RitR Manager 0.9.7

By KAGE13, in Star Wars: Armada

Ok it is almost Ready. Here is the folder with the start of a Read Me document.

Version 0.9.7 - updated Nov 28, 2019

https://drive.google.com/open?id=1NpsMqcyMuScqKbMXIkzKVwKrlR4_5Jk7

This thing is now just a monster. You have to view the rules differently when coding, and every time I reread the rules I interpret them differently.
Not to mention my code is a mess because I did not plan this out very well. 😋

A lot of rules I have and to make judgement calls. For example, the way the rules read I believe you do not check Fleet status during pivotal battles. I could be wrong but pivotal battles happen outside the normal campaign phase.
Same with something like determining XP for the loser having a fleet smaller by 25 points, and you have allies. The order in which the rules read those points do not count when determining XP. I went absolutely RAW on the rules and allies are removed before determining XP. Again I could have interpreted wrong, but we shall see.

How low fuel, low moral, and low resources work has been pretty crazy. I have had to change formulas 10 times. I also misread pivotal battles so it has taken a bit longer.

So we will see how this one goes. I do have a few things I need to fix still but for the most part it works.

I am still have a few issues with pivotal battles but these will be fixed soon.

I have put this in a folder now so when I release a new update the same link will work. I have also made it read only so download it to your own drive. this way when (if) you screw it up it won't screw it up for others, you can just redownload.

The last thing I want to work on is protecting the sheets so things cannot be edited. This will be a big job, so for now really try not to edit anything except for dropdowns, checkbox, commander names, and resource values. Even the Act # will automagically change.

The newest download will always be on this first post.

Edited by KAGE13

Thanks for sharing! That looks pretty useful. We used a campaign manager in our Corellian Conflict, and while this campaign is less tedious to track, an automated too is still very welcome. My group REALLY enjoyed the campaign format, but the paperwork was not as exciting to the new players who just wanted to get another game going.

Would the sheet error out if each Grand Admiral was working on his team's stuff at the same time on two different devices in the same file? That would make the time between rounds feel more like a team strategy session than me being a beaurocrat for both sides' records keeping.

...then again, I do have a Bothan avatar so maybe that's thematic.

not sure about that yet. I hoping this is the way it will work. I will be testing that with my group this week after I finish a couple of more things.

I just realized, I should have mentioned when it says to create your commander and pick abilities fill in the A2 cell of each players sheet rather then on the campaign sheet.

I just realized this is not really explained and could cause issues if people enter their names on the campaign sheet. everything else should be self explanatory.

It is meant for every admiral to fill out their own.

This is awesome and really useful - I've been using it with my RitR group, although we've only just got started.

I don't know if it is because we've put things in the wrong places (one of our players was a little over-keen and added to the History sheet), but I'm not getting the right options for Objectives. It's giving me 3 options for each battle, rather than 4-5, two of which are correct, but the third is just a number.

Also, it might be useful to add in the Strategic Effects and Location Rewards on the System Tracking sheet - makes it easier to plan and see what rewards will be available. I've typed them in in the copy we've been using if you want to go with that.

Finally, I'm not seeing an image for the Imperial ship - in cell C9/10 on the Imperial player sheets.

I also tried it with my group and we've had a couple issues, but overall this is great work!

One issue we had was the first commander skill wasn't showing up as a drop down. I don't remember the others, but this is really useful.

I'm in the process of setting up for a 4-player game. What do I need to change? I'm hesitant to delete the commander tabs and am not sure what to do with bases 5-6 during set-up. Thanks!

Scott

I've found a new problem - in a rather embarrassing way. The spreadsheet doesn't seem to accept "0" as a valid score.

Second problem; when choosing Strategic Effects the drop-down boxes are offering the Location Rewards or the Strategic Effects, rather than the different Strategic Effects. E.g. for Dantooine it offering "Spynet" or "10/4 Support Team" and for Mon Cala it is offering "Skilled Spacers, Repair Yards" or "10/5 Defensive Retrofit."

Edited by Grumbleduke
On 11/11/2019 at 8:05 AM, scottike said:

I'm in the process of setting up for a 4-player game. What do I need to change? I'm hesitant to delete the commander tabs and am not sure what to do with bases 5-6 during set-up. Thanks!

Scott

When you start you will select 4 or 6 players. When you select 4 players it will remove the other commander tabs, and you will only have to select 4 bases.

don't ever delete anything. unless you are adjusting resources.

On 11/11/2019 at 7:27 PM, Grumbleduke said:

I've found a new problem - in a rather embarrassing way. The spreadsheet doesn't seem to accept "0" as a valid score.

Second problem; when choosing Strategic Effects the drop-down boxes are offering the Location Rewards or the Strategic Effects, rather than the different Strategic Effects. E.g. for Dantooine it offering "Spynet" or "10/4 Support Team" and for Mon Cala it is offering "Skilled Spacers, Repair Yards" or "10/5 Defensive Retrofit."

I have not been ignoring you, I have been busy trying to build this thing. I do seem to remember having a problem with the 0. Excel views a blank and 0 as the same thing. this has been fixed.

I am not really sure how to interpret your 2nd issue because I had not added the reward upgrade card stuff in yet, so it should not have been showing up.

3 hours ago, KAGE13 said:

I am not really sure how to interpret your 2nd issue because I had not added the reward upgrade card stuff in yet, so it should not have been showing up.

It's not the reward upgrade, it is the strategic effect stuff. When you get to the Management Phase it gives you a list of systems (bases and new presence places) and asks you to choose which thing to get (Resources, Spynets, Diplomats etc.), but the options in the drop-down menus aren't quite right. For some it included the Upgrade Rewards instead of or as well as the Strategic Effects.

And I have no problem with you ignoring me. What you've done is amazing and incredibly useful - I'm just poking holes in it when I see them. Sorry if it comes across as overly-critical.

10 minutes ago, Grumbleduke said:

Sorry if it comes across as overly-critical.

Nope, that is what I want. if something is broken then I need to know. Try the new one and see if it still does that.

Edited by KAGE13

Yep, all those things seem to be fixed. So to make up for that I've found some new problems.

When selecting an Assault, I had one option where the right objectives didn't come up (2nd assault, attacking Raxus Prime, no "Volatile Cargo" option, but Dangerous Territory was there).

When selecting Assaults, all locations had the "Invalid: Input must fall within specified range" error. It didn't cause any problems, everything went through fine, but something might be wrong there.

Under the Commander abilities, one is "Read Defender."

And during the Management Phase: Refit and Expand Fleets step, when you repair things the "Fixes" number goes down, but the "Scarred" number doesn't - although that may be deliberate. Also, because I wasn't reading the instructions I didn't swap out upgrade cards at that stage, so had to undo to go back. But that's on me.

Now if my Rebel Scum will get back to me, we'll can get Round 2 sorted out and I'll see if we can find more bugs for you.

On 11/15/2019 at 3:29 PM, Grumbleduke said:

When selecting an Assault, I had one option where the right objectives didn't come up (2nd assault, attacking Raxus Prime, no "Volatile Cargo" option, but Dangerous Territory was there).

When selecting Assaults, all locations had the "Invalid: Input must fall within specified range" error. It didn't cause any problems, everything went through fine, but something might be wrong there.

This could be if you select the objective before the defender, since objectives are based on the defender. Forgot I did add validation in for this. You cannot even select the objective before the defender.
I have never had this happen otherwise, so there might be a specific case you found. The only time you should not be able to pick an assault is if you are attacking a base.

If you can get it to happen again, maybe share that sheet with me so I can see.

On 11/15/2019 at 3:29 PM, Grumbleduke said:

Under the Commander abilities, one is "Read Defender."

lol this is fixed, this has been there since day one and I kept forgetting to fix it.

On 11/15/2019 at 3:29 PM, Grumbleduke said:

And during the Management Phase: Refit and Expand Fleets step, when you repair things the "Fixes" number goes down, but the "Scarred" number doesn't - although that may be deliberate. Also, because I wasn't reading the instructions I didn't swap out upgrade cards at that stage, so had to undo to go back. But that's on me.

ya this was intentional, sort of. I do not like how it works for sure. for now the only number that will go down is the fixes, and "I think" will show a negative number if someone tries to repair too many. this is on the to do list.

I have not added in validation at some points yet. but you should not even need to go back. you can just go check the upgrade cards you need. It won't know the difference. the only time it matters is when it is determining XP for battles. for now it won't even know if you select the wrong types of cards you are awarded. same if you incorrectly select a card. just unhide the sell column and check the sell box.

I only really added in the separate phases because my group loves to jump ahead without following the proper order, and it makes a difference some times. They are always trying to buy and sell cards as soon as a battle is over, even though those happen in separate phases. I am pretty anal about following the order (might be the coder in me) but in a lot of FFG games it really matters even though sometimes it seems like it may not.

I do eventually want to add in actual validation for most of these phases. Once it is completely working.

Edited by KAGE13

Ok fixed some bugs and added where it will tell you what upgrade cards you can purchase. If your name is green you can purchase unique.

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Although this did bring up more questions. If there is a battle at a base does this count as the one purchase from a base? I would assume it does not and another player could still purchase from a base. If so could that player purchase from the base where the battle was, which means 2 players would have purchased from the same base.

It is complete, except for fixing bugs and adding features. Hopefully there are not too many more bugs.

I had to completely revamp the commander abilities formulas. I screwed them up the first time. 🙊

After completing coding for Pivotal battles, I do not like commander XP. There is a potential for an 11-2 XP in a single pivotal battle. Why? at this point you already are going to have 2 command abilities at minimum. are you meant to change command abilities through out the campaign? Because if not you are going to have a load of XP left at the end of a campaign.

At most you can spend 11 xp. If the campaign points stay close (which is what you want) at minimum you will have 16ish xp to spend. and that is if every battle stays within 75 pts, and fleets stay within 25 pts. Which won't happen.

Then one lopsided Pivotal battle could see 1 side gaining more XP for each commander they the received in the entire previous act.

They say "Never do the math".

You can get 11 XP for completely stomping a Pivotal Battle, but you really need to stop it (750-0). And that shouldn't happen. But yes, huge wins (and teams being a long way behind) will lead to big XP gains.

You can spend at most 14 XP points on unique abilities (e.g. Master Navigator III and Master Gunner I). However, I think you are encouraged to try out new things. It may be worth buying cheaper abilities early in the game (Ready Defender/Independent Raider, Repair Expert etc.) with the goal of swapping them out later in the game, when they might be less useful and when you have enough XP to choose something big. But yes - XP does seem like it could build up.

Anyway... It's looking great, although I've found a couple more problems. "Volatile Deposits" is spelt incorrectly. When choosing an assault on Raxus Prime I still couldn't choose Volatile Cargo, and when trying to build a base (end of turn 2) on Nar Shaddaa I couldn't choose an objective or even type it in manually.

My group will keep trying to poke holes in it.

lol spelling errors don't count. 🤣

ok the spelling error was fixed and the Volatile cargo on Raxus Prime is fixed.

the Nar Shaddaa thing I am looking into. I did just add picking base objectives (because I forgot) last update, so who knows.

On 11/26/2019 at 6:59 PM, Grumbleduke said:

You can spend at most 14 XP points on unique abilities (e.g. Master Navigator III and Master Gunner I). However, I think you are encouraged to try out new things. It may be worth buying cheaper abilities early in the game (Ready Defender/Independent Raider, Repair Expert etc.) with the goal of swapping them out later in the game, when they might be less useful and when you have enough XP to choose something big. But yes - XP does seem like it could build up.

It is only 11 points that you can spend because you forget that your first one is free. 14 points if you completely rebuild your commander.

I actually figured it can be possible to get 12-2 xp in a pivotal because some of those battles have victory tokens. Granted it would be insanely rare, but still possible. (8 ships destroyed by squadrons)

And you cannot even spend them after a pivotal battle. so you will gain even more XP with the next battle. It will be possible to replace your entire command abilities after a lopsided pivotal battle. Maybe that is the point

But hopefully it will be rare enough that it won't matter. Our last pivotal battle was crazy close. 50 points difference.

Ok I tested it the latest version you can select objectives when building bases (including Nar Shaddaa). It will just appear blank after you select so that the other side cannot see what you selected. I may have to look at something like at did the start the game...putting a saved there. but it is a bit harder at this point because you do not want to save it yet.

oh I also added wins and losses for pivotal battles to each player. I had not included those battles before.

Edited by KAGE13

And I think I've broken it again.

Pivotal Battle, doing an Evacuation, the Defender won. I put in the score, fine. Then I get to "Pivotal Battle: Select Rewards!" and "Also, set Vet and scared units!." It gives me an option for "Empire Rewards, Assign to:" but nothing for the boxes, and when I tick the complete box it gets stuck on "Task started" (tried with both 0.9.6 and 0.9.7). I'm guessing it doesn't know how to deal with re-allocating a base?