Drydock pre-release

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

Postby Alex Knight » Fri Jun 02, 2017 4:42 pm

TeknoMerk wrote:Thank you all! I will update my DryDock OpenOffice conversion to reflect these changes.


Where is such wonders found!?

murtalianconfederacy
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Re: Drydock pre-release

Postby murtalianconfederacy » Sat Jun 03, 2017 9:17 am

Just checked and, although it is saying v1.02, the current Drydock is v1.03. I'll enter some of my ships through it and make sure they match my p+p designs

bekosh wrote:Snip helpful post


Thanks for the help bekosh, I'd have no idea how to 'fix' it myself...:)
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

murtalianconfederacy
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Re: Drydock pre-release

Postby murtalianconfederacy » Sat Jun 03, 2017 12:18 pm

Good news: after testing it, the drydock seems okay (although I only gave it a couple ships to work through). Bad news: I realised that I'm really bad at using Directional Shielding. After first miscalculating the SU requirement (by not following all the steps listed) I then, for the re-design of the DEFSATs, instead of dividing by 6-EqSR, I divided by the EqSR, thus making a colossal error that ended up costing them 5-11 CRat more than they should. This experience has taught me to be wary when doing Directional Shielding...
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

TeknoMerk
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Re: Drydock pre-release

Postby TeknoMerk » Sat Jun 03, 2017 12:47 pm

Alex Knight wrote:
TeknoMerk wrote:Thank you all! I will update my DryDock OpenOffice conversion to reflect these changes.


Where is such wonders found!?


I have not released the OpenOffice version for two reasons. First, I am not done testing it with multiple ship designs. Second, I customized my DryDock, and do not have a "standard" version:

* Changed Tech Level 2 to 3
* Renamed "Screens" to "Armor"
* Added Penetrating weapon ability, like Piercing but against Armor/Screens
* Added ship primary systems for critical hit effects: Bridge, Reactor, Life Support

Once I test what I have, I plan to create the standard version. If anyone is interested, please just be a bit more patient.
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TeknoMerk

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Re: Drydock pre-release

Postby TeknoMerk » Mon Jun 05, 2017 6:07 pm

murtalianconfederacy wrote:Just checked and, although it is saying v1.02, the current Drydock is v1.03. I'll enter some of my ships through it and make sure they match my p+p designs


Thank you for confirming the DryDock version.
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TeknoMerk

madpax
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Re: Drydock pre-release

Postby madpax » Wed Jul 05, 2017 5:14 pm

I tried the drydock and had some problems. OK, the weapons are sorted in alpha order.
But, after filling the various items, the display result is quite disappointing. I have twice the boxes for the hull and weapons, for example, other lines I don't know why there are here (from #57 to #81)
Also, whatever the weapons I install, the SU used aren't modified.

Marc

MRCAcct
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Re: Drydock pre-release

Postby MRCAcct » Thu Jul 06, 2017 3:28 am

Drydock's been working fine for me; I must have cranked out a couple hundred ships by now.

I'd simply delete and redownload the file, start with a fresh copy, see what happens.

madpax
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Re: Drydock pre-release

Postby madpax » Thu Jul 06, 2017 4:29 am

Ok, will try, but my copy is fresh from this week. BTW, it seems you can't cut and paste the display to include the ship in an excel file.
(edit: Tried that and the result is identical)

I noticed that the display sheet is already wrong (two hull sections, etc.)

Marc

mj12games
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Re: Drydock pre-release

Postby mj12games » Fri Jul 07, 2017 1:41 pm

You need to hide the unused rows using the filter in cell S1. Make sure only the "1" value is selected, and all the duplicate rows will be hidden.
Daniel Kast
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www.mj12games.com

madpax
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Re: Drydock pre-release

Postby madpax » Mon Jul 10, 2017 4:48 pm

Did this. Thanks, it works!
In the end, I use the drydock to create ships (normal) and I more or less cut and paste the ressilt on another excel sheet. I sligthly improved the reading but very slighty.

Marc


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