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[Shipyard] Ship Design Program

robject

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I've got a beta version of T5's Adventure-Class Ship design. It requires Flash, so no mobile support at this time.

Surf to http://eaglestone.pocketempires.com/ and click on the link "T5 Ship Design System [requires Flash]". Wait a moment for the modules to cache.

Overview

The interface is divided into two sections: the left-hand "component" side, and the right-hand "design" side.

Components. The left-hand section has all of the components you can install into a ship. I recommend setting the ship's TL first (found in the "Info" tab).

Some components are simple -- selection lists, sliders, counters, and simple tables. When there are simple tables, you may drag items directly from them into the "design" side.

When the components are complex -- such as drives and 'components' -- there will be one or two pick-lists from which to select options. These will in turn populate a resulting list of "constructed" items. Drag the item you want from the "constructed" list, onto the "design" side.

Default Components. Components which are plain-jane no-volume defaults don't need to show up in a design. For example, the basic sensor suite. It's not worth mentioning. (That's my opinion, anyway).

Fuel. Jump fuel and power plant fuel are linked to the ship's potential: changing the hull or a drive means the fuel tankage is automatically changed.

Design. The items on the "design" side can be modified and removed. Remove them by dragging them onto any one of the tables in the "component" side -- they'll disappear. Edit one by selecting it and clicking on "Edit Item". The editor allows you to set the Stage Effects. You can also change the number of items represented by this entry. Finally, you can directly edit many of the properties of the item, for the purposes of customization.

For example, I regularly edit the Crew Stateroom entry. I will bump up its Count to the number of crew I want on the ship. And if I want to differentiate officers from ratings, I'll change the label of a stateroom to "Officer's Quarters" or similar.

As another example, a ship which is required to carry a specific tonnage of fuel would probably designate that fuel as a liquid cargo. The entry is probably best edited to reflect it being a fuel "payload" perhaps.

Loading a Design. Once a YML (or JSON or XML) ship file is loaded, the design elements are populated into the "design" side, and the ship design edit process is basically the same as starting a ship from scratch, except there's stuff already there.
 
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I tried a test. It doesn't appear to be able to load a JSON file it's just written. I suppose that's a bug. YAML is the format I use, so YAML saving and loading works. And, it will load XML.
 
First of all, thank you! I tried it once (will post the results shortly) and it seems to work pretty good. If you are interested, there were a couple little hiccups. If not, just ignore the rest here:

-I wasn't able to pick a mission modifier. Small detail.
-The first time I tried it, it didn't load any drive components, so I couldn't select any. I had to go out for a couple hours though, then came back, reloaded, and it worked fine. So I'm not sure if that was something that was fixed in the meantime, or possibly a sporadic issue. I'll let you know if it happens again in the future.
-When using the "Edit Item" button, I sometimes get different behaviour. Such as being able to select the various stage effects. Sometimes it limits me to what is available at my set TL. Sometimes it lets me do anything, just raises the TN. Other times it won't let me select anything at all. I know that different types of components will cause it to behave differently, but I am talking about the same item, like when I go back to a sensor or whatever to change the Stage, what it lets me pick is sometimes different, and I can't see anything I've done that would change it. Is it me?
-In the Edit Item pop-up, when you select a higher Stage, the TL for the bottom row goes down. I don't know if this is deliberate, but if it is, it's a little confusing and makes it a bit harder to tell when I have overstepped my TL limit. For instance, one time it allowed me to select an Ult computer, only to find out in the final output that that made it 4 TLs higher than my ship, so I had to go back and change it. This has happened with other items as well.
-As you will see in my output in another thread (if you want to look anyway), in the case of this Ult computer, even after I had switched it back to Standard, it still lists it as TL 18. Not sure what's going on there.

Other than those minor things though, great work, and much appreciated!
 
couple of notes:
Needs coupling/storage for small craft
Needs medical console (minimum required medical on a starship)
I had trouble with it not giving my cargo bays tonnage.
 
Can I use this to play w making T5 ships w/out having T5 rules, or will I have to wait until I have actual T5 rules to look at alongside the program?
 
Can I use this to play w making T5 ships w/out having T5 rules, or will I have to wait until I have actual T5 rules to look at alongside the program?

By all means, go ahead. You will need the core rules sooner or later, because the program doesn't enforce every constraint, I think.

(In a related note, I figure there are people who don't own High Guard but use HGS, right?)
 
Abode Air apps run natively on BlackBerry 10 Smart Phones and the Blackberry playbook... should be easy to get on to them.
 
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