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<rss version="2.0"><channel><title>Rebellion Reloaded Latest Topics</title><link>https://swrebellion.net/forums/forum/29-rebellion-reloaded/</link><description>Rebellion Reloaded Latest Topics</description><language>en</language><item><title><![CDATA[Rebellion Refreshed &amp; Reloaded (x86/x64) files for download]]></title><link>https://swrebellion.net/forums/topic/9431-rebellion-refreshed-amp-reloaded-x86x64-files-for-download/</link><description><![CDATA[<p>Hi All,</p><p> </p><p>After a couple of weeks away and many emails requesting these files, I've put them on a filedropper download (many thanks to the person who suggested it - my apologies I've forgotten your name already):</p><p> </p><p><a href="http://www.filedropper.com/rebrefreshpackagebeta12withvcl30addedbyant" rel="external nofollow">http://www.filedropper.com/rebrefreshpackagebeta12withvcl30addedbyant</a></p><p> </p><p>as you may note I've found and added the file vcl30.dpl to the rebed folders (finally figured out what that was - makes rebed work on 64 systems...I think  <img alt=":)" data-src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png" />  )</p><p> </p><p>If for any reason the download isn't working, email me at <a href="mailto:addict-ant@outlook.com" rel="">addict-ant@outlook.com</a> and I'll see what I can do.</p><p> </p><p>P.S. I've just got a windows 7 professional 64 system and whilst rebellion runs, the colours are all messed up (almost looks like it's running in 256 colour but not quite). I've tried all the compatibility settings and checking up to date graphics drivers etc but to no avail - if anyone has any suggestions I'd be eternally grateful.</p><p> </p><p> </p><p> </p><p> </p><p>EDIT 11/08/2013: BEEN HAVING PROBLEMS WITH FILEDROPPER.COM SO HAVE SET UP THIS AT OUTLOOK'S SKYDIVE:</p><p><a href="https://skydrive.live.com/redir?resid=B9BB0ECEEDB43135!108&amp;authkey=!AATeErb0o3a47FM" rel="external nofollow">https://skydrive.live.com/redir?resid=B9BB0ECEEDB43135!108&amp;authkey=!AATeErb0o3a47FM</a></p><p> </p><p>AGAIN, ANY PROBLEMS PLEASE EMAIL ME AS ABOVE  <img alt=":)" data-src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">9431</guid><pubDate>Tue, 30 Jul 2013 18:44:18 +0000</pubDate></item><item><title>Rebellion Reloaded Beta FAQ</title><link>https://swrebellion.net/forums/topic/3762-rebellion-reloaded-beta-faq/</link><description><![CDATA[<p>Ok, I'll collect some Q &amp; As in this thread, to help along with any problems you might have. </p><p> </p><p>Once something's resolved, the question and the answer will be put into this post and the ones relating to that get deleted.</p><p><span style="color:lime"><strong>First of all:</strong></span><span style="color:lime"> read the readme file at the beginning and do exactly as it says. Most problems will be solved by this already.</span></p><p> </p><p> </p><p><strong>Q:</strong> I can't load the .reb file, RebEd complains that it needs a more recent version.</p><p> </p><p><strong>A:</strong> You need to put the .reb file (cards folder) into the RebEd folder, before trying to load it. The "newer" version thing always comes up, if your dllentries.txt file and the one of the mod creator don't exactly match. The cards get loaded anyway.</p><p> </p><p> </p><p><strong>Q:</strong> Why can't I see any new cutscenes ?</p><p> </p><p><strong>A:</strong> As the installer says at the end, you need to run the <em>enable_movie_patch.reg</em> file. This can't be done automatically for you, since RebEd would not let you load the .reb file afterwards. Hence, the setup creates a <em>enable_loading_RebEd_cards.reg</em> </p><p> </p><p> </p><p><strong>Q:</strong> I have problems getting it (and the game) to run under Vista...</p><p> </p><p><strong>A:</strong> Sorry, none of the team has Vista (IIRC, we're all running XP) and I for one am not planning to get it, as I find it too restrictive. However, budious made a thread called <em>Windows Vista and Rebellion</em> in the <a href="http://www.swrebellion.com/forums/posts3033-0.html" rel="external nofollow">General Discussion forum</a></p><p> </p><p> </p><p><strong>Q:</strong> Does the installer have to be this complicated ?</p><p> </p><p><strong>A:</strong> Believe me, you only see the tip of the iceberg. This thing, among other stuff, automatically creates necessary files exactly for your PC, for example. There's also a lot of safety checks in it and we were not allowed, to ship things like Resource Hacker with our TC, either. All in all, things are automated as much as possible right now, but I am working on fine-tuning it.</p><p> </p><p> </p><p><strong>Q:</strong> <em>Zugriffsverletzung bei Adresse ........ in Modul 'setup.exe'. Lesen von Adresse ......... </em> -&gt; access violation at address .... in module 'setup.exe'. Reading from address ....</p><p> </p><p><strong>A:</strong> That's German for "the Vogons are about to level earth". Ok, maybe it just means you have to shut down your vmware background process in the taskmanager.</p><p> </p><p> </p><p><strong>Q:</strong> Planet x is not at the correct position.</p><p> </p><p><strong>A:</strong> This is what ate up nearly all my free time for the last two weeks before the release. If you look at the Corellian system, you might get an idea of the tool I have been writing to counter this. However, this does not fully work yet and so I had to make do with the positions of the original planets and could only move the sectors around in RebEd <img alt=":?" data-src="https://swrebellion.net/uploads/emoticons/icon_confused.gif.508a0e6b60ecc9bb943fd4964cef891e.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png"></p><p>I used the <a href="http://www.swcic.net/images/galaxymap.jpg" rel="external nofollow">nav-computer.com</a> map and <a href="http://www.xs4all.nl/~wrvh/galaxymap/" rel="external nofollow">one that's based on it</a>, as this was the best available source for a canon layout. Some of the planet positions are ... stretched ... but there's only 20 sectors in Rebellion either and I wanted to have as many recognizable planets in there as possible.</p><p> </p><p> </p><p><strong>Q:</strong> Ok, but the encyclopedia info for some of the planets is still wrong.</p><p> </p><p><strong>A:</strong> Yup. Since I worked up to the last minute before release on the galaxy <strong>layout</strong>, the encyclopedia entries will be fixed later on. If you don't know any of the planets, try the <a href="http://www.cuswe.org" rel="external nofollow">CUSWE</a>.</p><p> </p><p> </p><p><strong>Q:</strong> I swear there are the voices of some of the Reloaded team members in this TC, along with the ones from swr members in the tactical mode.</p><p> </p><p><strong>A:</strong> Really ?  <em>*g*</em> Well, I'm sure the cast will be updated for each correct guess.</p><p> </p><p> </p><p><strong>Q:</strong> Are there any eastereggs hidden in this TC ?</p><p> </p><p><strong>A:</strong> Yup <img alt=":P" data-src="https://swrebellion.net/uploads/emoticons/icon_razz.gif.de14df23ef87c928992d34b311e47262.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png"></p>]]></description><guid isPermaLink="false">3762</guid><pubDate>Thu, 05 Jul 2007 18:51:57 +0000</pubDate></item><item><title>Cant Get Conversion to Work</title><link>https://swrebellion.net/forums/topic/9498-cant-get-conversion-to-work/</link><description><![CDATA[<p>Ok, so I unzipped the Rebellion Reloaded Zip file to a folder, followed all steps for setup....</p><p> </p><p>And when I click on the Rebellion Reloaded Conversion Setup file it gives me a list of conditions which have to be met first.</p><p> </p><p>With all conditions met I click on the " I have done everything" Button.</p><p> </p><p>After that it says OK, then find Resource Hacker.</p><p> </p><p>I browse to the location of Resource Hacker, ( A folder separate from the Rebellion and Total Conversion folders as directed ), AND THEN NOTHING!!!</p><p> </p><p>NOTHING HAPPENS!!!!!    Can someone please help me move forward here?  It would greatly be appreciated!!!</p><p> </p><p>Thank you and may Jesus bless you all!!!</p>]]></description><guid isPermaLink="false">9498</guid><pubDate>Thu, 18 Oct 2018 19:24:11 +0000</pubDate></item><item><title>Rebellion Refreshed and Reloaded Ultimate Package (x86/x64)</title><link>https://swrebellion.net/forums/topic/3773-rebellion-refreshed-and-reloaded-ultimate-package-x86x64/</link><description><![CDATA[<p>September 8, 2010</p><p> </p><p><strong>Reb Refresh Package 2.0</strong></p><p><a href="http://www.mediafire.com/?2o45636jl3ij59z" rel="external nofollow">http://www.mediafire.com/?2o45636jl3ij59z</a></p><p> </p><p></p><ul><li>Includes updated *.reg files to fix key location</li><li>Now includes RedEd unpacked and ReloadEd</li></ul><p></p><p> </p><p>---------------------------------------------------------------------------------------------------------------</p><p>December 1, 2009 (New hosting mirror; fixed a typo in reloaded_x64.reg and reloaded_x86.reg)</p><p> </p><p><a href="http://www.mediafire.com/file/yzmdiw2njzm/Reb_Refresh_Package_Beta1.1.zip" rel="external nofollow">http://www.mediafire.com/file/yzmdiw2njzm/Reb_Refresh_Package_Beta1.1.zip</a></p><p> </p><p>---------------------------------------------------------------------------------------------------------------</p><p>Download Mirrors (1.63MB RAR)</p><p><a href="http://www.mediafire.com/?6lyv4gnbtwe" rel="external nofollow">http://www.mediafire.com/?6lyv4gnbtwe</a></p><p> </p><p>Rebellion Refreshed and Reloaded Ultimate Package (x86/x64)</p><p> </p><p>In special recognition of:</p><p> - Rebellion Reloaded team for their work on the Total Conversion</p><p> - Mad78 for the Rebellion Refreshed icon</p><p> </p><p>July 8, 2007 - Details of Changes</p><p>----------------------------------------------------------------------------------------------------------------</p><p>First Release (Beta 1)</p><p> </p><p>Primary Purpose</p><p> - Package developed to allow dual installation of standard Rebellion and the Reloaded mod.</p><p> - Windows Vista x86/x64 and Windows XP x64 support.</p><p> </p><p>Package Features (Rebellion Refresh)</p><p> - Icon updated for XP and newer operating systems. (48x48 w/ 32bpp) Created by Mad78</p><p> - Performance optimizations to executables allow DLL and MDATA file access from installation folder.</p><p> - Application manifest data added to executables to conform to Vista UAC specifications.</p><p> - REBEXE.EXE is now identified as version 1.02 to reflect these changes, built on 1.00 for stability.</p><p> </p><p>Package Features (Rebellion Reloaded)</p><p> - Icon updated for XP and newer operating systems. (48x48 w/ 32bpp) Created by Budious</p><p> - Performance optimizations to executables allow DLL and MDATA file access from installation folder.</p><p> - Application manifest data added to executables to conform to Vista UAC specifications.</p><p> - RELOADED.EXE has been altered to use the HKLU/Software/LucasArts/Star Wars Reloaded registry branch.</p><p> - RELOADED.EXE is now identified as version 2.00 to reflect these changes, built on 1.00 for stability.</p><p> </p><p>Status</p><p> - Working properly on my development workstations.</p><p> - Requires extensive testing and feedback.</p><p> </p><p>Bug Reports</p><p> - Email all bug reports to 'budious at gmail dot com' with the subject "Rebellion Refresh"</p><p> </p><p>Future Features</p><p> - Standalone installation utility for Windows XP x64 and Windows Vista x64 for Rebellion Refresh.</p><p> - Standalone installation utility for Windows XP x64 and Windows Vista x64 for Rebellion Reloaded.</p><p> </p><p>----------------------------------------------------------------------------------------------------------------</p><p> </p><p>Installation Directions (Beta 1)</p><p> - This release only provides a framework of technical modifications to fulfill the primary purpose.</p><p> </p><p>x86 Users</p><p> - Install Rebellion from disk.</p><p> - Download the TC beta and follow the directions included in README.</p><p> - Rename C:\Program Files\LucasArts\Star Wars Rebellion to C:\Program Files\LucasArts\Star Wars Reloaded.</p><p> - Right-Click on the file Reloaded_x86.reg and select the merge option.</p><p> - Delete REBEXE.EXE from C:\Program Files\LucasArts\Star Wars Reloaded</p><p> - Copy RELOADED.EXE to C:\Program Files\LucasArts\Star Wars Reloaded</p><p> - (Vista users only) Copy the d3drm.dll to C:\Program Files\LucasArts\Star Wars Reloaded</p><p> - Manually create a new desktop shortcut pointing to C:\Program Files\LucasArts\Star Wars Reloaded\RELOADED.EXE</p><p> - Run the Star Wars Rebellion cd and select the "Reinstall" option. Select the Maximum option.</p><p> - Open the Star Wars Rebellion cd in explorer and copy the Rebellion\MData folder to C:\Program Files\LucasArts\Star Wars Rebellion\MDATA</p><p> - Open the Star Wars Rebellion cd in explorer and copy all Rebellio\*.dll files to C:\Program Files\LucasArts\Star Wars Rebellion</p><p> - Copy REBEXE.EXE to C:\Program Files\LucasArts\Star Wars Rebellion, Click Yes to replace.</p><p> - (Vista users only) Copy the d3drm.dll to C:\Program Files\LucasArts\Star Wars Rebellion</p><p> - Update your Rebellion desktop icon properties to use the new icon included in REBEXE.EXE (1.02)</p><p> - Take a deep breathe, make a choice, click either Rebellion or Reloaded shortcut and relax <img alt=":)" data-src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png" /></p><p> </p><p>----------------------------------------------------------------------------------------------------------------</p><p> </p><p>Installation Directions (Beta 1)</p><p> - This release only provides a framework of technical modifications to fulfill the primary purpose.</p><p> </p><p>x64 Users</p><p> - Open the Star Wars Rebellion cd in explorer.</p><p> - Copy everything from D:\Rebellion to C:\Program Files\LucasArts\Star Wars Rebellion</p><p> - Right-Click on the file Rebellion_x64.reg and select the merge option.</p><p> - Download the TC beta and follow the directions included in README.</p><p> - Rename C:\Program Files\LucasArts\Star Wars Rebellion to C:\Program Files\LucasArts\Star Wars Reloaded.</p><p> - Move C:\Program Files\LucasArts\Star Wars Reloaded to C:\Program Files (x86)\LucasArts\star Wars Reloaded.</p><p> - Right-Click on the file Reloaded_x64.reg and select the merge option.</p><p> - Delete REBEXE.EXE from C:\Program Files (x86)\LucasArts\Star Wars Reloaded</p><p> - Copy RELOADED.EXE to C:\Program Files (x86)\LucasArts\Star Wars Reloaded</p><p> - (Vista users only) Copy the d3drm.dll to C:\Program Files (x86)\LucasArts\Star Wars Reloaded</p><p> - Manually create a new desktop shortcut pointing to C:\Program Files (x86)\LucasArts\Star Wars Reloaded\RELOADED.EXE</p><p> - Open the Star Wars Rebellion cd in explorer.</p><p> - Copy everything from D:\Rebellion to C:\Program Files (x86)\LucasArts\Star Wars Rebellion</p><p> - Copy REBEXE.EXE to C:\Program Files (x86)\LucasArts\Star Wars Rebellion, Click Yes to replace.</p><p> - (Vista users only) Copy the d3drm.dll to C:\Program Files (x86)\LucasArts\Star Wars Rebellion</p><p> - Create a Rebellion desktop shortcut to C:\Program Files (x86)\LucasArts\Star Wars Rebellion\REBEXE.EXE</p><p> - Take a deep breathe, make a choice, click either Rebellion or Reloaded shortcut and relax <img alt=":)" data-src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png" /></p><p> </p><p>----------------------------------------------------------------------------------------------------------------</p><p> </p><p>---------------------------------------------------------------------------------------</p>]]></description><guid isPermaLink="false">3773</guid><pubDate>Sun, 08 Jul 2007 10:31:17 +0000</pubDate></item><item><title>Resource Hacker Needed</title><link>https://swrebellion.net/forums/topic/9497-resource-hacker-needed/</link><description><![CDATA[<p>It would appear that the site: <a href="http://www.angusj.com/resourcehacker/" rel="external nofollow">http://www.angusj.com/resourcehacker/</a></p><p>For Resource Hacker is no longer in use.</p><p> </p><p>Can someone point me to a safe site to pick this up so I can complete my installation of Rebellion Reloaded Please?</p><p> </p><p>Thank you and God Bless!!!</p>]]></description><guid isPermaLink="false">9497</guid><pubDate>Thu, 18 Oct 2018 18:25:36 +0000</pubDate></item><item><title>Crash on battle exit</title><link>https://swrebellion.net/forums/topic/9484-crash-on-battle-exit/</link><description>After installing Rebellion: Reloaded, I'm unable to properly take command in space battles. I can simulate the results just fine, and the actual combat on the commanded battle works just fine, but the moment the battle ends, and the voice over says the appropriate thing for the result (such as "our ships have made the jump to hyperspace", etc.), I get an immediate crash to desktop, without returning to galaxy view.</description><guid isPermaLink="false">9484</guid><pubDate>Wed, 06 May 2015 17:21:43 +0000</pubDate></item><item><title>Error Report</title><link>https://swrebellion.net/forums/topic/9328-error-report/</link><description><![CDATA[<p>What did I do wrong?</p><p>I followed the instructions as close as I could.</p><p>Uninstalled Rebellion and then reinstalled.</p><p>Installed the patch and then followed the rest of the instructions of the installer. I also followed the readme and I still got this.</p><p> </p><p>Is there something I forgot? Is there something I can try without having to start all over as it seems to be mostly working. Should I try from the start? </p><p> </p><p>I'm on Windows XP and I also have the txt in the error if you need that. I will post it below.</p><p> </p><p><span>http://imageshack.us/a/img850/3482/errorfc.png</span></p><p><span>http://imageshack.us/a/img253/1786/detailsg.png</span></p>]]></description><guid isPermaLink="false">9328</guid><pubDate>Wed, 26 Sep 2012 14:21:56 +0000</pubDate></item><item><title>Reloaded on Win7 64bit. Can someone help me?</title><link>https://swrebellion.net/forums/topic/9274-reloaded-on-win7-64bit-can-someone-help-me/</link><description>I thought I did everything according to the refreshed and reloaded post but its not working. Can someone help and walk me through this please?</description><guid isPermaLink="false">9274</guid><pubDate>Mon, 14 May 2012 23:21:12 +0000</pubDate></item><item><title>reloaded mulitplayer</title><link>https://swrebellion.net/forums/topic/9287-reloaded-mulitplayer/</link><description>Anyone wanna play a reloaded multiplayer game?</description><guid isPermaLink="false">9287</guid><pubDate>Mon, 11 Jun 2012 23:53:17 +0000</pubDate></item><item><title>cannot open gokres.dll?</title><link>https://swrebellion.net/forums/topic/3810-cannot-open-gokresdll/</link><description>Hey, I haven't found a solution to this problem on any other threads, so I posted a new topic.  When I attempt to load the .reb, I get the error msg that "windows cannot open C;/program files/lucasarts/.....gokres.dll."  I'm wondering what this file is.  It doesn't seem like the settings are then being loaded properly into the game, as RebEd hangs up.  I have Windows Vista home premium on my current computer, and Rebellion runs fine otherwise.  Please help me out I really want to test this baby out!</description><guid isPermaLink="false">3810</guid><pubDate>Wed, 01 Aug 2007 01:40:40 +0000</pubDate></item><item><title>Talented Artworker Required!</title><link>https://swrebellion.net/forums/topic/2478-talented-artworker-required/</link><description><![CDATA[<p>Ok, you may have noticed that Reloaded is dragging it's feet to get completed; I think it is in everyone's interests to speed the process up a little without compromising the quality of what has already been done. </p><p> </p><p>You can't help but observe that Rebellion is a graphic-intensive game, ie: most of gameplay is spent looking at bmp's. Well it is largely on this front that the project is being slowed. Therefore what we need is an additional artworker to help out what has not already been completed. Virtually all the cards have now been done though, we are concentrating on the ingame dlls, event pics etc. </p><p> </p><p>The requriments are high though. Event pics are hard to create from scratch. We need a pofessional photoshop wizard with atleast some</p><p>knowledge of traditional drawing. We have set high standards for Reloaded because it is in our belief they will be, and <em>are</em> better than what comes with the original game.</p><p> </p><p>As almost as is important on this front is <strong>reliability</strong>. The project has suffered from members vannishing off into the cyber-ether, the core of the team of the team has learnt from this and is now sceptical of people expressing help from the outside for nothing to materialize.</p><p> </p><p>So, if you think you're good enough to join the team we would ask you to produce three ingame event pictures and post them here, as jpgs, but ready with the games palette to be viewed ingame.</p><p> </p><p>-Alliance character captured</p><p>-Assassination Mission entry</p><p>-general uprising entry</p><p> </p><p>Remembering of course the ORIGINAL works will have to survive at least two reductions in size and still remain focused ingame. </p><p> </p><p>If you are considered good enough on your efforts here, you will be given a test period under the supervision of Lord_La_Forge (our chief artworker) and myself. In the unlikely event we recieve multiple talent, that of course will be considered. But do not be offended if you submit stuff you consider God's gift to Rebellion, but we generally consider as not. The standards are high. If you get on board, you'll see why... </p><p> </p><p>If you have any questions concerning this topic, feel free to ask LF or myself. </p><p> </p><p>May the Force be with you. <img alt=":)" data-src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png"></p>]]></description><guid isPermaLink="false">2478</guid><pubDate>Sat, 18 Jun 2005 20:23:18 +0000</pubDate></item><item><title>Planets</title><link>https://swrebellion.net/forums/topic/9145-planets/</link><description><![CDATA[<p>Is it possible in a TC to change the planets?</p><p> </p><p>Most are not at the right place or in the correct sector :</p><p><a href="http://starwarsatlas.uw.hu/rebellion2.htm" rel="external nofollow">http://starwarsatlas.uw.hu/rebellion2.htm</a></p><p> </p><p>maps :</p><p><a href="http://starwarsatlas.uw.hu/" rel="external nofollow">http://starwarsatlas.uw.hu/</a></p><p> </p><p>most accurate maps yet i guess :</p><p><a href="http://img396.imageshack.us/img396/1456/gmapnewujca8.jpg" rel="external nofollow">http://img396.imageshack.us/img396/1456/gmapnewujca8.jpg</a></p>]]></description><guid isPermaLink="false">9145</guid><pubDate>Thu, 26 May 2011 07:39:28 +0000</pubDate></item><item><title>Reloaded Installation</title><link>https://swrebellion.net/forums/topic/3776-reloaded-installation/</link><description><![CDATA[<p>I've installed Rebellion Reloaded and just completed my first game as the Empire. I want to make sure everything installed correctly. I installed hours after it was first posted in the forums. In case it has changed since then:</p><p> </p><p>-The Rebel adviser is C-3PO during the intro and consistently flashes back to threepio everytime he is suppose to talk.</p><p> </p><p>-The hero units images and stats have changed, but their encyclopedia entries did not.</p><p> </p><p>-The AI is normal expect they consistently send recon units to planets that I already control. Even core systems that start under my control.</p><p> </p><p>-Some voice tracks have changed for the Imperial adviser. But most are the same as before. The different ones are very quiet.</p><p> </p><p>-Both civs get the standard, "capture/protect corusant" dialog at the beginning.</p><p> </p><p>-The cut scene is the same for the rebels (they still fly into "bespin")</p><p> </p><p>So did I miss something on the install? Or have these things not changed in Beta?</p>]]></description><guid isPermaLink="false">3776</guid><pubDate>Mon, 09 Jul 2007 01:18:18 +0000</pubDate></item><item><title>is the project dead??</title><link>https://swrebellion.net/forums/topic/8928-is-the-project-dead/</link><description>Just wondering if the project is dead?  I hope not because this is a great mod that I would love to see completed.</description><guid isPermaLink="false">8928</guid><pubDate>Tue, 26 Jan 2010 14:32:01 +0000</pubDate></item><item><title>Rebellion Reloaded error</title><link>https://swrebellion.net/forums/topic/8896-rebellion-reloaded-error/</link><description><![CDATA[<p>Hi to all, please help me to install this great mod for one of my preferit game!</p><p> </p><p>I already installed the mod, donloaded also the rebed software, but i'm not able to open the crds file with rebed, i receive an error message that say "this is not a valid rebed file" so...I tried to start the game and it works until the finish of the movie at the consolle.</p><p> </p><p>please help me!!!</p>]]></description><guid isPermaLink="false">8896</guid><pubDate>Thu, 03 Dec 2009 14:40:09 +0000</pubDate></item><item><title>Questions</title><link>https://swrebellion.net/forums/topic/8826-questions/</link><description><![CDATA[<p>I have instaled rebellion vainilla today, and i see reloaded my question is? </p><p> </p><p>beter the AI?</p><p> </p><p>is the same period than vainila (galactic civil war)</p>]]></description><guid isPermaLink="false">8826</guid><pubDate>Sun, 30 Aug 2009 00:05:27 +0000</pubDate></item><item><title>RR - update - balance troops</title><link>https://swrebellion.net/forums/topic/8721-rr-update-balance-troops/</link><description><![CDATA[<p>Yet another point of interest. I'd like to introduce you into my viewing of Thrawn's Campaign.</p><p>Every unit should has its place on battlefield. I've changed roles of some of units. Some, because that was more canon, some because of balance reasons.</p><p> </p><p>So let's look at TROOPS:</p><p> </p><p> </p><p><strong>NAME / SUGGESTED COST / SUGGESTED MAINTENANCE</strong></p><p> </p><p><strong>Thrawn:</strong></p><p> </p><p><strong>Assault AT Regiment 6/3</strong></p><p>attack 10 / defence 7 / detection 15 / research 0</p><p>Available from beginning. Assault unit, good in attack and defence but costly. Poor detection value.</p><p> </p><p><strong>Clone Troopers 3/1</strong></p><p>attack 5 / defence 5 / detection 25 / research 1</p><p>Available soon. You need to establish Spaarti cloning cylinders and place ysalamiri around it. Those clones grow very fast, so they are cheap, but not very well trained.</p><p> </p><p><em>"With a Spaarti cloning cylinder, a fully grown adult human could be grown in a staggeringly quick one standard year. However, Kaminoan cloning was much more effective, for ten years of growing in constant learning and training resulted in creating perfect warriors despite the long wait. Spaarti clones did not receive any training, instead they had their personalities formed by a process known as "flash memory", which involved writing the memories of another person to fresh clone's brain. Spaarti clones grown in less than a full year had the dangerous side effect of possible clone madness. However, Thrawn discovered that using ysalamiri to cut off the clone's connection to the Force would enable the creation of the clone in 15 standard days at the least, 20 standard days at the middle, or 21 standard days at the most. </em></p><p><em>Spaarti clones were given only Flash-training on the basics of being a soldier: such as how to fire a rifle. When first sent into action, the clones of the 14th did not bother to take cover from enemy fire, and their weapons accuracy was surprisingly pitiful."</em></p><p> </p><p><strong>Stormtroopers (not clones) 5/2</strong></p><p>attack 7 / defence 7 / detection 30 / research 0</p><p>Available from beginning. Main battle unit. Good in attack, defence and security, but costly.</p><p> </p><p><strong>CompForce 5/2</strong></p><p>attack 6 / defence 9 / detection 35 / research 3</p><p>Need to be researched. Great in defence and security. Better in attack than clones, but weaker than Stormtroopers and AT.</p><p>I removed Sandtroopers as Empire does not need another assault regiment. It has 3 good attackers, one cheap Clones. So it needs some defence.</p><p>And I don't like those troopers on Banthas from Tatooine. Didn't they have vehicles? </p><p> </p><p><strong>Darktroopers 8/3</strong></p><p>attack 11 / defence 8 / detection 20 / research 5</p><p>Ultimate firepower. Need to be researched though. I plan to increase research time for that regiment also.</p><p>Anyway, they can attack everything. They can also defence well. Only CompForce is better in defence. But they are droids so detection value is low.</p><p> </p><p> </p><p><strong>New Republic:</strong></p><p> </p><p><strong>Mech Regiment 6/3</strong></p><p>attack 8 / defence 6 / detection 15 / research 0</p><p>Available from beginning. First assault unit, equivalent of Imperial AT, although a little weaker.</p><p> </p><p><strong>Airspeeder Regiment 5/2</strong></p><p>attack 5 / defence 7 / detection 20 / research 1</p><p>Main defensive unit. Soon to research. Will be outclassed by Commando, but have great bombardment resistance and Commando are vulnerable to bombardment.</p><p> </p><p><strong>Army/Fleet Regiment 3/1</strong></p><p>attack 4 / defence 6 / detection 30 / research 0</p><p>Cheap and effective security force. Not meant to attack anything. Available from beginning. NR can have tons of them to counter clones.</p><p> </p><p><strong>Commando Regiment 4/2</strong></p><p>attack 7 / defence 7 / detection 35 / research 3</p><p>Need to be researched. Good in everything. Equivalent of Imperial stormtroopers, but cheaper.</p><p> </p><p><strong>Wookiee Regiment 6/3</strong></p><p>attack 10 / defence 7 / detection 25 / research 5</p><p>Great at attacking. Good on defence. Average detection. Costly and need to be researched.</p><p> </p><p>Any ideas?</p>]]></description><guid isPermaLink="false">8721</guid><pubDate>Fri, 17 Apr 2009 22:41:47 +0000</pubDate></item><item><title>RR - update - balance starfighter costs</title><link>https://swrebellion.net/forums/topic/8720-rr-update-balance-starfighter-costs/</link><description><![CDATA[<p>STARFIGHTERS:</p><p> </p><p><strong>STARFIGHTER / CREDITS for 1 UNIT / CREDITS for SQUADRON / SUGGESTED COST / SUGGESTED MAINTENANCE</strong></p><p> </p><p>X-WING 150.000 / 1.8 mln / <strong>4 / 2</strong></p><p>A-WING 175.000 / 2.1 mln / <strong>4 / 2</strong></p><p>B-WING 220.000 / 2.6 mln / <strong>6 / 3</strong></p><p>E-WING 185.000 / 2.2 mln / <strong>6 / 3</strong></p><p> </p><p>TIE Fighter...............60.000 / 0.7 mln / <strong>2 / 1 </strong></p><p>TIE Interceptor......120.000 / 1.4 mln / <strong>4 / 2</strong></p><p>Scimitar..................120.000 / 1.4 mln / <strong>4 / 2</strong></p><p>TIE Defender..........300.000 / 3.6 mln / <strong>10 / 3</strong></p><p> </p><p>Prices are taken directly from SW sources. Cost / maintenance numbers were rounded up.</p><p>These prices are pair to ship's costs. So if Corellian Corvette costs 3.5 mln (rounded to 4 mln) and has 4/1 value in game, or Lancer 4.7 (5 mln) has 5/2 value, starfighters squadrons follows the same scheme.</p><p> </p><p>12*fighter cost = squadron cost, then all rounded up, so 0.7 mln for TIE Fighter = 1, X-WING = 2, but I multiplied all squadron costs by 2, to increase build time of squadrons in game. Call it "balancing".</p><p>Then I used 50% value as maintenance cost.</p><p> </p><p>Some exceptions were made.</p><p>1. E-WING should have similar price to A-WING, but I consider it a brand new technology in that period, so it must cost more in its initial stage.</p><p> </p><p><em>"The E-wing was considered an excellent combination of firepower, maneuverability, speed, and armor, but initial models required the use of the R7-series astromech droid, which was exclusively built for the E-wing."</em></p><p> </p><p>2. A-WING rounded up should has value 5/3 but I think it wasn't more costly to field A-WING than X-WING squadrons, so I left it the same.</p><p> </p><p>3. TIE Defender rounded up should has value 8/4 but I know that it was said to be 5 times than TIE Fighter. Another issue is that TIE Defenders were "secret" and it should be very difficult to introduce them into production. So I increased their cost as a part of preparing factories to produce them.</p><p> </p><p><em>"The sophisticated features of the TIE Defender had two major implications. The inclusion of the hyperdrive, shields, and reinforced armor made the ship heavier than any of its predecessors—a fact which made its speed and maneuverability all the more impressive. More importantly, the ship was very expensive, with </em><em><strong>each unit costing 300,000 credits—more than five times</strong></em><em> the cost of a standard TIE Fighter."</em></p><p> </p><p><em>"The ship would resurface during the return of Grand Admiral Thrawn, though they were still deemed too difficult to produce and maintain, and remained a minority within the Imperial fleet."</em></p>]]></description><guid isPermaLink="false">8720</guid><pubDate>Fri, 17 Apr 2009 12:22:08 +0000</pubDate></item><item><title>RR - update - balance ship costs</title><link>https://swrebellion.net/forums/topic/8719-rr-update-balance-ship-costs/</link><description><![CDATA[<p>As I said in other topic I try to make s little update for RR. Now let's do some balancing work with costs of ships.</p><p> </p><p><strong>COSTS OF SHIPS:</strong></p><p>I have collected it from different resources. I plan to use it as it is: 145 mln credits for ISD2 is 145 resources needed for building it.</p><p>145 mln is 145.000.000 (I know US people have different names for millions).</p><p>I want epic battles like Endor, so i plan to cut maintenance costs. I used maintenance as 25% of production cost.</p><p>This will allow for many more ships/troops in battle theatre.</p><p> </p><p> </p><p>Cost in credits, brackets are for those numbers I put myself, not from any sources, just per analogy.</p><p>Construction Cost is mostly credits cost, with exceptions to little ships when it is adjusted due to balance or logical reasons.</p><p>Maintenance Cost is mostly 25% of construction cost, with exceptions of big ships when it is 15% (due to balance or logical reasons)</p><p>All rounded up.</p><p> </p><p> </p><p><strong>SHIP / CREDITS / SUGGESTED COST / SUGGESTED MAINTENANCE</strong></p><p> </p><p><strong>Thrawn:</strong></p><p>1. ISD2 145 mln - 145/37</p><p>2. SSD Executor 1.143 mln - 1143/172 (15%)</p><p>3. ?? Eclipse/Death Star [3.000 mln] - 3000/450 (15%)</p><p>4. ?? Strike Cruiser [34 mln] - 34/9</p><p>5. ATR 1 mln - 1/1 (adjusted)</p><p>6. Star Galeon 17.5 mln (18 mln) - 18/5</p><p>7. IE Carrier 9.7 mln (10 mln) - 10/3</p><p>8. Lancer 4.7 (5 mln) - 5/2</p><p>9. Interdictor 52 mln - 52/13</p><p>10. ?? Enforcer [14 mln] - 14/4</p><p>11. ?? Allegiance [202 mln] - 202/51</p><p>12. Star Hauler 2.5 mln (3 mln) - 3/1</p><p>13. Sys. Patrol Craft 3.3 mln (3 mln) - 3/1</p><p>14. Dreadnought 35 mln - 35/9</p><p>15. Nebulon 14.5 mln (15 mln) - 15/4</p><p>16. Carrack 19 mln - 19/5</p><p>17. ISD1 135 mln - 135/34</p><p>18. VSD 57 mln - 54/15</p><p>19. Golan III 39 mln 39/10</p><p>20. Corellian Corvette 3.5 mln (4 mln) - 4/1</p><p> </p><p><strong>NR:</strong></p><p>1. Home One 450 mln - 450/68 (15%)</p><p>2. MC 80b 85 mln - 85/22</p><p>3. MC 80a 75 mln - 75/19</p><p>4. MC 40a 25 mln - 25/7</p><p>5. MC 90 131 mln - 131/33</p><p>6. Assault Frigate 41 mln - 41/11</p><p>7. ?? Quasar Carrier [5 mln] - 5/2</p><p>8. ?? Bulk Cruiser [21 mln] - 21/6</p><p>9. ?? Peregrine [45 mln] - 45/12</p><p>10. Corellian Gunship 4.8 mln (5 mln) - 5/2</p><p>11. Star Hauler 2.5 mln (3 mln) - 3/1</p><p>12. Sys. Patrol Craft 3.3 mln (3 mln) - 3/1</p><p>13. Dreadnought 35 mln - 35/9</p><p>14. Nebulon 14.5 mln (15 mln) - 15/4</p><p>15. Carrack 19 mln - 19/5</p><p>16. ISD1 135 mln - 135/34</p><p>17. VSD 57 mln - 54/15</p><p>18. Golan III 39 mln - 39/10</p><p>19. Corellian Corvette 3.5 mln (4 mln) 4/1</p><p> </p><p>This is not my dream list, as some ships are not included, others are useless, but it's taken from RR as it is.</p><p> </p><p>My suggestions:</p><p>1. Remove system patrol craft as Cor Corv has the same price and do the same job.</p><p>2. Include Modified Cor Corvette for IMP (for removed IPV-1 slot). And allow Cor Corv only for NR.</p><p>3. Remove Star Galeon as it is redundant, IMP has Star Hauler anyway (both are IMP ships).</p><p>4. Include Gallofree Medium Transport for NR for removed Star Galeon. And allow Star Hauler only for IMP.</p><p>5. Remove Golan III as AI don't understands zero hyperspace concept at all.</p><p>6. Include new combat ship. It could be whatever. Eg hypothetical ISD3 (abilities below).</p><p> </p><p> </p><p>Thoughts below are not from RR. Just my two cents.</p><p> </p><p>I would prefer ISD3 as "battle line" version of Star Destroyer. Both ISD1 and ISD2 are more like "galleons" from XVI century carrying all that troops/prefabricated bases/AT-AT and tons of crewmen. I would prefer more combat oriented ship like Man-of-war</p><p><a href="http://en.wikipedia.org/wiki/Galleon" rel="external nofollow">http://en.wikipedia.org/wiki/Galleon</a></p><p><a href="http://en.wikipedia.org/wiki/Man-of-war" rel="external nofollow">http://en.wikipedia.org/wiki/Man-of-war</a></p><p> </p><p><em>The man-of-war was developed in England in the mid-16th century. It derived from the carrack ship design, which ultimately derived from the caravel. The caravel was a type of ship invented for trading and transporting goods to colonies and settlements. In the late 15th century, Spain adapted the caravel and invented a new ship, the galleon. In the early 16th century, England created a smaller galleon which they called the carrack. Henry VIII of England occasionally called it a man-of-war, but Sir John Hawkins developed the legitimate man-of-war. The man-of-war was so successful that Sir Francis Drake created a smaller version he called the frigott or frigate.</em></p><p> </p><p>In terms of Star Wars:</p><p><em>"Imperator III-class Star Destroyer was developed in Galactic Empire during Thrawn reign as Regent. It derived from pre Endor Imperator class ship design, which ultimately derived from the Victory class ship design of Old Republic. Imperator I-class ship design was invented to serve as sole capital ship or flagship of the battle squadron, operate more or less independently and often far from support ships and facilities, being able to invade planets, chase down blockade runners and protect fleets. After the Battle of Endor imperial officers realised that having universal ship like transporter-battleship-fighter carrier is pointless during heavy space engagements. A few years later Grand Admiral Thrawn ordered designing of pure combat space ship. All transport capacities were removed, ability to conduct ground operations abandoned. Bevel Lemelisk developed the legitimate design of new starships calling "At least I am sure I did it right this time." Imperator III-class Star Destroyer design was so successful that Grand Admiral Thrawn ordered it mass produced as standard imperial combat ship."</em></p><p> </p><p> </p><p>Imperator III-class Star Destroyer is smaller than both Imperator I-class and II-class Star Destroyers. Ship has no rooms for stormtrooper complement nor hangars for ground vehicles. Imperator III-class has enough room for some landing crafts and small troops squad though.</p><p>Space that was freed by removing ground troops and equipment was used for increasing starfighter hangars and installing additional guns and back up shield generators. Imperator III-class was built with a heavily reinforced hull, enhanced shield generators and numerous smaller guns mounted around the ship designed as point-defense to destroy incoming missiles and starfighters. This ship have the same number of turbolaser batteries as Imperator II-class, but most of 525 guns were upgraded to 750 standard.</p><p>Imperator III-class Star Destroyer typically carry two standard imperial wings of TIE squadrons, for a total of 144 starfighters (12 squadrons).</p><p>Like most other Star Destroyer models, this class is capable of entering atmospheres and supporting ground operations directly by bombardment.</p><p>This ship also requires less crew to operate.</p><p> </p><p> </p><p>Length: 1,200 meters</p><p>Hyperdrive: Class 1</p><p>Armament:  </p><p>* 80 Heavy Turbolaser Batteries of 750 power</p><p>* 20 Heavy Turbolaser Cannons of 525 power</p><p>* 30 Laser Cannons of 150 power</p><p>* 20 Ion Cannons of 300 power</p><p>* 10 Tractor Beam Projectors of 450</p><p>Complement: 12 squadrons</p><p>Shields: 150% of ISD1</p><p>Crew: 27,000 (later variants reduced this to 17,000)</p><p>Passengers: 1,500</p><p>Consumables: 3 years</p><p>Cost: 125 mln 125/32</p><p>Firepower=60.000+10.500=70.500:22.500=313% (313% firepower of ISD1).</p>]]></description><guid isPermaLink="false">8719</guid><pubDate>Thu, 16 Apr 2009 00:28:47 +0000</pubDate></item><item><title>Allegiance - just because I love that ship;)</title><link>https://swrebellion.net/forums/topic/8718-allegiance-just-because-i-love-that-ship/</link><description><![CDATA[<p>Allegiance class Star Destroyer:</p><p><a href="http://www.modelermagic.com/wordpress/wp-content/uploads/2009/02/front_c4.jpg" rel="external nofollow">http://www.modelermagic.com/wordpress/wp-content/uploads/2009/02/front_c4.jpg</a></p><p><a href="http://www.resinilluminati.com/showthread.php?p=91487" rel="external nofollow">http://www.resinilluminati.com/showthread.php?p=91487</a></p><p>This is the ship I really like in this mod. I didn't make those images but I am big fan of Ansel Hsiao' abilities.</p><p>I dream it would be possible to have that kind of images in SWR <img alt=":)" data-src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png" /></p><p> </p><p> </p><p>Now, lets' start the main part of topic. I'd like to use some stats for Allegiance, but it's not very well known ship, so I found only some, fragmented info.</p><p>That is what I have now:</p><p>cost: no (I consider it as 150% of ISD1, as it's hull value is 150% of ISD1)</p><p>hull: yes (I used calculator and it is like 150% of ISD1)</p><p>shields: yes (I used calculator and it is like 150% of ISD1)</p><p>hyper: class 1 ?</p><p>sublight: 5? (ISD1 has 6)</p><p>fighters: zero to 4</p><p>troops: 4800 to 20K ?</p><p>firepower: </p><p>* 80 Heavy Turbolaser Batteries (if the same as ISD2\SSD, then 750 power)</p><p>* 50 Heavy Turbolaser Cannons (if the same as ISD2\SSD, then 525 power)</p><p>* 50 Ion Cannons (if the same as ISD2, then 300 power)</p><p>* 20 Warhead Launchers (if the same as VSD, then 675 power)</p><p>* 15 Tractor Beam Projectors (if the same as ISD2\SSD, then 450 or 675 power)</p><p> </p><p> </p><p>You can wonder what numbers are there. So I inform that I use numbers to set relative firepower for all ships in RR mod, basing on values from that page:</p><p><a href="http://www.sluisvan.net/statek,imperial_star_destroyer" rel="external nofollow">http://www.sluisvan.net/statek,imperial_star_destroyer</a></p><p> </p><p> </p><p>ISD1 is my "standard" ship of 100% value.</p><p> </p><p> </p><p>Overall ASD would be:</p><p>cost, hull, shields: 150% ISD1</p><p>hyper: class 1 as ISD2</p><p>sublight: 5 (faster than SSD, slower than ISD2)</p><p>firepower: turbolasers of 338% of ISD1 plus ion cannons plus some point defense laser canons</p><p> </p><p> </p><p><strong>Do you feel it right? Should it be changed? What values would be more suitable for "small super destroyer" or "heavy star destroyer"?</strong></p><p> </p><p> </p><p>Some other examples:</p><p>firepower of ISD2 would be between from 169% to 283% of ISD1</p><p>firepower of SSD is like 1413% of ISD1</p><p>firepower of Victory SD is like 52% of ISD1</p><p>firepower of MC90 is like 100 to 112% of ISD1</p><p> </p><p> </p><p><strong>Sources:</strong></p><p><a href="http://starwars-exodus.wikia.com/wiki/Allegiance-class_Star_Destroyer" rel="external nofollow">http://starwars-exodus.wikia.com/wiki/Allegiance-class_Star_Destroyer</a></p><p>This is fictional world (RPG) of SW, but I take some proportions from it.</p><p><a href="http://starwars.wikia.com/wiki/Allegiance_(Super_Star_Destroyer" rel="external nofollow">http://starwars.wikia.com/wiki/Allegiance_(Super_Star_Destroyer</a>)</p><p>Not much here.</p><p><a href="http://www.theforce.net/swtc/dagger.html#allegiance" rel="external nofollow">http://www.theforce.net/swtc/dagger.html#allegiance</a></p><p>Some info.</p>]]></description><guid isPermaLink="false">8718</guid><pubDate>Wed, 15 Apr 2009 18:05:28 +0000</pubDate></item><item><title>Skipping the briefings?</title><link>https://swrebellion.net/forums/topic/3835-skipping-the-briefings/</link><description>Is there a way to skip the briefings in Reloaded? I don't want to listen to them every time before I play.</description><guid isPermaLink="false">3835</guid><pubDate>Sun, 02 Sep 2007 15:30:12 +0000</pubDate></item><item><title>Wow</title><link>https://swrebellion.net/forums/topic/8681-wow/</link><description><![CDATA[<p>My oh my I have not been here for a long time. But I decided to pay a little visit to y'all again. However, I have noticed a rather large level of inactivity for RR. I for one loved the beta, but is the mod dead now?</p><p> </p><p>Do forgive me if this is borderline spamish, but I haven't been here for so long I forgot how things go <img alt=":P" data-src="https://swrebellion.net/uploads/emoticons/icon_razz.gif.de14df23ef87c928992d34b311e47262.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">8681</guid><pubDate>Thu, 05 Mar 2009 18:28:19 +0000</pubDate></item><item><title>The remade charcters for Reloaded !</title><link>https://swrebellion.net/forums/topic/8664-the-remade-charcters-for-reloaded/</link><description>Hello to all. I've not been here long time ago. I've decided to write here, that who is also interested to play with Reloaded, i can provide for those the characters pictures, remade by me. Now they had higher quality. Who wants them, just write here in the forum and provide an e-mail adress.</description><guid isPermaLink="false">8664</guid><pubDate>Wed, 11 Feb 2009 08:36:00 +0000</pubDate></item><item><title>Wor Tand*Al</title><link>https://swrebellion.net/forums/topic/8633-wor-tandal/</link><description>Hey there, I have a little problem trying to do my rebalancing: The planet Wor Tandell doesn't give a damn about removing the *Al at its end, no matter what we do. Is there a way to fix this? (* being a square)</description><guid isPermaLink="false">8633</guid><pubDate>Fri, 26 Dec 2008 06:21:01 +0000</pubDate></item><item><title>Few questions about Reloaded and gameplay generally</title><link>https://swrebellion.net/forums/topic/3834-few-questions-about-reloaded-and-gameplay-generally/</link><description><![CDATA[<p>I'm not a newbie but still I've few questions:</p><p> </p><p>- Is AI more intelligent/agressive on higher difficulty levels, or does it just get more planets, facilities and warships ?</p><p> </p><p>- why difference between ISD and ISD II is so marginal ?</p><p> </p><p>- what's the best way to capture Luke Skywalker when playing as Empire in Rebellion Reloaded ? I've had problems in my last game with it, because Skywalker foiled every abduction mission led by my force users ( which is obvious, but I've at least managed to wound him - unfortunately he healed rapidly so I was afraid to use my normal combat-espionage characters, much weaker than him )</p><p> </p><p>In vanilla, at early-to-mid game phase Vader has big chance to capture him after lightsaber duel - now when he was replaced by somewhat dissapointing Thrawn, only efficient way I know to capture Skywalker is to blockade planet orbit where's Luke, pack the fleet with force users/high espionage/combat characters and invade the planet.</p><p> </p><p>Is there other, efficient way to catch him ?</p><p> </p><p>- which ship in Rebellion Reloaded is stronger - Eclipse-class SSD or Executur-class SSD ?</p><p> </p><p>- what's the function of Eclipse Star Shield in Rebellion Reloaded ?</p><p> </p><p>- why AI doesn't train his force users ?</p><p> </p><p>- is there any way to make AI smarter ?</p><p> </p><p>I've just finished my first Rebellion Reloaded game on Intermediate diff lvl,it lasted 1080 days during which I've fought rebel battleships only 2 times and these battles were pretty small - around 600 day I've seen massive rebel fleet in 1 of the sectors but later I couldn't find it.</p><p> </p><p>I've captured Mon Mothma around 500 day - she escaped but I did it again - this time she was imprisoned to the end of the game on the planet where I had 2 force users and Rukh, only 1 Clone Trooper ( detection 20 ) regiment and no shields, laser defence, fighters etc. - AI did nothing to rescue her.</p><p> </p><p>Between 650 - 800 day of the game I launched bombardment raid on every planet in the main rebel sectors - I've faced only some basic defensive fighters - AI let me to destroy his manufacturing and mining heart with no major encounter.</p><p> </p><p>Game practically ended when 1 of my fleets aattacked Borleais and destroyed 1 ISD and 2 MCC-40a's there with 10 X-Wing squadrons - there where also NR-HQ located, I destroyed it during following bombardment - Luke managed to escape invasion and jumped to the nearest rebel planet, but I blockaded it with second fleet for over 70 days ( enough time to amass rest of rebels ship and try to beat me up there - AI did nothing ) when I've waited for my Knights and Master ( Lumiya ) to prevent Luke from escaping imperial hands this time.  </p><p> </p><p>I thought - wtf ? - I've built so many ships just to win so easily - I was kinda dissapointed  <img alt=":roll:" data-src="https://swrebellion.net/uploads/emoticons/icon_rolleyes.gif.7d97b474908c91768119cb5bbfe589ef.gif" src="https://swrebellion.net/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">3834</guid><pubDate>Fri, 31 Aug 2007 12:28:16 +0000</pubDate></item></channel></rss>
