Topic: Starmada X: Shipyard

Hi!

I have been working for some time now on a spreadsheet that would aid me in creating Starmada X: Starships. Yes, yes, I know that Dan has written a very nice tool for this sort of thing, and others have even added fighters to the mix...

But what I wanted was a tool to help me develop fleets easilly. You see, I wanted a way to store some baseline data on a race/nation (tech levels, weapon designs, fighter variants, available special equipment, and so on). This would then propogate into the design sheets -- yes, that is a plural sheets -- so that I can set the racial characteristics once, then go about the task of designing all of the ships for that race, ensuring that I design them consistantly -- if I say that a laser is a 12/4+/1/1/1/No Range Modifiers once, I want it to say that every time... and if I change the weapon design, I want it to update my ships automatically.

I think I have it. smile

But I want to be sure that it works well, and has no major bugs. So, I am offering you this tool to test -- please let me know (in this thread) if you discover anything that is out of wack; build designs with this tool, then compare them to the same design in Dan's SXCA tool, or the SXCA with Fighters tool.

I am still working on a set of instructions for using this thing. But here is a reader's digest version:

The workbook contains, initially, three worksheets:

    [*]Nation: This is the worksheet where you enter the national data. Anything you enter here will have an effect on the ship construction sheets.[*]Tables: This is the central repository of all of the various lookup tables; equipment, weapon modifiers, fighter options, tech level modifiers, arc modifiers, and so on. The charts in this worksheet as designed with the idea of expanding upon them for personal use.[*]Template: This is the starship design template. Before you use this workbook, copy it (right click to worksheet tab, select Move or Copy, then click on the Make a Copy checkbox). Once you have a copy, rename the copy wo the name of the ship class you are about to design. This way, you will always have a blank sheet from which to start your next design. Additionally, if your universe and/or race always includes certain items (such as the hyperdrive), set theose in the template, and they will automatically propogate into your copies.

Now, this sheet does a couple of things you may not be used to:

    [*] Hyperdrives: The 10% bonus for not having a Hyperdrive is added to the available SU at the start; if you have a Hyperdrive, then this bonus space is used up. This approach allows you to create ships with multiple hyperdrives, for redundancy, to simulate many sci-fi universes[*]Fighters: Fighters are available. On the Nation workbook, the fighters are designed. The first fighter can be given a class-name, but it must remain a Basic Fighter. All others can be edited to your heart's content. Once you go to a ship design sheet, it will keep track of the number of fighter bays that have been installed; you may then select what fighters fill those bays -- any that are not used, become the Basic Fighter type by default.[*] Weapons: In the ship design sheet, you select a weapon, and all of that weapon's characteristics (from the Nation workbook) are then applied for you. In the arcs section, each arc has two boxes: the larger box to the left is where you put in your arc (up to six characters); the second smaller box is where you put in the number of weapons that you have from this battery that are in that arc. In other words, the 12 slots you have for each battery, can hold as many as 5 weapons each... making for a limit of 180 weapons on one ship...

That is about it... if you have any questions, let me know. And please -- feel free to ask. No such thing as a stupid question and all...

    [*] 0.0.1 thru 0.0.5: Several attempts at doing this that failed miserably. More than a month of working on the last two versions had me nearly ready to give up. What you see is the result fo that work... and the fact that I did not decide to chuck the concept out of a window someplace...
    [*] 0.0.6: I discovered a small glitch in the fighter logic; fixed. I discovered a small bug in the printing of hulls, engines, and shields greater than 10; fixed.
    [*] 0.0.7: Anti-Fighter Batteries are not available after being selected on the Nations tab; fixed.
    [*] 0.0.8 Discovered an error in the formula for generating the base Defensive Combat Rating; fixed.


    [*] 0.1.0 Added KEB support from the VBAM/Starmada crossover; created several macros to make this functionality available. Made several improvements to the starship record sheet (including the directional disgram). Ensured that all cells were making "absolute references" to make future updates much, much easier. Hid some fields in the TABLES tab that are rarely (if ever) edited. Allowed for half-steps in "Screens" level selection (so you can select a number that is not divisible by 4). Improved the way that the "Weapon Range" lookup table functions so that any range up to the established maximum can be selected (even those that are not divisible by 3; this functionality was there before, but it has been streamlined).
    [*] 0.1a Two minor errors managed to crop in while I was formatting things for the 0.1.0 release. The first is the fact that the OCR was only calculating part of the weapons (not sure how that one happened); the other is the fact that the Equipment tab was counting HYPERDRIVE as a piece of equipment effected by the Tech Level... again, not sure how (or why!) that would have changed -- but it must have been me! smile Sorry for the inconvenience. The file has been updated.
    [*] 0.1b I added a bit of space for the names of the pieces of equipment in the print form, and made those cells able to wrap text, so that the equipment names are not lost in the shuffle.

    [*] 1.0 Corrected the calculations for Expendable weapons; fixed some inconsitancies in the font usage; removed the automatic adding of the "basic fighter" to fill in all fighter flights not used by other types (due to the variability of small and large flights).
    [*] 1.1 Corrected the oRAT and dRAT calculations for multiple copies of the same piece of equipment. Thanks to the playtest team here at MJ12 for catching that one!

Re: Starmada X: Shipyard

Yep, I'll be willing to help test it...:D

I've set up a new group on Yahoo! if anyone is interested. Its purpose at the moment is to host any Starmada X files (ships, fleets, that sort of thing). If you think its a crap idea, just say so and I'll delete the group.

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

Re: Starmada X: Shipyard

Thanks!

And no; it is not a crap idea... In fact, that is part of what I hope to achieve with this spreadsheet -- the ability to have an entire fleet stored in one easy to maintain file...

Re: Starmada X: Shipyard

Hey, I'm really digging this file - but I've come across a small omission in the Special Equipment list. Anti-Fighter Batteries don't show up in the list even when you've got them OK'd in the Nation tab.

The fleet builder's a nifty idea - and I like the layout, too. Nice work.

Re: Starmada X: Shipyard

I found the problem with Anti-Fighter Batteries; fixed. New version of the sheet is now posted above.

Re: Starmada X: Shipyard

And for the wet monkeys among us... smile

http://mj12games.com/forum/download.php?id=60

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada X: Shipyard

KDLadage wrote:

I have been working for some time now on a spreadsheet that would aid me in creating Starmada X: Starships. Yes, yes, I know that Dan has written a very nice tool for this sort of thing, and others have even added fighters to the mix...

I will go on record as saying...

THIS IS FREAKIN' COOL!

That is all.

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada X: Shipyard

Thanks Dan!

That means a lot to me coming from you!

big_smile

Re: Starmada X: Shipyard

KDLadage wrote:

Thanks Dan!

That means a lot to me coming from you!

Well, it should.

'cause I'm the coolest.

Way cooler than Jim.

If Jim tells you something is cool, well, that's like having your Mom pick you up from the high school prom.

And don't even get me started on Kevin...   big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada X: Shipyard

what Dan says is all true, every last word of it.

Re: Starmada X: Shipyard

You guys are awesome!

Once we can get everyone agreeing that the sheet is solid, stable, and has no major bugs -- then Dan is more than welcome to put it up on the main site for downloading if he so chooses.

Re: Starmada X: Shipyard

Can I get one of you guys to make this thread "sticky"?
[size=84](get your mind out of the gutter!)[/size]

Re: Starmada X: Shipyard

First, let me say that I am very, very sorry that this thing is still getting edited as much as it is... but I discovered that the base Defensive Combat Rating was adding the Shield Modifier, not multiplying by it. I have corrected this. Version 0.0.8 is available in the first post of this thread.

Also...

A question for you Dan: the Engine and Shield factors that are used in the book... these are rounded off to the nearest whole number. It appears that the SXCA is doing this also. I am not doing this in the spreadsheet as it stands... so the final numbers can be off by a few SU in either direction from SXCA. Is the rounding off an "official" rule, or was this simply something done to make things easier when doing it on paper?

I can correct it with little effort, really.

Re: Starmada X: Shipyard

The most recent version ( 0.0.8 ) is located here (for those on the yahoo group):

http://mj12games.com/forum/download.php?id=61

Re: Starmada X: Shipyard

16 downloads (from the message boards) in one night -- of the *latest* version... I am happy!

Re: Starmada X: Shipyard

KDLadage wrote:

A question for you Dan: the Engine and Shield factors that are used in the book... these are rounded off to the nearest whole number. It appears that the SXCA is doing this also. I am not doing this in the spreadsheet as it stands... so the final numbers can be off by a few SU in either direction from SXCA. Is the rounding off an "official" rule, or was this simply something done to make things easier when doing it on paper?

The numbers are rounded off by the spreadsheet because "officially" the values are not a computation but a lookup table... however, leaving it as an unrounded value will not significantly affect construction, and will affect gameplay not a whit.

So, my answer is, "Whatever."

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Starmada X: Shipyard

OK... I will leave them unrounded. It seems "more natureal" that way to me for some reason.

I have a version on my hard-drive now (0.0.8a) that corrects the equipment table so that all of the "official" equipment that does not get affected by the Q Tech Level is reflected as such (I also improved the printout section of the ship design form). I am not going to post it just yet, however -- as this is very, very minor and I am looking for some more feedback on the sheet...

...so tear it appart guys! Tell me where it needs improvement!

Re: Starmada X: Shipyard

I got to say that I have been wanting something like this for a while, but don't (and probably won't) have the technically know-how to ever make it.  Great idea.  I think it will work wonders in the VBAM side of things!

-Bren

Re: Starmada X: Shipyard

Actually, to apply it wholly to VBAM it requires one extra feature.... So consider this a feature request smile

VBAM:SX requires weapon abilities tracking as well. If you can add that, à la Special Equipment tracking, your sheet will be a one-stop shop for a whole empire! smile Nicely done, indeed.

Sir Didymus

Re: Starmada X: Shipyard

Attached to the first posting of this thread is the Shipyard 0.1.0 release. This one handles two thinsg that previous editions did not:

    [*] This one will allow you to use the Kenitic/Energy/Balistic (KEB) defenses model from the VBAM books.[*] This one will allow you to set a weapon as being a Kenitic, Energy, or Balistic weapon (when the KEB defense option is selected).

In order to pull of this little bit of magic, I had to use macros -- i know, I can hear the grumbling from here, and I can feel your pain, but this was the only way to get the bahviors of the sheets to be correct. All the macros do is format certain fields to ensure that the data entry is correct.

For example: If you select "KEB" as your defense option on the NATION tab, then the KEB field for weapon design is available, and then when you open the TEMPLATE tab (or a copied version of that tab storing a ship design), the macro will check the value of the NATION tab's defense against the value being used on the sheet; if these do not match, then the area where you enter the defense (shield, screen, KEB) data is updated to the format for that defense (and so is the print-area). The macros involved are small and harmless, so they should not prove to be problematic.

Please ... more feedback!

Re: Starmada X: Shipyard

For those of you on the YAHOO group, the latest version is located here:

http://mj12games.com/forum/download.php?id=62

The updates in this release include:

    [*] Added KEB support from the VBAM/Starmada crossover[*]Created several macros to make this functionality available[*]Made several improvements to the starship record sheet (including the directional disgram)[*]Ensured that all cells were making "absolute references" to make future updates much, much easier[*]Hid some fields in the TABLES tab that are rarely (if ever) edited[*]Allowed for half-steps in "Screens" level selection (so you can select a number that is not divisible by 4)[*]Improved the way that the "Weapon Range" lookup table functions so that any range up to the established maximum can be selected (even those that are not divisible by 3; this functionality was there before, but it has been streamlined)

Re: Starmada X: Shipyard

I have posted an update (again; sorry about that) -- 0.1a -- because two minor errors managed to crop in while I was formatting things for the 0.1.0 release.

The first is the fact that the OCR was only calculating part of the weapons (not sure how that one happened; most likely it was while I was moving things to make room for the new print-segment.

The other is the fact that the Equipment tab was counting HYPERDRIVE as a piece of equipment effected by the Tech Level... again, not sure how (or why!) that would have changed -- but it must have been me!  I am assuming it was while I was verifying the data on that page, and marked all of them as affected, then removed the ones from the list dan posted -- not thinking about the fact that I treat Hyperdrives in this sheet a little differently from the way he does in his...

Sorry for the inconvenience. The file has been updated.

Re: Starmada X: Shipyard

From: Faustus21
To: KDLadage
Posted: Wed Oct 26, 2005 11:37 am
Subject: Shipyard 
Hi,

I noticed the shipyard spreadsheet you had built and I have started playing around with it, I don't have a huge amount of experince with Starmarda yet and I was wondering on the table workpage where the ship equipment table is what do the various coloums mean?

Thanks

Paul T.

No problem! And for anyone else that does not know... here we go:

    [*] EQUIPMENT: This is the name of the equipment. The "0" at the top is there for the VLOOKUP function, so that is has something to find in the case of blank cells.
    [*] SU COST: This is the first multiplier for the baseline cost in SU for the equipment. Generally speaking, if this number is less than 1, it is a percentage; if it is greater than 1, it is a number of SU. that is, however, determined by the next column...
    [*] BASE: This column contains a code to tell the spreadsheet what value to multiple the SU COST column by. For example, in this column we could have any of the following values:
         

      [*]FIX -- this indicates that the value in SU COST is a fixed amount of SU, so it multiplies it by 1.
           [*]BSU -- this indicates that the value in SU COST is a percentage to be applied to the base SU of the hull (not including the HYPERDRIVE 10% bonus).
           [*]WSU -- this indicates that the value in SU COST is a percentage to be applied to the SU expended on weapons within the ship.
           [*]SSU -- this indicates that the value in SU COST is a percentage to be applied to the SU expended on shields (or screens, or KEB defenses...) within the ship.

    [*] TECH? this indicates to the spreadsheet that it should ("X") or should not ("") apply the tech level multiplier for the nation's equipment tech.

    [*] oCR and Base: These two colums work much like the SU COST and BASE columns. The oCR is the multipler and the BASE is the code for the value to multiply by to determine the adjutment tot he ships Offensive Combat Rating. The various formula are:
         

      [*]FIX -- the oCR value is a fixed amount, so the multiplier is 1.
           [*] WCR -- this is the total Offensive Combat rating of the weapons onboard, so the oCR column would be a percentage of this
           [*]H(E+1) -- this indicates that the baseline for this one is Hull multiplied by the sum of 1 plus the Engine rating.
           [*]H(E+15) -- I think you can figure this one out.
           [*]SPINAL -- indicates that the special rules for calculating the oCR for Spinal Weapons is used.

    [*] dCR(x) and dCR(+): These are the Defensive Combat Rating (multiplicative) and Defensive Combat rating (additive) repectively. In other words, the first of these two colums is for values that are multiplied by the base dCR, the others are then added after the multiplying is done.
    [*] CRIT?: this is the number of "Q" (equipment) hits that are used to calculate the damage track for each piece of that equipment. Anything that has a value in this column also gets a damage box on the record sheet.

Hope this helps.

Re: Starmada X: Shipyard

OK guys... I have updated the sheet again -- this one is very, very minor but something that would bug people I am sure. I added a bit of space for the names of the pieces of equipment in the print form, and made those cells able to wrap text, so that the equipment names are not lost in the shuffle.

This is officially release 0.1b -- and it can be found at the same location as the previous link (for those on the YAHOO group) -- I am finally figuring out the whole "upload an updated version" thing in the message boards. smile

Once again, I am sorry that this thing is not more stable right now -- but this is a beta-release... a playtest release if you will ...so be patient with me!

Re: Starmada X: Shipyard

OK... I like the way the sheet is now (with some very, very minor asthetic changes, such as making the font usage more consistant, that sort of thing).

Assuming I have nobody telling me that their is some major error in the sheet by Nov 4; I will make some tweeks and release the "official" v1.0 on Saturday, Nov 5.

At that time, Dan can (if he would like) put it up for downloads on the main website for MJ12, and he will become the official co-owner of the tool (think of it as an early merry christmas). He can make any changes to it he wishes at that point.

Thanks guys!

(PS: Dan, would you like me to make a non-fleet version of this to replace the current SXCA so that both tools use a common interface?)