Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Discussion of the space strategy game where you design ships, issue orders to your fleet, then play hands-off battles against human or AI designed enemies.
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby BlckKnght » Sun Nov 01, 2009 8:30 pm

I just realized that I haven't updated this thread in a while. I've improved the python script I posted here, and the new version has its own thread in the modding section. Feedback is welcome!

I've used that code to grab an updated set of module data, which I've uploaded to my Google spreadsheet. This data is from version 1.21, which may not exactly match the official release version, due out sometime later today. I'll update again when that version is out.

On another note, I did a bunch of testing of rates of fire using a stop watch program on my smart phone, and I'm pretty sure that fire_interval is measured in units of 0.0025 sec (1/400 sec). There was quite a lot of noise in my data (recorded by hitting the "lap" button each time a weapon fired) but averaging out many cycles with different weapons it seemed pretty clear, there were a few strange ways in which different weapons seemed to imply different rates, but I couldn't figure out any pattern.
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby tommyrot » Sun Nov 01, 2009 10:24 pm

Hey, thanks for making the spreadsheet - I had thought of making one, but then I figured someone else had probably already made one.

One thing I've found useful (and added to a copy I made of your spreadsheet) is the ratios of shield penetration (and armor penetration) to fire interval. The result is a "damage over time" that the weapon can do. For example, the "Cruiser Beam Laser" has a shield penetration of 20 and a fire rate of 2700. I take 20 / 2700 and then multiply by 100 to make the results easier to read. The result is about 0.74. The "Cruiser Pulse Laser" only has a shield penetration of 11, but with a fire rate of 500 the result is 2.2. Doing the same for armor penetration also produces interesting results.

Unless I'm missing something, I think these "damage over time" results are more useful than shield penetration or armor penetration numbers alone.

Oh, I just realized if I multiply by 400 instead of 100, I get the "penetration per second."
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby BlckKnght » Mon Nov 02, 2009 4:15 pm

tommyrot wrote:Hey, thanks for making the spreadsheet - I had thought of making one, but then I figured someone else had probably already made one.

One thing I've found useful (and added to a copy I made of your spreadsheet) is the ratios of shield penetration (and armor penetration) to fire interval. The result is a "damage over time" that the weapon can do. For example, the "Cruiser Beam Laser" has a shield penetration of 20 and a fire rate of 2700. I take 20 / 2700 and then multiply by 100 to make the results easier to read. The result is about 0.74. The "Cruiser Pulse Laser" only has a shield penetration of 11, but with a fire rate of 500 the result is 2.2. Doing the same for armor penetration also produces interesting results.

Unless I'm missing something, I think these "damage over time" results are more useful than shield penetration or armor penetration numbers alone.

Oh, I just realized if I multiply by 400 instead of 100, I get the "penetration per second."

I think your calculation is going to be off if you're using the penetration values rather than the damage value. GSB compares the weapon's penetration to the shield or armor resistance, and if the weapon's is greater it deals the weapon's damage value to the shields or armor. Having extra penetration doesn't increase the damage dealt at all. On the other hand, if the defense's resistance is higher than the weapon's penetration value it deals no damage at all. There is a 2% chance of a critical hit that ignores resistances, but that's usually not too useful.

I've gone ahead and added a whole set of DPS calculations to the posted spreadsheet. There's the raw DPS, but also DPS vs different sorts of ships. The first two are against a cruiser moving at speed 0.15, with either a Shield Module II or 50 average armor thickness. The next is a frigate with shield resistance 10 and average armor also 10, moving at speed 0.60 (the DPS is against whichever defense is more effective). The last is a fighter moving at speed 2.18 with negligible armor (fighter armor is always negligible from a resistance standpoint).
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby kaoseth » Sat Nov 07, 2009 1:09 am

It would be very useful to me if you added "dps/weight" "dps/cost" "dps/crew" and "dps/power" for weapons. I want to make the most cost effective ship in certain categories.
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby BlckKnght » Sun Nov 08, 2009 6:04 am

kaoseth wrote:It would be very useful to me if you added "dps/weight" "dps/cost" "dps/crew" and "dps/power" for weapons. I want to make the most cost effective ship in certain categories.

Since they seem reasonable, I've added each of these to my Google spreadsheet.

I've also double checked, and the module data from beta 1.21 is identical to the official release 1.23. There are some minor data errors (courtesy of MS Excel) that I want to fix at some point, but they're mostly in unimportant fields (like "color").
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby Hannibal » Thu Nov 12, 2009 6:59 am

Hi, does the spreadsheet at http://members.nuvox.net/~on.tduncan/BS ... 0stats.xls contain the same data as the Google Spreadsheet version? I don't have a Google account or the ability to create one right now, so I used the XLS version instead. The data is very useful even though there isn't a DPS column on it.
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby BlckKnght » Thu Nov 12, 2009 7:10 pm

Hannibal wrote:Hi, does the spreadsheet at http://members.nuvox.net/~on.tduncan/BS ... 0stats.xls contain the same data as the Google Spreadsheet version? I don't have a Google account or the ability to create one right now, so I used the XLS version instead. The data is very useful even though there isn't a DPS column on it.

No, the original excel spreadsheet has not been updated in quite some time (since game version 1.10, I suspect, judging by this thread's title).

I'm attaching to this post the most recent version of my spreadsheet in Excel format (in a zip file, because the forum doesn't allow the uploading of .xls files). I hope it is useful to you!
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GSB Imported Module Data.zip
GSB module data, from version 1.21-1.23
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby Hannibal » Sun Nov 15, 2009 12:43 am

Awesome! Thank you. For some reason the Google Spreadsheet link now works for me without asking me to log in, but it is still good to know that I can get a copy of the spreadsheet without using Google in case they decide to change their minds about that.
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1.15

Postby JonathanStrange » Wed Feb 10, 2010 12:31 am

I'd like to add my thanks too for the spreadsheet; it's come in very handy!
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1

Postby TheFox » Tue Sep 07, 2010 3:36 am

Great spreadsheet - can I assume, judging by the post date/time, that this is way out of date now? :(
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1

Postby Green Glue » Tue Sep 07, 2010 11:26 am

TheFox wrote:Great spreadsheet - can I assume, judging by the post date/time, that this is way out of date now? :(

Yes, the last few balance changes have not been incorporated, and none of the DLC is included.
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1

Postby strask » Mon Sep 13, 2010 6:35 pm

I have all of the modules stats uploaded on the wiki (and they are current/correct); but have not yet made comparison tables for them. Anyone who wants to work on that is quite welcome. :-)

I'm going to put in some time today and/or tomorrow uploading the rest of the ship hull data and adding the Nomad-specific modules.
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1

Postby Archduke Astro » Mon Sep 13, 2010 8:45 pm

strask wrote:I have all of the modules stats uploaded on the wiki (and they are current/correct); but have not yet made comparison tables for them. Anyone who wants to work on that is quite welcome. :-)

I'm going to put in some time today and/or tomorrow uploading the rest of the ship hull data and adding the Nomad-specific modules.

Thank you...you're a good man, my smoke-free friend. :)
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1

Postby 8wGremlin » Sun Oct 28, 2012 8:37 am

Sorry for the thread necro, but has anyone expanded this to include all the other races/expansion mods?

Also would there be a way to re-engineer this so you could have the whole of GSB as a csv, and parse back to files at run time, would make it a hell of a lot easier to compare and contrast items
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Re: Modules Stats Beta 1.10 current. Updated: 9/16/09 Ver: 1

Postby Archduke Astro » Sun Oct 28, 2012 9:18 am

FYI: Generally, I tend to discourage unnecessary thread-bumps to topics with no significant progress to them in over 1 year. This one's been dead for over two.

8wGremlin wrote:Sorry for the thread necro, but has anyone expanded this to include all the other races/expansion mods?

I'm not aware of anyone who's ever completed such a thankless task, let alone in any kind of useful fashion. Our regular forum-active GSB membership these days is not too much more than what can be counted on ten fingers, anyhow.

8wGremlin wrote:Also would there be a way to re-engineer this so you could have the whole of GSB as a csv, and parse back to files at run time, would make it a hell of a lot easier to compare and contrast items

I agree that would be easier.
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