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Posted

I have a couple of questions that I would love to have answered by others more knowledgeable to me about some of the hardcoded game mechanics

 

These questions are framed with the mindset of doing a clone wars Mod Full(planning on doing the models as well)

Republic = empire, CIS = Rebels

 

1.Like just what will happen when luke, leia and then vader, and emperor meet, and what qualifies as meeting??

 

2. Do Force users foil each other or is that just for luke leia,vader and emperor???

 

3. Can one side have more than the 15 ships say 16/14 or something like that?? same with characters 30/30 hard or can it be less more

NO need for fighters and also only 4 slots so Fighters don't need to be answered

 

4. there are 6 major characters, can I change it so it is 3/3 or does it have to be 2/4

 

5. If Han Solo has enough combat rating can he ever be taken??? and who goes after him??

 

 

 

Now some comments from me :)

Was going to have

Palpatine be Palpatine

yoda be vader

 

Count Dooku be mon mothma

Grevious be Luke

Nute Gunray as leia

 

Grevious doesnt really fit as luke i dont think, he fits more as Han, (bounty hunters going after him, I would change it to Jedi go after him)

gunray doesnt really fit as leia either

 

So I am not really sure if others have gone into depth on the gameplay as with a clone wars conversion. And man Am I excited about Rebellion 2 how that is coming along in the other posts as well

 

Any thoughts would be much appreciated thanks! :)

  • 1 month later...
Posted

I can't believe no one has answered these for you...

 

1. When Luke/Leia meet Vader/Emperor, a special event is called. There are sound files and pictures attached, as well as coding that determines if the characters capture one or the other, if injuries happen, and if any of the characters grow in the force. Any time one of the twins (Luke/Leia) are at the same planet as Vader/Emperor, they will almost certainly meet. This does not include one character in orbit and another on the surface; if any of the characters are given a mission in a location with an opposing character, a meeting will almost always happen. This is also true for when a character tries to escape a blockade containing the opposing character, or when a planet is invaded.

 

2. Force users do foil each other. If their force ratings are high enough. Remember, other factors go into actually foiling; force ratings only allow the enemy character to be detected, not foiled outright. But once detected, it is much easier to foil a mission.

 

3. Short answer, no. The number of ships and characters is hard coded and cannot be changed.

 

Long answer? Sort of. If you open RebEd, pick a capital ship to modify, and find the two check boxes for which side can build a given ship. Theoretically, you could allow both sides to build all ships, or one side to build all and leave the other unable to build anything. Or anything in-between those extremes. Which may be interesting... one side gets several types of fighters but no capital ships, while the other gets capital ships but no fighters... but I digress.

 

I believe the same is true for characters, but not major characters. Those slots cannot be changed from one side to another.

 

4. It must be 2/4. This is hard coded and unchangeable.

 

5. I don't know... my games never last long enough for this to be an issue...

 

Hope this helps, even if it is a bit late for a response...

Star Wars: Rebellion, A Field Manual

"O be wise, what can I say more?"

Posted

3. Short answer, no. The number of ships and characters is hard coded and cannot be changed.

 

Long answer? Sort of. If you open RebEd, pick a capital ship to modify, and find the two check boxes for which side can build a given ship. Theoretically, you could allow both sides to build all ships, or one side to build all and leave the other unable to build anything. Or anything in-between those extremes. Which may be interesting... one side gets several types of fighters but no capital ships, while the other gets capital ships but no fighters... but I digress.

 

I believe the same is true for characters, but not major characters. Those slots cannot be changed from one side to another.

 

Hum, I think I'll expand on that point. First of all, characters. Yup, you can give 32 characters to the empire and 28 to the alliance. However, when you'll reach 30, recruitment will still be done. This mean there are characters that you may or may not recruit. In my opinion, trying to change the number of characters is then pointless (if you want to add a character, you don't want to get less...).

 

Then, there is the matter of ships. Yes, you can allow one faction to get more ships than the other one. And as Master Xan said, you can allow one ship to be build by either sides. Actually, in my opinion, this is the most interesting feature. It just make sense that the Corellian Gunship and corvette can be build by both sides, since it is built by the Corellian Engineering Corporation, which is kind of neutral.

Posted
I've added the YT-1300 to the game, card and model. Thing is I think it is required that Han gets one. However, since it is from the CEC, it is bound to be available to the empire.
Posted
I tend to allow Victory SDs to be built by both sides as well, and I replace a dreadnought with another ship and let both sides build the remaining dreadnought...

I give access of the Corellian Corvette and Nebulon-B Frigate to the Empire. Years ago when I played X-wing, the Empire had "lots" of these ships; only to not have them in Rebellion? I agree that the Alliance should have access to the Victory SD; it's technically a Clone-Wars era ship with the data readily "available" should the Alliance want to construct them.

Finally, after years of hard work I am the Supreme Sith Warlord! Muwhahahaha!! What?? What do you mean "there's only two of us"?
Posted

Personally, I bet the Empire could build almost any of the Rebel ships. I can't imagine they don't have the schematics and plans for them, except for perhaps a few exceptions (like perhaps the Mon Cal cruiser). I just don't give the Imperials access to all those ships because it's annoying to scroll past them in the list when I'm going for powerful Imperial vessels 8)

 

Sometimes I give the Rebels access to ISDs; I will replace an Alliance ship with a copy of the ISD card, tweak the settings just a bit to put it somewhere between a classic ISD and an ISD2, and set a research value for it. So it's like the Alliance stole the plans and upgraded them just a bit, but it takes time for them to do so. :wink:

Star Wars: Rebellion, A Field Manual

"O be wise, what can I say more?"

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