Well, I think a few of you tried my mod/total conversion by now. Some of you liked-it, some may have been unhappy with some aspects of-it. I'll try and make a changelog that is representative of what has been done since then:

BETA V2:

**: I did not include the MDATA folder, to reduce the size of the mod. If you want video in your game, you'll have to make a complete install and transfer the MDATA folder to your Star Wars Rebellion 1.5 folder, however you called-it.
-Tweaks to characters pictures.
-Save menu interface has been graphically modified, though this is not my final vision of what it should look like. Hate-it or love-it... as you wish.

BETA VERSION CHANGE

-New tactical planets (they aren't perfect, but fit with what they represent)
-New strategical interface for the empire (edited the reloaded one to remove the animal and added signs to the searching buttons, making-it more easy to know what you are searching for.)
-Whole new strategical interface for the Rebellion (it's not perfect, but it is another vision of what this interface could be).
-Changed a few characters.
-Changed a lot of the capital ship cards.
-Changed the refinery to a better pic (thank you Antonius).
-Changed the mine to the sandcrawler, which incidentally is a mining vehicle and is more fit to mining in every kind of conditions.
-Changed a few of the defenses.
-Updated a few of the encyclopedia entries.
-Got a new planet placement (thanks to DarthTex), which is more canonical than what I was able to do without the hex editing talent of DarthTex.
-Changed a few event pics (thanks to Nadjsfel)
-Corrected a lot of blue dot issues.
-Each capital ship now has a proper set of damage/hyperspace burn.
-There is a new .exe that should increase compatibility with 64-bit computers. It works perfectly on my 32-bit AND 64-bit computers. This also means being able to play multiplayer from a 32 bit to a 64-bit.
-Changed voices back to original/vanilla.
-ISD can't be build by the NR for balance purpose. Instead, they will have access to the VSD. This was made to give the empire a fighting chance if it quickly tries to overcome its adversary with superior firepower. This is because later NR ships are generally more powerful and cheaper to build (the Emperor wanted to impress whereas the NR concentrated on efficient cruisers).

-That's all I can think of right now.

ALPHA VERSION

--What this is:

A project like many tried to do, this is a Total Conversion of the Star Wars Rebellion game.

Basically, I took a few ideas, the work of a lot of people and tossed a lot of my work in this too. 

A while ago, some people tried to make a major rehaul mod: Star Wars Reloaded. A mod that would change the face of Rebellion. New models, new characters, new artwork, new cards, new planets... but it was not complete. All you have is a promising work with an incomplete feel.

Another person that changed Rebellion is DarthTex, a man that dedicated a lot of time (probably as much as the Reloaded team, if not more...) to remaking the galaxy to his view. He's taught me a lot about modding, knowingly or not. But I still felt his contribution was not the perfect Rebellion for me. As I can tell you mine will not be for you.

An issue I had with Tex's mod was that you had to stick with original Rebellion ressources except for the new galaxy config of his. So I took on myself to base my work on an install Reloaded mod and evolve my own mod from there.

Another modder that inspired me was the mask. This one literally is the father of Rebellion modding. I got most of my ship models from him as do Reloaded mod. Also from him, we have a mod that permitted to make the Character encyclopedia descriptions zillion time longer. Thank you for this, mask!

Of course, my mod would have gone nowhere without RebEd 0.26, Ressource Hacker and Rebellion Model importer.

I have chose to call my Conversion Rebellion I.V. That is latin numbers for 1.5. This cannot pretend to be Rebellion 2, but it is my vision of what can't still be called Rebellion 1.0 or 1.01.

So here's a rough change list 

List 1.0:
-New ship models
-New Character Cards
-Galaxy Overhaul: better positions according to the Essential Atlas
-Roughly 100 entirely new planets
-All 200 planet entries have been updated, some more extensively than others. If you wish, you may take Star Wars History Lessons, with this game lol. Though there's little to no Vong mention. 
-Cards description space expanded
-Planet descriptions expanded
-New planet icons
-New Planet Ency pics
-3 new tactical planet pics: Breental V, Anoat, Earth type
-New fighter models
-I'm entirely to blame for these character cards: Luke Skywalker, Darth Sidious, Darth Vader, Corran Horn, The Solo Twins, Jorj Car'das, Ysanne Isard and Thrawn.
-New ship Cards: I did the Defender-class Star Destroyer card, the Viscount MC ship and the Starforge card by myself. There are balanced cards for every model and they do fit the model. Several ships are made available to both sides, though they still have exclusivity on some. No death star for the NR.
-New Fighter Cards: VinBadir's Tie Interceptor/Defender are gorgeous!
-New troops: not much changed there yet. General balance improvement. Changed the NR commando to act more like NRI Tactical Squad, trained to foil missions. AT-ST regiment made almost entirely by myself (still use vanilla fleet icon). I must say that this is one very good card, in my opinion!
-New special troops: Clone squad for rebels by me, new bothan spies by nadsjfel.
-New fleet window for NR and GE.
-New top of the window for GE.

*To be continued*


Introduction to credits:
I know how the modder community is sensible to credit. I know everybody want his work to be recognized as his. But my mod is not one of these mod that just steal a lot of ressources and claims them to be mine, like Tim's kotf, or Pikmin's The Sith Lords Restoration Project. I do borrow lot of ressources and I can't say that all that is in this mod is mine. But a lot of the ressources were modified and keeping track of everything is rather complicated. If you see something that is yours, please, by all means, PM me and I'll include your name in the read-me. 

However, it has to be noted that if you made a card used in this mod, it has been probably heavily modified to fit my vision of Rebellion, so that you can't claim the whole thing to be yours anymore (in fact, it is Lucasart's, anyway). By the way, I doubt any cards I did borrow will be like original. I probably will have balanced-it very thoroughly... and loads of time, I had to deal with blue display problems and repaired them. So there is a lot of my work in there...


Credits:
VinBadir - Cards/Pictures
Antonius - Cards/Pictures
najsgej  - Cards/Pictures
Slocket  - Planets Pictures/Inspiration
The Mask - For all the great models/textures you ever did.
DarthTex - For all the help you gave me to understand modding, for the inspiration your mod were for me and for what you did for the Coruscant Sector. Hope you will help me to make this great stuff galaxy wide, when I'll send you what you need!

*To be continued*


INSTALLATION INSTRUCTIONS:
Well, if you have a 64 bit system, I can't help you. Look for Budious's instructions on the forum: http://www.swrebellion.com/forums/postt3937.html
I did manage to make this work on my x64 system too, but I can't get both my computer to play an mp game.

So, back at installation: if you want to be able to modify the game, because you don't like what I did, well, you'd probably better place these file where the normal game would be installed. That would be this path, while you have to replace the "_Rebellion1.5_Mod_Alphav3" by "Star Wars Rebellion". It should look like this: "C:\Program Files\LucasArts\Star Wars Rebellion". Will be different for W7/Vista/XP? 64bits.

But if you merely wish to test this mod, just unzip the game and run rebexe.exe. Make sure you have activated movies, though! To do so, look for the "_Important" folder and run the correct .reg file.

For the next release, I may include the .reb file of RebEd, that you may need to modify stuff in RebEd. I'm not sure you need-it, though. Well, you certainly don't need-it to test the mod, that is for certain!