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sledneck
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Does anyone else play this game with a strategy in mind? I can beat the AI any day of the week. If you're the empire, all you gotta do is get two shield generators on coruscant ASAP, then the rebels can't ever take it unless the sabotage, but if you're construction yards on there you can rebuild fast. In my current game (btw I don't use cards or RebEd) I control 13 entire sectors, each with a sector fleet based at the planet in the sector with my shipyards. Each sector fleet consists on an interdictor, 2 imp star IIs and 2 vic star IIs with 9 tie interceptor wings on the planet. Every world I have has double gencore IIs, each sector has one planet dedicated to all construction yards, all shipyards, and all training facilities. Every world has 3 stormtrooper regiments, except manufacturing worlds, which have 6 stormies and 3 dark troopers. Coruscant has 2 SSD, 4 Imp star IIs, 4 vic star IIS, and 6 lancers, plus a shitload of troops and interceptors. And then there's my Dark Fleet, which has like 20 imp star IIS, 30 vic star IIs, couple interdictors, 3 SSDS, and 20 or so lancers, completley full of interceptors and stormies and some personnel. That fleet can take any world, and all my diplomats are with them. Anyone else have a methodical strat they wanna share? Oh btw I have like 2000 free matience points right now too. Also, has anyone been able to get into a really good battle with the AI? He never seems to get enough ships together to make for an interesting fight...
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Guest Scathane
One thread???!!! 8O There are I don't know how many threads on this kind of thing!!! I'm sorry, but I think sledneck has to do some forum surfing... :)
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Yes, your VERY BIG forum mouth. :lol:

 

The only solution to the supidity of the AI is RebEd. What you have to do is lower the cost of the ships of your enemy and give them a good combination of firepower, detect rating, and shilding. And lower the cost of the fighters.

Last interesting battle I got was a Imperial fleet composed of 9 Imperial Star Destroyers. They attacked Coruscant after I had already taken it away from them. I had Three Golans and a Viscount around the planet and about 24 fighter squadrons on the ground.

I killed five of the nine Impstars, lost half my fighter force, and had heavy damage on two Golans and the Viscount.

I won because of my starfighters, the Impstars were halfloaded, not fully. And I editted fighters stats so that four X-Wing squadrons can take out a halfloaded Imperial destroyer and that a wing of X-Wings can make an Impstar flee a battle. The battle proved me that I should lower the cost of Imperial fighters a bit.

I usually keep about 2000 or 3000 free maintenance points, last I checked though I was by 12000. It was then I decided to bombard my planets and have some sectors go over to the Imps.

 

As you can see you might want to use cards and RebEd to try to make it a little bit more interesting. If you want to make it harder for yourself, being an Imps take your fleets to the Outer RIm and start there to colonize worlds and leave your opponent to take over the core, you might want to help him by bombarding neutral planets.

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Trejiuvanat is right. The only way I have been able to make the AI even begin to be a challenge is when I do general bombardment on all planets I control in the Core. I prefer to play the rebels and with this tactic I start out giving the empire a large advantage. I have also played games where I did no sabotaging at all. This also gave them an advantage. I biggest fleet I have seen the AI develop without the use of RebEdit was about 4 SSSD 6 ISD and 10 lancers. Not that it mattered against my 10 bulwarks, 5 assault frigates, 3 interdictors, 15 mon cal cruisers, 25 gunship, and 10 liberators crusiers every ship packed with x-wings. Anyway...
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One very simple solution to the AI's careless handling of it's ships would be to lower the hyperdrive rating of all fighters and capital ships to about 10.

 

If anyone has drunk enough expresso and fancies testing this theory, feel free to report the results of one hell of a manic game... :idea:

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One very simple solution to the AI's careless handling of it's ships would be to lower the hyperdrive rating of all fighters and capital ships to about 10.
Yikes, that doesn't sound like too much fun. :?

 

If anyone has drunk enough expresso and fancies testing this theory, feel free to report the results of one hell of a manic game... :idea:
Well, that's me, but...do I have to?... :(
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One very simple solution to the AI's careless handling of it's ships would be to lower the hyperdrive rating of all fighters and capital ships to about 10.

 

If anyone has drunk enough expresso and fancies testing this theory, feel free to report the results of one hell of a manic game... :idea:

 

Ah well...

 

I *routinely* play the AI with a simple RebEd TC that halves all hyperdrive ratings(aka doubling their speed) and doubles all sublight speeds and maneuverability. I've also halved all maintenance costs and doubled all production rates.

 

I'm thinking of putting the maintenance on capital ships back to normal, as I think that tends to benefit a human player on the long run.

 

As for how all this works out: very well, actually. If you resign to play at at least slow speed and deathstar difficulty you might not make it...

 

I'm currently experimenting with doubling all research times.

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What about letting the AI take control of the Core systems while you virtually start from scratch in the Outer Rim. This would allow the AI to get more maintenance and therefore enable it to build ships, fighters, troops more quickly. All of this you can do without using RebEd.
"You don't know the power of the dark side. I must obey my master." - Vader
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  • SWR Staff - Executive
Do some editing, then give him a 1000-2000 day head start. Just leave on fast until that day, then start playing. That's always fun for me :)

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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In one game, without any RebEditing, I had built a fleet consisting of 6 Bulwarks, 8 Dauntless Cruisers, 10 Assault Frigates, 10 CC-9600s, 3 Liberator Cruisers, 4 CC-7700s, 12 Mon-cal Cruisers, 4 Escort Carriers, 24 Gunships, 24 Corvettes, 10 Dreadnoughts. All with an even number of fighters. I also had a similar fleet with about half the ships in orbit around my headquarters as well. In the same game, I had also build the Katana Fleet. All 200 Dreadnoughts, all fully stocked with fighters. I still had about 1000 maintenance left and didn't have to scrap a single unit or facility.

 

After all that, I decided to take over every system in the galaxy, large size as well. I was down to just Coruscant left, with my fleets in position to take Coruscant as well. :twisted:

 

Then, unfortunately, my computer crashed, and I had to start from scratch again.

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Emm.. it's curious your PC crashed... mine did the same just into tactical battle involving my glorious third fleet of about 20 Star Destroyers, 15 Strike Cuisers, the SSDs Allegiance and Stormbringer, and god knows how many lancers, Corellian gunboats, and troop transports used for the system blockade... including no small amount of 'captured' rebel capital ships I like to have drifting around the core.

 

Anyway my crash was critical, and i've lost over a year's worth of data. Such is life as Ned Kelly remarked as he was hung.

 

If you want a challenge, set every system in the galaxy to of high inportance and colonized; forget you know where the rebel vermin are for a year or so, give yourself and them six or so ship yards; and set all settings to half...WOONESS...

 

..remembering to replace the crap rebel bulk cruiser with a Mon Cal MC80; and a battle royal you shall have!

 

Err.. but maybe this why my PC crashed and killed over a years worth of stuff..

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All this talk of the PC crashing with HUGE fleets, maybe that's a good sign *not* to have them but rather to have smaller, yet still effective fleets. Remember, using characters and spec forces to sabotage ISD's and SSD's *is* rather fun, annoys the hell out of your opponent and forces them to either hide their wonderful creations or keep them on the move constantly.
"You don't know the power of the dark side. I must obey my master." - Vader
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You can't give the AI a "headstart". In my experience the chances of traitors and natural disasters seems to increase after the first few hundred days. IMO the trick is to beat the AI as _fast_ as possible, not just to beat it. Anyone can do _that_.

 

Basically, if you ever unintentionally let the game drag on to the point that you have to (or could) build a Bullwark. You should have the upperhand long before Luke goes to Dagobah.

 

Ragnar

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Emm.. it's curious your PC crashed...

 

Anyway my crash was critical, and i've lost over a year's worth of data.

 

Sorry, my computer didn't crash while playing Rebellion, I was installing some update and my computer froze, so I had to reboot. The only problem was that the computer wouldn't reboot and we had to trash the harddrive. I lost about 2 years worth of information.

 

As a matter of fact, I don't think I've ever had Rebellion crash on me. Its always worked perfectly. I also haven't had any problems with it slowing down in tactical.

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  • SWR Staff - Executive
You can't give the AI a "headstart".

 

Of course you can. If you're not doing anything while he is, well that's a headstart enough for me. Like running a race and saying, yea.. I'll start running in a few days. Meet me at the finish line :)

Evaders99

http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmaster

http://swrebellion.com/images/banners/swcicuserbar.png Administrator

 

Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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  • 2 weeks later...
You can't give the AI a "headstart".

 

Of course you can. If you're not doing anything while he is, well that's a headstart enough for me. Like running a race and saying, yea.. I'll start running in a few days. Meet me at the finish line :)

 

I am experimenting with giving the AI a headstart (on default settings) by not being aggressive apart from sabotage/espionage missions. So if the AI invades planets, I leave them, instead I concentrate on building mines and refineries on new planets. If you want to practise strategy against potential human opponents, then giving the AI a headstart is not a good idea because would you do that for the human player?

 

The game would go for longer I think until eventually you would be forced to attack the AI just to get the maintenance points you need. Has anyone tried doing this?

"You don't know the power of the dark side. I must obey my master." - Vader
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  • 2 weeks later...

I think Evader99's thought on giving the AI a 1000 day would come close to doing this.. although I am not that brave!!!! :oops:

 

The game though really comes into its own playing a another human opponent. The AIs strategy is too predictable. I know not everyone has the opportunity to do this ( time, money etc ) , but since I've upgraded my ISP I've found its worked out not only cheaper but more fun. Human opponents are by definition unpredictable, allowing the game to go off in all different directions, and opening up whole new areas of strategic ideas, plans and downright deviousness. That the game allows this shows its broad scope and depth as a masterful Strategic/ Operational & Tactical masterpiece!!!

 

All Hail Rebellion ( or Supremacy as its called in this dark Sector of the Empire!!)

You have failed me for the last time

 

What is Life? Life is the Nation. The Individual must die anyway. Beyond the Life of the Individual is the Nation.

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I think Evader99's thought on giving the AI a 1000 day would come close to doing this.. although I am not that brave!!!!
It's commonly called: "Playing with your food".

 

All Hail Rebellion ( or Supremacy as its called in this dark Sector of the Empire!!)
What the hell? :? You don't like it being called Rebellion that much? :?

 

:roll:

:wink:

 

 

 

 

...6...

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