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CT star base generator is ready! 1.0a

okay version 1.2b is ready here:

http://groups.yahoo.com/group/Gal24/


NEW:
we've gone from AU's to LS's (light seconds)
for the sensor array and communications package

if you want a LONG range you'll need a class A
base and LOTS of population...this will give
you a large base hence more bidge hence better
sensor/comm equipment...

naval and scouts get 1-3 LS's tweaks beyond that...
what i see so far is about 58 LS's
for a LONG range...not real far but maybe more
traveller like then AU's...

-----------

also fixed turrets for naval and scout bases
about 30% of turrets will now be missle only
turrets...the rest will be (B,P,S) types....

i left 1 dbl turret for missles for generic bases
so you might run into this:

turret 10 type:(M,S) 3 type:(M,M,M) missles: xxx

dont freak thats just the
way it is for the moment.
 
okay version 1.2b is ready here:

http://groups.yahoo.com/group/Gal24/


NEW:
we've gone from AU's to LS's (light seconds)
for the sensor array and communications package

if you want a LONG range you'll need a class A
base and LOTS of population...this will give
you a large base hence more bidge hence better
sensor/comm equipment...

naval and scouts get 1-3 LS's tweaks beyond that...
what i see so far is about 58 LS's
for a LONG range...not real far but maybe more
traveller like then AU's...

-----------

also fixed turrets for naval and scout bases
about 30% of turrets will now be missle only
turrets...the rest will be (B,P,S) types....

i left 1 dbl turret for missles for generic bases
so you might run into this:

turret 10 type:(M,S) 3 type:(M,M,M) missles: xxx

dont freak thats just the
way it is for the moment.
 
Does bridge tonnage seem a bit excessive? If you want the 30 ls sensor range just fudge it. A one thousand ton bridge feels a little off.
 
Does bridge tonnage seem a bit excessive? If you want the 30 ls sensor range just fudge it. A one thousand ton bridge feels a little off.
 
very true per book 2 for 5000t vessels or less
its 20 tons for the whole bridge...

per book 5 its 20 tons per 1000tons of vessel
which is what i drew it on...

since these starbases are 40k + i thought
i would tweak it to book 5 rather then book 2...

there are 2 calulations i do per book 5...but
other then that its all book 1,2,3

my other thought was the control tower at an
earth airport would be about 1000+ tons the
newer sea-tac tower is 233 ft tall and about
45 foot square? = they say is 18,000sq ft...

1000t bridge would be 2000 paper squares
at 1.5m per square would be 3,000sq meters
or roughly 10,000 sq ft...so well under that
i think?..

then my other though was its really a control
center rather then just a ships bridge so it
would have alot more in it then just the
normal ships nav/life support/computer...

but if enough folks thinks this is off
let me know here and i'll modify it..
give me some numbers to work with though
i need numbers...per book 1 2 3 or 5..

or i can make a poll in the yahoo group
to get a more favorable group consensus
something like 1 ton per 1000t or 5 ton
per 1000? etc....
 
very true per book 2 for 5000t vessels or less
its 20 tons for the whole bridge...

per book 5 its 20 tons per 1000tons of vessel
which is what i drew it on...

since these starbases are 40k + i thought
i would tweak it to book 5 rather then book 2...

there are 2 calulations i do per book 5...but
other then that its all book 1,2,3

my other thought was the control tower at an
earth airport would be about 1000+ tons the
newer sea-tac tower is 233 ft tall and about
45 foot square? = they say is 18,000sq ft...

1000t bridge would be 2000 paper squares
at 1.5m per square would be 3,000sq meters
or roughly 10,000 sq ft...so well under that
i think?..

then my other though was its really a control
center rather then just a ships bridge so it
would have alot more in it then just the
normal ships nav/life support/computer...

but if enough folks thinks this is off
let me know here and i'll modify it..
give me some numbers to work with though
i need numbers...per book 1 2 3 or 5..

or i can make a poll in the yahoo group
to get a more favorable group consensus
something like 1 ton per 1000t or 5 ton
per 1000? etc....
 
^I see where you are coming from and I retract my criticism. What is meant by “Bridge” is really the Station Operations Center, Administration Offices, Traffic Control, and Environmental Monitoring. Presumably the defensive systems will have a command station here too. (Are avionics included in the bridge tonnage?)
After all we are not talking about a courier ship here.
 
^I see where you are coming from and I retract my criticism. What is meant by “Bridge” is really the Station Operations Center, Administration Offices, Traffic Control, and Environmental Monitoring. Presumably the defensive systems will have a command station here too. (Are avionics included in the bridge tonnage?)
After all we are not talking about a courier ship here.
 
you know Kurega i just had a nice nap
and now looking at it i see the answer
was right in front of me and probably
more like what you said...

aint CT GREAT!

canon book 2 says 20tons of bridge
for 100-5000t of ship soooooooooooo...

i'll divide total tonage by 5000
then X 20t for total bridge area
and i'll make it minimum 40-60tons
just to make the point...the largest
i've gotten so far is 100k base so
that would be "roughly" 400tons of bridge
MAX....that would be better...plus then
if you were to add the AUX bridge in
(roughly half) it would total 600ts+
well under 1000...

rather then the size of a large cruiser
it will be more the size of a free trader...

this will affect some of the other data but
not a large amount...

kosher?
 
you know Kurega i just had a nice nap
and now looking at it i see the answer
was right in front of me and probably
more like what you said...

aint CT GREAT!

canon book 2 says 20tons of bridge
for 100-5000t of ship soooooooooooo...

i'll divide total tonage by 5000
then X 20t for total bridge area
and i'll make it minimum 40-60tons
just to make the point...the largest
i've gotten so far is 100k base so
that would be "roughly" 400tons of bridge
MAX....that would be better...plus then
if you were to add the AUX bridge in
(roughly half) it would total 600ts+
well under 1000...

rather then the size of a large cruiser
it will be more the size of a free trader...

this will affect some of the other data but
not a large amount...

kosher?
 
Sweet. Stats look good. Size is about right. They are tough but not invincible.

The only thing we need are trade codes . . .
Here is my reasoning. I want to give the free-trader “Jolly Jumper” a reason to go to the space station to trade. It keep them in space and make the station a more complete part of the universe.

Here is my proposal trying to keep it as simple as possible using information your program already produces.

Rich (Ri) if the income is more than three times the expenses
AND Revinue is MCr3+
Industrial (In) if jump shipyard is available and tonnage is 50,000+
Low Population (Lo): If number of stateroom is less than 1000
Non-Agricultural (Na): says it all, I figure most of the stations will be “Na”
Poor (Po): if expense is close to income or below. OR revenue is 1MCr or less

Example
Name: TEST7

Tech: X Design: Tandem Rings Volmas: 2790 tons
Planet Pop: 4000 million(s)
Berths: 1 Berth Type: extendable servo arm Small Craft Bays: 5
MAX Berth tons: 360
Main Power: B Main Manuver: B
Backup Power: A Backup Manuver: A
Drydock Facility: none

Comp Model: 3 CPU: 5 Storage: 9
Backup Model: 1 CPU: 2 Storage: 4
Sensor & Communication Range: 1 LS(s)

Commerical Facilities: 28 tons Concourse Facilities: 10 tons
Starbase Storage: 11 tons Bridge Area: 51 tons Auxillery Bridge Area: 20 tons
Security/Defense Facilitys: 3 tons Crew and Passenger Staterooms: 511

Minimum Crew: 34 Security Forces: 15
Turrets: 2 Type: (P,P,S) Missles: 0

Refinery Facility: None
Refinery Storage capacity: 0 tons
Power Fuel Reserve: 25 tons

Small Craft in bays:
1 Ship Boat(s), 0 Life Boat(s), 0 Shuttle(s), 0 Fuel Shuttle(s)
Trade: Po Ni Na Lo
Estimated Monthly Credit Revenue 169,420
Estimated Monthly Credit Expense 135,000
Estimated Purchase Price: 576.695 MCr Down payment: 115 MCr

Or . . .
Name: TEST10

Tech: A Design: Box Volmas: 74994 tons
Planet Pop: 4000 million(s)
Berths: 6 Berth Type: extendable servo arm Small Craft Bays: 118
MAX Berth tons: 4743
Main Power: V Main Manuver: V
Backup Power: T Backup Manuver: T
Drydock Facility: Shipyard-jump

Comp Model: 7 CPU: 20 Storage: 50
Backup Model: 1 CPU: 2 Storage: 4
Sensor & Communication Range: 4 LS(s)

Commerical Facilities: 12530 tons Concourse Facilities: 10467 tons
Starbase Storage: 6899 tons Bridge Area: 280 tons Auxillery Bridge Area: 140 tons
Security/Defense Facilitys: 1500 tons Crew and Passenger Staterooms: 2296

Minimum Crew: 1923 Security Forces: 855
Turrets: 74 Type: (B,P,S) Missles: 0

Refinery Facility: Yes, 100 tph
Refinery Storage capacity: 5691 tons
Power Fuel Reserve: 410 tons

Small Craft in bays:
1 Pinance(s), 41 Life Boat(s), 10 Shuttle(s), 1 Fuel Shuttle(s)
Trade: Ri In Na
Estimated Monthly Credit Revenue 8,670,516
Estimated Monthly Credit Expense 2,205,000
Estimated Monthly Credit Expense 2,205,000
Estimated Purchase Price: 10555.17 MCr Down payment: 2111 MCr


Just an idea.
 
Sweet. Stats look good. Size is about right. They are tough but not invincible.

The only thing we need are trade codes . . .
Here is my reasoning. I want to give the free-trader “Jolly Jumper” a reason to go to the space station to trade. It keep them in space and make the station a more complete part of the universe.

Here is my proposal trying to keep it as simple as possible using information your program already produces.

Rich (Ri) if the income is more than three times the expenses
AND Revinue is MCr3+
Industrial (In) if jump shipyard is available and tonnage is 50,000+
Low Population (Lo): If number of stateroom is less than 1000
Non-Agricultural (Na): says it all, I figure most of the stations will be “Na”
Poor (Po): if expense is close to income or below. OR revenue is 1MCr or less

Example
Name: TEST7

Tech: X Design: Tandem Rings Volmas: 2790 tons
Planet Pop: 4000 million(s)
Berths: 1 Berth Type: extendable servo arm Small Craft Bays: 5
MAX Berth tons: 360
Main Power: B Main Manuver: B
Backup Power: A Backup Manuver: A
Drydock Facility: none

Comp Model: 3 CPU: 5 Storage: 9
Backup Model: 1 CPU: 2 Storage: 4
Sensor & Communication Range: 1 LS(s)

Commerical Facilities: 28 tons Concourse Facilities: 10 tons
Starbase Storage: 11 tons Bridge Area: 51 tons Auxillery Bridge Area: 20 tons
Security/Defense Facilitys: 3 tons Crew and Passenger Staterooms: 511

Minimum Crew: 34 Security Forces: 15
Turrets: 2 Type: (P,P,S) Missles: 0

Refinery Facility: None
Refinery Storage capacity: 0 tons
Power Fuel Reserve: 25 tons

Small Craft in bays:
1 Ship Boat(s), 0 Life Boat(s), 0 Shuttle(s), 0 Fuel Shuttle(s)
Trade: Po Ni Na Lo
Estimated Monthly Credit Revenue 169,420
Estimated Monthly Credit Expense 135,000
Estimated Purchase Price: 576.695 MCr Down payment: 115 MCr

Or . . .
Name: TEST10

Tech: A Design: Box Volmas: 74994 tons
Planet Pop: 4000 million(s)
Berths: 6 Berth Type: extendable servo arm Small Craft Bays: 118
MAX Berth tons: 4743
Main Power: V Main Manuver: V
Backup Power: T Backup Manuver: T
Drydock Facility: Shipyard-jump

Comp Model: 7 CPU: 20 Storage: 50
Backup Model: 1 CPU: 2 Storage: 4
Sensor & Communication Range: 4 LS(s)

Commerical Facilities: 12530 tons Concourse Facilities: 10467 tons
Starbase Storage: 6899 tons Bridge Area: 280 tons Auxillery Bridge Area: 140 tons
Security/Defense Facilitys: 1500 tons Crew and Passenger Staterooms: 2296

Minimum Crew: 1923 Security Forces: 855
Turrets: 74 Type: (B,P,S) Missles: 0

Refinery Facility: Yes, 100 tph
Refinery Storage capacity: 5691 tons
Power Fuel Reserve: 410 tons

Small Craft in bays:
1 Pinance(s), 41 Life Boat(s), 10 Shuttle(s), 1 Fuel Shuttle(s)
Trade: Ri In Na
Estimated Monthly Credit Revenue 8,670,516
Estimated Monthly Credit Expense 2,205,000
Estimated Monthly Credit Expense 2,205,000
Estimated Purchase Price: 10555.17 MCr Down payment: 2111 MCr


Just an idea.
 
Are you going to worry about Government types or Law levels?
Can my character really bring that shotgun on station or not?

Am I a pain or what?
 
Are you going to worry about Government types or Law levels?
Can my character really bring that shotgun on station or not?

Am I a pain or what?
 
these are do-able, good point...

Rich = if the income is more than three times the expenses
AND Revinue is MCr3+
Industrial = if jump shipyard is available and tonnage is 50,000+
Low Population = If number of stateroom is less than 1000
Poor = if expense is close to income or below. OR revenue is 1MCr or less

----------------
Non-Agricultural = says it all, I figure most of the stations will be “Na”

this we could do probably tied to CLASS and POP?


like CLASS A,B,C & pop > 500 million? or
pop > 1 billion?

---------------
gov't and law

question:
thats really a world UUP correct?
starbases reflect the world below
normally? i cant remeber off top of head :(

OR

have the user input 1 more item
law level of world below...then randomly
modifiy it to be 1 or 2 levels less
then that using LBB (+ or -) stuff?

OR

base it on number of troops? defense area?
more troops means less freedom?

---------

no, no pain...just a better program!
 
these are do-able, good point...

Rich = if the income is more than three times the expenses
AND Revinue is MCr3+
Industrial = if jump shipyard is available and tonnage is 50,000+
Low Population = If number of stateroom is less than 1000
Poor = if expense is close to income or below. OR revenue is 1MCr or less

----------------
Non-Agricultural = says it all, I figure most of the stations will be “Na”

this we could do probably tied to CLASS and POP?


like CLASS A,B,C & pop > 500 million? or
pop > 1 billion?

---------------
gov't and law

question:
thats really a world UUP correct?
starbases reflect the world below
normally? i cant remeber off top of head :(

OR

have the user input 1 more item
law level of world below...then randomly
modifiy it to be 1 or 2 levels less
then that using LBB (+ or -) stuff?

OR

base it on number of troops? defense area?
more troops means less freedom?

---------

no, no pain...just a better program!
 
“…really a world UUP correct?
starbases reflect the world below
normally? i cant remeber off top of head”

That depends on YTU. A nice large station COULD be independent or it could be a private enterprise, or a noble’s playing, or a trading post out by the local gas giant. What better place to build a trading post than where all the ships come to refuel? If there is a navy base there all the better, free security. What about a space station that declares independence from dirteaters who don’t know a damn thing!
The idea is to make it as flexible a tool as possible while remaining within the parameters of the rules.

1983 Starter Edition rules
Population is the base . . .
Government (2D-7 + population)
Law Level (2D-7+government)

Well you can base it off of the LLBs.

I prefer to make it a choice.
“Station is a colony: y/n”
If “no” then randomly generate minus the “Captive Gov.” option if you can. Otherwise users will just have to deal with it.
IMHO keep the output short.
Gov:6 Captive/Colony Law:7

Other goodies that are just cream….
In future releases you could include the LBB random encounter generator to generate say, four random encounters for fun. Or a bit that would randomly select 2D starships from the classic list that are either coming or going.
1. 200T free trader
2. 200T far trader
3. 400T patrol cruiser
4. 100T courier
5. 1000T bulk carrier

How about small craft?
Or how about the random rumors table?
Hell I think the LBBs have a cargo generation table in the back too!
Soooo many options and so little time
 
“…really a world UUP correct?
starbases reflect the world below
normally? i cant remeber off top of head”

That depends on YTU. A nice large station COULD be independent or it could be a private enterprise, or a noble’s playing, or a trading post out by the local gas giant. What better place to build a trading post than where all the ships come to refuel? If there is a navy base there all the better, free security. What about a space station that declares independence from dirteaters who don’t know a damn thing!
The idea is to make it as flexible a tool as possible while remaining within the parameters of the rules.

1983 Starter Edition rules
Population is the base . . .
Government (2D-7 + population)
Law Level (2D-7+government)

Well you can base it off of the LLBs.

I prefer to make it a choice.
“Station is a colony: y/n”
If “no” then randomly generate minus the “Captive Gov.” option if you can. Otherwise users will just have to deal with it.
IMHO keep the output short.
Gov:6 Captive/Colony Law:7

Other goodies that are just cream….
In future releases you could include the LBB random encounter generator to generate say, four random encounters for fun. Or a bit that would randomly select 2D starships from the classic list that are either coming or going.
1. 200T free trader
2. 200T far trader
3. 400T patrol cruiser
4. 100T courier
5. 1000T bulk carrier

How about small craft?
Or how about the random rumors table?
Hell I think the LBBs have a cargo generation table in the back too!
Soooo many options and so little time
 
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