hello Paul,

I like your SAE Ship designer spreadsheet.  It could be useful.  I am able to use the small craft calculation part to calculate the cost of drones & fighters I use.   Unfortunately, I am unable to make the ship designer work completely.  I can save weapons in the blue area on the Nation tab.  I can design a ship, but its combat value is not calculated.  Where I think it should be, I get  #N/A  in the box.  I tried to print out the design, but got several sheets, all with  #N/A  where the point value probably should be.   :shock:

Is there a place in the program where directions are posted?  I have it stored & running thru Micorsoft Excell. 
I hope that this is not the problem. 
Any help you could give would be appreciated.  I am trying to make SAE versions of Battlefleet Gothic ships. 8)

Steven Gilchrist; Jacksonville, Fla, USA

Re: Shipyard for Admiralty ISS Ed

Hello Steven,

Microsoft Excell seems to be throwing spanners in the works, lamont had problems too.
Does the weapon SU show up on the Nation sheet?
I had trouble one time changing the weapon ACC after designing a ship but found the problem cleared when I re-chose the weapon on the template sheet.
If the CR in cell U5 on the template is showing as #N/A check cell AZ39 on the template sheet, I take it that this is also #N/A
If you follow up from AZ39, where does the problem start? Is it a particular piece of equipment?
Sorry for the questions, I cannot duplicate the error.

By the way version 1.9 posted earlier today. This may?? work better with Excell.

Paul

Re: Shipyard for Admiralty ISS Ed

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

Re: Shipyard for Admiralty ISS Ed

I will try that when I get home.  :idea: 
I am headed off to Wardogs here in Jacksonville.  My gaming friends and I are playing a game with c8000 points on a side.  That gives each player 4000 points.  I will be able to take 2 battleships, a cruiser, and 4 DDGs... All r welcome at our weekly sunday games @ 2pm. 8)

Re: Shipyard for Admiralty ISS Ed

lamont wrote:

Steve-

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.

lamont

This is seriously weird, I checked back to version 1.2 and the ACC is formatted as numbers as is the section that they come from, Is Excel changing it? I have read that the latest Excel is not even compatible with some earlier Excel spreadsheets. I can not comment as I do not have Excel, not had the money for it (Excel is quite expensive here.)
I have gone over these tables again in v1.8 to see if it will help.
It is not easy to see where these problems are caused when I can not duplicate them.
Of course if everyone had a free copy of Open Office calc (Vista version now available)........
Paul

Re: Shipyard for Admiralty ISS Ed

Identified a few other places which may cause Excel to throw a wobbley.

Changed Tech levels on Small Craft sheet to expanded.
Please test, I have tried the amended sheets but it is always best to have another set of eyes to look it over.
Latest v1.9
Thanks.
Paul

Re: Shipyard for Admiralty ISS Ed

Paul,

I downloaded the Version 1.9 and noticed little triangles in the corners nearly everywhere.  I cannot make it calculate the cost, and still get  #N/A as the cost.  :oops: 
But the small craft part works so what I will continue doing is to use your program's small craft tab to calculate the SU requirements of customized seekers, etc, then transfer the info to the other SAE shipmaker 2.0 version.

I have downloaded Open Office, but do not know how to make the Shipmaker1.9 go into it.
PCs can be so &$%$ing frustrating!!!  Obviously our world is "-5" Tech in PCs...  :shock: <LOL>

Steven Gilchrist; Jacksonville, Fla, USA

Re: Shipyard for Admiralty ISS Ed

Hi Steven
Oh Rats! I thought that making sure that the list bits were numerical would fix it!
What version of Windows and Excel are you using?
I am glad I do not have little green triangles! I can see loads of people driven mad by them.
Did the Open Office install properly?
Open Office Calc is the spreadsheet part, it is fairly standard in layout.
Start Calc then use that to open the shipyard. Note that if you open zipped files, you can read only.
It is possible to save spreadsheets in a fair number of types using the save as option but I keep to either .ods or .xls.
Let me know how you get on with it.
Paul

Re: Shipyard for Admiralty ISS Ed

Hello Paul,

My roommate is much more skilled with computers than I am.  With his help, I was able to run your fine program thru Open Office.  I have not had time to fiddle with it, but the 4 Hull, 4 Speed, 1 shield ship U left on there had its SUs calculated and its CR calculated instead of getting a #N/A. 
I am going to replicate a ship of mine and compare them.
Using the 2.0, I get a cost of 1261 for this ship of mine, which is a standard Battleship of mine
I view it as an Eleven Hull ship with Reinforced Hull, Compendium style.  It is effective in battle 8)   

(1261)  USS Mississippi             
             
Hull: 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1               
Engines: 8 8 8 7 7 7 6 6 6 5 5 4 4 4 3 3 3 2 2 2 1 1               
Screens: 9 9 9 8 8 7 7 7 6 6 5 5 5 4 4 3 3 3 2 2 1 1               
Weapons:             
1:X 2:X 3:X 4:X 5:Y 6:Y             
             
X: 14 Inch Guns: 10/20/30, 1/2+/1/3             
Piercing             
[GHIJK][GHIJK][GHIJK][GHIJK][GHIJK][GHIJK]
[HIJKL][HIJKL][HIJKL][HIJKL][HIJKL][HIJKL]             
             
Y: 5 Inch Guns: 6/12/18, 1/2+/1/1             
[HIJK][HIJK][HIJK][HIJK]             
             
Special: Hyperdrive; Armor Plating; Marines (5); Teleporters (2); Science (100); Hospital (100); Cargo (800); Repair (100); Transport (100)             

I am going to try replicating this ship using the v1.9 and will let you know how it goes and what the CR is ...

Steven Gilchrist; Jacksonville, Fla, USA

Re: Shipyard for Admiralty ISS Ed

:!: I tried to design the CR=1261 USS Mississippi using the 1.9 again, but
The CR still remains #N/A..... :oops:
Its frustrating because I like the ability to usa any range for the weapons from 1 to 30, and the way the ranges are printed out and the way weapons with  carronade have "---" in the long range. 
But I cannot make this program work.  0h well.
How is it working for everyone else?
Although I think design good ships, complex computer programs can vex me much! :?

Steven Gilchrist; Jacksonville, Fla, USA

Re: Shipyard for Admiralty ISS Ed

Playing around with the shipyard I noticed that the more weapons I added to a given battery, the less SUs were beiung "used". I think it is a problem with the "Ammo" function. I put in weapon arcs and the counter shows a drop in SUs, but then I add in the number of weapons in that arc, and the counter goes UP! I did the same weapon set up with and without Ammo and it seems to work ok without the ammo option. I am using Open Office Calc. I have Excel as well, but the sheet does get very wonky with multiple formats for the lookups, and I too end up with lots of green triangles and N/As. Error tracing shows they are fixable and probably an artifact of Excel converting the data. I started out fixing the formatting, but as each version has come out I have slowly just stopped bothering. Sorry for rambling, I'm still working on my first cup of coffee.
Erik

Re: Shipyard for Admiralty ISS Ed

Hi Steven,
I think you may need to look at your design again.
Engines 8 x Engine factor 575 takes up 4,600 SU!
However I have put your ship in the template of the latest version of the shipyard so that you can see the calculations and how they have been entered.

Hi Erik,
Some part of that may have been due to Starmada X calcs I missed.
With the calculations in ISS page12 the total SU  depends on the number of Shots and the basic SU. No matter how many weapons there are in the battery you still only get x number of shots.

Sorry everyone, I made an Oops. Left in some old calcs which messed up the weapon SU figures. Corrected now in Version 2.1 of the shipyard.

Paul

Re: Shipyard for Admiralty ISS Ed

Hi Paul,
The engine and weapons tech for USS Mississippi design are both set at +3, and the general tech is set at +1. There are actually 44 SU left.  :shock:
I designed this ship using the most recent SAE Shipdesigner version 2.0 from the website.  The CR is actually 1229. I typed in the CR of a slightly larger ship b4 (100%blond here)<LOL>

Steven Gilchrist; Jacksonville, Fla, USA
PS:  On version 1.9, when I put in 9 for screens, I get 36 of them (!)

Re: Shipyard for Admiralty ISS Ed

Hi Steve
Been number crunching using Shipbuilder 2.1.
The only way it seems that you can come to your numbers is if you left the Tech Range at 2, thereby getting around the Max TL mod of 0.5.
By not changing the range to the maximum levels that you used (3) you got a mod of 0.35 for engines and weapons.
This makes a fair difference!

The shipyard has always been set at a +-5 range. I may make this variable as in the Shipbuilder but as you can see, If people use different Tech Ranges the ship construction will not be consistant.

Paul

Re: Shipyard for Admiralty ISS Ed

The weapon SU calculations seem to very messed up.  :?
It seems like the only battery that is correctly figuring SUs is the X battery. I don't think it's me this time  sad  The X Battery seems to be doing everything as it should when double checked with a calculator, but the other batteres are giving me yuck.
Erik

Re: Shipyard for Admiralty ISS Ed

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

Re: Shipyard for Admiralty ISS Ed

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

Re: Shipyard for Admiralty ISS Ed

edplancer wrote:

The weapon SU calculations seem to very messed up.  :?
It seems like the only battery that is correctly figuring SUs is the X battery. I don't think it's me this time  sad  The X Battery seems to be doing everything as it should when double checked with a calculator, but the other batteres are giving me yuck.
Erik

Where exactly are you getting yuck? Please give shipyard version, sheet and cell. And why? Are you using Ammo?

Hi lamont,
There may be a small difference due to the way that Shipbuilder calculates the weapon Orat. as well as Roundups. Should not be very much though.

Thanks to all for the feed back.
Please note version 2.2 posted now.
Updated with Core revision 1.0

Re: Shipyard for Admiralty ISS Ed

I downloaded Version 2.2 and after a quick run through it seems to be working. The earlier version I was using is going to the recycle bin  smile I'll let you know if I notice any inconsistancies. Thanks!
Erik

Re: Shipyard for Admiralty ISS Ed

If you use the Ammo option you may wish to enter the following so that it is on par with the Shipbuilder. To save you downloading yet another version.
Enter these on Version 2.2 Template sheet.

Cell AR8:
=IF($E$20="Yes";ROUNDUP((ROUNDUP($AN$8*$AP$8;0)*$AM$8*($M$20+$AU$91))/(10*$AU$91);0);(ROUNDUP($AN$8*$AP$8;0)*$AM8))
Cell AR9:
=IF($E$28="Yes";ROUNDUP((ROUNDUP($AN$9*$AP$9;0)*$AM$9*($M$28+$AU$92))/(10*$AU$92);0);(ROUNDUP($AN$9*$AP$9;0)*$AM$9))
Cell AR10:
=IF($E$36="Yes";ROUNDUP((ROUNDUP($AN$10*$AP$10;0)*$AM$10*($M$36+$AU$93))/(10*$AU$93);0);(ROUNDUP($AN$10*$AP$10;0)*$AM$10))
Cell AR11:
=IF($E$44="Yes";ROUNDUP((ROUNDUP($AN$11*$AP$11;0)*$AM$11*($M$44+$AU$94))/(10*$AU$94);0);(ROUNDUP($AN$11*$AP$11;0)*$AM$11))
Cell AR12:
=IF($E$52="Yes";ROUNDUP((ROUNDUP($AN$12*$AP$12;0)*$AM$12*($M$52+$AU$95))/(10*$AU$95);0);(ROUNDUP($AN$12*$AP$12;0)*$AM$12))

Version 2.3 will have these entered.
Paul

Re: Shipyard for Admiralty ISS Ed

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