Combat Sim V2 A request for Data entry help

Thanks guys. All of these went in with a minimal amount of effort. Certianly a LOT less than if I had done them all by myself. Now I just need to make sure the class names line up so they display properly. I need to add in the code for defender special actions as well as a bit on adaptive armour and it'll be ready to go.

if you dont mind me asking, but whats all this about?

The combat sim is an application I've been working with on and off now for the past two years. There had been a working online version, but a combination of server crashes wiped the thing out and I had to start from scratch. In essence, it allows you to go through the full firing run of one ship on another in a matter of moments. So for example, here's the results of an Adira firing on a Bimith with its full compliment of forward weapons.

Code:
Adira  Fires on Bimith 

Firing Heavy Neutron Cannon

Rolling Attack Dice
	Die 1: 1 
	Die 2: 2 
	Die 3: 3 6 2 
	Die 4: 2 
	Die 5: 3 4 6 4 
	Die 6: 4 5 2 
	Die 7: 6 5 4 
	Die 8: 1 

Total Hits = 9

Damage Report:

	Rolling Hit 1 : 
		Critical hit!
		Reactor Explosion. (Speed to 0, No Special Actions)
		8 Damage, 10 Crew

	Rolling Hit 2 : 
		Solid hit.
		2 Damage, 2 Crew

	Rolling Hit 3 : 
		Solid hit.
		2 Damage, 2 Crew

	Rolling Hit 4 : 
		Critical hit!
		Reactor Explosion. (Speed to 0, No Special Actions)
		8 Damage, 10 Crew

	Rolling Hit 5 : 
		Solid hit.
		2 Damage, 2 Crew

	Rolling Hit 6 : 
		Solid hit.
		2 Damage, 2 Crew

	Rolling Hit 7 : 
		Solid hit.
		2 Damage, 2 Crew

	Rolling Hit 8 : 
		BulkHead hit.
		1 Damage (Double/Triple Damage)

	Rolling Hit 9 : 
		Solid hit.
		2 Damage, 2 Crew
==============================

Firing Twin Particle Array

Rolling Attack Dice
	Die 1: 2 1 
	Die 2: 5 
	Die 3: 1 6 
	Die 4: 5 
	Die 5: 4 6 
	Die 6: 5 
	Die 7: 1 5 
	Die 8: 5 
	Die 9: 1 5 
	Die 10: 1 3 
	Die 11: 3 4 
	Die 12: 1 3 
	Die 13: 4 4 
	Die 14: 4 2 
	Die 15: 1 5 
	Die 16: 1 6 
	Die 17: 3 1 
	Die 18: 2 5 
	Die 19: 5 
	Die 20: 1 3 

Total Hits = 12

Rolling 3 interceptors.
	Intercepting hit 1 (2+) :  3 4 5
	Intercepting hit 2 (3+) :  2 6 4
	Intercepting hit 3 (4+) :  1 3
	Intercepting hit 4 (4+) :  1
	Intercepting hit 5 (4+) :  5
	Intercepting hit 6 (5+) :  5
	Intercepting hit 7 (6+) :  1
	Intercepting hit 8 (6+) :  5
	Intercepting hit 9 (6+) :  5
	Intercepting hit 10 (6+) :  2
	Intercepting hit 11 (6+) :  4
	Intercepting hit 12 (6+) :  4

Remaining Interceptors : 1
Current Roll : 6

Total hits (After Intercept) = 8

Damage Report:

	Rolling Hit 1 : 
		BulkHead hit.
		No Damage

	Rolling Hit 2 : 
		Critical hit!
		Reactor Explosion. (Speed to 0, No Special Actions)
		4 Damage, 5 Crew

	Rolling Hit 3 : 
		Solid hit.
		1 Damage, 1 Crew

	Rolling Hit 4 : 
		Solid hit.
		1 Damage, 1 Crew

	Rolling Hit 5 : 
		Solid hit.
		1 Damage, 1 Crew

	Rolling Hit 6 : 
		Solid hit.
		1 Damage, 1 Crew

	Rolling Hit 7 : 
		Critical hit!
		Localized Decompression
		2 Damage, 4 Crew

	Rolling Hit 8 : 
		Solid hit.
		1 Damage, 1 Crew
==============================

Firing Matter Cannon

Rolling Attack Dice
	Die 1: 1 
	Die 2: 3 
	Die 3: 1 
	Die 4: 2 
	Die 5: 2 
	Die 6: 5 
	Die 7: 1 
	Die 8: 6 
	Die 9: 3 
	Die 10: 6 
	Die 11: 1 
	Die 12: 3 

Total Hits = 3

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

Remaining Interceptors : 1
Current Roll : 6

Total hits (After Intercept) = 2

Damage Report:

	Rolling Hit 1 : 
		BulkHead hit.
		1 Damage (Double/Triple Damage)

	Rolling Hit 2 : 
		Critical hit!
		Power Relays destroyed. (-1 Speed)
		2 Damage, 2 Crew
==============================
Total Damage = 43
Total Crew = 48
Reactor Explosion. (Speed to 0, No Special Actions)
Reactor Explosion. (Speed to 0, No Special Actions)
Reactor Explosion. (Speed to 0, No Special Actions)
Localized Decompression
Power Relays destroyed. (-1 Speed)
 
I can send you the access database that my ship viewer runs on if you like. It's pretty mature and debugged by now. You should be able to export the data and convert it into the format you need! PM me if you want it.
 
Narn

Code:
case "Bin'Tak":
   newShip.Hull = 6;
   newShip.Damage = 85;
   newShip.CrippleDamage = 17;
   newShip.Crew = 95;
   newShip.SkeletonCrew = 23;
   newShip.Troops = 8;

     // Load the Weapons

     newShip.AddWeapon("Heavy Laser Cannon",  6,  25, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Energy Mine",  8,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Energy Mine",  8,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Ion Torpedo",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Mag Gun",  2,  20, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.Trait.TripleDamage;});

     newShip.AddWeapon("Twin Particle Array",  16,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  8,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  8,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

     newShip.AddWeapon("Heavy Laser Cannon",  4,  25, Weapon.Arc.BoresightAft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

   break;

case "Breaching Pod":
   newShip.Hull = 6;
   newShip.Dodge = 5;
   newShip.Damage = 1;
   newShip.Troops = 1;

     // Load the Weapons

   break;

case "Dag'Kar":
   newShip.Hull = 4;
   newShip.Damage = 30;
   newShip.CrippleDamage = 6;
   newShip.Crew = 38;
   newShip.SkeletonCrew = 8;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Energy Mine",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Energy Mine",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Energy Mine",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Energy Mine",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Ion Torpedo",  2,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP;});

   break;

case "Frazi Flight":
   newShip.Hull = 4;
   newShip.Dodge = 3;
   newShip.Damage = 1;

     // Load the Weapons

     newShip.AddWeapon("Particle Gun",  4,  2, Weapon.Arc.Turret, new Weapon.trait[] {;});

   break;

case "G'Karith":
   newShip.Hull = 4;
   newShip.Damage = 24;
   newShip.CrippleDamage = 4;
   newShip.Crew = 28;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Pulsar Mine",  4,  20, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Medium Pulse Cannon",  10,  10, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Pulsar Mine",  4,  20, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "G'Lan":
   newShip.Hull = 6;
   newShip.Damage = 55;
   newShip.CrippleDamage = 13;
   newShip.Crew = 70;
   newShip.SkeletonCrew = 19;
   newShip.Troops = 6;

     // Load the Weapons

     newShip.AddWeapon("Medium Laser Cannon",  4,  18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam, Weapon.trait.DoubleDamage;});

     newShip.AddWeapon("Mag Gun",  2,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.Trait.TripleDamage;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "G'Sten":
   newShip.Hull = 4;
   newShip.Damage = 24;
   newShip.CrippleDamage = 4;
   newShip.Crew = 28;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Heavy Pulse Cannon",  6,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Medium Pulse Cannon",  10,  10, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "G'Quan":
   newShip.Hull = 6;
   newShip.Damage = 55;
   newShip.CrippleDamage = 13;
   newShip.Crew = 70;
   newShip.SkeletonCrew = 19;
   newShip.Troops = 8;

     // Load the Weapons

     newShip.AddWeapon("Heavy Laser Cannon",  3,  30, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Energy Mine",  6,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Energy Mine",  6,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "G'Quonth":
   newShip.Hull = 6;
   newShip.Damage = 55;
   newShip.CrippleDamage = 13;
   newShip.Crew = 70;
   newShip.SkeletonCrew = 19;
   newShip.Troops = 6;

     // Load the Weapons

     newShip.AddWeapon("Heavy Laser Cannon",  6,  30, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Energy Mine",  6,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Energy Mine",  6,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Ion Torpedo",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "G'Tal":
   newShip.Hull = 6;
   newShip.Damage = 60;
   newShip.CrippleDamage = 14;
   newShip.Crew = 75;
   newShip.SkeletonCrew = 20;
   newShip.Troops = 7;

     // Load the Weapons

     newShip.AddWeapon("Heavy Laser Cannon",  4,  30, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Energy Mine",  8,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Energy Mine",  8,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine, Weapon.trait.SlowLoading;});

     newShip.AddWeapon("Twin Particle Array",  10,  10, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  10, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  10,  10, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  6,  10, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "G'Vrahn":
   newShip.Hull = 6;
   newShip.Interceptors = 4;
   newShip.Damage = 80;
   newShip.CrippleDamage = 15;
   newShip.Crew = 90;
   newShip.SkeletonCrew = 16;
   newShip.Troops = 6;

     // Load the Weapons

     newShip.AddWeapon("Heavy Laser Cannon",  6,  30, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Advanced Energy Mine",  8,  45, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine;});

     newShip.AddWeapon("Ion Torpedo",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Advanced Mag Gun",  3,  25, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.Trait.TripleDamage;});

     newShip.AddWeapon("Pulse Cannon",  10,  10, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Pulse Cannon",  10,  10, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Pulse Cannon",  10,  10, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Pulse Cannon",  4,  10, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "Gorith Flight":
   newShip.Hull = 3;
   newShip.Dodge = 2;
   newShip.Damage = 1;

     // Load the Weapons

     newShip.AddWeapon("Particle Gun",  2,  2, Weapon.Arc.Turret, new Weapon.trait[] {;});

   break;

case "Ka'Bin'Tak":
   newShip.Hull = 6;
   newShip.Damage = 140;
   newShip.CrippleDamage = 28;
   newShip.Crew = 150;
   newShip.SkeletonCrew = 36;
   newShip.Troops = 12;

     // Load the Weapons

     newShip.AddWeapon("Heavy Laser Cannon",  6,  30, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Advanced Energy Mine",  10,  45, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.EnergyMine;});

     newShip.AddWeapon("Advanced Mag Gun",  4,  25, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.Trait.TripleDamage;});

     newShip.AddWeapon("Pulse Cannon",  16,  10, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  8,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Pulse Cannon",  10,  10, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  6,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Pulse Cannon",  10,  10, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  6,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Pulse Cannon",  8,  10, Weapon.Arc.Aft, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Heavy Laser Cannon",  6,  30, Weapon.Arc.BoresightAft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Ion Torpedo",  4,  30, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP;});

   break;

case "Ka'Toc":
   newShip.Hull = 5;
   newShip.Damage = 20;
   newShip.CrippleDamage = 5;
   newShip.Crew = 27;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 2;

     // Load the Weapons

     newShip.AddWeapon("Heavy Laser Cannon",  2,  20, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Mag Gun",  1,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.Trait.TripleDamage;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.aft, new Weapon.trait[] {;});

   break;

case "Ka'Tan":
   newShip.Hull = 5;
   newShip.Damage = 20;
   newShip.CrippleDamage = 5;
   newShip.Crew = 27;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 2;

     // Load the Weapons

     newShip.AddWeapon("Heavy Laser Cannon",  2,  20, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Medium Laser Cannon",  2,  15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  8,  8, Weapon.Arc.aft, new Weapon.trait[] {;});

   break;

case "Rongoth":
   newShip.Hull = 6;
   newShip.Damage = 40;
   newShip.CrippleDamage = 8;
   newShip.Crew = 50;
   newShip.SkeletonCrew = 10;
   newShip.Troops = 5;

     // Load the Weapons

     newShip.AddWeapon("Heavy Pulse Cannon",  6,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Twin Particle Array",  8,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  8,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});


   break;

case "Rothan":
   newShip.Hull = 6;
   newShip.Damage = 37;
   newShip.CrippleDamage = 8;
   newShip.Crew = 48;
   newShip.SkeletonCrew = 10;
   newShip.Troops = 5;

     // Load the Weapons

     newShip.AddWeapon("Heavy Plasma Cannon",  6,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Light Plasma Cannon",  6,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP;});

     newShip.AddWeapon("Twin Particle Array",  8,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Twin Particle Array",  8,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

   break;

case "Sho'Kar":
   newShip.Hull = 4;
   newShip.Stealth = 3;
   newShip.Damage = 18;
   newShip.CrippleDamage = 4;
   newShip.Crew = 25;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Burst Beam",  3,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam;});

     newShip.AddWeapon("Twin Particle Array",  6,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  2,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  2,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "Sho'Kos":
   newShip.Hull = 4;
   newShip.Dodge = 5;
   newShip.Damage = 12;
   newShip.CrippleDamage = 3;
   newShip.Crew = 10;
   newShip.SkeletonCrew = 3;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Burst Beam",  2,  4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise;});

     newShip.AddWeapon("Medium Pulse Cannon",  2,  6, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  4, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak;});

   break;

case "Sho'Kov":
   newShip.Hull = 4;
   newShip.Dodge = 5;
   newShip.Damage = 12;
   newShip.CrippleDamage = 3;
   newShip.Crew = 10;
   newShip.SkeletonCrew = 3;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Ion Torpedo",  1,  20, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Light Pulse Cannon",  4,  4, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak;});

   break;

case "Thentus":
   newShip.Hull = 5;
   newShip.Damage = 24;
   newShip.CrippleDamage = 5;
   newShip.Crew = 28;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Medium Laser Cannon",  2,  15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Burst Beam",  2,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam;});

     newShip.AddWeapon("Twin Particle Array",  4,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Twin Particle Array",  6,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Twin Particle Array",  6,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Twin Particle Array",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

   break;

case "T'Loth":
   newShip.Hull = 5;
   newShip.Damage = 60;
   newShip.CrippleDamage = 12;
   newShip.Crew = 90;
   newShip.SkeletonCrew = 21;
   newShip.Troops = 12;

     // Load the Weapons

     newShip.AddWeapon("Heavy Plasma Cannon",  6,  18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "T'Rann":
   newShip.Hull = 5;
   newShip.Damage = 60;
   newShip.CrippleDamage = 12;
   newShip.Crew = 90;
   newShip.SkeletonCrew = 21;

     // Load the Weapons

     newShip.AddWeapon("Medium Pulse Cannon",  6,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.DoubleDamage;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Port, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Starboard, new Weapon.trait[] {;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

case "T'Rakk":
   newShip.Hull = 5;
   newShip.Damage = 28;
   newShip.CrippleDamage = 4;
   newShip.Crew = 36;
   newShip.SkeletonCrew = 5;

     // Load the Weapons

     newShip.AddWeapon("Heavy Plasma Cannon",  3,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;});

     newShip.AddWeapon("Particle Beams",  6,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  10,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Weak;});

   break;

case "Var'Nic":
   newShip.Hull = 6;
   newShip.Damage = 44;
   newShip.CrippleDamage = 11;
   newShip.Crew = 58;
   newShip.SkeletonCrew = 14;

     // Load the Weapons

     newShip.AddWeapon("Medium Laser Cannon",  4,  20, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Ion Torpedo",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Heavy Pulse Cannon",  6,  12, Weapon.Arc.Front, new Weapon.trait[] {;});

     newShip.AddWeapon("Twin Particle Array",  8,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

     newShip.AddWeapon("Light Pulse Cannon",  6,  8, Weapon.Arc.Aft, new Weapon.trait[] {;});

   break;

knight of ne said:
if you dont mind me asking, but whats all this about?
obsidian said:
...In essence, it allows you to go through the full firing run of one ship on another in a matter of moments.

There was also the morbid curiosity element that developed based around what would happen to ship 'X' (usually an EA Explorer) if ship 'Y' issued the Flash Gordon like command of "All weapons open fire...."

Personally, I'd like to see what a Ka'Bin'Tak or Vorlon Heavy Cruiser would do these days. There is however the updated Victory Lightning Cannon too.... I suppose to keep things fair we should upgrade the target to a Poseidon. :D
 
And that crosses the Narn off my list. Still need the Drazi, Drakh and maybe one or two others I can't remember at the moment.

There was also the morbid curiosity element that developed based around what would happen to ship 'X' (usually an EA Explorer) if ship 'Y' issued the Flash Gordon like command of "All weapons open fire...."

Yes, the best was seeing if you could blow up an explorer with the Accurate beam on the first edition shadow ship (always hit on a 3+).

Personally, I'd like to see what a Ka'Bin'Tak or Vorlon Heavy Cruiser would do these days. There is however the updated Victory Lightning Cannon too.... I suppose to keep things fair we should upgrade the target to a Poseidon

I'll have to run that later. Still haven't split up the EA so that they load properly. A project for later tonight.
 
I think you still need the civilian ships. If I were not lacking the Drakh book, I would cover them.

I think Drazi, Drakh and Civilians cover it.

I'm going to knock out the civilians quick now.
 
Code:
case "Civilian Trader": 
 newShip.Hull = 4; 
 newShip.Damage = 8; 
 newShip.CrippleDamage = 3; 
 newShip.Crew = 10; 
 newShip.SkeletonCrew = 4; 
 newShip.Troops = 1; 

  // Load the Weapons 

  newShip.AddWeapon("Light Particle Beam", 2, 4, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak;}); 

 break; 

case "Corporate Freighter": 
 newShip.Hull = 4; 
 newShip.Damage = 12; 
 newShip.CrippleDamage = 3; 
 newShip.Crew = 12; 
 newShip.SkeletonCrew = 3; 
 newShip.Troops = 1; 

  // Load the Weapons 

  newShip.AddWeapon("Particle Beam", 4, 8, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak;}); 

 break; 

case "Corporate Tanker": 
 newShip.Hull = 4; 
 newShip.Damage = 12; 
 newShip.CrippleDamage = 3; 
 newShip.Crew = 12; 
 newShip.SkeletonCrew = 3; 
 newShip.Troops = 1; 

  // Load the Weapons 

  newShip.AddWeapon("Particle Beam", 4, 8, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak;}); 

 break; 

case "Patrol Boat": 
 newShip.Hull = 5; 
 newShip.Damage = 8; 
 newShip.CrippleDamage = 2; 
 newShip.Crew = 9; 
 newShip.SkeletonCrew = 2; 
 newShip.Troops = 1; 

  // Load the Weapons 

  newShip.AddWeapon("Particle Gun", 4, 6, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 1, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak, Weapon.trait.AntiFighter;}); 

 break; 

case "Space Liner": 
 newShip.Hull = 3; 
 newShip.Damage = 30; 
 newShip.CrippleDamage = 12; 
 newShip.Crew = 32; 
 newShip.SkeletonCrew = 12; 
 newShip.Troops = 1; 

  // Load the Weapons 

  newShip.AddWeapon("Particle Beam", 6, 4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 4, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 4, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 4, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.Weak;}); 

 break;
 
Drazi. (Including Eyehawk and Sleekbird)

Code:
case "Breaching Pod":
   newShip.Hull = 6;
   newShip.Dodge = 5;
   newShip.Damage = 1;
   newShip.Troops = 1;

     // Load the Weapons

   break;

case "Darkhawk":
   newShip.Hull = 4;
   newShip.Damage = 14;
   newShip.CrippleDamage = 4;
   newShip.Crew = 16;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Particle Cutter",  2,  12, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam;});

     newShip.AddWeapon("Missile Rack",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Beam",  4,  4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;});

   break;

case "Eyehawk":
   newShip.Hull = 4;
   newShip.Damage = 14;
   newShip.CrippleDamage = 4;
   newShip.Crew = 16;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Particle Cutter",  4,  12, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam;});

   break;

case "Fireraptor":
   newShip.Hull = 6;
   newShip.Damage = 62;
   newShip.CrippleDamage = 15;
   newShip.Crew = 75;
   newShip.SkeletonCrew = 20;
   newShip.Troops = 6;

     // Load the Weapons

     newShip.AddWeapon("Solar Cannon",  6,  18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.TripleDamage, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Cannon",  8,  15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Repeater",  10,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Heavy Particle Blaster",  10,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.DoubleDamage;});

   break;

case "Guardhawk":
   newShip.Hull = 4;
   newShip.Damage = 14;
   newShip.CrippleDamage = 4;
   newShip.Crew = 16;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 2;

     // Load the Weapons

     newShip.AddWeapon("Particle Repeater",  2,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Particle Beam",  6,  4, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;});

   break;

case "Jumphawk":
   newShip.Hull = 4;
   newShip.Damage = 14;
   newShip.CrippleDamage = 4;
   newShip.Crew = 18;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Particle Cannon",  4,  15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Blaster",  6,  8, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Particle Beam",  4,  4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;});

   break;

case "Night Falcon":
   newShip.Hull = 6;
   newShip.Damage = 54;
   newShip.CrippleDamage = 12;
   newShip.Crew = 64;
   newShip.SkeletonCrew = 18;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Particle Cannon",  6,  15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Heavy Particle Blaster",  4,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.DoubleDamage;});

     newShip.AddWeapon("Twin Particle Array",  10,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});

   break;

case "Sky Serpent Heavy Assault Fighter":
   newShip.Hull = 5;
   newShip.Dodge = 4;
   newShip.Damage = 1;

     // Load the Weapons

     newShip.AddWeapon("Twin Particle Array",  4,  2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Missile Rack",  4,  4, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP;});

   break;

case "Sleekbird":
   newShip.Hull = 6;
   newShip.Damage = 18;
   newShip.CrippleDamage = 4;
   newShip.Crew = 20;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Particle Beam",  4,  4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Weak;});

   break;

case "Solarhawk":
   newShip.Hull = 4;
   newShip.Damage = 18;
   newShip.CrippleDamage = 5;
   newShip.Crew = 20;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 2;

     // Load the Weapons

     newShip.AddWeapon("Solar Cannon",  6,  18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.TripleDamage, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Beam",  4,  4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;});

   break;

case "Star Snake Light Fighter Flight":
   newShip.Hull = 4;
   newShip.Dodge = 2;
   newShip.Damage = 1;

     // Load the Weapons

     newShip.AddWeapon("Light Particle Gun",  2,  2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak;});

   break;

case "Storm Falcon":
   newShip.Hull = 6;
   newShip.Damage = 48;
   newShip.CrippleDamage = 12;
   newShip.Crew = 60;
   newShip.SkeletonCrew = 18;
   newShip.Troops = 5;

     // Load the Weapons

     newShip.AddWeapon("Solar Cannon",  4,  18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.TripleDamage, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Cannon",  4,  15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Repeater",  8,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Heavy Particle Blaster",  4,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.DoubleDamage;});

   break;

case "strikehawk":
   newShip.Hull = 6;
   newShip.Damage = 20;
   newShip.CrippleDamage = 5;
   newShip.Crew = 24;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Particle Cannon",  3,  15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Repeater",  6,  10, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.TwinLinked;});

   break;

case "Sunhawk":
   newShip.Hull = 4;
   newShip.Damage = 14;
   newShip.CrippleDamage = 4;
   newShip.Crew = 16;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 2;

     // Load the Weapons

     newShip.AddWeapon("Particle Cutter",  2,  12, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam;});

     newShip.AddWeapon("Particle Blaster",  4,  8, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Particle Beam",  2,  4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;});

   break;

case "Warbird":
   newShip.Hull = 6;
   newShip.Damage = 18;
   newShip.CrippleDamage = 4;
   newShip.Crew = 20;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Particle Cannon",  3,  15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Particle Repeater",  8,  10, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Particle Beam",  4,  4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;});

   break;
 
Thanks again guys. At this rate I should have this out by next Monday. I was working with the Adaptive Armour code last night and I couldn't remember how it is done these days. Is it on individual weapons or on the entire attack?

I can send you the access database that my ship viewer runs on if you like. It's pretty mature and debugged by now. You should be able to export the data and convert it into the format you need! PM me if you want it.

Thanks Burger, but I don't think I'll be needing it at this point. Tredrick and Silvereye have basically gotten everything done at this point. Still, the current way I'm doing things isn't ideal since it doesn't allow people to edit the stats/add new ships at will. That will come in a later version though.


If I were not lacking the Drakh book, I would cover them

Can always pull those off of one of the various shipviewers. LBH and I did a good job of getting them done right down to the Anti-fighter beam on the rear of the cruiser...


Oh, a question for the EA folks since I haven't looked too closely at them since Armegeddon. Do the ship stats for the same ship change from one era to the next? Things like the Hyperion assault cruiser, Avenger, etc;
 
I don't have my books on me, but I'm pretty sure some of them do. I could swear that the Avenger gained some abilities and a priority level boost from one era to the next....but then again, I might just be crazy :-)
 
I don't have my books on me, but I'm pretty sure some of them do. I could swear that the Avenger gained some abilities and a priority level boost from one era to the next....but then again, I might just be crazy

Drat. I'll have to look at it more closely then. Right now I have all the EA ships getting built out of the same routine regardless of the fleet list they come from. I was hoping to avoid splitting them all up and having them be a majority copy/paste deal.
 
Yes the avenger has interceptors 1 in early an 2 in third and the Light Pulse Cannon f/a go from 4 to 6 AD but in a fast look the avenger is the only one

Arcadia
 
Obsidian said:
Thanks again guys. At this rate I should have this out by next Monday. I was working with the Adaptive Armour code last night and I couldn't remember how it is done these days. Is it on individual weapons or on the entire attack?

It halves for each weapon system.

Obsidian said:
Oh, a question for the EA folks since I haven't looked too closely at them since Armegeddon. Do the ship stats for the same ship change from one era to the next? Things like the Hyperion assault cruiser, Avenger, etc;

Some of them do, I know the Hermes gets at least one change in stats.

LBH
 
lastbesthope said:
Obsidian said:
Oh, a question for the EA folks since I haven't looked too closely at them since Armegeddon. Do the ship stats for the same ship change from one era to the next? Things like the Hyperion assault cruiser, Avenger, etc;

Some of them do, I know the Hermes gets at least one change in stats.

LBH

Sorry, yes the Hermes gets +2 AD on the Fore Particle Beams from early to third and crusade.

Arcadia
 
Arcadia said:
Yes the avenger has interceptors 1 in early an 2 in third and the Light Pulse Cannon f/a go from 4 to 6 AD but in a fast look the avenger is the only one

Arcadia
Fleet carrier trait is gained as well
 
Target said:
Arcadia said:
Yes the avenger has interceptors 1 in early an 2 in third and the Light Pulse Cannon f/a go from 4 to 6 AD but in a fast look the avenger is the only one

Arcadia
Fleet carrier trait is gained as well

OK, but not need for the combat sim
 
It halves for each weapon system.

Thanks LBH.

For everyone else, thanks for finding the differences in the EA fleets. I'm putting the Drakh together now and after that I think I will be posting it for people to download. I'm sure there will be some data corrections so expect a new version out pretty soon after this one.
 
As requested, Vorlon Heavy Cruiser Vs. Poseidon. Not posting the whole thing, just the totals from a single volley of the forward weapons...

Code:
Total Damage = 104
Total Crew = 130
Reactor gas Leak. (No Special Actions)
Localized Decompression
Hull Breach
Weapons Offline.  (No Firing out of 1 random arc)
Targeting System Damaged. (All Weapons.  -1 AD)
Thrusters Damaged. (-2 Speed)
Engineering Hit. (No Damage control permitted)
Reactor gas Leak. (No Special Actions)
Reactor Explosion. (Speed to 0, No Special Actions)
Power Relays destroyed. (-1 Speed)

That's right folks. Killed it in one volley :shock:
 
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