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Beyond RebEd


dwr00
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Hi. I've been playing Rebellion for years now, but have become frustrated with the limitations of RebEd. Specificly, I want to construct a pre-Yavin scenario, but I need to be able to give the Empire a Death Star and vastly increase it's starting resources (and hide Yavin from the Empire). If this has been discussed elsewhere, please forgive me, but how do you do it? I've seen some mention of a resource hacker, which I downloaded, but if anyone has done anything like this and could give me some pointers, I would appreciate it. It would be cool to increase the number of characters too, but I don't know if that's possible.
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:arrow: Well it's kind of difficult what do you want to do ... no need to explain why since you will hit the source code problem in your request (Yap RebEd and ResHaker have their limitations)...anyway the only advaice that I can give you is to check the Protectorate: The Empire Strike Back TC (TC download area) and see what changes can be done in the latest TC around. If you find some stuff that you will like to do in your TC let me know so I can explain it to you how I did it.

 

:arrow: Thats all I can do for you since I'm quite MIA most of the time now :(

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This website is labarynthine. I found the download area, but can't actually find any descriptions of the changes you made in each version.

 

Basicly, what I would be overjoyed to do would be to give the Empire a Death Star, the resources to support it, place Alliance HQ at Yavin, and erase Yavin as a known rebel hideout from the Empire's data.

 

I don't think I've ever played as the alliance and seen the Empire build one, because it is simply too easy to win as the alliance (how to kill a SD: Swarm with Y-wings), even at the hardest difficulty. I thought giving the Empire their pre-Yavin edge would make playing the rebels interesting.

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Actually, now that I think of it, I'm wondering if I can "trick" the game into giving a Death Star, by moving the death star up to a slot occupied by a "starting" ship. Then again, there is the problem in that I don't know how to move the slot. Nuts :(
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Well, you could increase the defense rating of the DS with RebEd, that would make it harder for the Rebel fighters, for starters.

 

Lowering the maintenance and resource points for the DS will also make it more likely, that the AI will build some, but you can't set the HQ, since it gets placed randomly at the start of the game. Also, that the Empire knows of Yavin is hardcoded into the game.

 

I'm also afraid, that moving the DS's slot is almost impossible. In theory it should be possible, referring to vakundok's thread 'mechanics - inside Rebellion', if you alter something in the .dat file's hex code. But then, you'd also have to create the references to what texture (since the DS is no model) the slot should use and so on. In short: too much work without really getting that much for it, given the thought, that you can only have one DS-like ship in orbit.

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This website is labarynthine. I found the download area, but can't actually find any descriptions of the changes you made in each version.

 

 

:arrow: Well try the PTESB TC (the first one 10.mb) ...you will find there interesting changes who can be easly done and with great effect.

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  • 2 weeks later...
Emm, actually it seems that most of the starting things (ships, troops, spec forces) are not hardcoded, and as such, they can be changed. For each side there is a basic starting fleet, and there is a table containing things and the chance to get them at start. At least, I think. (Not to mention that the number of things you get at start is completely beyond my limited knowledge.)
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Yes, I am lurking in the shadows. :D

Back to topic: In the GData folder, there is a file, "Cmuneftb.dat". If you change the byte at position 4 (starting from 0) from 1 to 2 and add the following hexadecimal code to the file:

02 00 00 00

01 00 00 00

02 00 00 00

01 00 00 00

01 00 00 00

01 00 00 00

01 00 00 00

00 00 00 00

88 00 00 18

, the empire will get an empty DS along with the Devastator at start. Or not, since it is untested.

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No. As I said, the placement of the basic fleets is hardcoded. (It is Coruscant for the empire.) The other assets seem to be placed randomly. (For example once I got an additional army regiment on Coruscant.)

 

What we can do? (If this theory is correct, of course.)

- We can set the basic starting fleets. Do you want the empire to start with dozens of fully equipped ISDs above Coruscant (with no cost changes)? It can be done.

- We can set the properties of the "random" assets. Do you dislike that when you get a Victory, it will have only one fleet regiment and one fighter? It can be changed.

- Do you want the empire to start only with ISDs at hand (apart from the required garrisons)? It can be done.

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I've found that using rebed to give the Empire 6 advanced shipyards at the start of the game is enough for them to build up an impressive fleet fairly quickly, or at least it seems so. I haven't been forced into a confrontation yet, so I don't know if I gave them too huge of an advantage. This solution might be an easier way to go instead of hacking hexidecimal code, although that starting Death Star would be nice. I'll give the hack a try and see if it works, when I have a chance.
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I've found that using rebed to give the Empire 6 advanced shipyards at the start of the game is enough for them to build up an impressive fleet fairly quickly, or at least it seems so. I haven't been forced into a confrontation yet, so I don't know if I gave them too huge of an advantage. This solution might be an easier way to go instead of hacking hexidecimal code, although that starting Death Star would be nice. I'll give the hack a try and see if it works, when I have a chance.

 

 

 

:arrow: Usualy the AI will scarp the shypiards or you will generate a natural disaster on Coruscat if he complements the 6 with another 5 ...usualy on my mood he builds 11 shypiards on a planet. The best way the building prices and maint points. Try to use Vakundok's "Traitor" Program to spy the AI and see what is doing ...play 2-3 spy demo games and you will understand more

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If you change the byte at position 4 (starting from 0) from 1 to 2 and add the following hexadecimal code to the file:

02 00 00 00 01 00 00 00 02 00 00 00 01 00 00 00

01 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00

88 00 00 18

, the empire will get an empty DS along with the Devastator at start. Or not, since it is untested.

Umm, I appended it to the file, changed the byte at pos 4, but no DS showed up on Coruscant :( (small galaxy game).

I also tried overwriting the bytes after the seed entry text with yours, but I couldn't get it to work, did I overlook something ?

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Umm, I appended it to the file, changed the byte at pos 4, but no DS showed up on Coruscant :( (small galaxy game).

I also tried overwriting the bytes after the seed entry text with yours, but I couldn't get it to work, did I overlook something ?

No, you didn't. I have tested it, and I have to say that the size of the basic fleets is maximized as well. :( For example if you change the byte at position 4 from 2 to 1 in the file "Cmunaftb.dat", the alliance basic fleet will contain only the corvette, not the corvette plus medium transport (with two fleet regiments). So, while it is possible to change the full ISD to a full DS for example, it is impossible to add more ships. :?

 

I fear that the other files are also limited, but I will try to add neutral fleets.

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I fear that the other files are also limited, but I will try to add neutral fleets.
The attempt has failed. The game does not allow ships instead of facilities. (In the files Syfccrtb.dat and Syfcmtb.dat.) :(
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But still, you can replace the shiptypes in the starting fleets.

That's something at least :wink:

Btw, where's the type difference ? I didn't see a connection between the bytes here and the ones in capships.dat 8O

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The shorter type of references:

Hexa 85 00 00 14 - 85 is the number (type), 14 is the family (or 133 and 20 in decimal). This reference means the ISD.

Hexa 05 00 00 1C - Tie fighter

 

Let's see the Mon Cal cruiser as an example:

The short reference is hexa 40 00 00 14.

Its definition in Capshpsd.dat starts as:

40 00 00 00 (number)

01 00 00 00

28 00 00 00

29 00 00 00

14 00 00 00 (family).

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Ahh, I get it. Big it up for vakundok :D

 

At first I couldn’t get the Deathstar, but after a few tries I noticed, that it couldn’t work, because the DS has another family number (everyone reading this, notice the red 18 below :wink:), than the capital ships. :roll:

 

Ok, I wrote the shiplist from the listing I used to program the battlestations utility and with a few (or more) trial-and-error runs I got the codes for the rest of the units.

I tried everything, to add a second ship to the the starting fleet at Coruscant, but to no avail. Since the DS has that family # of 18 I thought, that was the reason, why changing that byte at pos 4 didn’t add one, but it also didn’t work with normal ships.

 

I had the Empire start the game with a SSD, every possible fighter and troop type of both sides, even with an AFRG :D

Editing cmuneftb.dat will let you edit the one-ship fleet around Coruscant, while cmuncrtb.dat is responsible for the troops and fighters (no ships … I think) on the planet.

 

 

vakundok, I also think the byte at position 4 has something to do with the amount of ships in there, but I couldn’t get my own ships in there as well. I even copied the cmunaftb.dat over the …eftb.dat, in case there was something in the structure missing.

The byte directly after the ship family number seems to be important as well and if you set the number at position 4 higher than the entries you added manually, then the game will hang.

 

 

Rebel ships

 

40 00 00 14 MC80

41 00 00 14 Bulk Cruiser

42 00 00 14 Assault Frigate

43 00 00 14 Nebulon B

44 00 00 14 Alliance Escort Carrier

45 00 00 14 Corvette

46 00 00 14 Gallofree

47 00 00 14 Bulk Transport

48 00 00 14 Gunship

49 00 00 14 Alliance Dreadnaught

4A 00 00 14 CC-7700

4B 00 00 14 Bulwark

4C 00 00 14 Liberator

4D 00 00 14 CC-9600

4E 00 00 14 Dauntless

 

 

Rebel fighters

 

01 00 00 1C A-Wing

02 00 00 1C B-Wing

03 00 00 1C X-Wing

04 00 00 1C Y-Wing

 

 

Rebel troops

 

01 00 00 10 fleet reg

02 00 00 10 army reg

03 00 00 10 Sullustans

04 00 00 10 Wookiees

05 00 00 10 MonCals

 

 

Imp ships

 

80 00 00 14 STRK

81 00 00 14 Lancer

82 00 00 14 INT

83 00 00 14 Carrack

84 00 00 14 VSD

85 00 00 14 ISD

86 00 00 14 SSD

87 00 00 14 ATRN

88 00 00 18 DS

89 00 00 14 Galleon

8A 00 00 14 VSD 2

8B 00 00 14 ISD 2

8C 00 00 14 Star Galleon

8D 00 00 14 Escort Carrier

8E 00 00 14 Imp Dreadnaught

 

 

imp fighters

 

05 00 00 1C Tie fighter

06 00 00 1C Tie interceptor

07 00 00 1C Tie bomber

08 00 00 1C Tie defender

 

 

imp troops

 

06 00 00 10 Stormtroopers

07 00 00 10 imp fleet regiment

08 00 00 10 Imp army regiment

09 00 00 10 war droids

0A 00 00 10 dark troopers

 

 

If anyone wants to give it a shot, get a good editor, like Ultra Edit and try your luck with hex :wink:

Edited by the_mask

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Mask, the speciality of the DS has been publicated here! :P

Ohh, and you left out the special forces! :D

 

Yes.

Cmuneftb.dat - max 1 ship basic starting fleet of the empire (over Coruscant)

Cmunaftb.dat - max 2 ships basic starting fleet of the alliance (over Yavin or the HQ)

 

Cmuncrtb.dat,

Cmunhqtb.dat,

Cmunyvtb.dat - the starting basic troops, fighters and likely spec forces. (Can be edited with RebEd.)

 

Faclcrtb.dat,

Faclhqtb.dat - the starting basic facilities (Can be edited with RebEd.)

 

Cmunaltb.dat,

Cmunemtb.dat - the starting random items + likely their chance (ships, their loads, troops, fighters and spec forces).

 

Syfccrtb.dat,

Syfcrmtb.dat - the starting random facilities on planets + likely their chance (core and rim systems).

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Mask, the speciality of the DS has been publicated here! :P
Sure, but when I started testing this, it is was ~ 1AM ...
Ohh, and you left out the special forces! :D
... and when I was done and had written the units into the format for this post it was about 2 AM.

Also, why should I take all the fun away from you ? :lol:

 

Btw, on what position is the chance-byte for the random starting units ? I tried a few yesterday, but didn't get very far.

Although the Empire started with a SSD every now and then :lol:

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It is still up to you :wink:

 

Well, about the random starting things:

 

Item - a single entry in those files. It can contain more than a single thing. For example the VSD + the carried tie fighter and naval trooper make up a single entry.

The second DWORD (as usual) contains the entries in the file. (Since there are only a few it is the byte at position 4, starting from 0.) After the text, the structure is the following (in DWORDs):

1 - number (which entry it is)

2 - allways 1

3 - chance

4 - allways 1

5 - allways 1

6 - number of things in this entry (n)

+ n * (

1 - allways 1

2 - allways 0

3 - short reference of the thing)

 

The 'chance' is an incrementing number between 0 and 101 (I am not sure). I think it works in the way that the game randomizes a number and finds which entry it is. For example

The first few entries in the imperial file:

1 Carrack, chance: 1

2 Victory + Tie + Naval trooper, chance: 9

3 ISD + 2 Ties + 2 Stormtroopers, chance: 20

4 Dreadnaught + Tie + Naval trooper, chance: 24

5 Galleon + 2 Naval troopers, chance: 29

6 Tie fighter, chance: 39

7 Stormtrooper, chance: 61

 

If the random number is

- between 1 and 9 (~8%) -> entry 1 (Carrack)

- between 9 and 20 (~11%) -> entry 2 (VSD)

- between 20 and 24 (~4%) -> entry 3 (ISD)

- between 24 and 29 (~5%) -> entry 4 (DRG)

- between 29 and 39 (~10%) -> entry 5 (GAL)

- between 39 and 61 (~22%) -> entry 6 (Tie)

and so on ...

 

But it is only my theory, and it is nearly impossible to test at all, since statistics works only for huge numbers.

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  • 2 weeks later...

I just love this tangible energy, when the two of us mad scientists are working on something :lol:

 

Ok here come the specforces:

 

rebel specforces

 

01 00 00 3C guerillas

02 00 00 3C infiltrator

03 00 00 3C longprobe

04 00 00 3C bothans

 

imperial specforces

 

05 00 00 3C probe droids

06 00 00 3C espionage droids

07 00 00 3C commandos

08 00 00 3C noghri

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  • 2 weeks later...

Ok, please excuse the non-coder here. I downloaded a hex editor to add the code that you suggested to that file:

 

02 00 00 00 01 00 00 00 02 00 00 00 01 00 00 00

01 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00

88 00 00 18

 

The problem is, where should I add it? The hex editor won't let me add anything to the end of the file:

 

01 00 00 00 02 00 00 00 14 00 00 00 53 65 65 64

46 61 6D 69 6C 79 54 61 62 6C 65 45 6E 74 72 79

01 00 00 00 01 00 00 00 01 00 00 00 01 00 00 00

01 00 00 00 0A 00 00 00 01 00 00 00 00 00 00 00

85 00 00 14 01 00 00 00 00 00 00 00 05 00 00 1C

01 00 00 00 00 00 00 00 05 00 00 1C 01 00 00 00

00 00 00 00 05 00 00 1C 01 00 00 00 00 00 00 00

05 00 00 1C 01 00 00 00 00 00 00 00 05 00 00 1C

01 00 00 00 00 00 00 00 05 00 00 1C 01 00 00 00

00 00 00 00 06 00 00 10 01 00 00 00 00 00 00 00

06 00 00 10 01 00 00 00 00 00 00 00 06 00 00 10

 

I can only edit existing portions of the above hex values. Should I just try a new editor, or do I have to do something more involved than a cut and paste?

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