Re: Starmada:Admiralty Shipbuilder

Yes, I was replying to Jygro's comments....

Right now, I tend towards a fleet mix with about 40 percent frigates and 30 percent destroyers... and use my heavier ships to support the lighter ones.....

John

Re: Starmada:Admiralty Shipbuilder

Designed a ship, size 24, engine 2, transport x4000 (size doesn't really matter :shock:  but I went up to the highest setting to see what happens) with no weapons: ORAT = 0, DRAT = 57.6, CRAT = 0.  (designing troop transport combinations to determine troop use/movement for the campaign)

Yes, it has no combat capability, but I was designing this while working on a campaign ruleset.  If the CRAT is 0, and this is the base number to determine what the players can purchase, then the players could have an infinite number of such hulls and this will not do.  Should a ship, any ship, have some minimum CRAT?

I put in the cheapest weapon possbile (1 arc, RNG 3, ACC 6+, IMP 1, DMG 1) and this gave a ORAT of 3.3, CRAT of 14.

An observation: Did you know that a teleporter has an ORAT of 20?   This is more than having a real weapon (even modifying the previous one to RNG 12, ACC 3+ : ORAT 18.7).

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Unprotect the black areas on the Data Card sheet so people can alter the colors of those areas.  Makes it useful for taking a quick look and seeing what fleet/universe it belongs to (says one having Star Trek/SFB, Babylon 5, and Star Wars miniatures).  Would also allow people to change it from the more ink-using black color. (I've already downloaded the spreadsheet and unprotected it myself, but I see I already have to download a newer version  smile ).

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If Shields/Screens are 0, why bother putting in 0s in the shield damage track?  Same might go for engines (for bases).

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I purchased my copy of Excel. 

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I've yet to buy the book as I'm waiting for my own game store to get a copy.  But from what I've seen in the shipbuilder and reading the PDF, I really like the Admiralty edition so far.  It has got me interested again in trying to set up a campaign game (visit Dragon's Lair Games in the Ft. Lauderdale, FL, area for future details).


Glen

Re: Starmada:Admiralty Shipbuilder

GamingGlen wrote:

Should a ship, any ship, have some minimum CRAT?

No.

smile

The combat rating is very good at what it does -- but it only does one thing; that is determine a ship's effectiveness in combat. If a ship has no weapons, it cannot do any damage, and is therefore useless in a one-off battle.

An observation: Did you know that a teleporter has an ORAT of 20?   This is more than having a real weapon (even modifying the previous one to RNG 12, ACC 3+ : ORAT 18.7).

Oops. The ORAT of a teleporter is 10. And the ORAT of a (standard) boarding pod flight is 16, not 25.  :oops:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada:Admiralty Shipbuilder

cricket wrote:
GamingGlen wrote:

Should a ship, any ship, have some minimum CRAT?

No.

smile

The combat rating is very good at what it does -- but it only does one thing; that is determine a ship's effectiveness in combat. If a ship has no weapons, it cannot do any damage, and is therefore useless in a one-off battle.

Dan pretty much sums it up and for most games this is great. If you are going to play a campaign then you are going to have to determine how to point cost those ships that have no combat rating.  I'd say there are two ways around this.

1.  The minimum cost in CRAT is the ship's hull size.

For this, it makes those transport ships cost some VP, but depending on the numbers for the campaign, the value might be a bit low.

2.  The minimum value of ORAT is a fixed number (like 8 or 5).

This works a bit better, but these ships could be cheap so I wouldn't allow ramming!

-Bren

Re: Starmada:Admiralty Shipbuilder

jygro wrote:

If you are going to play a campaign then you are going to have to determine how to point cost those ships that have no combat rating.
-Bren

In our local Starmada/VBAM campaign we are costing ships at (( ComRat / 25 + 1 ) x HS ) ^ 0.5

Re: Starmada:Admiralty Shipbuilder

I just noticed, while designing some new ships, that the calculation for screens seems wrong. It looks like the /4 modifier is hitting twice, once in cell C12 of the Worksheet page and again in cell J12 of the same page.

To fix, change cell j12 to "=ROUNDUP(B12*C12,0)"

Re: Starmada:Admiralty Shipbuilder

GamingGlen wrote:

Unprotect the black areas on the Data Card sheet so people can alter the colors of those areas.

No reason to unprotect the sheet...

1) Go to "Tools > Options..."

2) Select the "Color" tab.

3) Select the right-most color in the "Chart Fills:" line.

4) Click the "Modify" button.

5) Select your desired color.

Done!

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada:Admiralty Shipbuilder

Weapons in column H on the worksheet for all three batteries are not showing on the data card.

Re: Starmada:Admiralty Shipbuilder

On the ship builder teleporters are not affected by tech levels and transport is affected by the shield tech level instead of the general tech level.

Re: Starmada:Admiralty Shipbuilder

Is a new version of the SAESB going to be availbale with the options from ISS included? On pg. 72 it says that the Drake notation is available but...
Anyway, great work on the supplement.

Re: Starmada:Admiralty Shipbuilder

japridemor wrote:

Is a new version of the SAESB going to be availbale with the options from ISS included? On pg. 72 it says that the Drake notation is available but...

It is now.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada:Admiralty Shipbuilder

Dan,

I noticed on the new version of the shipbuilder that when you go to the Datacard sheet, the weapon ranges are not transferring.


Ronald

Re: Starmada:Admiralty Shipbuilder

There have been some minor issues throughout the day. Try it now.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada:Admiralty Shipbuilder

Has anyone else noticed that "Increased IMP" is not showing up on the weapon trait pull down?

Re: Starmada:Admiralty Shipbuilder

It shows as "Increased Damage". There is no "Increased Damage" in the rules.

Re: Starmada:Admiralty Shipbuilder

Ignore this, I hit the wrong #&*@%# button...I want to track this subject.

I hate Sunday midshifts...

Re: Starmada:Admiralty Shipbuilder

Naevius wrote:

It shows as "Increased Damage". There is no "Increased Damage" in the rules.

That's what I thought...but didn't want to assume, knowing what happens THEN.  (and I get thought of that way often enough at work as is. *LOL*)

Re: Starmada:Admiralty Shipbuilder

Hi Dan,

It seems that "fighter" tech levels aren't being applied to the "Carrier" SU anymore. This is in v2.0 dated 15-Jan . The "General" tech level is modifying the "Carrier" SU instead.

Thanks,
SD

Re: Starmada:Admiralty Shipbuilder

Didymus13 wrote:

It seems that "fighter" tech levels aren't being applied to the "Carrier" SU anymore. This is in v2.0 dated 15-Jan . The "General" tech level is modifying the "Carrier" SU instead.

Gotcha.

Fixed it.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada:Admiralty Shipbuilder

Alrighty, question...

Where is this one? Is it the one in the yahoo group directory marked  "Shipyard Admiralty Starmada: and says 'excel trial'? Or is it somewhere else?

Re: Starmada:Admiralty Shipbuilder

In the starmada section of the main Mj12 site. http://www.mj12games.com/starmada/

smile
SD

Re: Starmada:Admiralty Shipbuilder

Hi Dan,
Just been looking at your Shipbuilder 2.1
Did you forget to change Increased Damage to Increased Impact?
Area Effect, Double Range Mods and Piercing have slightly different mods to the rules.
The Ammo/Battery calculations (ie cell J19) appear to differ from the ISS rules.
You appear to have Battery SU x (No. of weapons + Ammo) / 10 x No. of weapons.
Instead of Battery SU x Ammo / 5 x No. of weapons.

Paul

Re: Starmada:Admiralty Shipbuilder

OldnGrey wrote:

Did you forget to change Increased Damage to Increased Impact?
Area Effect, Double Range Mods and Piercing have slightly different mods to the rules.

Yup... I forgot the change to Increased Impact. It will be adjusted in the next update.

Regarding the mods for Area Effect, Doubled Range Modifiers, and Piercing, they have been adjusted per Revision 1 of the rulebook. Probably should go ahead and post that to the web site, huh? smile

The Ammo/Battery calculations (ie cell J19) appear to differ from the ISS rules.

Yeah, that should not have been included. There is a problem with the current ammo calculation -- essentially, the number of weapons does not affect the final SU cost, only the amount of ammo.

However, the "fix" has not yet been finalized...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada:Admiralty Shipbuilder

Ammo Fix-  Though it seems to work quite well... big_smile

Re: Starmada:Admiralty Shipbuilder

[quote="cricket

The Ammo/Battery calculations (ie cell J19) appear to differ from the ISS rules.

Yeah, that should not have been included. There is a problem with the current ammo calculation -- essentially, the number of weapons does not affect the final SU cost, only the amount of ammo.

However, the "fix" has not yet been finalized...

I did notice that.

Have you noticed that when you divide the SU by the Tech mod for the ORAT ie cell G20. This is using a SU which has been Rounded up instead of the basic total SU?

Paul