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Re: [ROR] A Taste of Rebellion (In Development)


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Using Bryant's excellent work as a starting point I've begun making progress for a mod which introduces the concepts of Reality of Rebellion to the community.  It will be called A Taste of Rebellion.  I'll be posting more as the mod advances, and hopefully I'll have a releasable version by the Weekend.  ;D

 

So far I've done the following.

 

1.) Scaled all the Space units as well as I feel I can.

 

2.) All squadrons are formations of 12, and visibly assemble into flights of 4.  It looks AWESOME!

 

3.) Reconfigured all the space weaponry, equipment, and vessels, based on D20 stats.

 

4.) Created Imperial versions of the Corellian Gunship and Corvette (The AI uses them to!)

 

5.) Reworked all the accuracy modifiers to give the impression of untrained formations. (I'll try and add the training levels, but unfortunately the game ignores any changes to build time as far as I can tell.)

 

6.) Begun rescaling the ground forces... (I'll also need to change the scale of some effects such as footprints and walker tracks, it may take a while.)

 

7.) Begun sorting out which structures, planets, etc... have finished models and adjusting accordingly.

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Here's a question, how do we change the maximum range of land weaponry... I keep having occasional problems.

 

Sure Cain, I'd love to have you pitch in and help.

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I like everything except the D20 stat thing. What's wrong with the current (and far more REALISTIC) system?

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Actually basing it off D20 stats with a few calculations and adjustments has produced some startlingly realistic results!  ;D

 

For example, a single hit from a turbolaser will kill any fighter, a squadron of fighters turns away from an oncoming force of starfighters and gets mauled.  Normal infantry cannot so much as scratch the paint on an AT-AT or AT-ST (But PLX-2M equipped soldiers is another matter.)  A Nebulon B cannot dream of taking on an ISD alone.  Having a battle where one side completely wipes out the other without casualties is completely unheard of...

 

I could go on.  ;D

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They're still in, I've been forced to create stats for them.

 

The AI is shocking... especially in space.  I've been badly mauled by making mistakes like using unbalanced fleets, and even when I haven't made any clear mistakes.  You really need to use a balanced fleet, sending in a force of capital ships without fighter support and you're screwed, despite the fact that Proton Torpedoes don't penetrate the shields anymore they still can absolutely maul a capital ship.  Unfortunately this means that if you're playing as the rebels (At least until I give a hanger bay to the Rebel Capital Ships) you have to spend pop points and credits to deploy starfighters or corvettes alongside your heavier ships.

 

Additionally the Imperial Capital ships and bases no longer deploy wave after wave of fighters, they launch their full and accurate compliment as soon as they deploy.  Not only that, higher level bases now spawn Corellian Corvettes and IPVs at start.

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Additionally the Imperial Capital ships and bases no longer deploy wave after wave of fighters, they launch their full and accurate compliment as soon as they deploy.  Not only that, higher level bases now spawn Corellian Corvettes and IPVs at start.

 

Have you modded/plan to mod the detection radius of ships?  While I like fow, the very limited line of sight seems off and kills the feel of a *futuristic space battle* 

 

Also, are the space stations limited to the Corvettes and IPV's they can spawn? 

 

I am very much looking forward to the direction of your mod *especially for the full version*  Thanks for the effort!

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They spawn their total compliment at battle start.

 

The Z adjust factor and speed factor are giving me fits while I mod the ground units...

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Ah... Just finished resizing the ground units and tweaking their Z-axis adjustments accordingly.  You guys may not like some of the features of this mod, but hey I'll state some of the ground features.

 

1.) AT-ATs are not slow behemoths that you can trap and blast away.  The Essential Guide to vehicles says that an AT-AT is capable of going 60 Kilometers full tilt, and while you won't see them go that fast in the mod, they do go FAST for a vehicle their size.  When you see one coming after your forces its like trying to stop a charging elephant.

 

* Note: The AT-ATs on Hoth were moving unusually slow due to the ice glacier because of the risk of breaking through the ice, and to keep the AT-AT's traction.

 

2.) Rebel Forces are overall inferior to their Imperial brethern when it comes to ground forces and must rely on using localized numerical superiority and tactics to gain the upper hand.  As the Rebels, infantry (especially PLX-2M equipped infantry) should be your primary weapon. Being poor shots may make the Imperials miss a couple of their opening shots against a tank, but a single hit from an AT-AT will ruin its day.  Your Missile Infantry are smaller and harder to hit individually, thus they're better equipped to deal with the occasional AT-AT then just plain tanks (It still takes a number of hits from the infantry to bring one down though)

 

3.) Rebel Infantry and Imperial infantry are roughly of equal performance in game (Despite the higher hitpoints of the Imperials) leading to firefights that can last a while before the sides have whittled each other down.

 

4.) Most rebel equippment lacks the armor protection and shielding of its imperial counterparts (With the exception of the T-2B Anti-infantry Hovertank which is shielded for some reason).  A well aimed shot from an AT-AT can easily half the health of most vehicles, and two hits are almost a guaranteed kill.

 

5.) Rancors are no longer a threat, a hit from any sizable weapon will kill one instantly.  I thought having rancors in the game was kind of stupid to begin with but to watch them shrug off AT-ST fire that would blow a tree in half... not cool.

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yes.... not cool at all  :(

 

but at any rate, you seem like a very devoted person to make people happy by makin games (which are very fun, by the way) and changing them to add detail and realism.

 

as a kid ive always dreamed of makin a video game but it never happened...

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Ah... Just finished resizing the ground units and tweaking their Z-axis adjustments accordingly.  You guys may not like some of the features of this mod, but hey I'll state some of the ground features.

 

1.) AT-ATs are not slow behemoths that you can trap and blast away.  The Essential Guide to vehicles says that an AT-AT is capable of going 60 Kilometers full tilt, and while you won't see them go that fast in the mod, they do go FAST for a vehicle their size.  When you see one coming after your forces its like trying to stop a charging elephant.

 

* Note: The AT-ATs on Hoth were moving unusually slow due to the ice glacier because of the risk of breaking through the ice, and to keep the AT-AT's traction.

 

2.) Rebel Forces are overall inferior to their Imperial brethern when it comes to ground forces and must rely on using localized numerical superiority and tactics to gain the upper hand.  As the Rebels, infantry (especially PLX-2M equipped infantry) should be your primary weapon. Being poor shots may make the Imperials miss a couple of their opening shots against a tank, but a single hit from an AT-AT will ruin its day.  Your Missile Infantry are smaller and harder to hit individually, thus they're better equipped to deal with the occasional AT-AT then just plain tanks (It still takes a number of hits from the infantry to bring one down though)

 

3.) Rebel Infantry and Imperial infantry are roughly of equal performance in game (Despite the higher hitpoints of the Imperials) leading to firefights that can last a while before the sides have whittled each other down.

 

4.) Most rebel equippment lacks the armor protection and shielding of its imperial counterparts (With the exception of the T-2B Anti-infantry Hovertank which is shielded for some reason).  A well aimed shot from an AT-AT can easily half the health of most vehicles, and two hits are almost a guaranteed kill.

 

5.) Rancors are no longer a threat, a hit from any sizable weapon will kill one instantly.  I thought having rancors in the game was kind of stupid to begin with but to watch them shrug off AT-ST fire that would blow a tree in half... not cool.

 

I agree with the rancor thing. In one of the mods I played as the Empire and the Rancor killed 3 of my 4 AT-ATs with the two-fist slam thing...lol um yeah, #4 I thought was the other way around, because the Empire's equipment (TIE Fighters especially) usually do not have shields. The rest I agree on, but this is only my opinion.

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No, I'm not going to stop tanks and armored vehicles from running over infantry... In the game I've discovered that if you're imperials (And utilizing untrained troops) this is one of the best tactics to use against the enemy, AT-ATs are capable of doing it and actually seem to have better luck (In their untrained form) at destroying them.

 

A beta release isn't to far off guys... Hope you'll enjoy it.

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No, I'm not going to stop tanks and armored vehicles from running over infantry... In the game I've discovered that if you're imperials (And utilizing untrained troops) this is one of the best tactics to use against the enemy, AT-ATs are capable of doing it and actually seem to have better luck (In their untrained form) at destroying them.

 

A beta release isn't to far off guys... Hope you'll enjoy it.

 

Funnh story i built two tie crawler platoons and won against six plex soldiers and four rebel soldiers.

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BETA v0.1 Released!  Go get it at the Downloads Thread http://pff.swrebellion.com/index.php?topic=1955.0

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is this just mine, because ISD's cost 501687 credits, i bit to much mayby

Evacuate, in our moment of triumph. I think you overestimate their chances. :)

 

Please can you post a comment on My clone story, in fan fiction. :)

http://pff.swrebellion.com/index.php?topic=2306.0

 

 

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Actually, thats ten percent of its true cost... 3.88 Billion Credits.  ::) With the addition of paying for the crew...

 

So 388 Million Credits (In game 1,000 Credits = 1 Galactic Credit) + paying for a crew of around 37,000... I had a whole calculation for the costs I changed.

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but is is impossible to get that many credits easily

you would end up spending all the time in galactic mode waiting for things to be built

Evacuate, in our moment of triumph. I think you overestimate their chances. :)

 

Please can you post a comment on My clone story, in fan fiction. :)

http://pff.swrebellion.com/index.php?topic=2306.0

 

 

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Welcome to star wars...

 

Solution! Create a bigger galaxy  ;D

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