Author Topic: BT --> Alpha Strike Converter (v2.3)  (Read 24628 times)

NeonKnight

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Re: BT --> Alpha Strike Converter
« Reply #30 on: 22 July 2015, 07:49:01 »
Well, recently upgraded to office 2013, and I must say....LOVELY!

I do have one request/question. Where do we put heat for movement? Or is that something that is included for the Heat Dissipation?

Thanx.
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Xotl

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Re: BT --> Alpha Strike Converter
« Reply #31 on: 22 July 2015, 13:56:43 »
Glad you like it.  All non-weapon heat goes in the "Other Heat" box.
« Last Edit: 27 August 2015, 12:49:24 by Xotl »
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NeonKnight

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Re: BT --> Alpha Strike Converter
« Reply #32 on: 22 July 2015, 15:43:23 »
Glad you like it.  All non-weapon heat goes in the "Other Heat" boxes.

So I understand, if I have a jumping Mech with Stealth armor and a Jump of 7, I would put into the OTHER HEAT 17 (10 for Stealth, 7 for Jump)?
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Xotl

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Re: BT --> Alpha Strike Converter
« Reply #33 on: 22 July 2015, 17:04:38 »
That's correct.
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Lord Cameron

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Re: BT --> Alpha Strike Converter
« Reply #34 on: 22 July 2015, 18:32:03 »
So, after getting frustrated going over a few units and trying to ensure I had the correct values, I created this converter.  It's primarily for damage, which is the trickiest and most time-consuming part, though it does armour as well.  It's still very manual, but it will prevent the math from going wrong at least.

All grey cells with red text are those that require user input.  Each weapon drop-down box has the full non-BA weapon list, both Inner Sphere and Clan.  For each weapon there's separate drop-down selections to indicate if that weapon has (enough) Ammo, is a One-Shot weapon, or benefits from AES or a T(argeting) C(omputer).  It will auto-calc your base damage and weapon heat based on these selections.

From there, all you have to do is add in the unit's heat dissipation (AI 16) and heat from any other source in both AH13 and AJ13 (movement, Nova, stealth armour, etc).  Final heat-adjusted stats are spit out in the blue boxes.

The sheet is locked so that you only work in the right areas, but there's no password to unlock it if you want to mess around.  Let me know if you find anything wrong, or have a suggestion as to how to improve it.

https://dl.dropboxusercontent.com/u/357573/Battletech/Alpha%20Strike%20Converter%20v1.7.xlsx


EDIT: added structure calcs, AES.

Is the formula for armor basically total armor/30 to get the AS values?
Is it the same for ASF's and dropships too?
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Scotty

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Re: BT --> Alpha Strike Converter
« Reply #35 on: 22 July 2015, 18:44:58 »
The formula for armor that isn't hardened or ferro-lamellor is Armor/30, round normally.  For Hardened, I'm pretty sure it's Armor*2/30, round normally.  FL has a multiplier on it that I don't recall off-hand.
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Xotl

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Re: BT --> Alpha Strike Converter
« Reply #36 on: 22 July 2015, 18:55:45 »
Is the formula for armor basically total armor/30 to get the AS values?
Is it the same for ASF's and dropships too?

Yes, as I recall.  Why do you ask?
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Xotl

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Re: BT --> Alpha Strike Converter
« Reply #37 on: 23 July 2015, 00:16:09 »
Update because I decided to convert a zombie mech and realized that I'd completely screwed up compact engines.
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Xotl

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Re: BT --> Alpha Strike Converter
« Reply #38 on: 25 July 2015, 03:20:12 »
And updated (I hope one last time).  Reduced "Other Heat" to a single box that should apply to both range categories (and added a note clarifying what it means), and placed a 4-point cap on Overheat.  Left the version number the same since there's no mechanical changes, and because I've pasted the link in other places and don't want to update all those.  Just redownload and overwrite.
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Phobos

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Re: BT --> Alpha Strike Converter
« Reply #39 on: 25 July 2015, 11:17:46 »
https://www.dropbox.com/s/ggz8755tp10cxn1/Battle%20armor%20construction.xlsx?dl=0
https://www.dropbox.com/s/yhht0xmkzrvgj1v/BattleMech%20construction.xlsx?dl=0
https://www.dropbox.com/s/usu799oo7j01m8n/Combat%20Vehicle%20construction.xlsx?dl=0
https://www.dropbox.com/s/gohjcricsbhxuhg/Fighter%20and%20Small%20Craft%20construction.xlsx?dl=0
https://www.dropbox.com/s/4wxm0wvu7lj5zsf/ProtoMech%20construction.xlsx?dl=0

There's individual files for battle armor, BattleMechs, combat vees, aerospace, and ProtoMechs. They're slightly clunky beacuse I added on the AS conversion to existing sheets. While there's construction and BV stuff for small craft in the aerospace file, I haven't added in AS conversion. Again, the process is drop menu heavy but I think if you're just working on AS conversions with 'Mechs and ASF you should be able to just select "4 Clan Energy ER_Medium_Laser LA" instead of having to do each laser individually as with the BV calculations.

Bring on the bug reports!

*EDIT* I realized the vees are missing all the IATM fun. I'll try to work on that tonight if I can sneak away from unpacking.
FURTHER EDIT: Vees should have IATM specials working properly.
Update 6/14/15 ~4:00 PM EST - Found an error in the 'Mech sheet when calculating def mod with STL special and figuring movement when there's standard jump jets and some type of speed boosting equipment are used.

Where do I change armor types (in the Battlemech spreadsheet)?

edit: Nevermind, found it...

Targeting computer weight doesn't seem to be calculated correctly. I get 1 ton when it should be 2.
« Last Edit: 25 July 2015, 11:40:39 by Phobos »

Pa Weasley

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Re: BT --> Alpha Strike Converter
« Reply #40 on: 28 July 2015, 07:14:08 »
Huzzay, stuff to fix!

Which sheet were you using and what equipment were you installing?

Xotl

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Re: BT --> Alpha Strike Converter
« Reply #41 on: 18 August 2015, 12:18:06 »
Based on recent errata/clarifications as to when heat modified rounding is applied, I've updated my sheet.  I *think* I've got the formulas right; let me know if you spot anything weird.


EDIT: Minor update Aug 27, but that just corrects things for the last two rows of weapon entry, which were broken (and I doubt anyone has ever added that many weapons) and removes extreme range from the HVAC 10.
« Last Edit: 27 August 2015, 12:51:27 by Xotl »
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Xotl

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Re: BT --> Alpha Strike Converter
« Reply #42 on: 06 February 2016, 02:21:34 »
Updated re-engineered laser heat.  Have not yet updated the damages (which will be higher now, since they have the pulse ability), as I don't know what those are yet.  Will bump when I learn that and have updated the sheet again.
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NeonKnight

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Re: BT --> Alpha Strike Converter
« Reply #43 on: 06 February 2016, 02:45:14 »
Updated re-engineered laser heat.  Have not yet updated the damages (which will be higher now, since they have the pulse ability), as I don't know what those are yet.  Will bump when I learn that and have updated the sheet again.

So, what exactly changed?
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Xotl

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Re: BT --> Alpha Strike Converter
« Reply #44 on: 06 February 2016, 02:50:18 »
The lasers had their heat dropped to match their damage.  They also gained a -1 to-hit due to pulsiness, which in Alpha Strike just translates into increased damage (but how much I don't know).  Presumably it also deactivates the ability to match them with a targeting computer, but I haven't confirmed that yet so I haven't adjusted the TC flag on the sheet either.
« Last Edit: 10 December 2020, 00:57:43 by Xotl »
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NeonKnight

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Re: BT --> Alpha Strike Converter
« Reply #45 on: 06 February 2016, 02:59:29 »
The lasers had their heat dropped to match their damage.  They also gained a -1 to-hit due to pulsiness, which in Alpha Strike just translates into increased damage (but how much I don't know).  Presumably it also deactivates the ability match them with a targeting computer, but I haven't confirmed that yet so I haven't adjusted the TC flag on the sheet either.

Are these values reflected anywhere? Just curious so I know where to find for my own spreadsheety hell I'm working on  :-X
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Xotl

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Re: BT --> Alpha Strike Converter
« Reply #46 on: 06 February 2016, 03:00:07 »
The current release of Interstellar Operations.
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NeonKnight

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Re: BT --> Alpha Strike Converter
« Reply #47 on: 06 February 2016, 03:09:42 »
The current release of Interstellar Operations.


Ahhhh....the Book I don't have yet!  Because I only have the dead tree/pdf version so can get an upgrade
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Alexander Knight

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Re: BT --> Alpha Strike Converter
« Reply #48 on: 06 February 2016, 13:01:44 »
Pulse weapons still get the targeting computer damage bonus.  They can't do aimed shots...which aren't in AS anyway.

Xotl

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Re: BT --> Alpha Strike Converter
« Reply #49 on: 23 February 2016, 14:49:07 »
And the new REL damage values are in and have been input into the sheet.  Version number is the same.
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NeonKnight

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Re: BT --> Alpha Strike Converter
« Reply #50 on: 23 February 2016, 18:32:02 »
And the new REL damage values are in and have been input into the sheet.  Version number is the same.

Will we see an erratta for the AS Companion soon?
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nckestrel

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Re: BT --> Alpha Strike Converter
« Reply #51 on: 23 February 2016, 18:38:13 »
Will we see an erratta for the AS Companion soon?

It was posted.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

NeonKnight

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Re: BT --> Alpha Strike Converter
« Reply #52 on: 23 February 2016, 19:53:07 »
It was posted.

Oh...guess I did not see it...My bad.

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NeonKnight

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Re: BT --> Alpha Strike Converter
« Reply #53 on: 23 February 2016, 21:57:29 »
OK, I see where things had changed and what not, based on this post:

http://bg.battletech.com/forums/index.php?topic=40232.msg1113878#msg1113878

I had been using the ALPHA STRIKE Converter 1.7-1 before, which incorporated the pre-errata calculations.

So, I guess what I am trying to determine, is, has all the MUL cards been updated based on the new values/calculations, or the old values?
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nckestrel

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Re: BT --> Alpha Strike Converter
« Reply #54 on: 23 February 2016, 22:07:11 »
Those you linked to were clarifications, the MUL had been doing them that way already.
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Descronan

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Re: BT --> Alpha Strike Converter
« Reply #55 on: 03 May 2016, 13:27:31 »
Does anyone have a converter for dropships?

Alexander Knight

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Re: BT --> Alpha Strike Converter
« Reply #56 on: 03 May 2016, 14:03:19 »
Sorry, my conversions are all done by hand.

Tai Dai Cultist

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Re: BT --> Alpha Strike Converter
« Reply #57 on: 03 May 2016, 15:27:04 »
Dropships are a bit streamlined to convert since errata that says you don't have to recalculate long range damage for heat.

Alexander Knight

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Re: BT --> Alpha Strike Converter
« Reply #58 on: 03 May 2016, 16:14:03 »
Actually, Dropships, Small Craft, and Warships are not Heat-generating units (they cannot overheat.  Ever), so they still need heat-adjusted damage at all range bands.

Tai Dai Cultist

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Re: BT --> Alpha Strike Converter
« Reply #59 on: 03 May 2016, 17:05:19 »
Actually, Dropships, Small Craft, and Warships are not Heat-generating units (they cannot overheat.  Ever), so they still need heat-adjusted damage at all range bands.

Um...
Quote from: The errata, last line
If the unit does not qualify for OVL, its Long-range damage value is unmodified by heat and the full damage value is used.

Dropships, SC, WarShips are types that cannot ever qualify for the OVL special.. therefore long range damage is unmodified by heat and the full damage is used?  Am I misreading that?

 

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