Starmada Nova Vassal

A home for player-submitted files related to Starmada
madpax
Rear Admiral
Rear Admiral
Posts: 808
Joined: Tue Mar 09, 2010 5:27 pm

Re: Starmada Nova Vassal

Postby madpax » Fri Jun 15, 2012 5:11 pm

The new module works in regards to range measurement, thanks.

OldnGrey wrote:What I want to know is How / Why did I volunteer for this?

Paul

Don't ask, don't tell. :D

Marc

Blacklancer99
Vice Admiral
Vice Admiral
Posts: 814
Joined: Mon Dec 22, 2008 1:36 am
Location: People's Republic of MA

Re: Starmada Nova Vassal

Postby Blacklancer99 » Sat Jun 16, 2012 6:11 pm

madpax wrote:The new module works in regards to range measurement, thanks.

OldnGrey wrote:What I want to know is How / Why did I volunteer for this?

Paul

Don't ask, don't tell. :D

Marc


No good deed goes unpunished. ;)
Facts are stubborn things, but statistics are more pliable.
Mark Twain.

madpax
Rear Admiral
Rear Admiral
Posts: 808
Joined: Tue Mar 09, 2010 5:27 pm

Re: Starmada Nova Vassal

Postby madpax » Sat Aug 25, 2012 9:10 pm

I'm currently playing a Starmada Nova vassal game. In order to record damages, we need to use the same excel file containing all of the ship profile we use. I'd like to know if it's possible to upgrade the nova vassal module in order to include all pertaining ship infos (not only damages but all other infos)directly on ship 'counters' instead of using the excel file?

I suppose the excel file should still in use because of the attack dice chart for each ship but at least we wouldn't have to use it to record damages.

Marc

OldnGrey
Admiral
Admiral
Posts: 1230
Joined: Wed Jun 08, 2005 1:29 pm

Re: Starmada Nova Vassal

Postby OldnGrey » Sat Aug 25, 2012 10:28 pm

The ship data can be entered into the ship properties CTRL P.
If you keep ship data in the form of a Drake notation this can be put into the properties using copy and paste.
I saw this being used a while back with damage being shown by putting a cross either next to or either side of the damaged item.
The Drake notation in shipyard nova has the actual number next to items so it should make it a bit easier. "Probes (5 4 3 2 1)" with one used could be shown as Probes (5x 4 3 2 1).

Paul

OldnGrey
Admiral
Admiral
Posts: 1230
Joined: Wed Jun 08, 2005 1:29 pm

Re: Starmada Nova Vassal

Postby OldnGrey » Sun Aug 26, 2012 12:05 am

I have updated the properties sheet as below.
Ship data  Nova vassal.png
Ship data Nova vassal.png (26.35 KiB) Viewed 1325 times

Data trial, entered while editing so that it is available on starting a game.
Tick boxes can be added for armor and hull by right clicking to the right of the text.
Shields replacing armor in SFU ships can be put in the forst line.
This is version 1_3

Paul
Edited to replace graphic.
Last edited by OldnGrey on Sun Aug 26, 2012 12:39 pm, edited 1 time in total.

madpax
Rear Admiral
Rear Admiral
Posts: 808
Joined: Tue Mar 09, 2010 5:27 pm

Re: Starmada Nova Vassal

Postby madpax » Sun Aug 26, 2012 10:54 am

Thanks a lot! (although your example is a bit weird... a mix of federation, hydran, tholian, lyran... :D )

I may be asking too much :oops: but is it ^possible to remove everything thatis SAE and not SNE?
I'm unable to understand how to edit a module...

Marc

OldnGrey
Admiral
Admiral
Posts: 1230
Joined: Wed Jun 08, 2005 1:29 pm

Re: Starmada Nova Vassal

Postby OldnGrey » Sun Aug 26, 2012 11:17 am

Update.
I found that by giving each ship its' own property sheet, you can edit the module to give the ship the stats required for the start of any game so that it only has to be done once.
So removing the ship data from prototypes and given each ship a property sheet which can have tick boxes entered for the three armor and hull sections (Right click to the right of text). For SFU ships use "Armor 1/Shielding" for the shields.
The property sheet could be set up to show tick boxes for Drones, Marines, Shuttles, fighters etc on a their own lines and equipment like hyperdrive could then be added to a text box as required along with the weapons data.
Anyone want this added before I post yet another mod?

See what I can do about cutting SAE out, do you have specific items??


Paul

madpax
Rear Admiral
Rear Admiral
Posts: 808
Joined: Tue Mar 09, 2010 5:27 pm

Re: Starmada Nova Vassal

Postby madpax » Sun Aug 26, 2012 11:25 am

That's great!

I suppose the screens, fire arcs and expanded arcs could be removed.

Eager to see the new module. :P

Marc

OldnGrey
Admiral
Admiral
Posts: 1230
Joined: Wed Jun 08, 2005 1:29 pm

Re: Starmada Nova Vassal

Postby OldnGrey » Sun Aug 26, 2012 12:44 pm

madpax wrote:That's great!

I suppose the screens, fire arcs and expanded arcs could be removed.

Eager to see the new module. :P

Marc

New module 1_4 posted. I made a few changes and added my arc reminder updated for SFU.

Paul

madpax
Rear Admiral
Rear Admiral
Posts: 808
Joined: Tue Mar 09, 2010 5:27 pm

Re: Starmada Nova Vassal

Postby madpax » Sun Aug 26, 2012 12:53 pm

Are you a magician?

Marc


Return to “Files”

Who is online

Users browsing this forum: No registered users and 1 guest