Pre-SysNES2: Beta-testing and Submission

Danke.

Kal, 2 Thules, 3 Gadflies, and 2 Horseflies comes out to 502e, if you want to game it against your ships.

Alternatively, 8 Horseflies, 2 Gadflies and 1 Thule for 494e.

Ok, probably going to run the simulation tomorrow BUT

1. Does your Thule REALLY need those cargo bays? I mean, this is going to be a rather stripped down fight.

2. Have you changed the Gadfly? I found

2x Basic Fusion Core
2x Coilgun
2x Maneuvering Jets
1x Gas Rockets
1x Pulse Drive

And if you pay to refine it + 4 ships costs 161, 3 Gadflys cost 150, similar if you do GadflyMKII it gets really cheap. Want to try and rejigger that? if you run out of volume you can replace a cargo bay with a hanger.
 
Dis

Battle Calculator: Missile to hit, I think you messed up

IF(AND(CALCULATOR!$D$15;CALCULATOR!$H$23>=0)="L";2;1)

=> Human

IF(AND(Range;Dodge>=0)="L";2;1)

Range is always true...Dodge is sometimes false. You need to attach a condition for the range section (I think thats what you want...).
 
All my calculations were using unrefined Gadfly Mk II costs. Our fleet spending assumes refined or unrefined?

As for the Thule, go ahead and remove the Cargo Bays for the fight. I was debating doing that myself.

Spend as you would in game -> most ships for the least e
 
As long as you're okay with me stretching the limits to Con 6, the new design is:

1x Charm Drive
7x Basic Fusion Core
3x Deuterium Drive
1x Habitat Section
1x Supply Section
1x Engineering Bay
6x External Hangars
4x Computer Module
1x Command Deck
1x Scanners
1x Jammers
1x EW Broadcasters
1x EMP Busters

With the new cost being 169e unrefined.

The new fleet totals assuming all are unrefined would be 1 Thule, 3 Gadflies (Mk2), and 6 Horseflies, bringing us slightly over at 508e.

I'm still unclear whether we're both spending at refined or unrefined costs or what.
 
Indeed they does.

Seems like that's weighted in favor of capital ships; doesn't really make sense if a 50e ship and a 500e ship get repaired at the same pace; or if the shipyard is only operating at partial capacity then it should be allowed to repair multiple small ships.

To game this out, if Player 1 has a 50% damaged ship worth 500e, and Player 2 has 10 50% damaged ships worth 50e each, Player 1 is given the advantage just because he built bigger.
 
Dis

Battle Calculator: Missile to hit, I think you messed up

IF(AND(CALCULATOR!$D$15;CALCULATOR!$H$23>=0)="L";2;1)

=> Human

IF(AND(Range;Dodge>=0)="L";2;1)

Range is always true...Dodge is sometimes false. You need to attach a condition for the range section (I think thats what you want...).

That ="L" should be inside the bracket next to the range condition obv, like it is in the other columns.

Fixing that is important, and since everyone is too lazy to get feedback to me tonight, here is the fixed file and ShipBuilder2_TEST5. The EM to hit has also been tweaked as has int debuffing.

V5 change log
  • Burst Drive fixed to how it was intended to be (burst drive units not counting towards size in the IS calculation)
  • Twist Drive now a 1-of, substantially buffed.
  • Charm Drive now takes a number of comp modules and maths knowledge proportional to the ships mass to operate the jump drive itself (its still capped at IS 1 though)
  • Slaved Charm Drives have a mass limit based on the Master ship's comp modules, this shows up in the calculator. Slaved Charm drive ships need only a charm drive and commlinks to be IS capable.
  • Heat Management model changed - that coveted '-5' will be a lot harder, note the burst drive is pretty helpful for this ;)
  • Power Cores boosted output
  • Power Drives boosted IP abilities
  • Base power requirements of lasers dropped substantially, also they were made slightly lighter.
  • Commlinks fixed.
  • Changed values for Ship construction on planets.
  • TECH REQUIREMENTS FOR BASIC COMPONENTS (i.e. the ones in level 1-3) now included.

Be sure to check all your old designs ain't terribad now! :trollface:

ShipDesigner2_TESTV5 and BattleCalc_TESTV4
 
Wait, slaved charm drive ships need commlinks now?
 
@Dis

Just looked over the Missile damage mechanics, you do realize that a missiles advertised damage output is not halfway between the maximum and minimum output?

i.e. Missile does 2 damage
Min Damage = 1
Max damage = 4
Average Damage = 2.5

This gets more significant when you scale up the damage outputs, i.e. Fusion busters 24 damage
Min D = 12
Max D = 48
Average Damage = 31 (rounded)

To get actual advertised to actual average damage you could simply do RANDBETWEEN(MissileDamage/2,3*(MissileDamage/2))

That is, if its actually what you wanted...
 
Here's a happy little planet defense laser gunboat:

SS Hornet
Metal Capacitors - 5
Pulse Drive - 4
Radiators - 1
Microwave Laser - 2

Once all its components have been refined it can even be built groundside on Standard grav atmospheric planets.

And a big dumb laser destroyer

SS Capt Sisko's Pimp Hand
Manifold Drive - 3
Basic Fusion Core - 1
(Refined) Deuterium Drive - 7
Radiators - 2
Microwave Lasers - 3
Maneuvering Jets - 8
Tungston Armour - 5
 
Nice ship, on Metal Capacitors, what exactly is an energy carrying carrier? Anything special?

I've got a new fleet at bang on 500 e

Most of the ships are based on one Hull Design with additional bits strapped on. Saving me 85e (-57e for refinement = 28e not too bad).

Post Full Details once I get some more time (Work+D&D after work :P)
 
Nice ship, on Metal Capacitors, what exactly is an energy carrying carrier? Anything special?

Yes they are very special - a line of description I forgot to remove when deciding the concept was silly!

Capacitor ships need to be based out of Habitat with a power plant, meaning they're a defensive tool...unless you're strategically clever and make building forward outposts a priority. They can make IS jumps between power plants however, or happily be carried along by a carrier.

Speaking of which, here's one of the closest things to an aerospace fighter the ship builder can make:

SS Dragonfly
Metal Capacitors - 2
Pulse Drive - 3
Coilguns - 2

Which can be constructed and based on near any planetary surface whilst still having the IP and Dodge to catch near anything.
 
Plugging that in on my end registers it as an invalid design; decreasing coilguns to 2 makes it valid. Not sure if that's a typo, a legitimate error, or the fact I'm opening .xlsx files in Excel 2003...
 
Some rather simplistic orbital defense platforms:

Pike LRDP:
3 Solar Array
1 Computer Module
1 Scanner
1 Microwave Beamer
1 Tungsten Armor

Spear SRDP:
2 Solar Array
1 Computer Module
4 Microwave Laser
2 Tungsten Armor

Clarion EWDP:
2 Solar Array
7 Computer Module
1 Scanner
1 Jammer
1 EW Broadcaster
1 Tungsten Armor
 
Now here is the list of buildings that will be available at the start:

Spoiler Starting Buildings :

startbuildings.png



The light power plants are to further diversify peoples world preferences (if you've refined tidal power for example, you'd prefer a world with oceans and moons rather than a sunny one).

Instead of the old base size system you now build set numbers of new residential space that are either Urbanisation, Suburbs, Arcologies or Hab modules.

Urbanisations are the basic residential type, and Hab modules are their spaceborn counterpart. They cost X based on the world type and each provide 4 population spaces.

Suburbs are low density housing, but can only be built if there is an atmosphere and things aren't highly hostile. Some social models like having suburbs around, and they're rather cheaper than urbanisation to build (if not in upkeep). Each provides 4 population spaces.

Arcologies are ultra dense housing and are rather expensive, but once built will shield your residents from the harsh worlds they might inhabit and reduce the world penalty on stress and economic/demographic activity. You sometimes have to build them to prevent overcrowding as well. Arcologies can also be built in space habitats. Each provides 8 population spaces.

With that done, all that's left if the agonisingly slow building of the planet system graphics and the economy datasheets, which should be a few months or so. Plenty of time to beta test the ships and combat!

In the interests of further differentiating world choice and designing starting worlds, can those not already on the list below indicate what their guys would most like out of Mountains (Warm), Mountains (Chill), Seas (Warm), Seas (Chill), Jungles (Warm), Woods (Temperate), Forests (Chill), Savannah (Warm), Plains (Temperate), Tundra (Chill), Low Gravity, Airless rocks, Airless ice moons.

The Quasi - Low gravity and space
The Corans -
The Zera - Warm Seas
The Csserians -
The Standard Confederacy -
The Seffassians -
Thorpe Tyrar -
The Prexzens - Everything, its the Advancer way!
The Hankish -
The Dardareo -
The Ilosians - Airless balls of tasty rocks
The Deluge - Ocean planets obviously

Much like SysNES1, a technological and shipbuilding aesthetic is going to be needed to make ship icons, but there's no rush to put one out.
 
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