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Planetry Energy Capacity....


Jahled
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Ok, this is my problem. I've accidently got used to playing rebellion games with half-stats on everything in a large galaxy, with virtually every outer-rim sector colonized and on high-importance; so you don't have half the outer rim with three construction options and one system-energy resource. I like the way the galactic empire doesn't start with only two Star Destroyers... and as the game develops you find yourself having the capacity to have a real spread of fleets comprised of capital ships other than Lancers and Carracks. However, i've noticed the computer can't really handle the diplomacy aspect of the size of everything. For example, my last game playing as the Empire on hard, the rebellion didn't win over a new system anywhere in the inner- or outer-rim for about four-hundred days, while I was well under wy with my diplomatic-offensive; having 'soothed' those systems under military control. I realized I wasn't going to get a proper game with these settings. The rebel HQ always tends to be next to Yavin as well. Anyway, it's a nice element to have the Outer-Rim unknown, adds that element of dicovery...

 

However, upon reverting back to the original galaxy set up i'm stumbling on system after system with nothing to really exploit, and i'm struggling to get used to it again. So as I lay staring at my bedrrom ceiling last night, I began to wonder whether there is a way to somehow set a minimum value to a sytems energy and construction capacity; to perhaps the values of the Inner-Rim systems. I wonder if anyone knows if this is possible? On the otherhand, perhaps editing the output of mine/refinery to say 100 (or 200...). Surely if we can edit the cards, we must be able to edit the systems, or mine/refinery output.

 

Wha! What a ramble! No more tea for me this morning.... :roll:

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This would be found in the starting conditions in the GData folder. Dunno how to get into it, Mask is working on a savegame editor and has already dug some things up; maybe he can be of assistance.

 

Right now, I know of only three planets with specific starting conditions: Coruscant, Yavin and the HQ. There could be a way to set flags for other systems or other catagories of systems (as defined by importance). Would be nice to really have the Sluis Van, Corellia, Fondor, Kuat and Bilbringi Shipyards or the training centre on Caridia. Would put a new pressure on the player to get these systems. But right now, it's not yet possible.

 

BTW, I often use the same galaxy settings as you do. To get the AI a little boost, I usually bombard 5 to 8 sectors so they join the enemy. But the AI has problems with so many systems joining and takes a lot of time to get production running in them.

It's really cool to play alliance when the Empire start out with 8 ISDs, 14 VSDs and lots of Carracks. No more blasting into systems with your two Corvettes and a Carrier...

It's all hopeless but otherwise not very dramatic. - Helme Haffax

 

Englishman: "What do you think of Modern Civilization?"

Mahatma Gandhi: "That would be a good idea."

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Should be possible, if I find anything more along that line, while I'm digging further. So far, after Hastings pointed me into the right direction, I finally found what a planet looks like in a savegame. I also found a flag, that tells the game, if it is neutral or not settled at all. Maybe higher values for that flag will mean in control by the Empire or the Alliance.

So far I haven't found yet the energy amount for the planets. I once saw someone talk about on a site called 'Fly Steven's Rebellion ...' whatever, but it was just that you had to find the exact value that this planet has for energy in your savegame. When I mailed him and asked, if he could clarify that I got no answer at all. A few weeks after that I received a mail, that I had been added to his news service. I tried again just for the sake of it and it seems I was out of the mailing list pretty fast again :?

 

But back to the topic, since the available enenergy for each planet gets dealed out at random in every new game, you could only do it this way: start the game, save it and then edit the planets you like.

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So really we're just going to have to wait for your rather excellent save-game editor aren't we?

Elvismiggell. Strike me down and i will become more powerful than you can ever imagine...

 

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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Well, for some time now, very skilled people have been looking at creating a savegame editor. I understand that we're still in the early days, but apparently it looks promising. :twisted:

Elvismiggell. Strike me down and i will become more powerful than you can ever imagine...

 

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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..yes...go on...forgive me for being, how shall I put it elegantly..thick, but what will this save-game editor enable cretins like me do to our beloved game? Please hurry! I can hardle type with the excitment, my fingers are trembling; saliva is coating my keys, my mouse is now floating on a gooy film of moisture, I can hardly see my screen through bits of spit slowy oozing downwards, my eyes clouding up as swett cascades down my forehead...I need to know MORE! 8O
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Does save game editor = scenario editor? 8)

 

As long as we're asking for the moon, there's gotta be a flag that tells whether or not a character has been recruited yet :idea:

 

New models, new fighters, a savegame editor...keep it up Mask and you're going to put poor JediGreg out of a job :lol: About the only thing left would be additional card slots in all the major card categories. Jahled is right on that score, someday someone is going to have to have a crack at the source code. :twisted:

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....I reckon poor J.Igor is to worried about being rumbled as her famous career as a polish porn star to concern herself with the frequent ramblings of the_mask....yo! I'm splat out-me-head, i'm a gonna...till tomorrow...Elvis! Wake up! I've words with you tomorrow dude!
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The amount of energy for a given planet is random and is probably determined by some algorithm. It's not in any of the .dat files as these files contain only data, not code. How RedEd is able to add construction yards and facilities to Coruscant, Yavin, and the HQ is beyond me. I've taken a look in the .dat file to see how it is done and found out that RebEd adds stuff to the .dat files. I'm not quite sure how they do this. I believe for the start-up facilities, RebEd edits the files: faclhqtb.dat and faclcrtb.dat. It seems that these files exist when the game is installed so editing any other system might be impossible. This would also explain why you can't edit the facilities for Yavin because of the absence of the faclyvtb.dat file. The GData folder also contains the files: cmuncrtb.dat, cmunhqtb.dat and cmunyvtb.dat. With these files present, you are able to edit the troops and fighters.

 

So you ask, how then are we able to determine whether a system is populated or not? Because in hex code, the location where this data is located is either a 1 or a 0. A true or false. If a 0 is in the location, Rebellion randomly determines if the system is populated and how much energy the system has. If a 1 is in the location, Rebellion populates the system and since it is populated, the system energy is higher.

I wanna know why the man has a gun and the gun not the man keeps the world at bay. I wanna hear what the man has to say, what the man has to say might just save me.
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Guest Pucho777
The amount of energy for a given planet is random and is probably determined by some algorithm. It's not in any of the .dat files as these files contain only data, not code. How RedEd is able to add construction yards and facilities to Coruscant, Yavin, and the HQ is beyond me. I've taken a look in the .dat file to see how it is done and found out that RebEd adds stuff to the .dat files. I'm not quite sure how they do this. I believe for the start-up facilities, RebEd edits the files: faclhqtb.dat and faclcrtb.dat. It seems that these files exist when the game is installed so editing any other system might be impossible. This would also explain why you can't edit the facilities for Yavin because of the absence of the faclyvtb.dat file. The GData folder also contains the files: cmuncrtb.dat, cmunhqtb.dat and cmunyvtb.dat. With these files present, you are able to edit the troops and fighters.

 

So you ask, how then are we able to determine whether a system is populated or not? Because in hex code, the location where this data is located is either a 1 or a 0. A true or false. If a 0 is in the location, Rebellion randomly determines if the system is populated and how much energy the system has. If a 1 is in the location, Rebellion populates the system and since it is populated, the system energy is higher.

 

This was an OUTSTANDING explanation! :D I understood it the ENTIRE way through! :lol:

 

:wink:

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Heck, I didn't! Sounded just like one of those lecturers who tried in vein to educate me at university as I snored, hung over and half-stoned at the back of the hall....
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What I say (well, write) now will much likely be impossible, BUT...

Could there be a way to add a new file to the -dats and make the game use it? Say, for Bilbringi or something? There just has to be a file telling Rebellion: "Oh, while your busy getting my beer from the cellar, take a look in the GData folder and fetch me some files, too, willya? I'll give you a list..."

 

Otherwise the savegame editor could be an excellent tool for making scenarios. So we could make a savegame for the TC in which most of it is REALLY authentic.

It's all hopeless but otherwise not very dramatic. - Helme Haffax

 

Englishman: "What do you think of Modern Civilization?"

Mahatma Gandhi: "That would be a good idea."

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Guest Pucho777

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So in conclusion, we're at the mercy of the save game editor! When is it going to be available? Who's Greg?

 

Hi Jahled...a brief on 'Greg Postlewait':

 

Greg Postlwait originally wanted to get a license from LEC to create Rebellion 2. He moved from the idea of gathering support, before there was very much support to begin with, to asking the directer in an official chat held by LucasArts.com about a Star Wars strategy game. The director shrugged the question off with "we don't have any plans but we will continue to make strategy games".

 

The plan now (Plan C that is) is to create a highly customizable game that could be turned into a 'Rebellion 2'. Some support has dropped because it would be made with mods that are always run by three people that usually don't listen to other people and don't know anything about, in this case, Star Wars and the expanded universe. So our ideas and opinions are for a mod that could be made for this new customizable game.

 

ALL GREG'S TOPICS: http://www.swrebellion.com/modules.php?name=Forums&file=search&mode=results

Edited by Pucho777
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...Thanks for taking the time to explain that Pucho! I'm not very good at stuff like model editing or hard core game editing, but seem to be 'full of ideas.' I guess that's why I spend so much time on these forums....
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  • 2 weeks later...

Doesn't each character card have a flag for being active / not active at the start of each new game?

 

On a related topic, RebEd lets you modify the chance for recruitment success (too bad you can't speed it up). But in a game I started a few days ago, Mon Mothma has a Leadership of 100 and according to RebEd this gives her a 100% chance for successful recruitment. But by turn 133 all but two of her recruitment missions have failed. Gah. All she has managed to do so far is recruit Drayson and Orrimaarko.

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Doesn't each character card have a flag for being active / not active at the start of each new game?

 

On a related topic, RebEd lets you modify the chance for recruitment success (too bad you can't speed it up). But in a game I started a few days ago, Mon Mothma has a Leadership of 100 and according to RebEd this gives her a 100% chance for successful recruitment. But by turn 133 all but two of her recruitment missions have failed. Gah. All she has managed to do so far is recruit Drayson and Orrimaarko.

 

I don't think Leadership is the sole factor in successful recruitment. It's only a small factor. I've found that most of the time it is very random. I've had equal success and failure in recruitment from all characters from game to game.

 

I've also found that any time there is a "100%" chance of anything in Rebellion, it will sometimes fail. I don't know if that is a randomization thing or what, but there's always a chance of failure.

Never interrupt your enemy when he is making a mistake.--Napoleon Bonaparte

 

I know that you believe that you understood what you think I said, but I am not sure you realize that what you heard is not what I meant.--Robert McCloskey, State Department spokesman

 

Support the USA!

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I think Untimely is right about this leadership thing. The planet's loyalty is also a major factor.

As for the flags for active or nat at the start of the game: I have a rebellion editor (apart from RebEd) that let's you set a flag for active or not, but as far as I can tell, it's not working. I would guess that this is just tied to specific slots; so you could work around this by swapping cards from slot to slot.

 

As for 100% missions etc.

Suppose there is something like a cap on success probability, would be only logic. Maybe there is some kinda (n-1) thing around like there was in D2, since the RebEd description often say 100%. Or just a glitch in getting the stats out of the code.

It's all hopeless but otherwise not very dramatic. - Helme Haffax

 

Englishman: "What do you think of Modern Civilization?"

Mahatma Gandhi: "That would be a good idea."

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