Combat Sim V2.1 - Space Stations

Obsidian

Mongoose
Version 2.1 of the combat sim is now available for download at http://www.savefile.com/files/415536. I've made a few minor tweaks to the UI, but the biggest thing is the addition of Space Stations. The modification goes beyond simply adding the stats. When you select a spaces station as a defender, a new box will be added to the weapon list that allows you to specify the number of interceptors to use per weapon. It isn't smart enough to not let you assign interceptors to weapons that can't be intercepted (i.e. beams), but for the most part it works very well. Here's a couple of other new things in this version.

1. Scout Redirect
You can now specify a weapon that is reciving the scout redirect bonus. Like the interceptors above it isn't smart enough to prevent you from picking more than one or picking a weapon that already has Twin-linked.

2. Splitting fire
You can specify the number af Attack Dice that are fired by each weapon in the group now. Works for splitting fire as well as the extra AD bonus for the Triumvirion.

3. Adaptive Armour math fixed

4. Thoughtshield added for the Thought Force.

5. Boresight and Turret weapons appear in the more general arcs so it is easier to fire them.

6. Tiger Starfury stats added and a few data items corrected.

For anyone who may be downloading this for the first time, you'll need to install .NET Framework 2.0 which can be found at
 
Yes, that is next on the list. I've actually started work on the Pocket PC 2003 version of the app. Initial version may forgo the manual fire option, but I'm sure I'll get that sorted out sooner or later. After that I may work on getting a web front end put on to this so people can host it on their own sites.
 
Great app. This version has a clean and effective interface. I have just run in to a two problems and I wanted to check if my understanding of the rules or the app was off.

Interceptors seem to have some issues. The dice do not appear to be correctly eliminatinging. See example pasted below:

___________________________________
White Star Carrier fires on Octurion

Firing Molecular Pulsar

Rolling Attack Dice
Die 1: 6
Die 2: 5
Die 3: 6
Die 4: 4
Die 5: 5
Die 6: 4

Total Hits = 4

Rolling 2 interceptors.
Intercepting hit 1 (3+) : 2 2
Intercepting hit 2 (4+) : 3
Intercepting hit 3 (5+) : 3
Intercepting hit 4 (6+) : 2

Remaining Interceptors : 1
Current Roll : 6

Total hits (After Intercept) = 4
________________________________________

Shouldn't both interceptor dice have been lost after the first roll? Even if not, they surely should have been lost on one of the three subsequent rolls. There should be 0 not 1 interceptors remaining after the attack, right?

I should note I am new to the game and may not understand the rules fully. Do interceptors roll all dice against each successfull attack die? Four hits means four interceptor rolls? I had thought they just rolled once against each attack source.

Thanks again for the great ap. It is helping me to find some tactics I can use. :evil:
 
Sorry Obsidian, I've done some digging and found that I was largely wrong. The example on the bottom of page 15 in the Revised rule book clears it up for me (found that when looking up the Prepare to be Boarded special action).

I see that a ship never looses all it's dice. In the case that it would loose all the interceptors, it may always roll one die with a target of 6.


The program appears to be working beautifully, unlike me.

Thanks again Obsidian!
 
Looks like the Interceptors are working correctly for the most part though there does seem to be something a little odd with the initial roll. Basically, Interceptors work like this. For each hit you take, you roll all of your interceptor dice for each hit. If any of the interceptor dice are greater than the target number the hit is negated and you move on to the next hit. If any are below the target number they are removed from the general interceptor pool. Here's a better example whith a White Star Carrier firing on a Poseidon.

Code:
White Star Carrier  fires on Poseidon 

Firing Molecular Pulsar

Rolling Attack Dice
	Die 1: 4 
	Die 2: 4 
	Die 3: 2 
	Die 4: 4 
	Die 5: 1 
	Die 6: 5 

Total Hits = 4

Rolling 6 interceptors.
	Intercepting hit 1 (2+) :  2 1 5 1 6 6
	Intercepting hit 2 (3+) :  3 6 1 2
	Intercepting hit 3 (4+) :  6 1
	Intercepting hit 4 (5+) :  2

Remaining Interceptors : 1
Current Roll : 6

Total hits (After Intercept) = 1

Notice how the first hit has 6 interceptor dice rolled against it? If any one of those dice are over 2 then the hit is blocked, under 2 and they are removed from the pool. This is why on the second hit we roll 4 dice instead of 6. Then 2 dice on the 3rd, etc; etc; It is also the reason why the large number of Interceptors on the Lakara aren't really that great. They all tend to fail arounf the fourth or fifth hit no matter what.

There should be 0 not 1 interceptors remaining after the attack, right?

Nope. A ship with interceptors always has one interceptor with a target of 6 for every hit it takes. So if you throw 100 AD at a ship that has had its intereceptors depleted and it rolls 100 6's then it will take no damage at all. Unlikely, but entirely possible.
 
So I'm putting together the PDA version of this and as can be imagined I am running into a bit of a spacing problem. Would people mind if the name of the weapon was omitted from the weapons list?
 
Obsidian said:
So I'm putting together the PDA version of this and as can be imagined I am running into a bit of a spacing problem. Would people mind if the name of the weapon was omitted from the weapons list?

Good can't wait!!!! Can't see any problem.

Arcadia.
 
Obsidian little problem with the tertius plasma accelerator range it's 10" not 8"

Thank you for spotting that. It will be corrected in the next version.
[EDIT] Yipes! looks like I was off on the AD as well. Whoops...

Some news on the PDA version. I'm actually just about done with it. It works almost the same, but I had to scrap the weapons grid from the windows version. Instead, when you pick your ship class a combobox is loaded with the weapons for you to choose from. The list is kinda like this for a Lakara

F - Combat Laser
F - Quad Particle Array
P - Quad Particle Array
S - Quad Particle Array
A - Quad Particle Array

Once you pick the weapon, it loads up the traits in controls like the one seen on the manual fire section. From there you hit the fire button and off it goes. What this means though is that you have to select and fire the weapons one at a time. Kind of a pain, but not that bad really.

I also had to dropp off a few other things to make it fit. Priority Level is gone as are the scout abilities, scanners to full, firing arc and range. You can still get the same data into the system, it just takes a little more work to remember to enter it in. I also need to sit down and alphabetize all the lists since Pocket PCs don't have an autosort like windows for some reason.

Anyway, I'm going to wait until tonight to deploy it on my DELL Axim X5 and provided that goes well I'll be putting it out for people to download. Mobile devices are a bit of new ground for me so people will have to bear with me while I try to figure out how deployments are done.
 
I also had to dropp off a few other things to make it fit. Priority Level is gone as are the scout abilities, scanners to full, firing arc and range. You can still get the same data into the system, it just takes a little more work to remember to enter it in. I also need to sit down and alphabetize all the lists since Pocket PCs don't have an autosort like windows for some reason.

What base do you use i mean what program do you use to build the handheld version?
 
I'm using C# from microsoft. It is part of Visual Studio 2005. Pretty nice actually since it is the same tool I used for the windows version and the way I designed this allows me to throw different front ends on it without having to worry about all the data and rules.

Random side question... Burger's fleet viewer for Victory at Sea(terrific work by the way) has reminded me of a project I was working on a while ago. I had come up with a program that allowed you to select a fleet, select the number of FAPs and it would come up with a completely random fleet for you. Was really for those people who had gotten tired of seeing the same old ships on the table and wanted to change things up without having to think too hard. Would people be interested in seeing me ressurect that project?
 
In Short yes.

If you use C+ Or ++ why you dont use Palmphi for the PDA version it is using C+ when i´m not wrong.
 
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