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<rss version="2.0"><channel><title>Features/ideas Latest Topics</title><link>https://swrebellion.net/forum/156-featuresideas/</link><description>Features/ideas Latest Topics</description><language>en</language><item><title>Structure scaling</title><link>https://swrebellion.net/topic/9476-structure-scaling/</link><description><![CDATA[<p>I noticed that the ingame scaling for certain structures (specifically those of the drydocks) are a bit off in relation to one another and perhaps to ships. To help facilitate a more canon-oriented feel when it comes to those kinds of orbital facilities, I propose the following scaling:</p><p> </p><p>Class I (Cruisers and below) drydock: (Unchanged; use current scaling)</p><p>Class II (Heavy cruisers and capitals) drydock: 1.25-1.5x Class I drydock</p><p>Class III (Supercapitals/S-DNs) drydock: 2x Class I drydock</p><p> </p><p>It's a matter of what sort of ships they build, and the sprawling, rather large nature of drydocks within even larger shipyards. Obviously, this doesn't include the smaller sorts that, according to sources like Wookieepedia or the Essential Guide to Warfare, that state that countless civilian, "Class 1B" and below facilities dot the galaxy. I figure this mod deals with larger operation, like that of Class 1A and 2, which can handle ships up to and including ISDs. So, may as well make them a bit larger, to reflect the following sorts of pictures:</p><p> </p><p><a href="http://static3.wikia.nocookie.net/__cb20120409213649/starwars/images/f/fe/Naval_Station_Validusia.jpg" rel="external nofollow">http://static3.wikia.nocookie.net/__cb20120409213649/starwars/images/f/fe/Naval_Station_Validusia.jpg</a></p><p> </p><p><a href="http://static3.wikia.nocookie.net/__cb20080401203512/starwars/images/b/bb/Sluisvan_swkm.jpg" rel="external nofollow">http://static3.wikia.nocookie.net/__cb20080401203512/starwars/images/b/bb/Sluisvan_swkm.jpg</a></p><p> </p><p>So yeah. That's pretty much it. <img alt=":lol:" src="https://swrebellion.net/uploads/emoticons/icon_lol.gif.8a5bd75ddb72f938a5e7510aac342df5.gif" loading="lazy"></p>]]></description><guid isPermaLink="false">9476</guid><pubDate>Mon, 20 Jan 2014 21:15:03 +0000</pubDate></item><item><title>Texture / RAM usage optimization</title><link>https://swrebellion.net/topic/9474-texture-ram-usage-optimization/</link><description><![CDATA[<p>hey guys...</p><p> </p><p>first of all, thank you for this great mod!</p><p>there might be a way to reduce some more used memory by optimizing the planets textures.</p><p>major stress did some stuff over there with his star trek mod, but honestly I didn't get it exactly.</p><p>just the part that he reduced the amount of memory needed for the texture but preserving the correct stretching of the texture.</p><p>I just checked the size of the planet texture included in SOAGE and SOA and yours are nearly double the size, but give some weird stretching at the poles of the planets.</p><p>I don't know if you already considered this to be included, but in my opinion every MB saved in RAM is a minute worth of gameplay <img alt=";)" src="https://swrebellion.net/uploads/emoticons/icon_wink.gif.c964a10f5f96a749bc3260f747690844.gif" loading="lazy"> damn those limitations.</p><p> </p><p>cheers</p>]]></description><guid isPermaLink="false">9474</guid><pubDate>Wed, 15 Jan 2014 12:15:50 +0000</pubDate></item><item><title>Broadside Cruiser Model</title><link>https://swrebellion.net/topic/9427-broadside-cruiser-model/</link><description><![CDATA[<p>Greetings,</p><p> </p><p>I've been wondering if you take fanmade models (by that I mean fan of the mod, of course), because a few ones of those in the mod, like the Broadside... well, lets just say there is room for improvement  <img alt=":wink:" src="https://swrebellion.net/uploads/emoticons/icon_wink.gif.cb645c5c9a1cc87b926137ba8449b873.gif" loading="lazy"> .</p><p>I mean no offense to the modeller, but I tried my worst to make a prettier one, and this is what I got so far:</p><p> </p><p><span>http://i.imgur.com/Fx0uDOc.png</span></p><p> </p><p><span>http://i.imgur.com/pf5uho2.png</span></p><p> </p><p>I hope you don't mind that I was a bit creative with the details, since the only material for reference is the ship from EaW.</p><p> </p><p>So, how do you think about it?</p>]]></description><guid isPermaLink="false">9427</guid><pubDate>Mon, 22 Jul 2013 18:29:56 +0000</pubDate></item><item><title>Mandalorians</title><link>https://swrebellion.net/topic/9461-mandalorians/</link><description><![CDATA[<p>Hi guys, I'm new here. I didn't find the information I was looking for (<img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy">) nor did I find a thread to introduce myself. Anyway, I'm English, 30s, not a SOASE modder but I have modded and led mods for the Total War games for many years, I am nervously considering jumping in to all this, but I reckon Rebellion would be a smarter bet, alas my system won't run it! I'm currently downloading the mod for Trinity, but I cannot find any info on factions.</p><p> </p><p>I am pretty sure though that you haven't got the Mandalorians included. Now I did see someone get chastised for not reading the FAQ (which I can't find here either) on why no more factions would be included. However, if someone could take the time the time to chat with me about their love/hate/negligence of the Galaxy's finest I'd be awfully chuffed.</p><p> </p><p>Cheers</p>]]></description><guid isPermaLink="false">9461</guid><pubDate>Mon, 28 Oct 2013 22:20:06 +0000</pubDate></item><item><title>new factions</title><link>https://swrebellion.net/topic/9428-new-factions/</link><description><![CDATA[<p>i have an idea for some new factions. right now the mod lacks a good minor faction the exists outside the empire and rebellion/new republic. what we could do is create a generic faction using ships from the imperials, CIS, and republic, to represent the corporate sector authority, or whomever. since it would just be reuse of existing material, it wouldn't be as time consuming as creating a new faction from scratch, and would help fill out the game more. </p><p> </p><p>also, slightly unrelated, but since we have a new republic faction, wouldn't it be fitting to have an imperial remnant faction as well?</p>]]></description><guid isPermaLink="false">9428</guid><pubDate>Wed, 24 Jul 2013 22:56:45 +0000</pubDate></item><item><title>Give Republic a little more variety?</title><link>https://swrebellion.net/topic/9395-give-republic-a-little-more-variety/</link><description><![CDATA[<p>One thing I don't like about them, they have 3 Venators for Capitol ships.  Kinda makes them booring since everything in their fleets are the same.  Since the Rothana Destroyer is in the game, I'd love to see the Venator-C be replaced by the Rothana Battleship.  Yeah, almost no canon stats are known for sure, but would be nice to have something a little different than fleets cap compliment composed of tons of Venators with a Vic and Procurator to break the monotony.  At least then you'd have a 3rd ship to break the monotony of the Venator (even though I actually love the Venator as a ship).</p><p> </p><p>Maybe also add in the Tector (which the Republic did have, although not until late) as IMO Tector + Venator would make for the single most terrifying 2 ship team since the Tector is so powerful and the Venator has such massive hangars.</p>]]></description><guid isPermaLink="false">9395</guid><pubDate>Fri, 19 Apr 2013 22:17:59 +0000</pubDate></item><item><title>dominator star destroyer</title><link>https://swrebellion.net/topic/9379-dominator-star-destroyer/</link><description><![CDATA[<p>hey guys,</p><p>been playing the crap out of this mod, and beta testing multiplayer.</p><p>one thing has come to mind as my awesome imperial fleets crush those rebel scum, i lack an imobilizer that can handle the late game. i was wondering if the dominator star destroyer is going to be added at some point?</p><p> </p><p>cheers fenix</p>]]></description><guid isPermaLink="false">9379</guid><pubDate>Fri, 08 Feb 2013 19:47:13 +0000</pubDate></item><item><title>Change priority order for Torpedeo Sphere?</title><link>https://swrebellion.net/topic/9375-change-priority-order-for-torpedeo-sphere/</link><description>So, I really like the torpedoe spheres.  Great, long range, good damage, and decently shielded enough to survive a little combat.  However, the one thing that annoys me with them (when on the offensive) is that they seem to prioritize bombarding a planet over neutralizing enemies.  So every time whatever you tell them to attack gets blown up, they immediately turn towards the enemy planet.  Is there any way to reprioritize them so they deal with active enemies first (things that actually attack, ships, starbases, fighter depots), THEN go after the planet?</description><guid isPermaLink="false">9375</guid><pubDate>Mon, 04 Feb 2013 22:57:41 +0000</pubDate></item><item><title>Make carriers more useful</title><link>https://swrebellion.net/topic/9376-make-carriers-more-useful/</link><description>So, playing as the empire (but I'm willing to bet all factions have this issue), I noticed the escort carrier is more expensive than the Vindicator (24.1% credits, 59.1% neutronium, 38.7% lumite), is unarmed, has lighter shields, less hull strength, but only carries 1 additional fighter unit.  In order to make it useful to actually have in existence, I'd suggest upping it to 4 or 5 fighter units instead of the 2 that it currently carries, or massively slashing the cost.</description><guid isPermaLink="false">9376</guid><pubDate>Tue, 05 Feb 2013 21:27:48 +0000</pubDate></item><item><title>Any way to code in something to tell ships to close range??</title><link>https://swrebellion.net/topic/9374-any-way-to-code-in-something-to-tell-ships-to-close-range/</link><description>I noticed that a vast majority of my ships like to set back and use their longest range weapons.  That's fine for things like Broadsides and Torpedoe Sphere's, but not so good for things like the Tector.  Is there any way to code in something so that you can tell your ships to engage enemies from close range to bring their maximum amount of weaponry to bear?  As is I just manually tell them to move forward and suddenly the damage being done on their enemies SKYROCKETS.  but with larger fleets, it gets really difficult to micromanage like that.</description><guid isPermaLink="false">9374</guid><pubDate>Mon, 04 Feb 2013 22:54:29 +0000</pubDate></item><item><title><![CDATA[Get rid of the &quot;we've lost our Titan&quot; audio]]></title><link>https://swrebellion.net/topic/9372-get-rid-of-the-quotweve-lost-our-titanquot-audio/</link><description>Just wondering if you had any plans on getting rid of that audio since the way you do supercaps aren't the same and it's kinda weird to here "we've lost our titan" when you don't even have Titans (per the standard name, obviously they fill the same role).</description><guid isPermaLink="false">9372</guid><pubDate>Sun, 03 Feb 2013 02:15:26 +0000</pubDate></item><item><title>Skybox</title><link>https://swrebellion.net/topic/9365-skybox/</link><description><![CDATA[<p>I know the skybox is very StarWarzy but for me i find it distracting. i suggest using the original skyboxs from sins just to make i easier to see the fights and the ships.</p><p> </p><p>what do you think?</p><p> </p><p>or just make it a option to change the skybox from the 1 you have now to the originals that came to the game.</p>]]></description><guid isPermaLink="false">9365</guid><pubDate>Sun, 13 Jan 2013 04:52:02 +0000</pubDate></item><item><title>Ship and Planet Wiki</title><link>https://swrebellion.net/topic/9237-ship-and-planet-wiki/</link><description>Is there a wiki that details the classes of ships and capabilities as well as types of planets? If not, is there on in the works? While it might not be canon to the SW galaxy, it would be useful as there are a ton of ship and planet types to sort.</description><guid isPermaLink="false">9237</guid><pubDate>Sun, 08 Jan 2012 23:48:52 +0000</pubDate></item><item><title>Superweapons</title><link>https://swrebellion.net/topic/9348-superweapons/</link><description><![CDATA[<p>Yeah, i know, this idea has been shot down multiple times, but i thought id have a stab at trying to supply a balanced super weapon loadout for each tree.</p><p> </p><p>Imperial:</p><p><a href="http://starwars.wikia.com/wiki/Galaxy_Gun" rel="external nofollow">Galaxy Gun.</a></p><p>Similar to the TEC Novalith. More powerful, however, but only one can be built. The damage is sufficient to kill any planet. Requires all tactical slots on a Terran planet. The pre-firing sequence is alerted on the map by about a minute. After effect is that it stops credits being earned at the planet and said planet from being recolonized.</p><p>Unable to move, only turn. No defensive weapons. Slow turning. Very long cooldown.</p><p> </p><p>Yuuzhan Vong:</p><p><a href="http://starwars.wikia.com/wiki/Yo%27gand%27s_Core" rel="external nofollow">Yo'gand's Core.</a></p><p>Similar to the Vasari Loyalist's Titans planet sucker ability. Requires a ship to be built to transfer said cargo to the planet. Cargo ship is slow, bulky and lacks any offensive weapons. V. expensive. Activated by approaching an enemy planet, and activating ability. Countdown of about 2 minutes until the moon is plucked from the sky (cool if an effect could be made for it). Can't be stopped. Hence the requirement for the ship, and the weak ship. A small garrison could easily kill it.</p><p>The crashed moon cripples the planet, making it uncolonizeable for a long time (x3 of the Galaxy Gun.).</p><p>I was caught on which path to take next- so heres both.</p><p>1- A package of resources is delivered to the faction that used it. Req. that they have ships in orbit inside a window (about 5 frigates).</p><p>If they dont reach it in time, another faction in orbit (the most amount of ships) can get it. The attacking faction has an exclusive window to get it.</p><p> </p><p>2- (alternatively) the crashed moon generates an additional 2-4 asteroids (more likely to be metal). Also, the terror effect means that if  said planet is recolonized by another faction it suffers a weakness (opposite to cultural resistanve) to the attacking factions culture. If attacked again, the latest attack receives said bonus.</p><p>If the attacking faction recolonizes, the planet gets a major boost to its cultural resistance.</p><p>Nearby planets get the same thing, but in a far smaller amount.</p><p>Pick whichever seems the most balanced.</p><p> </p><p>Republic;</p><p><a href="http://starwars.wikia.com/wiki/Hammer_(battle_station)" rel="external nofollow">Hammer.</a></p><p>Nothing extra-ordinary here. Massive battlestation- incapable of movement (potentially though if it is too weak in comparison)- of which only one can be constructed. Exceedingly expensive. Has the same upgrade style as a regular starbase- but comes equipped with 8 hangar slots, and massive amounts of weaponry. The planet where it is built is highlighted during construction. Doesn't take up tactical slots. Takes up three starbase slots however. Can manufacture Frigates, cruisers- and capital ships.</p><p>The balancing factors of this is simple- for being so large, it has a very slow repair rate. The shield mitigation is also low. It doesnt have a specific weakness for ranged weapons or numbers- but as a defensive weapon, of which only one can be made, i dont think it can be considered too OP. The range isnt great- cant cover more than a single phase lane effectively. No tractor beams that can be utilized on ships. Can draw in asteroids and fire them out from a cannon (this is canon) but the AM cost is so high its the entire reserves, and has a long charge up and cool down.</p><p> </p><p>Tbh, that was one of like 2 Republic Superweapons on the wiki. Alternatively, you could include something more basic, like a massive trade station. No defences, but ridiculous credit making.</p><p> </p><p>CIS:</p><p><a href="http://starwars.wikia.com/wiki/Starkiller_(superweapon)" rel="external nofollow">Starkiller.</a></p><p>This destabilizes hyperspacing in ships.</p><p>In game, this translates to one facility- defenceless, cant move.</p><p>The effect can be one of two things:</p><p>A passive ability or an active ability: It has a 5-10% chance of destroying ships phase jumping in. 50% of ships will be sent off course to a planet within 2 phase jumps. The remainder will jump per-normal.</p><p>If it was passive, the values for destruction would be lowered.</p><p>If it was active, itd also supply phase jump detection directly to said planet.</p><p>And you couldn't construct it around a star.</p><p> </p><p>New Republic:</p><p><a href="http://starwars.wikia.com/wiki/Starlancer_Project" rel="external nofollow">Starlancer Project:</a></p><p>Only superweapon for them i could find. </p><p>Would be a small- very fragile- piece of equipment that can control several small enemy ships, or one large one.</p><p>Up to three can be built. All three are needed to control a Titan.</p><p>The structures can release a captive ship. When it is released, the damage of the ship is doubled- the enraged crew releasing they were tricked- and their shielding is increased (to stop them being released before death. Released ships are also immune to be controlled again for several minutes. </p><p>Destroying a Project, when all three are controlling a Titan, will return the Titan to your control.</p><p>The range is also moderate, so they are a very tactical weapon.</p><p>Only works within its own gravity well.</p><p> </p><p>Couldnt find anything for the alliance. </p><p>Perhaps a giant Ion cannon? Stop anything in its track for a proportional amount of time. Like a structure version of the Malevolence cannon, except more powerful.</p><p>Again, only one can be built, cooldown is slow. Moderate AM cost. After the hammer, it has the best armour. Can take a few hits. Makes up for the lack of offensive power.</p><p> </p><p>Hope these are balanced.</p>]]></description><guid isPermaLink="false">9348</guid><pubDate>Thu, 06 Dec 2012 02:33:21 +0000</pubDate></item><item><title>Any chanse for a small map?</title><link>https://swrebellion.net/topic/9314-any-chanse-for-a-small-map/</link><description>Really missing a small map with the current ones availible. A small map is great for when you only have a litle time or feel up for something quick. By small i mean 7-12 or close to that. The smallest one currently availible with a supershipyard is 20something.</description><guid isPermaLink="false">9314</guid><pubDate>Sun, 19 Aug 2012 07:57:36 +0000</pubDate></item><item><title>Galactic Alliance Ideas</title><link>https://swrebellion.net/topic/9313-galactic-alliance-ideas/</link><description><![CDATA[Shouldn't the GA have some imperial ships, ie Star Destroyers rather than be comprised almost soley of new republic style ships? ie <a href="http://starwars.wikia.com/wiki/Galactic_Alliance_Fourth_Fleet," rel="external nofollow">http://starwars.wikia.com/wiki/Galactic_Alliance_Fourth_Fleet,</a> my impression of the GA during and after the Vong wars is that it borrowed a lot of Imperial ship designs such as Darth Caedus' GAG star destroyer.]]></description><guid isPermaLink="false">9313</guid><pubDate>Sat, 18 Aug 2012 10:33:42 +0000</pubDate></item><item><title>A couple of ideas/wishes.</title><link>https://swrebellion.net/topic/9312-a-couple-of-ideaswishes/</link><description><![CDATA[<p>1: So far every faction has the same research (almost) and play very similiar. (same defensive structures etc) It feels very much like playing the same faction over and over but with a different look. I suggest making the research trees more unique to differentiate the factions more. I understand you are aiming for a true-to-rules way so adding in non canon stuff is a no-go, but you can probably do alot within just the research trees like for example having the CIC have huge bonuses to trade, making trade very lucrative for them while the alliance can have very strong culture to symbolice oppressed planets breaking away and wanting to join the new cool kid on the block etc. Prob lot of different things one can come up with here. </p><p> </p><p>2: Allow for multiple golans around one planet, with rebellion tec for one can have 2 star bases. i dont know if this can be taken over 2 but even just 2 would be an improvement over the 1 we have now. (ideally i would like maybe 4 max) The problem with the one we have now is that it is just too weak to really defend anything as any cap ship compares with it. Also i suggest making some of the purchaseable abilities different from faction to faction. </p><p> </p><p>3: Implement land based orbitol weaponry, there are several mods which has that done succesfully, and its sad that in sins planetbased stuff are completetely ignored but atleast we can have some stuff coming up from the planet. Examples are the empires hypervelocity gun or the ion cannon used by the rebels in the moovie and im sure laser batteries and missiles aswell. I think enhanced 4x mod for rebellion by goafan77 has some land based stuff.</p><p> </p><p>4: I dont remember exactly what kind of new planet models were in the mod, but having some lush jungles and industrial planets etc make for greater variety and more fun. Easy to implement aswell.</p><p> </p><p>5: The mod i mentioned in point 3, enhanced 4x also has another interesting thing, it allows you to hire "heroes". Im sure this is a controversial subject but personally i liked it alot. It worked the way that everyones home planet has an invulnerable structure that can summon 3 heroes, each have pre reqs that must first be researched. And then they level up like normal cap ships, but with entirely different abilities. Would be kinda cool to have some of the canonical personalities from star wars present.</p><p> </p><p>6: Eclipse and executor as titans for their respective sides (if you even plan on implementing the two sides)</p><p> </p><p>7: Instead of pirate ships bombarding your planets they can steal credits, same ships, same way of attacking just change the effect to leech money instead of dooing damage. </p><p>I see this as more realistic than indiscriminatly dropping nukes on the valuable goods.</p><p> </p><p>8: i think the current system with constantly spamming figthers free of cost is somewhat sad. How abouth figthers/bombers actually costing money. Or maybe having some better versions like tie defender that you can purchase a squad off and that can hyperdrive on its own. Would fit in well with the star wars universe where figthers/bombers could do just that and were quite dangerous on their own if properly equipped.</p>]]></description><guid isPermaLink="false">9312</guid><pubDate>Fri, 17 Aug 2012 05:06:23 +0000</pubDate></item><item><title>StarWars Galaxy Max</title><link>https://swrebellion.net/topic/9155-starwars-galaxy-max/</link><description><![CDATA[<p>Ok so I made this map for use with SOGE using the NU planets. It is working with the current version of both mods.(thanks Lavo) It is a single star map with 188 planets from the star wars universe. I used many different sources for placement, arrangement, choice and types of planets in this map. (thanks wookiepedia was a valuable research tool.) Now it is a 7 player fixed starting location map, however one of the main things I'm considering is changing it to random places, so please leave feedback especially regarding starting locations. The locations are as follows with recommended factions:</p><p> </p><p>1 Coruscant Republic,Empire,New republic</p><p>2 Yavin IV Alliance</p><p>3 Geonosis CIS</p><p>4 Mon Calamari New Republic</p><p>5 Zonamo Sekot Vong</p><p>6 Byss Empire</p><p>7 Kamino Republic</p><p> </p><p>Please leave any feedback good or bad as I would like to improve the map further and get it as good as I can. Any suggestions are always welcome, and hopefully you will enjoy playing my map.</p><p> </p><p>Download Available here:</p><p><a href="http://www.gamefront.com/files/20617995/Star+Wars+Galaxy+Max.galaxy" rel="external nofollow">http://www.gamefront.com/files/20617995/Star+Wars+Galaxy+Max.galaxy</a> New Link</p><p> </p><p>if the link goes down let me know and I will re upload it.</p><p> </p><p>Screenshot here:</p><p><a href="http://playstuff.net/attachment.php?attachmentid=539" rel="external nofollow">http://playstuff.net/attachment.php?attachmentid=539</a></p><p> </p><p>Install instructions:</p><p>1&gt;Download the map</p><p>2&gt;Copy and Paste into (64bit system) &gt; Username&gt;AppData&gt;Local&gt;IroncladGames&gt;Sins&gt;ModsEntrenchement1.051&gt;entrenchment&gt;galaxy </p><p>3&gt;Next you need to open your galaxy.manifest file in the entrenchment folder and add the following line to the page: fileName "Star Wars Galaxy Max" and also add 1 to the total at the top of the page.</p><p> </p><p>OR instead of completing step 3 simply download this one here and replace it in your entrenchment folder listed in step 2. <a href="http://www.gamefront.com/files/20437502/galaxy.manifest" rel="external nofollow">http://www.gamefront.com/files/20437502/galaxy.manifest</a></p><p> </p><p>Hopefully this will help.</p>]]></description><guid isPermaLink="false">9155</guid><pubDate>Sun, 12 Jun 2011 20:21:12 +0000</pubDate></item><item><title>Ship Weapons and Armaments</title><link>https://swrebellion.net/topic/9262-ship-weapons-and-armaments/</link><description><![CDATA[<p><a href="http://i919.photobucket.com/albums/ad33/Lavo_02/five-frigweap.jpg" rel="external nofollow">As I confirmed here</a>, ships in Rebellion can have a maximum of 5 weapons. This is a very good thing, and will allow for several things, such as the proper implementation of point-defense systems on some ships. For others it means more weapons. But for nearly all of them, it brings up the question of what should be done for weapons in general?</p><p> </p><p>With five weapon slots, not only could one put in say, point defense lasers and ion cannons, but still have three slots left for different missile and turbolaser combinations. While this is clear cut for some ships (ex. Executor will get ion cannons and point-defense lasers), the question remains on what to do for some other ships, such as the ISD-II. </p><p> </p><p>This thread is for people, including myself, to brainstorm and discuss possible weapon configurations for ships of all kinds, for when we make the port over to Rebellion.</p>]]></description><guid isPermaLink="false">9262</guid><pubDate>Wed, 11 Apr 2012 16:56:26 +0000</pubDate></item><item><title>Some ideas for this wonderful mod..</title><link>https://swrebellion.net/topic/8567-some-ideas-for-this-wonderful-mod/</link><description><![CDATA[<p>I tried the beta and I loved it. I think that it's going on a very good course. I have about 2 suggestions that I can think of right now that would add a lot of fun to the game.</p><p> </p><p>1. The Death Star. This is a must for this mod, especially with Sins of a Galactic Empire's brilliant engine. Of course for warlords it wasn't feasable because you were only playing near one planet. But now you're playing with 20-40 planets. Destroying a planet with the Death Star would make a player's planet uninhabitable obviously and cause a tremendous blow to the opponent's economy especially if it was a highly productive planet. Maybe after you build the first one you can build the second one which would have the ability to fire on capital ships. This Death Star concept was a similar one in EAW except that EAW's galactic gameplay was turn based. And maybe the only way to destroy it would be to get some fighters near it. The fighters would have a chance of shooting a torpedo down the shaft destroying the space station.</p><p> </p><p>2. This is more of a question but the planets and maps in the game are going to be Star Wars-ized right? So we'll fight for planets like Hoth and such and such?</p>]]></description><guid isPermaLink="false">8567</guid><pubDate>Fri, 27 Jun 2008 10:43:48 +0000</pubDate></item><item><title>Death star</title><link>https://swrebellion.net/topic/9294-death-star/</link><description><![CDATA[<p>I came back to the new alpha after going back to sin for rebellion. I've been playing soge since the first beta came out a while back and I must say the rebellion edition is turning out to be..... Awesome. Kudos to all of you who worked hard on the project !</p><p> </p><p> </p><p> </p><p>So I know it probably has been talked about a thousand times but I guess I wasn't there and I thought  I'd share my ideas for adding the Death Star as a late game super- starbase / super weapon ( a bit like the executor) </p><p> </p><p>With around the same cost as the executor the death star would have the ablity to travel between system ( very, very slowly) and have super powerfull anti planet / structure weapons. It would have a large health pool, mediocre armor, and medium / mediocre anti-ship capabilities. It could be built using a 4 step tech process like the titans in vanilla rebellion.</p><p> </p><p>It would allow an empire fleet to conquer worlds faster late game  and.... Well..um its a death star so its amazingly cool.</p><p> </p><p> </p><p>Let me know what you think ?</p><p> </p><p>Keep up the good work !</p>]]></description><guid isPermaLink="false">9294</guid><pubDate>Sat, 07 Jul 2012 09:17:47 +0000</pubDate></item><item><title>Bring back the planet bonus and other planet things</title><link>https://swrebellion.net/topic/9279-bring-back-the-planet-bonus-and-other-planet-things/</link><description><![CDATA[<p>The random bonuses (or negatives) that planets may feature should be re-implemented. Now I know there are already tons of different planet types, but this way even premade maps have a sort of uniqueness to them each time they are played. After playing rebellion for a while, I gotta say I miss those porous core, high security, and other things. I know there are dedicated planets for probably all of the bonuses, but what harm is there to bring even more variation? Sins is a big game, each plant should have all the more potential to diversify. I'd do it myself if someone would point me in the right direction.</p><p> </p><p>Other suggestions I'd like to make regard the planet development upgrades for some planets. I understand the rationale behind the decision for players to pay a cost to "maintain" a planet on a hostile environment. However given some maps like Systems at War/Fire and Ice, it would be nice to let players to be able to pay some amount of money to remove underdevelopment. It really cuts into your credits. In addition logistics slots on some of the planets are low, some planets do have tons of them, but I think the lower end should be given maybe 8 more slots or so. </p><p> </p><p>Lastly, some of the normal sins maps don't work every well and I think it has something to do with the planet templates used. Now while I like making maps, sometimes I just want to play a premade map so maybe bring back some of the types of planet vanilla sins has so the vanilla maps work?</p>]]></description><guid isPermaLink="false">9279</guid><pubDate>Sat, 26 May 2012 20:49:20 +0000</pubDate></item><item><title>Planetary Takeover</title><link>https://swrebellion.net/topic/9118-planetary-takeover/</link><description><![CDATA[<p>I have no idea if this is possible with the game code of if its too hardcoded to alter but would it be possible to create a mechanism for taking over a planet owned by another faction without bombing it out of existance first?</p><p> </p><p>My suggestion would be to have a class of vessel that acts in the same way as the current colonisation ships but takes a lot longer.  An invasion/assault class.</p><p> </p><p>For the Empire it would obviously be a ground assault class although samller Star Destroyers were capable of landing so maybe add it as an ability to those ships too?  All tactical built stuff is destroyed however.</p><p> </p><p>CIS, again these guys are 'evil' so would go with assault and occupation, Driod Planetary assault ships or an ability added to their Big ships that carry all the droids.</p><p> </p><p>Republic - less force more persuasion with these folks.  Allow Jedi ships to convert populaces and give them a clone assault option from certain vessals, maybe the Victory SD's that could actually land on planets.</p><p> </p><p>Alliance - Again these guys didn't really fight but more subvert systems.  Not really played as these guys as I actually dislike the Alliance and Mon Cal's are just lame but woudl easily be possible to give them some sort of delegation ship or blockade runner and a 'Rebel Strike Force' or Freedom Fighter Landing Craft.</p><p> </p><p> </p><p>This would of course need to take a lot longer than a planetary bombardment but has the huge benefit that you don't have to rebuild from the ground up which makes little sense.  The more advanced the planet the longer it takes to control this way giving its owner a chance to retaliate. Fluff wise it would be great to see fleets blockading planets while their teams take over on the ground.</p>]]></description><guid isPermaLink="false">9118</guid><pubDate>Tue, 29 Mar 2011 16:18:04 +0000</pubDate></item><item><title>Super and Hyper ship in Star Wars</title><link>https://swrebellion.net/topic/8945-super-and-hyper-ship-in-star-wars/</link><description><![CDATA[<p>Can anyone add in a super and hyper ship in next mod like this one</p><p> </p><p> </p><p><span>http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/SW/Allegience.png</span></p><p> </p><p> </p><p><span>http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/SW/SuperSDs.png</span></p><p> </p><p> </p><p><span>http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/SW/Sovereign.png</span></p><p> </p><p> </p><p><span>http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/SW/Eclipse.png</span></p><p> </p><p> </p><p><span>http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/SW/Imperium.png</span></p>]]></description><guid isPermaLink="false">8945</guid><pubDate>Tue, 09 Mar 2010 07:43:39 +0000</pubDate></item><item><title>Colours</title><link>https://swrebellion.net/topic/8617-colours/</link><description>Would it be possible to add Republic colors to all the Republic ships, that is the red stripes such as the ones seen on the Venators.  For instance, a big red stripe running down the middle of the Victories or Acclamators.  I know it never officially says anywhere that republic ships were all painted that way, but I think its fair to say that if arc-170's, v-wings, Venators and other ships had that color scheme, then most or all republic ships would also have that paint job (later on in the clone wars anyway).  Definitely not a priority, but I think it would look pretty cool.</description><guid isPermaLink="false">8617</guid><pubDate>Thu, 04 Dec 2008 07:46:07 +0000</pubDate></item></channel></rss>
