Corellian Conflict Manager 7.0 (Google SpreadSheet)

By Thraug, in Star Wars: Armada

DESCRIPTION

  • The "Corellian Conflict Manager 7.0" allows campaign managers and players to easily track the turn-by-turn data of a Star Wars Armada Corellian Campaign.

LINKS:


CHANGES FOR VERSION 7.0:

  • Added data and fleet sheet validation for Waves 6 and 7.
  • Added missing upgrade items to Rebels’ "UNUSED UPGRADE CARDS" list.
  • Fixed bug preventing CR90-B from taking Ion Cannon upgrades.
  • Fixed bug that had Support Team upgrade slot disabled for Arquitens Command Cruiser.
  • Fixed bug not giving Pelta Assault an Ordnance upgrade slot.
  • Changed image sources on 1st sheet because Photobucket sucks now.
  • Changed text color of "SCARRED" items from red to yellow. Changed text color of "VETERAN" items from yellow to bright green.
  • Sorted titles by title name.
  • Sorted ship list by cost.
  • Ship and Squad reset buttons correctly change metadata columns (FLAGSHIP/SCARRED/VETERAN) to the disabled (gray) color. The background of these cells turn green when a ship/squadron is selected.
  • Ship and squad metadata (FLAGSHIP/SCARRED/VETERAN) drop-down menus are restored to default value when they are gray (meaning no ship/squad chosen for the row).
  • Added a check to disallow a Commander on a flotilla.
  • Cells on FleetSheet with drop-down menus behave correctly when a user deletes their contents instead of choosing an option from the drop-down menu.
  • Added ship building validation and processing for:
    • Unique Name upgrades (Vader, Leia), in every fleet for that faction
    • Upgrades with multiple icons (Boarding Troopers)
    • Unique upgrades, also in every fleet for that faction
    • Modification upgrades
    • Upgrade’s with size limitations
  • Added visual indicators when an illegal selection is made. Either the offending cells will flash red or a popup will appear indicating another player on your team is using the limited upgrade you selected. In both cases, the cell of the illegal selection will be restored to its previous value.
  • Fixed all coloring on fleet sheets so that all user-editable cells have a green background.
  • Added an edit handler framework to script, to allow for easier updates and lessening the need to have crazy formulas in the spreadsheet cells.
  • The entire “Data” sheet was overhauled. General data is now in the “Data” sheet and each data type is stored in its own column for easier data additions. Each faction also has their own data sheet, “EmpireData” and RebelData”, and these are also organized by column.
  • Added developer design notes to top of script.

EDIT (2017-02-03): Version 3.3 released.
EDIT (2017-03-13): Version 3.4 released.
EDIT (2017-03-19): Version 3.5 released.
EDIT (2018-03-05): Version 7.0 released.

Edited by Thraug

Hello. Thanks for the work and time you put into this!

Unfortunately I do have two issues to report (assuming the error isn't with me):
CR90As aren't allowed Turbolaser slots in the table, and CR90Bs are listed as 38 points.
I found that the greyed out cells are editable, so I managed to give TRCs to the CR90, but they are still grey and in red font, and thus technically wrong. . .

I don't know if you are going to fix it, or if somebody else can, but either way I'm posting this so people know.

Looks great. Well done!

Couple of issues?

1) I think there may be a victory point calculation error.

When a defender wins against a Special Assault, I believe he gains a Campaign Victory Point. It's only if the attacker wins that zero points are earned. (Correct me if I'm wrong here).

2) I'm not sure why you need a separate spreadsheet to track the number of rebel bases/outposts.

The number of bases and outposts is public knowledge because:

  • The rebels start out with a known number of bases and outposts
  • All purchases during the game (including base/outposts) are public
  • Rebel presence only exists if an outpost or base is built

Edit: Intel Officers costs 7 (not 8)

Edited by Democratus

This is great. I'm going to use these to manage our second campaign once it starts. It will help with controlling the smart map, too.

12 minutes ago, Democratus said:

1) I think there may be a victory point calculation error.

When a defender wins against a Special Assault, I believe he gains a Campaign Victory Point. It's only if the attacker wins that zero points are earned. (Correct me if I'm wrong here).

You're wrong. Neither side earns CP for winning a Special Assault.

Thanks for the feedback everyone, I'm sorry for the issues you are finding, I will release an updated version tonight. Some quick responses:

  • NobodyInParticular:
    • CR90As aren't allowed Turbolaser slots in the table
      • Bug. I will fix. Good catch.
    • CR90Bs are listed as 38 points.
      • Bug. I will fix. Good catch.
    • I found that the greyed out cells are editable, so I managed to give TRCs to the CR90, but they are still grey and in red font
      • This was intentional. My thoughts were users wouldn't want the cell cleared in case they changed to a ship type that allowed that upgrade. The gray background shows the upgrade isn't available for the ship, and as an additional warning the red text shows you shouldn't be selecting it. I may change it so that gray cells are always blank.
  • Democratus
    • I think there may be a victory point calculation error. When a defender wins against a Special Assault, I believe he gains a Campaign Victory Point. It's only if the attacker wins that zero points are earned. (Correct me if I'm wrong here).
      • Green Knight is correct, no one gets points for a Special Assault objective. The rule is on pg 10, last paragraph under "Determine Battle Effects". Quote: "If the battle was a special assault (see page 8), the winning player does not gain one campaign point.". Note, they state winning player, not attacking player.
    • I'm not sure why you need a separate spreadsheet to track the number of rebel bases/outposts.
      • I believe the intent is to have Rebel base and outposts secret until discovered, otherwise there will be no use for the "Rebel Presence" stickers, and the Empire Team Roster has check boxes for "Suspected Bases" and "Suspected Outposts". These would have no meaning or use if base/outpost info was known.
Edited by Thraug
6 minutes ago, Thraug said:

    • I'm not sure why you need a separate spreadsheet to track the number of rebel bases/outposts.
      • I believe the intent is to have Rebel base and outposts secret until discovered, otherwise there will be no use for the "Rebel Presence" stickers, and the Empire Team Roster has check boxes for "Suspected Bases" and "Suspected Outposts". These would have no meaning or use if base/outpost info was known.

Its a little bit like attack Range...

There's a difference between "Known" and "Measured".

You can know you are in attack range, because you can measure with the Range Ruler at any time...

But until you declare your attack and measure range , you have not confirmed that you are in Range to Target. Because being out of Range can end the attack. But the attack has to be declared to measure.

So putting it back here:
Until you launch an attack on a presence, you don't know wether its an outpost or base. You may be pretty sure its a Base because the guy who attacked it last turn dropped 15 resources on it, but until you declare the attack, you won't actually know .

Plus, after a turn or two, maybe you've forgotten :D

Dras, I think you are saying it is a good idea to maintain the Rebel base/outpost info secretly? :D

I agree with your interpretation of Intent :D

I'm a Filthy Rebel.

They're on Dantooine.

That would be a good house rule.

But by base rules all spending is public. So any time a rebel buys a base/outpost (placing a presence) it is obvious what is going there.

Since the separate sheet doesn't track locations - only the number of bases/outposts - it doesn't have anything secret on it AFAIK.

As always, I could easily be mis-reading something.

In regards to the paper version :

The Imperial Players can know based on spending amounts, and doing the math, and such - the Rulebook mentions that in the whole section of Secrecy. Effectively, its a check-and-balance on potential Rebel Cheating.

But they record it on their sheet as a suspected base or outpost. Until they attack it. Then its a Known base or outpost.

However, you know the total income of the rebels and you know all the systems they hold. So the number of bases/outposts (not their locations) is a known and non-secret quantity.

Democratus, that sounds correct, ... the #s are known but the location of each is not. So, there is no need for a secret count of each base and each outpost. I'll rip the feature out of the next version of the spreadsheet and put that info in the Rebel portion of the "Systems Tracking" sheet. Darn, such a neat concept too.

Thanks.

Taking the spreadsheet offline to update it. I'll post here when it's back up.

I just released version 3.1.

Changes:

  • There are new links to download the templates. The links to the previous version have been removed.
  • Fixed cost of CR90-B: from 38 to 39.
  • Fixed cost of Intel Officer upgrade: from 8 to 7.
  • Removed the need for an external Rebel Base/Outpost tracker spreadsheet. The total # of each should now be entered by a Rebel player on the "Systems Tracking" sheet. There is no longer a need to configure an external URL on the hidden "Data" sheet. If you downloaded the Rebel Base/Outpost Tracker sheet you can delete it, it's no longer used.
  • Changed the way the Fleet Builder handles the selection of upgrades that aren't allowed for a ship. Previously you could select an upgrade that isn't allowed for a ship and the text in the cell would change to red, and the point cost of this illegal upgrade would be added to your fleet total. Now, you can still select an illegal upgrade (in gray cells) but the spreadsheet will immediately empty the cell, and the cost of the upgrade isn't added to your fleet total. This change is a massive hack, and you may notice the illegal upgrade shows up for a moment in red, and its cost is temporarily added to the fleet total, but then the upgrade is cleared and the total fleet cost is restored. To implemented this "correctly" I would have to rewrite a large majority of the spreadsheet in JavaScript and I don't have the time to do this. The way it works now is fine.
  • The ship data in a row of the Fleet Builder will be cleared when you change the ship.
  • Added a template for an 8-player game.
  • Added online documentation here .
  • I removed the documentation from the original post above.
Edited by Thraug

Hello again. . . I hate to break it to you, but I found something else. . . Quad Laser Turrets isn't an available upgrade. . .

I just released version 3.1.

Changes:

3 hours ago, NobodyInParticular said:

Hello again. . . I hate to break it to you, but I found something else. . . Quad Laser Turrets isn't an available upgrade. . .

NobodyInParticular, if you keep this up I'm going to have to put you on the non-existent payroll!! I'll look into it soon.

I took the sheet down for maintenance and it should be back up in about 30 minutes. I'll post here, and on reddit, when it's back up, and it'll have a new link.

Version 3.2 has been released. Changes:

  • Fixed missing "Quad Laser Turrets" for Offensive Retrofit Upgrade menus
  • Fixed player renaming problem for 6-player sheet that was changing the wrong sheet name label

Links are the same as version 3.1, and are:

Further updates:
Eventually I will be discontinuing support for the 8-player spreadsheet. Due to the nature of spreadsheets, and some bugs in GoogleSheets, the spreadsheet requires a lot of changes to update even the most rudimentary data change and as a result I will only be maintaining the 6-player version after our local 8-player campaign is over in a couple of months. Had I known when I started this that I be I implementing as many features as I did I would have started fresh with a proper functional programming language (Java) and better target platforms (mobile). Oh well! :D

4 hours ago, Thraug said:

NobodyInParticular, if you keep this up I'm going to have to put you on the non-existent payroll!! I'll look into it soon.

:D

Sorry, but that is literally my job at the moment. . .

Once again, thanks for the effort you've already put into this!

Thank you for using it and finding some issues. You've doing more sleuthing in 2 days than my entire campaign group has done in 3 weeks!

You're welcome!

In the future will it be possible to port this a mobile app for Google Shop?

Spreadsheets will save the world! :D

I'll check out the latest version.

Looking great, Thraug!

10 hours ago, Marinealver said:

In the future will it be possible to port this a mobile app for Google Shop?

Port isn't what I would call the transform. To make a CC Manager for mobile would require starting from scratch and I simply do not have the time to undertake such a task, sorry. To do it correctly, by making it extensible for any future campaign release, would take considerably time, but that is the only way it should be done.