• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

HIGHGUARD - A DATA card generator that uses Highguard Templates

This is my Highguard DATA card generator.

It includes a viewable database, that now includes 78 ship, all official GDW ships from supplements 7 and 9, all FASA ships, and a lot of others that happened to land on my HD over the years.

If you have ships you would like to have included, post them here.

This is the format I am using, it is identical to the form the ships are presented in print:

DATA "Tigress","Dreadnought"
DATA "BB-V5368J4-F97909-967T9-30",362721,500000
DATA " A N AXA1Z ",4054,15
DATA 0,0,0,190000,40000,6,0
DATA 50,215,430

DATA "Alexandria","Port of Call free Trader"
DATA "A1-2111111-000000-00000-0",37.08,200
DATA " ",4,12
DATA 6,20,82,30,2,1,0
DATA 0,0,0


After you start the software, you can scroll through the ship database, which will be run over several pages. On the last page you can enter the number of the ship you have chosen. After pressing enter the DATA card will be shown on screen.

T = will show you the ships damage tables

SPACE = will restart the program

Any other key will return to the ship data card

Right now it will generate two cards that can be saved as JPGs, by hitting ALT GR and PRINT SCRN

The upper 3 rows contain basic data like type, tonnage, TL, etc.

Line 4, starting with computer contains most values that are important for defence, like Armour, MeS - Meson screen, NuD - Nuclear Damper, SaC - Sandcaster and Rep - Repulsor.

After that comes a block with all the tables you need for hitting a target and penetrating the defences.

In the top left corner are the most important values for defence. HIT is the ships total evasive capability, e.g. the number an enemy ship has to add to its ToHit number at short or long range to get the correct die roll target. PEN is similar, it dpicts the value to modify the Penetration rolls through the various screens.

The values after that correspond to the tables below

Batt. = the number of batteries bearing on target

S = ToHit number at short range
L = ToHit number at long range

DEF - the defensive systems that can be used against that weapon type, SaC = Sandcaster, MeS = Meson screen, Con = Configuration, S/B Sandcaster and/or Beams, Rep = Repulsor, NuD = Nuclear Damper

The next rows, 1-9 correspond to the strength of the defences.

DAM stands for additional information for the damage tables. With smaller ships the value is CT# where # is a number between 0-8. These are ships with a critical threshold. If the value of the battery is higher than that number, then the ship will receive 1 critical hit per difference. E.g. A ship with C6 is hit by a battery with a factor of 9. It will receive 3 (9-6) critical hits in addition to the normal damage.

Example: A Tigress fires her Spinal Meson Gun at another Tigress, the ToHit value at Short Range is -7, the HIT Defence is 13.

-7 + 13 is 6, so the other ship can be hit with a roll of 6+. The same rule works for penetration. The Tigress has a Meson Screen of 7, that's a -5 + PEN 9 = 4. The screen can be penetrated on a roll of 4+.

The second chart contains all damage tables, with all DM's already worked into the results.

There are 3 groups with 7 tables.

The groups are SURFACE DAMAGE, RADIATION DAMAGE and INTERIOR EXPLOSION

SURFACE

1. Factor < 10 is for all batteries with a value of 9 or smaller, with the exceptions of meson guns and nuclear missiles.

2. The Nuke/SM column is for surface hits by spinal mount PA's and hits by Nuclear Missiles.

RADIATION

3. The Armor column is radiation damage by Nuclear missiles and PA's that is mitigated by the armored hull.

4. The Meson <10 column is for radiation damage caused by Meson guns with a size of 9 and smaller.

5. The Meson SM column is for radiation damage caused by Spinal Mount weapons.

INTERIOR EXPLOSION

4. The Meson <10 column is for all Meson guns that are NOT spinal mounts.

5. The Meson SM+IE column is for all interior explosions caused either by Spinal Mounts or as a secondary effect from another table.

Missing tables: there was no space left for the Critical hits table. This will be solved in one of the next versions.

if you want to run the software on an OS other than WIN64, download the QB64 software for your system from QB64.net

Download Link

http://www.mediafire.com/file/ks7uq87mwpaogbc/Highguard_02.zip
 
Update - now with a routine that converts CT, Mongoose or Cepheus designed ships

I have upgraded the layout, tinkered a bit with graphical display for armor, built the database up to 125 ships.

But the most important part is a CEPHEUS converter (works with CT, Mongoose 1ed, and Cepheus)

Enter -1 in the database and the program will start the converter. Enter the values from the Cepheus ship forms. In addition to the DATA card, the ships Highguard parameters will be saved as a Shipname.txt file in the directory.

This is the format I am using, it is identical to the form the ships are presented in print:

DATA "Tigress","Dreadnought"
DATA "BB-V5368J4-F97909-967T9-30",362721,500000
DATA " A N AXA1Z ",4054,15
DATA 0,0,0,190000,40000,6,0
DATA 50,215,430

DATA "Alexandria","Port of Call free Trader"
DATA "A1-2111111-000000-00000-0",37.08,200
DATA " ",4,12
DATA 6,20,82,30,2,1,0
DATA 0,0,0


After you start the software, you can scroll through the ship database, which will be run over several pages. On each page you can enter the number of the ship you want displayed. After pressing enter the DATA card will be shown on screen.

T = will show you the ships damage tables

SPACE = will restart the program

Any other key will return to the ship data card

Right now it will generate two cards that can be saved as JPGs, by hitting ALT GR and PRINT SCRN

The upper 3 rows contain basic data like type, tonnage, TL, etc.

Line 4, starting with computer contains most values that are important for defence, like Armour, MeS - Meson screen, NuD - Nuclear Damper, SaC - Sandcaster and Rep - Repulsor.

After that comes a block with all the tables you need for hitting a target and penetrating the defences.

In the top left corner are the most important values for defence. EVASION is the ships total evasive capability, e.g. the number an enemy ship has to add to its ToHit number at short or long range to get the correct die roll target. CM (Countermeasures) is similar; it depicts the amount that modifies the Penetration rolls through the various screens.

The values after that correspond to the tables below

Batt. = the number of batteries bearing on target

S = ToHit number at short range
L = ToHit number at long range

CM+x - this column shows the defensive systems that can be used against the specific weapon type, SaC = Sandcaster, MeS = Meson screen, Con = Configuration, S/B Sandcaster and/or Beams, Rep = Repulsor, NuD = Nuclear Damper

The next rows, 1-9 correspond to the strength of the defences.

CT stands for the critical threshold of the ship. With smaller ships the value is CT# where # is a number between 0-8. larger ships also have a letter following the number. If the value of the battery is higher than that number, then the ship will receive 1 critical hit per difference. E.g. A ship with C6 is hit by a battery with a factor of 9. It will receive 3 (9-6) critical hits in addition to the normal damage.

Example: A Tigress fires her Spinal Meson Gun at another Tigress, the ToHit value at Short Range is -7, the HIT Defence is 13.

-7 + 13 is 6, so the other ship can be hit with a roll of 6+. The same rule works for penetration. The Tigress has a Meson Screen of 7, that's a -5 + PEN 9 = 4. The screen can be penetrated on a roll of 4+.

The second chart contains all damage tables, with all DM's already worked into the results.

There are 4 groups with 8 tables.

The groups are

SURFACE DAMAGE
RADIATION DAMAGE
INTERIOR EXPLOSION


SURFACE DAMAGE

1. Factor<A is for all batteries with a value of 9 or smaller, with the exceptions of meson guns and nuclear missiles.

2. The Nuke/SM column is for surface hits by spinal mount PA's and hits by Nuclear Missiles.


RADIATION DAMAGE

3. The Armor column is radiation damage by Nuclear missiles and PA's that is mitigated by the armored hull.

4. The Meson <10 column is for radiation damage caused by Meson guns with a size of 9 and smaller.

5. The Meson SM column is for radiation damage caused by Spinal Mount weapons.


INTERIOR EXPLOSION

4. The Meson <10 column is for all Meson guns that are NOT Spinal Mounts.

5. The Meson SM+IE column is for all interior explosions caused either by Spinal Mounts or as a secondary effect from another table.

CRITICAL HITS


Download:

http://www.mediafire.com/file/z7jdchyxm72ylzf/Highguard_CEPHEUS.zip
 
Back
Top