BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => Topic started by: Cryhavok101 on 21 January 2017, 22:07:02
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Most Current Link (Updated 7-20-17):
https://docs.google.com/spreadsheets/d/1-CDKf4BJghLS2B52_9O5q4deG8h5G2A9W-hDcBHGcUY/edit?usp=sharing
Edit: I left this version as view only, and you can make your own usable copy by going to 'File' and selecting 'Make a copy'.
Edit: Fair warning, this works on google sheets, but not on other spreadsheet programs. It uses formulas that don't translate from one to another. Here (https://support.google.com/docs/answer/6388102?co=GENIE.Platform%3DDesktop&hl=en) is a link to instructions on using google sheets offline.
With many thanks to Dragon Cat and Daryk for their help troubleshooting, advice on layout, and suggestions for improvement, I present to you:
Battletech Warship Calculator using Strategic Operations (Edit: And now interstellar operations too) rules rather than Aerotech 2.
The Example on there is Dragon Cat's Anne Rosse Battlecruiser (http://bg.battletech.com/forums/index.php?topic=2126.msg46036#msg46036). (at least when I posted it that is what was there)
Instructions:
Green Fields need user input.
Light Grey Fields are automatic functions.
Blue is important totals.
The first thing you should do is go to File, and select "Make a Copy" this will create a separate version just for you, rather than everyone trying to use the same one.
Some of the limitations on items in the rules I was not able to get to function on this sheet, so you will need to use this in conjunction with the rules for items in the books. (For example, the rules only allow one mass driver on a warship, but you could put dozens on this sheet if you wanted)
The choice to have a Lithium Fusion Battery or not is included in selecting the type of K-F drive you want.
The weapons and equipment section has everything including bays, cargo, ect. This is not a TRO entry, and for the sake of not overwhelming the sheet, I needed to combine these into one section on the sheet.
Several Things are named in a different order than you may be used to, in order for google sheet's automatic functions to group them together on the lists. Things like Lasers' name starts with the word 'Laser' (IE 'Laser Large ER'). In addition to Lasers, other names like this are Bays, Cargo, Naval scale Weapons (Start with Naval), Capital Launchers, Subcapital Weapons, Gauss of all types (except naval).
Any infantry carried, whether marines or otherwise, are included in the bay personnel. Simply assign bays in the weapons and equipment section, and the number of bay personnel will increase appropriately. The battle armor bays have 3 types 4-, 5-, and 6-man bays respectively. If you want any bay personnel to have quarters outside the bay, simply add these as passenger quarters of the type desired.
One thing that came up as a question while working through stuff with Dragon Cat and Daryk, is that of marines. While some ship's stats list marines as a separate line, Strategic Operations doesn't mention any specific entry for them, and as I understand it, that inclusion is a holdover from old rules systems. My understanding is that these are handled by adding infantry bays to the ship, and possible quarters as well (via passengers). My guess as to why this is is that you can send marines out of your ship to board a hostile ship, so they use their own battle value (which you can calculate using custom infantry rules, I even have a link for another sheet that helps with that, in my signature), and are treated as a separate entity from the ship itself, though if they are on it when the ship is boarded, they can of course defend it. That is my guess. Either way, current rules do not have the marines as part of the ship any more than it treats other transported units as part of the ship, and this sheet reflects that.
Last item is, that I use passenger quarters as a catch all for any quarters you want to add beyond the calculated crew needed (the minimum), so that is where you would add extra crew if you wanted to.
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It's a very neat little program well done I'm glad I was able to help a little
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That's a great list. Cant wait till I give it a try.
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Fixed a problem with BV forumlas not adding weapon BV.
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Fixed the magazine cost: it was pointed at the range.
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Fixed it so you can no longer set the weapons and equipment fields to 'Name', confusing all of the other formulas.
If you need to clear a field just select the cell and hit delete.
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Fixed several formula involving Naval C3, and Fire Control calculations.
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I just noticed that the NAC/20 has a weight of 25, not 2500.
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I just noticed that the NAC/20 has a weight of 25, not 2500.
Fixed, thanks.
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Thanks for the updates!
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I don't think the Tonnage Remaining cell includes the armor weight, unless I'm using it wrong.
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I don't think the Tonnage Remaining cell includes the armor weight, unless I'm using it wrong.
Fixed, thanks.
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It doesn't really like small ships like Bug-Eyes I did try
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It doesn't really like small ships like Bug-Eyes I did try
I just went onto it and tried to make the bug eye, using the stats from interstellar Expeditions, and by the end I only had weight for 16.58 tons of cargo rather than 102, but I couldn't find a discrepancy in the calculations.
http://imgur.com/a/XIzsg (http://imgur.com/a/XIzsg)
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Okay, went into it and found a couple problems. One mine, one sorta theirs. I had something wonky going on with the officer/crew numbers, and that is fixed.
I have it automatically add crew requirements for non-bay equipment like the Large NCSS into the 'Gunners and other' section. They do not add it anywhere. However their bug eye conspicuously has 12 passenger quarters, the exact same number of people it takes to operate the Large NCSS. So if you added those passenger quarters onto my sheet it will have twice as many people as it needs.
If you get rid of the extra passenger quarters, and after my fix to the officer/crew calculations, the remaining tonnage is within a rounding of the correct cargo allotment.
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They also allocate ALL quarters as Steerage on the Bug-Eye so that likely knocks it off a little
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Yeah, if you hadn't changed those to steerage it definitely would help even out the number. Those are one of the fields you can chance on my sheet (I hope you noticed that already lol).
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I have no idea where ISP3 gets a BV of 1169 for the bug-eye from though, unless that is a BV1 rather than a BV2?!?
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Most Current Link (Updated 2-25-17): https://docs.google.com/spreadsheets/d/1vIkkuPFdquzNWIw3fyXM9NYsEI_DQMSli3Lgyw2gLLs/edit?usp=sharing
Updated to add:
Caspar and Caspar II technology, along with ARTS fighter and small craft bays.
Please let me know if I messed anything up and didn't notice.
Some Notes:
- Once you select the robotic control system in the weapons and equipment section, you will also need to change all three standard quarter types over to the matching drone system as well.
- ATAC and DTAC have a similar effect as C3 networks, and as such they have a similar effect on the unit's BV. This is something one would need to figure out when preparing forces for the battlefield, like any other C3 network. The percentages involved are listed on page 193 of Interstellar Operations.
Future Update Plan:
Add fields for Pilot and Gunnery Skills so Battle Value can be given adjusted for those. Done
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Will you be able to put custom weapons and tech in also??
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I have no intention of adding that, mostly because it would quickly turn into a mess. However you can add them yourself:
When you make your own copy of it, just go to View, select hidden sheets, and un-hide the weapons sheet. Add weapons as you like. Though anything with numbers that aren't static, like a Booby Trap or Naval C3, will not work right adding those numbers in there.
I would offer to help you put custom items into your own copy, but then I would feel obligated to help you put them back in every time I put a new sheet out with updates, because your copy wouldn't have those, and I'm not willing to do that for everyone that asks.
It was much easier to put the stuff for custom beasts into the Infantry Calculator I did, because there are rules for making them, so all of them would be drawing numbers and stats in the same way. Warship gear doesn't behave like that.
Some tips if you decide to put your own in:
In the Type column, getting the right type is important, because the sheet sorts things for numerous formula based on this. Types are Weapon, Ammo, Mass Driver, Defensive, Defensive Ammo, Bay, Equipment.
In the Crew column, capital weapons should have 1 there, standard weapons need to have the following formula: =1/6 Remember that if it doesn't make a to-hit roll, that should actually be 0, like AMS. Most equipment has 0, but some, like NCSSs or MASH units have some.
For any Ammo, remember that this calculates ammo per shot, so any figures you put in there need to be on a per shot basis.
I strongly recommend using simple rules for any items you put in. The MASH Unit is a prime example of what not to do in my opinion, weighing 3.5 tons with a free theater, and an additional ton per additional theater, made me jump through hoops to get it to work right. Don't do things like that. Having numbers based on % of X often will also throw things off, and require hoop jumping to get it working.
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Thanks for the updates.
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Sillybrit found an error in the C-bill calculations. The spreadsheet has been fixed now. Stupid misplaced parenthesis.
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New Link:
https://docs.google.com/spreadsheets/d/1Cg9RVZLCR_Ka5A7gqNoFPR2bOvl3BiLIUjpzRJEQiJA/edit?usp=sharing
Updated the sheet to allow you to build JumpShips with it as well.
The Major changes for users are:
- The "engine type" field, which allows you to select station keeping or maneuvering drives.
- In the "K-F Type and L-F Battery" field you can now select "Standard" and "Standard with K-F Battery" as options.
Notes:
- It is important to set your safe thrust at exactly .1 if you are using a station keeping drive. This will affect certain formulas.
- For a JumpShip, make sure to select both the station keeping drive and one of the two new K-F types.
- I only just noticed that the * foot note in the "Advanced Aerospace Unit Base Engine Formulae" chart on page 147 of Strategic Operations says Warships can have station keeping drives, so have fun with that if you like, as this sheet definitely allows it.
As usual, please let me know if anyone runs into any problems with this.
Next update I am planning will be to include primitive JumpShips as well. I have no time frame for when that will be done though.
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Hi Cryhavok,
The latest link has the SI input (Cell B10) locked.
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The latest link has the SI input (Cell B10) locked.
Thanks, should be fixed now.
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Excellent timing for me! Thanks.
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Thanks, should be fixed now.
O0
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For anyone interested, I posted my own homebrew recreations of the canon warships, using this sheet, here: http://bg.battletech.com/forums/index.php?topic=57296.0
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New Link: https://docs.google.com/spreadsheets/d/1rKDdKk5b4wjZcsDrkciN03oQIZTjteRwh4Nh6wGY_Oo/edit?usp=sharing
I left this version as view only, and you can make your own editable copy by going to 'File' and selecting 'Make a copy'.
Made several updates to the sheet.
- Fixed an error in the c-bill calculations
- Added pilot and gunnery skill fields to the sheet, which will modify the BV2 as appropriate
- Added the ability to create primitive jumpships.
- Rearranged several fields to fit with the changes.
For the pilot/gunnery skills simply select the skills from the dropdown list and the BV2 will update accordingly.
For primitive jumpships, there are three important fields different than other ships. The first is you must select the 'Primitive' K-F drive.
The second is you must enter a Year of introduction (this is located near the ship's total tonnage and name). This is less about when the ship was introduced and more about the technology it is being built with. If you are making the ship in 3150, but using 2150 technology, put 2150 in this field, not 3150, as the sheet will do it's calculations based on this date.
The third is jump range. Primitive K-F drives have a range from 15 to 30 light years, and the K-F drive's weight is based on this range.
If you are not making a primitive jumpship, the year of introduction and jump range should be able to be left blank. If not let me know and I will try to figure out what is going wrong with it.
You can also now select standard or primitive docking collars for the ship.
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I almost forgot, I also added a second sheet that displays info in a several blocks, in more of a TRO style display. This is a work in progress. Right now it doesn't copy paste well, without needing some formatting, however as it is, it has made my life easier when putting things in such a format. There are more blocks of info going off to the side, so scroll until you get to the last one to see them all.
The only thing I wasn't able to add was the cargo bays section of a TRO style entry, because of the nature of them and how they can be split in any number of ways, I can't set this up to make them populate like the rest of it. Still, that is a easy part to type out yourself when transferring this info into a document.
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Thank you for all the updates on this calculator of this.
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Found a problem preventing people from selecting primitive K-F drives, and fixed it.
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For anyone who didn't know, this sheet doesn't work in other spreadsheet programs. It uses formulas that don't translate from one to another. Here (https://support.google.com/docs/answer/6388102?co=GENIE.Platform%3DDesktop&hl=en) is a link to instructions on using google sheets offline.
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Most Current Link 7-20-17
https://docs.google.com/spreadsheets/d/1-CDKf4BJghLS2B52_9O5q4deG8h5G2A9W-hDcBHGcUY/edit?usp=sharing
Now supports making Space Stations.
To do so, on the K-F Drive type select "None."
Added Energy Storage Batteries to the weapons and equipment list.
Updated C-bill and BV2 costs to accommodate space stations.
Note: If you try to use this feature to create a monitor, be aware that the controls weight calculation will be off, and the resultant difference in c-bill costs as well.
As usual if you notice something wrong, please let me know.
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Should adding a NCSS (Large or Small) reduce the number of crew (cell D20)? Adding one increases the number of officers and the number of gunners/other, which I would expect, but it also reduces the number of crew. The NCSS Large adds 2 officers and 12 gunners/other, and reduces the number of crew by 2. The NCSS Small adds 1 officer and 6 gunners/other, and reduces the number of crew by 1. I assume it's taking the additional officer(s) from the crew.
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Yes, that is working as intended, and yes it is simply taking the number of officers needed for the additional people from the crew total. I did this so it was easier to see crew needed to operate equipment all together, since some people consider those optional, and may run the ship without those crew just without using that equipment. The ship still has the correct number of officers, and if you count gunners, other, and normal crew as the same, the same number of those as well.
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Thanks to Alsadius's suggestions in another thread, I made some improvements to the TRO Workup section of this sheet. The weapons sections now include the defensive weapons, and the ammo now includes the defensive ammo.
He had another suggestion that I did not implement:
His sugegstion was to add they launch and cargo bays to the general equipment section, by adding the following formula to cell V2 on the TRO Workup sheet:
=IFERROR(FILTER(EquipedName,(EquipedType="Equipment")+(EquipedType="Bay")),"None")
I did not implement it, because bays need to be assigned doors and arranged how you want them. The massive variety of ways they can be set up makes it inappropriate, in my opinion, to add them to the general equipment... however, I provided his formula for that cell in case any of you prefer doing it the way Alsadius suggested.
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How would one add things like custom weapons?
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Once you've made your own copy, just un-hide all hidden tabs, go to the weapons tab, and add in whatever you want. The format is pretty self-explanatory.
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Once you've made your own copy, just un-hide all hidden tabs, go to the weapons tab, and add in whatever you want. The format is pretty self-explanatory.
What he said.
As long as the numbers don't have weird complex equations it should be fine. The weirder it is to figure out your weapon's weight, the more hoops you'll have to jump through.
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Thanks for the update..going to give it a try soon.
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What he said.
As long as the numbers don't have weird complex equations it should be fine. The weirder it is to figure out your weapon's weight, the more hoops you'll have to jump through.
Fair enough. I just house rule that Light Vehicles use Battle Armor weapons rather than infantry because of how strange the infantry weapons rules are.
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This is awesome :D I've figured out how to use it (kind of) but I have spotted an error, the NAC ammo seems to be coming in light, I had 120 rounds of NAC-10 ammo weigh 24 tons not the 240 tons it should. I dunno if i'm doing something wrong (probably am) or its a hiccup on the sheet. Or am I doing it wrong, it seems to be actual numbers of shots, not tons of ammo, is that where I'm going wrong?
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This is awesome :D I've figured out how to use it (kind of) but I have spotted an error, the NAC ammo seems to be coming in light, I had 120 rounds of NAC-10 ammo weigh 24 tons not the 240 tons it should. I dunno if i'm doing something wrong (probably am) or its a hiccup on the sheet. Or am I doing it wrong, it seems to be actual numbers of shots, not tons of ammo, is that where I'm going wrong?
Per my copy of TacOps(pg. 408), NAC/10 ammo is 5 shots per ton, same as an AC/20. That's the correct value, unless there's been errata.
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Yeah I've been faffing around with it, the thing calculates the weight per shot, not per ton, so you need to add say 96 shots for some LRM ammo for example to get the right tonnage.
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Yeah I had to go with weight per shot so that ammo calculations didn't have to use entirely different calculations for things when the ammo weighs more than a ton per shot. Plus the sheet is sort of set up to allow for Fractional accounting.
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it still works superbly :) Its very easy to use!
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Is the weight of the IS LAC/5 correct? It shows 8 tons per weapon.
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Following on to a couple of posts from Andras, the fire control weight is not adding up properly.
I can use the following on the nose and get 3785.88 tons FC:
5 Capital Launcher Barracuda
4 Naval PPC Heavy
4 Naval Laser 55
3 Naval AC 20
15 Laser Large ER (IS)
30 AMS (IS)
(61 weapons)
When I double that up in the aft, it only returns 4164.46 tons of FC when it should be exactly double.
The base number is wrong anyway, should being either 4888 tons or 7332 tons, depending on which formula you believe is correct (I know we don't have a definitive answer regarding this yet, though I'm about to look at the Conqueror which might shine light on the issue)
Edit: I do appreciate what you've done here, it is a great spreadsheet in general.
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Following on to a couple of posts from Andras, the fire control weight is not adding up properly.
I can use the following on the nose and get 3785.88 tons FC:
5 Capital Launcher Barracuda
4 Naval PPC Heavy
4 Naval Laser 55
3 Naval AC 20
15 Laser Large ER (IS)
30 AMS (IS)
(61 weapons)
When I double that up in the aft, it only returns 4164.46 tons of FC when it should be exactly double.
The base number is wrong anyway, should being either 4888 tons or 7332 tons, depending on which formula you believe is correct (I know we don't have a definitive answer regarding this yet, though I'm about to look at the Conqueror which might shine light on the issue)
Edit: I do appreciate what you've done here, it is a great spreadsheet in general.
So I've turned maintenance and development of this sheet over to Alsadius, as I have been falling back out of battletech. I am not sure exactly what the problem is because I can't check the books for the exactly numbers, but I did notice one thing: AMS doesn't take up fire control slots. It would count as 31 weapons, not 61. I am fairly certain that is the correct way to do it also, as I recall spending some time checking to make sure. If it isn't however, it's something Alsadius will need to be contacted about.
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I am fairly certain that is the correct way to do it also, as I recall spending some time checking to make sure. If it isn't however, it's something Alsadius will need to be contacted about.
It is absolutely NOT how AMS is handled, they only have an exception for crew. Everything else strongly indicates that they take up weapon slots on Warships and other large craft (particularly damning in this regard is the Laser AMS in the Tactical Operations Heavy Weapons and Equipment Combat Data table where it is specifically and unambiguously stated as taking a weapon slot on Warships). I'll take this to Alsadius though.
Your decreased activity in the community will be noticed, but I understand the feeling entirely.
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It is absolutely NOT how AMS is handled, they only have an exception for crew. Everything else strongly indicates that they take up weapon slots on Warships and other large craft (particularly damning in this regard is the Laser AMS in the Tactical Operations Heavy Weapons and Equipment Combat Data table where it is specifically and unambiguously stated as taking a weapon slot on Warships). I'll take this to Alsadius though.
Your decreased activity in the community will be noticed, but I understand the feeling entirely.
It doesn't matter if they take up weapon slots, AMS are automatic systems and as such don't count for fire control.
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It doesn't matter if they take up weapon slots, AMS are automatic systems and as such don't count for fire control.
Please direct me to the proper rules for this then, as everything I am seeing indicates that weapons (regardless of being automatic systems) are required to be counted for fire control.
The only point in both TO and SO where I have seen any exception to the normal rulings for weapons for AMS is in regards to CREW ONLY. But I am willing to be proved wrong.
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I saw this thread, but didn't want to jump in until I had a chance to dig into it properly, which won't be until this weekend. I'll look into it when I get a chance, and see what I can find.
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It seems that I was wrong, it was replied in detail here:
https://bg.battletech.com/forums/index.php?topic=3258.msg74301#msg74301
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It seems that I was wrong, it was replied in detail here:
https://bg.battletech.com/forums/index.php?topic=3258.msg74301#msg74301
Awesome, thank you for finding that. That'll make this fix substantially easier.
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I've gone in and updated the sheet to correctly calculate fire control weights with AMS included. I've also added some additional notes on the hidden parts of the sheet, for anyone who wants to play with it themselves, and corrected a couple small bugs that I'd previously found - the "free" armor for having SI is now included in the max armor, and the cost calculations for stations have been corrected.
I've also done something a bit experimental - a lot of the cells now feature data validation, to ensure that you're putting in legal values. It won't stop you from doing what you like, but the little red triangle at the top corner of a cell will tell you if certain things are illegal. Let me know what you think - it's easy enough to take it out if people dislike it.
I'm also thinking of taking bays out of the weapon list and making them their own thing off to the side. That should allow for better management of doors, facings, and so on, and it'll make the TRO write-up look better as well, since all the bays can be included in a single spot with all the flexibility that canonical bays have. Would that be worth adding?
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The Fire control it now gives me is exactly 1/2 that I manually calculated.
64 weapons totalling 456 tons on 4 arcs each. I get 547.2 tons manually (456tons x .3 x 4 arcs). The new sheet gave me 273.6t
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I'm also thinking of taking bays out of the weapon list and making them their own thing off to the side. That should allow for better management of doors, facings, and so on, and it'll make the TRO write-up look better as well, since all the bays can be included in a single spot with all the flexibility that canonical bays have. Would that be worth adding?
Yes please. :clap:
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The Fire control it now gives me is exactly 1/2 that I manually calculated.
64 weapons totalling 456 tons on 4 arcs each. I get 547.2 tons manually (456tons x .3 x 4 arcs). The new sheet gave me 273.6t
Weird - it seems to be working right for me. I tested with 62x PPC and 2x LB-10X(IS) per arc, which is 456 tons on 64 guns, and all arcs seemed to return correct numbers. If you un-hide the columns off to the right-hand side(click the little arrow at the top of column I), it's calculated in a block starting at cell Q19 - can you see which ones are giving weird numbers? Alternately, PM me a link to your sheet, and I can take a look.
Thanks for letting me know.
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I just looked at the hidden cells, and it's only counting AMS for the nose.
I'll PM you.
eta- The formula for Nose is different from the other arcs. Copy the Nose cell to the other arcs and it works. The other cells don't count AMS.
eta2- fix the LAC2 and LAC5 weights if you get a chance. They use the full AC2/AC5 weights.
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Im glad there are people whose spreadsheet-fu is strong.
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Ahh, I see what happened. I added the code for AMS counting in the weapon numbers to the Nose facing, but forgot to copy it to the other facings. Then when I tested to make sure it was working, I tested AMS for the nose facing and weapons for the other facings, but not AMS in the others. I need to test a bit more thoroughly, it seems.
Good catch, Andras. Thanks. I'll get to the weapon weights when I have a chance.
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Yes please. :clap:
Seconded.
I mean just making them automatically show up would be a huge improvement.
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This spreadsheet is incredibly useful in making new warship!
But I'm trying to find the hidden cell for KFdriveformula but couldn't, I kinda need to change some value for my AU writing.
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This spreadsheet is incredibly useful in making new warship!
But I'm trying to find the hidden cell for KFdriveformula but couldn't, I kinda need to change some value for my AU writing.
It's all in hidden columns, to avoid visual clutter. Un-hide them by clicking the little arrow at the top of the right-most column.
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It's all in hidden columns, to avoid visual clutter. Un-hide them by clicking the little arrow at the top of the right-most column.
Found it, thanks!
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I have noticed that the number and weight for amount of ammo is separated and not added together and make for a confusing list.
So I made this modified code for it.
For the total number
=IFERROR(IF(SUM(FILTER(EquipedNumber,EquipedName=Q2))=0,"",SUM(FILTER(EquipedNumber,EquipedName=Q2))),"")
For the total weight
=IFERROR(IF(SUM(FILTER(EquipedWeight,EquipedName=Q2))=0,"",SUM(FILTER(EquipedWeight,EquipedName=Q2))),"")
One obvious problem is that you have to copy this down the entire row but hey! At least the list won't look so clumped now!
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First of all, thank you for your effort.
I started to do the same for my small database related to my existing miniatures and needed BV 2 fp#or my warships.
Funny, that it is impossible to calculate a BV2 with the given books (TM, TO, SO) and get the exat matching BV with official publications (tested with Athena and Essex I).
Also i don´ t get a match in BV using your spreadsheet. Any idea, what am i missing?
Also i´m wondering, why the type of K-F drive changes Battle Value? Where is the rule for that?
And...which BV 2 calcutaling method are u using? The one stated in SO at page 161 which says calculating BV based on arcs and therefore heat or the adding section which says:
WARSHIPS
Except as noted above, use the rules for calculating an
Aerospace Unit’s BV (see pp. 312-313, TM) to fi nd the BV of a
WarShip. WarShips have a Vehicle Type Modifi er of 0.8 when
computing Defensive Battle Rating, but multiply their capital-
scale armor factor by 25, rather than 2.5, and their capital-scale
structural Integrity by 20, rather than 2.0.
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Should the Ultra ACs have half as many shots per ton (and also cost twice as much per shot (each one is two shells)) if they shoot twice per turn? An Ultra AC20 gets 5 shots per ton as is.
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Is there some other way to get the spreadsheet? I get some kind of bug that wipes half the formulas when I try to download. :(
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It only works online as a google drive/sheets file.
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In the warship design challenge (https://bg.battletech.com/forums/index.php?topic=61764.0) thread we ran into a rules contradiction around whether quarters should have a cost. The answer is no (https://bg.battletech.com/forums/index.php?topic=63073.0), so the cost of all quarters and infantry bay/compartments should be zero.
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I read through the Interstellar Operations rules for Primitive Jumpships last night and discovered there is one advantage not reflected in the spreadsheet: Primitive jumpships have maximum armor determined like jumpships (i.e. structure tons/12) not warships (i.e. structure tons/50). This provides the sole interesting advantage of primitive jumpships over modern warships.
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I tweaked things to fix the prior two issues here (https://docs.google.com/spreadsheets/d/1VDpW65MZTVuERhyDmb8k2TqdO1Fq-HqrlP3pJgGoeZU/edit?usp=sharing). I also fixed a few minor rounding issues.
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I read through the Interstellar Operations rules for Primitive Jumpships last night and discovered there is one advantage not reflected in the spreadsheet: Primitive jumpships have maximum armor determined like jumpships (i.e. structure tons/12) not warships (i.e. structure tons/50). This provides the sole interesting advantage of primitive jumpships over modern warships.
This was errata'd and is no longer the case. You can search the errata thread for primitive jumpship armor to find the relevant post about it. Primitive Jumpships use the warship armor formula now, not the jumpship one.
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This was errata'd and is no longer the case. You can search the errata thread for primitive jumpship armor to find the relevant post about it. Primitive Jumpships use the warship armor formula now, not the jumpship one.
My search skills are failing me---I didn't find it in the supplementary rules (https://bg.battletech.com/forums/index.php?board=99.0). Do you have a URL?
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My search skills are failing me---I didn't find it in the supplementary rules (https://bg.battletech.com/forums/index.php?board=99.0). Do you have a URL?
Here you go: https://bg.battletech.com/forums/index.php?topic=50926.msg1279444#msg1279444
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Here you go: https://bg.battletech.com/forums/index.php?topic=50926.msg1279444#msg1279444
Thanks. I updated my version of your sheet. It now differs only in getting some rounding right and zeroing out the cost of quarters.
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I'm not really active on the forums much any more, I actually turned over control of my sheets to alsadius (iirc). He's probably got much more up-to-date versions of them.
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Not really. RL has been kind of rough, and the forum game I'm running in Aerospace takes up all my BT time. I'm keeping an eye on this thread, but haven't made significant changes in months.
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Sad to hear that, but hope you'll have more time in the future... :thumbsup: