Topic: Vbam/Campaigns
Has Anyone looked at Vbam for use with the new Starmada rule set?
Trying to setup a campaign and was hoping to not have to do it from scratch.
rob
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mj12games.com/forum → Starmada → Vbam/Campaigns
Has Anyone looked at Vbam for use with the new Starmada rule set?
Trying to setup a campaign and was hoping to not have to do it from scratch.
rob
It's being worked on by the VBAM guys
http://www.star-ranger.com/forum/viewtopic.php?t=3164
Thanks for the info. No timetable though. Oh well I have a few of the vbam books and was hoping that an update was close since we are going to start a campaign soon.
Off to read and try an figure out a conversion to get by with.
rob
Check out the shipyard AE. Has VBAM stats included. Should do until something "official" is decided on. Much the same as the Starmada X VBAM conversion.
I have left in some VBAM specific items just for the conversion.
Latest version on Yahoo group is 2.5
Paul
I have left in some VBAM specific items just for the conversion.
Latest version on Yahoo group is 2.5
This is a pretty good conversion tool actually, and most of the stuff on the forum and list has tested soundly so far. We just haven't released anything official yet since we still need to throttle test everything before we can call it solid. The BK ships from the book will follow that.
-Jay
I was working on some conversion notes of my own when the game first was released, but the MJ12 ship builder sheet had so many problems in its released alpha build that every week it was getting updated, and I just didn't have time to keep up with the changes -- and I had other projects to work on that were more pressing.
The only real part of the new rules that needs a conversion solution put to them is the fighters, as they are wholly different. But, in those cases, you are still going to be dealing with a bracketing system where each fighter ability will raise or lower one or more stats by a step (0* to 0, 0 to 1*, 1* to 1, and so on).
After tax season is over I may be able to take a look at things again, if Jay doesn't beat me to it. Unfortunately, my schedule is going to be full until then -- and until I get the next two VBAM books out.
As an added post, for reference, the basic stat formulas I was working on back in December are as follows:
Construction Cost: ROUND(Hull + CRAT) ~ you must remove the ORAT and DRAT modifiers for Carrier capacity before figuring CRAT, however, as otherwise it breaks the formulas.
Maintenance Cost: ROUND(CRAT/100) over ROUND(Hull/CRAT*100) ~ as with above, the Carrier mods have to be removed from the CRAT first
Defense Value (DV): ROUND((Hull + AVERAGE(Shields[KEB])/2.5*Hull+Engines/5*Hull+DRAT/10) / 4 )
Anti-Ship (AS): ROUNDUP(ORAT/100) ~ remove Carrier mods from ORAT first
Anti-Fighter (AF): This one is more involved. Take the Arcs total times the base weapon SU, then divide by the accuracy modifier. Repeat for each weapon battery, then divide the total by 3 and round up.
Command Rating (CR): ROUNDUP(Hull / 2 + Hull ^ .4)
Command Cost (CC): ROUNDDOWN (Hull ^ .57)
Basing Capacity (BC): Total Carrier space divided by 10. This way each point of Basing is equal to 10 points of small craft, and each flight will then have a size equal to their size divided by 10.
Logistics Rating (LR): ROUND(Unused SU / (Hull * 5)) ~ this is the number of turns a ship can be out of supply before earning out of supply levels.
That should at least give you an idea of where I was headed. Once a finalized ship builder sheet is available (probably in May, again, since it is in the middle of tax season) I will test the values a bit more and see if they work or not. I just couldn't keep up with the errata updates when I was trying to get a solution figured out in mid-December, and after having to completely redo my modded sheet twice just gave up until things calmed down and all of the bugs were patched.
The base calcs (as were the Starmada X version) in the shipyard came from the VBAM Starmada edition.
The fighters sheet became the small craft sheet.
I have put the basic VBAM specific fighters, bombers and shuttlecraft on this. The jump capable are now Independent (FTL).
Starmada fighters convert to VBAM flights on SU cost. If you use Atmospheric fighters add this to the traits list for the correct costing.
Will probably add this change along with Shadow to v2.6. The stats are there, just need adding to the traits.
Hope this helps
Paul
What yahoo group are we talking about. Can you link please?
The Yahoo group is mj12games.
The Shipyard AE can be found at:-
http://games.groups.yahoo.com/group/mj12games/files/Shipyard%20for%20Starmada%20AE/
Paul
:shock:
That is where I thought it was but I need an engineering degree to figure out the excel sheet
Can you just give me the formula you used to create scout(1) Scout(2), command and hospital to start with?
:shock:
That is where I thought it was but I need an engineering degree to figure out the excel sheet
Can you just give me the formula you used to create scout(1) Scout(2), command and hospital to start with?
HI,
Same as in VBAM Starmada Ed.
Scout 1= EWS x1, Science x100 (same as 10 labs), LRSx1
Scout 2= EWS x1, Science x200 (same as 20 labs), LRS x2
Command= Command Centre in equipment
Hospital= Cargo x200, Hospital x100 (same as 10 Medical Bays.)
See Starmada X conversion in Starmada AE core rules.
New version 3.0 being posted in a few minutes.
Also a How to pdf which might help.
Paul
Thanks those were the guestimates I was using as well.... and for assault I was guessing 80 Transport and 40 Cargo, while You get 1 Military Supply point per 100 SU of Cargo, so 1000 Cargo = Supply (1) Sound right to you?
Obviously cargo has to designated for each individual use so for instance if you had a ship that was Cargo 300 Hospital 100 It would be Supply (1), Hospital Ship, not Supply (3) Hospital Ship
Thanks those were the guestimates I was using as well.... and for assault I was guessing 80 Transport and 40 Cargo, while You get 1 Military Supply point per 100 SU of Cargo, so 1000 Cargo = Supply (1) Sound right to you?
Obviously cargo has to designated for each individual use so for instance if you had a ship that was Cargo 300 Hospital 100 It would be Supply (1), Hospital Ship, not Supply (3) Hospital Ship
I can see that lumping cargo together is going to cause some problems. Therefore I have split Cargo into Cargo, Cargo (Medical) and Cargo (Military) in Shipyard 3.1.
Requirement for supply is that the ship is a Military Supply ship, Hyperdrive + 10 x Military cargo Bays (= Cargo (Military) 1000). See VBAM:SE 2.7.2.2
1 x Supply per 1000 Cargo (Military).
Assault requires Vehicles 100 and Troops 80. It is also stated that the ship should be Atmosphere capable in VBAM Stars Divided.
Paul
Hi Cepheus,
Check out the Shipyard how to pdf, I added a page for the VBAM stats.
Paul
Generally looks good. Is blockade runner right? It is almost impossible to do and creates some very silly ships.
Oh yes.
All engine and little cargo space.
VBAM : the Stars Divided page 18.
Paul
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