Drydock pre-release

The Universal Game of Starship Combat
Alex Knight
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Re: Drydock pre-release

Postby Alex Knight » Thu Apr 13, 2017 10:16 pm

That's okay. Works fine on a computer that has Excel. Only issue is that I can't ID what each of the three letter codes stand for in the Unity sheet, so I can't *quite* accurately rebuilt my test ships here. But this is what I have for one:

Code: Select all

Archadean IFREET-class Cruiser (225)
 
Hull: 8-7-6-5-4-3-2-1
Engines: 6-5-3-2
Weapons: 10-8-5-3
Shields: 3-3-2-1
 
Hellfire (1-2-3) 1×3+/5/1
A ⚪| B ⚪ // (1)
 
Magicite Cannons (4-8-12) 2×4+/1/1
AB ⚪⚪| AC ⚪⚪| BD ⚪⚪| C ⚪| D ⚪ // (4)
 
Traits: Cargo (3); Carrier (1)
 
Marines : 10-9-8-7-6-5-4-3-2-1
 
#        MOVE         [x]        NOTES
1   _______________   [ ]   ____________________
2   _______________   [ ]   ____________________
3   _______________   [ ]   ____________________
4   _______________   [ ]   ____________________
5   _______________   [ ]   ____________________
6   _______________   [ ]   ____________________
7   _______________   [ ]   ____________________
8   _______________   [ ]   ____________________
9   _______________   [ ]   ____________________


Based on my old design found here http://forum.mj12games.com/viewtopic.php?p=17260#p17260
- Hellfire lacks Carronade, Area of Effect, and Continuing Damage. (Adding the following doesn't make the space overflow, and makes the CRAT 233: Bls - Ballistic from Nova, I suspect. Fills Minimum Range that it should have had. Crn - Carronade? Seems to be right. Should drop the max range. Prx - Proximity? The Area of Effect renamed. Cts - Continuous, or Catastrophic? Was aiming for Continuous.) There might be a Unity specific version of this fleet coming once I get Unity.
- Carrier is set to 1, which seems to indicate a single flight of a standard (50 pt Admiralty) fighter.
- Cargo, I have no clue on. Seriously. I kept adjusting to what seemed to be an appropriate reduction in space remaining.
- I have no idea how to translate Armor Plating over. Screens?

That said, saying that you can use Admiralty ships in Unity without too much hassle is an understatement. Seems like most conversions will be slight tweaks more than anything else.

BroAdso2017
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Re: Drydock pre-release

Postby BroAdso2017 » Fri Apr 14, 2017 2:20 am

Hmm, really not sure what happened. I had things running well enough, and then, without warning, the ranges on the display sheet got wonky.

edit and removed: after another few minutes, realized it was a result of Long Range Sensors, which I assume is described in more detail in the rulebook proper. Solved!

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Re: Drydock pre-release

Postby mj12games » Fri Apr 14, 2017 1:51 pm

One minor problem has popped up: although the instructions state that the greater-than sign (>) is used to indicate a secondary weapon mode, the spreadsheet is still coded to recognize the exclamation point (!) for this purpose.
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Alex Knight
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Re: Drydock pre-release

Postby Alex Knight » Sat Apr 15, 2017 7:44 pm

Update: The sheet *does* seem to work with Google Spreadsheet, albeit a little on the slow side. That said. It works.
Also, when do we get a new Bourbaki Basin for Unity? ;)

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Re: Drydock pre-release

Postby murtalianconfederacy » Wed Apr 19, 2017 9:23 am

I've been having a few minor problems with the drydock. Dual-Mode weapons seem to be broken for me--either the > or ! doesn't seem to work. That won't be a problem for my first setting, which I intend to be a light version, but will be for future settings (and might be for a potential revamped SNE setting). It might be because I'm used to KDL's/OldNGrey's shipyard, so I'm hoping for a Shipyard Unity Edition that will (to me) be more intuitive.

Note: This has been resolved because I actually read through Appendix Z instead of skim-reading, and also because my cold has mainly gone.
Last edited by murtalianconfederacy on Sat Apr 22, 2017 11:51 am, edited 1 time in total.
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Re: Drydock pre-release

Postby MRCAcct » Wed Apr 19, 2017 4:34 pm

Which version of Drydock are you using? The original was 0.7 and the current is 1.0. 1.0 seems to work fine.

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Re: Drydock pre-release

Postby mj12games » Wed Apr 19, 2017 6:39 pm

Yes, please re-download the current version and try again.

Also, remember the weapons list must be alphabetized to work properly.

Also also, when creating a dual-mode weapon, do NOT put a space before the ">"; e.g. "Weapon >Secondary Mode" is not valid.
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murtalianconfederacy
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Re: Drydock pre-release

Postby murtalianconfederacy » Thu Apr 20, 2017 8:33 am

mj12games wrote:Yes, please re-download the current version and try again.

Also, remember the weapons list must be alphabetized to work properly.

Also also, when creating a dual-mode weapon, do NOT put a space before the ">"; e.g. "Weapon >Secondary Mode" is not valid.


I have done all that. I'll be doing it again soon, hopefully without this [deleted expletive] cold, where hopefully I'll be able to explain what it is I did.

Note: what I did is FUBAR. Never assume you know something before you actually do, kids, and more importantly, don't try to learn something when you've got a [expletive] of a cold.
Last edited by murtalianconfederacy on Sat Apr 22, 2017 11:52 am, edited 1 time in total.
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

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Re: Drydock pre-release

Postby MRCAcct » Fri Apr 21, 2017 3:46 am

Question: Why does Drydock round to the nearest multiple of 5? I ask because it doesn't state that in the rules.

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Re: Drydock pre-release

Postby murtalianconfederacy » Fri Apr 21, 2017 9:17 am

I did a quick test of drydock v1.0. I had two weapons, in alphabetical order, both dual-mode. On at least the first two ships, each weapon's secondary mode, even without a primary mode, had the first weapon's secondary mode. Even when switching to the second weapon, it retained the first weapon's secondary mode. It doesn't matter at the moment because I intend to do a small-scale setting with single-mode only weapons first.
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