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Rebellion 1.5 mod


MrPhildevil
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  1. 1. Are you interested in my mod

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    • Uh? You have a mod?
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    • Only some parts are interesting to me
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    • Could you please detail your mod a bit more, then I'll know.
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    • Uh, is that my work your'e using in your mod?
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Take your time man, there's a lot of new stuff to this mod and it may take a while to find it all. To me, this is a compilation of other's knowledge and mods about this game combined with my own skills at modding-it. There will be a lot of new stuff and balance will feel different. Be sure you try-it in big galaxy/expert. One thing I noticed is that the Rebellion Headquarters often appear on a known system and I cannot fix that. Oh well, plenty to test my friend.
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Hello guys, i've been busy playing with the Borderlands,Crysis 2, and now i play with Heroes 6 and World of Tanks.

I've tried both sides a bit, but i was courious about the characters and ships.

Some pictures look awfull, have bad stats, and i didnt like some new ships inserted.

We will discuss these things next time.

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Concerning the pics, well, I've already said I am going to use comics and Real pictures. And tastes are subjectives...

Anyway, you may as well tell me wich you don't like anyway.

About the bad stats, could you detail the issue?

And what ship did you not like?

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Sorry for the delay, my chronic serious nasty illness has came back to haunt me again. Just back from a trip to the hospital, I thought it was gone for good. But I am still alive.

 

I manage to get the mod to run on Windows 7 x64 rather simply. Just extract the file to its folder, then add in to the same folder a file d3drm.dll that is missing of course (legacy from XP ) then it will start up and run with out no other registry or special folder location as per budious' post. I have it running in 1080* monitor. So you may wan to simply add that file to your future download and it will be W7 64 bit ready without no other messing around. I forgot, you must run the Rebellion.exe in Windows XP 3 compatibility mode too under Windows 7 and give it Administrator's rights to make changes. I do not know if I need to create a save game folder yet.

 

The game does run under strategy and under 3D battles. All models and textures show up. As other you cannot stop the opening droid speaking. I made an empty file you can download here off this forum about a year ago to skip by it very fast, or simply just remove that file and the game should skip it all together for veterans out there.

 

A lot of changes. I am trying to play through a game. I wish the original game was in a higher resolution. But basically it is all working so far. I need to test save and load game. I must use FRAPS iI guess to take a photo of the in game process. Note that in 1080* HD resolution the pictures are going to be blurry since the original game is only 480*640 IIRC.

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Sorry for the delay, my chronic serious nasty illness has came back to haunt me again. Just back from a trip to the hospital, I thought it was gone for good. But I am still alive.

Hope you'll feel better soon!

 

I manage to get the mod to run on Windows 7 x64 rather simply. Just extract the file to its folder, then add in to the same folder a file d3drm.dll that is missing of course (legacy from XP ) then it will start up and run with out no other registry or special folder location as per budious' post. So you may wan to simply add that file to your future download and it will be W7 64 bit ready without no other messing around. I forgot, you must run the Rebellion.exe in Windows XP 3 compatibility mode too under Windows 7 and give it Administrator's rights to make changes.

Could you host the file (dll) anywhere (if it does not take long for you...)? Just want to be sure it is the right one.

 

I do not know if I need to create a save game folder yet.

I think there was one included with my file, wasn't there?

 

I have it running in 1080* monitor.

Yeah, that has got to be a little strechy. No big thing I can do. However, I'm sure the planet icon enlargement will have helped the overall quality...

 

The game does run under strategy and under 3D battles. All models and textures show up.

 

As it should :) I'm happy it does work for you!

 

As other you cannot stop the opening droid speaking. I made an empty file you can download here off this forum about a year ago to skip by it very fast, or simply just remove that file and the game should skip it all together for veterans out there.

 

Yeah, I've seen this before. What file did it modify anyway? If I recall correctly, there was one file to use with the Rebels and one with Imps. You could not have both at once. I just think it is not very pratical to change-it manually each time, but apart from that, it would be a great addition. Anyway, I did have to modify back the opening, what with Wayland in place of Coruscant and Coruscant in place of Yavin... not to mention damned C'Boath and Vader (by the way there is still issues with both of does, sound wise and dll pic wise).

 

A lot of changes. I am trying to play through a game. I wish the original game was in a higher resolution. But basically it is all working so far. I need to test save and load game. I must use FRAPS iI guess to take a photo of the in game process. Note that in 1080* HD resolution the pictures are going to be blurry since the original game is only 480*640 IIRC.

 

There is another way: Make a shortcut of Rebellion on your desktop. Then rightclick to properties and modify path to ""C:\Program Files\LucasArts\Star Wars Rebellion\REBEXE.EXE" -w"

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This post has the specific purpose of giving the official ship list for the Rebellion 1.5 mod.

 

Intro commentary:

I always tought it was strange that the only ship both imperials and rebels could build was the dreadnaught. Furthermore, they took 2 separate entries, which is a waste of entry, when you have access to such tools as RebEd and the model importer. So in my mod, there are a lot of ships that may be built by both sides.

 

I think I also need to specify something about the setting of this mod. While I do love Thrawn's era, I firmly believe that Rebellion just would not be the same without being able to order Vader and Palpatine around. It just would not be as exciting to me. So setting of this mod is very close to battle of Endor, but just like in the game, you can go non cannonical about this. In fact, you can't kill Vader and Palpy, which is not cannonical, but whatever.

 

Original Lists

 

Imperial Fleet

 

1- Dreadnaught

2- Galleon

3- Assault Transport

4- Star Galleon

5- Escort Carrier

6- Carrack Cruiser

7- Lancer Frigate

8- Victory Star Destroyer mkI

9- Imperial Star Destroyer mkI

10- Interdictor Cruiser

11- Victory Star Destroyer mkII

12- Strike Cruiser

13- Imperial Star Destroyer mkII

14- Super Star Destroyer

15- Death Star

 

Rebel Fleet

 

1a- Dreadnaught

2a- Bulk Cruiser

3a- Medium Transport

4a- Bulk Transport

5a- Escort Carrier

6a- Corellian Corvette

7a- Corellian Gunship

8a- Nebulon-B Frigate

9a- MonCalamari Cruiser

10a- CC-7700 Frigate

11a- Liberator Cruiser

12a- Assault Frigate

13a- CC-9600 Frigate

14a- Dauntless Cruiser

15a- Bulwark Battlecruiser

 

New Breakdown:

 

1- Dreadnaught : NR-GE

The dreadnaught is an old but reliable ship. Keeping that one, but it is not going to be 2 distinct slots.

 

2- Enforcer-class Picket Ship: GE

Keeping this from Rebellion Reloaded, this ship is perfect to send in far systems: Unknown Regions and the such. However, it is more like a watchdog and you'll need other ships to colonize.

 

3- Heavy Corellian Gunship: GE-NR

How could Rebellion show this ship in a cinematic and we can't build any in the game? Well this ship is meant to attack bigger ships and are more efficient in groups. They can carry troop regiments, and even though 2 may seem high, I like how the AI use them so I don't think I'll change that just now. CEC being mostly controlled by the empire, it makes sense that this ship would be available for the GE, but it is known that Rebels have had access to corellian ships very often, not to mention that this was the alliance ship that attacked the Imperial Palace!

 

4- XQ2 Commercial Station: GE-NR

Rebellion 1.5 feature a totally new ship class: space stations. Now there is a few problems with this class and the AI. Unfortunately, the AI will keep on building Space Stations and attack with them. This is pretty unrealistic and while there are ways to counter this with the battlestation mod, I think this mod only weaken the AI. With my mod, the AI just about don't build space stations. I think it is pretty much okay, because nothing will make the AI understand its purpose. They are mobile, but very slow. They have about the highest Hyperdrive ratings (wich make them very slow to move) and minimal mobility. This prevent us from exploiting the stations. It also makes sense that one should be able to redeploy these stations, and still some sense that this would be long. Anyway, this particular station is the first available. Not a military one, but will still provide some fighter cover. Available for the two sides is logical.

 

5- StarForge Station: GE-NR

This really is an anachronism. Furthermore, you can have more than one and its building capacities are not existent. Too bad. Anyway, I'll fix the ency pic and the description to fit better. This is the 3rd station available and it is a grunt. Description will explain that plans for this station were recovered in an Holocron by either Palpy or Luke and the plans were incomplete, loosing the building abilities but retaining powerful structure and fighting capacities.

 

6- Carrack Cruiser: GE

Not much change there I think...

 

7- Lancer Frigate: GE

An empire ship I kept for obvious reasons, one of them being roleplay.

 

8- Victory Class Star Destroyer: GE

I kept that one imperial only so as not to kill balance too much by making all imp ships available to the rebels. Besides, theres about no example of Rebel Victory Star Destroyer.

 

9- Imperial Class Star Destroyer: GE-NR

Plenty were captured by the Rebellion, so the New Republic is able to build some. However, since it is a long process to build one, the Empire have these mastodont unopposed for the first 200 days at least!

 

10- Interdictor Cruiser: GE

An imperial ship, I always wonder if I should take the Dominator class instead, but I just think this last one is too much of a strong ship and the Interdictor is faster to deploy so I kept this one. Another ship that could have had Gavific Wells is the Death Star, but I think that would make-it either too uber or else too vulnerable... Anyway, for Rebellion 1.5, Rebels have an advantage there: they have 2 ships that have the Gavity Well ability: CC-7700 and Viscount.

 

11- Golan mkIII Space Station: GE-NR

Second station class available to both factions.

 

12- Strike Cruiser: GE

Yet another empire craft.

 

13- Allegiance: GE

A powerful Grunt, the only New Republic Ship that can engage-it one on one and expect to win is the Viscount class. However, if you add fighters to the equation, you'll undestand that this ship need a strong anti-fighter complement.

 

14- Executor-class Star Destroyer (or SSD): GE

The imperial navy's most powerful ship except for the Death star it is a little outdated and the New Republic Viscount will be able to kill-it.

 

15- Death Star: GE

Yup, an Eclipse just wont cut-it. You have to have a death star available for this game to retain its worth.

 

1a- Defender class star destroyer: NR

One of the NR ship meant to outdate the ISD's, it is less expansive and faster to build and more powerful. This is going to either persuade the Empire to build more small ship or to build stronger ships (ASD).

 

2a- Marauder Corvette: NR-GE

Corporate Sector, ever heard of it? Anyway, this ship is one a good multi purpose ship, used widely in the CorpSector and available to both NR and GE.

 

3a- MC-40a Cruiser: NR

Early grunt of the NR, they are generally not a match against VSD and ISD alike. Still good against other ships, though, including the Carrack class.

 

4a: Lucrehulk-class Battleship: NR

Remnant of the Clone Wars, both faction would have access to this ship. It is a very good Carrier, but the Empire never were fond of them, so the Rebel scavenged them.

 

5a- SoroSuub Escort Carrier: NR-GE

Basically, this is the reason why Lucrehulk is only available for the NR; to bring balance to the force... Lol. Well, you should know that SoroSuub sells its ship to the Empire (principally), so it make sense that the Rebel, that are Fighter Centric, would have access to this kind of ship (Lucrehulk), if the imps are to have access to this one.

 

6a- Corellian Corvette CR-90: NR-GE

As I said earlier, CEC produces for the empire too, so I don't see why they would not have access to this one.

 

7a- Corellian Gunship DP-20: NR

Well, I'd say this ship is the NR's answer to the Lancer-class Frigate. As such, the imps should not have access to it.

 

8a- Nebulon-B Frigate: NR-GE

Well, it is known that they have been stolen by Rebs to the Empire, so it is normal that they would be able to access-it.

 

9a- Home-One Class Vessel: NR

This one had to be available in Rebellion, if nothing more than for Roleplay purposes. It is a strong-ish fighter carrier and can hold its own against an ISD. By the way, you will notice that there are now quite a few ship that are able to defeat an ISD and are cheaper. This is because the Empire was not all that good when it comes to making decent ship without paying way too much. Even though they are impressive, thay are not without flaws and are not the most impressive intellectual work.

 

10a- CC-7700 Frigate: NR

First Rebel "interdictor" it is quite weak.

 

11a- MC-80b Cruiser : NR

This one is very modern and well armed. However, it is quite long to build.

 

12a- Assault Frigate : NR

Kept-it.

 

13a- Nebulon B-2 Frigate: GE-NR

Neb-B's evolution.

 

14a- Dauntless Cruiser: NR

I always was fond of this kind of ship. As with all the other, a new model is great. It is about as strong as the MC-80b, but available earlier.

 

15a- Viscount Star Cruiser: NR

Well, if the Death Star had to engage a ship without its superlaser, this one would be pretty tough to kill. To put the cherry on the top, I added Gravity Well ability to make-it some kind of alliance superweapon. In vanilla, the stronger ships were basically as follow: 1- DS, 2- SSD, 3- Bulwark. The new order would be 1- DS, 2- Viscount, 3- SSD. This tank is basically the apex of the New Republic.

 

So, with Rebellion 1.5, New Republic has access to 21 ships and the Empire to 20 ships. Don't you think this is pretty balanced? Now I know you'll look at the stats of ship and say: my god, the Empire is sooooooooo going to get killed. Well there are a few advantage the empire has: Vader and Palpy are now forces to be reckoned with. It often happens that the Rebellion HQ's whereabout are known to the empire from the beginning (though don't expect to kill them in a frontal attack, that would probably prove fatal..., and I know, this is shit for those that likes to look for-it.) Also, the Imp Navy is still stronger than the NR's at the begining of the game and they have a better shipyard facility on Coruscant, than the Rebels can expect to get.

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So there's a few things I've worked on:

-New Ency/Build/Tactical/Fleet Pics for Lancer frigate

-The same for the Death Star

-Modified Clone Squad Special Force encyclopedia entry

-There's now 7 new tactical planet pics, though there's one that pisses me off indeed.

-The Fleet icon (right one) for imperial side has a new "in hyperspace" and "damaged" pic. Good eye candy, I think you'll agree when you see them.

-Also, I've switched cards place : Teren Rogriss <-->Thrawn, so you should have him earlier.

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Did you remember there was another Interface change done by Princeps I did want to make? Well I'm about done with-it. Look for planetary defense:

viewtopic.php?p=547087#p547087

 

Looks nice uh? Wait till you see mine ;)

 

If anyone ask to see mine, I'll show you ;) (eh, I can't be the only one posting in this forum, don't you think?)

 

Anyway, Interface wise, here's what I've recently done:

 

Fleet Window: Imperial Fleet Icon Right: Hyperspace pic/Damage Pic

 

Top of windows: Neutral Light and Dark, Rebel top is done too, but I may change-it...

 

Planetary Window: you'll gasp when you see-it. It is near perfect (tough Rebel trooper icon may be a notch too big)

New pics for all of this:

-Defense Background

-Personnel: Neutral, New Republic (UnselectedAbsent, Selected, UnselectedPresent), Galactic Empire (UA, S, UP)

-Troops: Neutral, NR (UA, S, UP), GE (UA, S, UP)

-Fighters: Neutral, NR (UA, S, UP), GE (UA, S, UP)

-Planetary Shields: UA, S, UP

-Planetary Batteries: UA, S, UP

 

So again, if you want to see some pics, I'd like you to ask. It does take quite some time to make a screenshot, resize-it accurately, post-it on some website and then post-it back here. If there's no interest, there's no point! Remember, the first reason I am basically doing this mod is for my own fun (and perhaps one day I'll be able to have a product finished enough that I decide to make an MP game, if anyone is willing).

 

By the way, the reason I post as much mod info in this forum is that I've had trouble getting stuff to work on my own and I did not see enough stuff to help me doing so. That means that if anybody has any question concerning how I did anything in my mod, it would be a very good idea to ask here so we can all advance modding knowledge.

 

For example, there is a ton of informations missing about the Reloaded Mod, as the ship listing, the Character listing, to what extent the game was modified and the such. Not to mention the Coruscant new tactical picture... I've had to make trial and error tons of time!

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You are mading the mod, so u are the boss, but i didnt agree with some things...

Would be better to let Imperials to have ships mostly based on ISD series, and rebels on the Mon Calamari's.This intended to do in my Super TC.

I didnt see why space stations took the place of other most known ships...

About the characters : the drawing and paintinglike pictures doesnt look good together...

 

Another thing : may we set the game to give ship names when we start a game with Rebel or Imperial side ?

In the original game, only the other side, i mean the AI have automatically ship names...

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Would be better to let Imperials to have ships mostly based on ISD series, and rebels on the Mon Calamari's.This intended to do in my Super TC.

That is good that you want to do it for you mod. However, I did not really remove the focus of "Star Destroyer" type for the empire. In fact, I only removed the 2 almost identical models from the imperial fleet. Before, there were ISD/ISD II and VSD/ VSD II. I had no real choice to remove the mark II. You see, space battles require each ship type to have different models. Problem is that I wanted to retain only the best model for a specific type of ship. To explain my meaning better, you have to know that the ISD and ISD II in vanilla have slightly different models. Well, I could not get 2 different models of the same ship. Besides, I do not think having almost the same model two times is that necessary.

 

Now I'd like you to tell me how I did make the empire less "SD" centered. As a matter of fact, Rebellion reloaded actually added 3 new SD types: Allegiance, Picket-class and eclipse class (the latter was replaced by Death star). In fact, in absolute numbers, vanilla had 5 "SD" types, RR has 6 "SD" types and Rebellion 1.5 has 5 SD types. And I disagree that imperials only use this kind of ship. Ever read Truce at Bakura? They only had a Carrack there. Also, the Corellian Diktat (an imperial government) did not have any "SD" type cruisers...

 

Also, there's the Rebellion to take into consideration. Remember that Vanilla had only one Mon Calamari type of ship. Compared to RR: Home One type, MC-40, MC-80a, MC-80b and MC-90.

Okay, my mod contains less MC ships: Home One, MC-40, MC-80b and Viscount class cruiser. However, I think it would be unfair to say I did not put enough MC ships. You have to remember that MC's are far from the only one building ships for the Rebels (or that they use...). Corellian also have a lot of investment in this domain.

 

I didnt see why space stations took the place of other most known ships...

Space stations are very important in star Wars. Planet Duros in fact entirely depend on them. Any way, let's see what they replace.

XQ2--> the Galleon. Honestly, let me count my star wars novels: roughly 150 of them. You no what, I can only remeber one or two reference to them Galleon. Something about them being hard to capture because they can shut/isolate their sections one from the other. Not worth mentionning, whereas I can remember a lot of mention about commercial stations (X-Wing Alliance????).

StarForge---> Imperial Escort Carrier: Okay, that is not a good reason to you and I understand why. But honestly, the star forge is quite nice and I just wanted to have this one in my mod. If you don't like-it, use another card and rmdimporter to replace-it ;). However, my reasons are that the SoroSuub corporation sells its product to both imperials and Alliance alike (or at least, it is known that rebels have access to some of them and certain that the Empire can buy some. In this line of thinking, if you want to have more ship, I don't see the point of having two ships (Imp Escort Carrier and Quasar Fire/Alliance Escort Carrier)having the same role, especially since I added another "escort carrier" ship: the Lucrehulk class.

 

and yup: Golan-III-->VSD II: as I explained earlier, puting 2 times the same model for two different type of ships will make the tactical mode to crash. So this is not really taking the place of a best known ship...

 

I think that covers why I think space stations have their place in this mod...

 

About the characters : the drawing and paintinglike pictures doesnt look good together...

Yeah I know. Not much to say there lol. I do like-it, you don't like-it. If I could uniformise my cards, I'd do-it, but I cannot have the selection of characters I have either picture type, painting type or comic type... only a mix. I am not going to take this as an excuse for putting nowheres in my mod. However, at anytime, you may replace with your cards (though I think I'm going to make another change at the interface that will render this less uniform...)

 

Another thing : may we set the game to give ship names when we start a game with Rebel or Imperial side ?

In the original game, only the other side, i mean the AI have automatically ship names...

I always wanted to do this myself. I have no clue how I might do that lol. Perhaps peeps with actual programming skills and hex editing capacities might be able to find a way, but it may also be hard coded. The actual members that might help in the matter are Evader, Slocket and Darth Tex. If you can reach them, The Mask and Vakundok might also be of help....

 

Excellent :)

Thanks!

 

Only thing, resize the head of the rebel trooper, is too big. ;)

Well, I could do it but...

Or if is impossible, there are also other troopers heads :)

my head unfortunately cut there. If you could provide me with a head that has the helmet uncut, that would be much appreciated. Personally, to get that pic, I print-screened on my ANH movie, when I felt I had a good enough pic. Oh well.

 

Another thing, do you have MSN, Yahoo messengers ? Or Skype ?

Yes but I dont use-it,

no,

already had skype, but not anymore.

What would you like to discuss on Windows Live, anyway? (PM me your e-mail and I'll add you...)

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Fun mod, however the imperials build golans and fly them around in their fleet which makes them very slow. All in all I found the AI was at a much larger disadvantage(possibly because of all the researching early on that's available). Also the AI stayed and fought many early battles that it should've fled from(possibly due to changing ships, dunno.)
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Only the Golan Space station, or the XQ2 as well? Anyhow, if the AI pisses you off, rename the game thread to "Star Wars Rebellion", open RebEd and prevent your oponent to build said space station(s). For example, if you plays as the rebel, make the station rebel buildable only. Anyway, these stations are more for human, as the AI does not understand them.
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Fleet Rebel Avatar

 

http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/FleetAvatarRebelVersion.jpg

 

Oh, now that I mention this, I forgot to say that I am officially over with the Planetary defense building section. Expect some changes for when this goes into beta, which is not necessarily right away ;)

 

I'll show you more later ;)

 

However, I'll give credit right away, so you'll know what to expect right now.

 

Artillary (replaces LNR 1): Originally, I was going to use najsgej's card, but eventually decided against-it, only keeping the name. I took a screenshot of a Rogue Squadron 3D tall turbolaser tower and worked on it some. Turns out good. So credit goes to me, though the ency pic is not that great, because of the low quality Barkhesh decor.

 

LNRII --> najsgej's Turbolaser card, slightly altered

 

GenCore 1 --> EW's Shield Generator (looks pretty good in game!)

 

GenCore 2 --> I kept reloaded's Ion sat Network, because I like the idea.

 

KDY v-150 --> Well, this is where I've decided to use najsgej's Artillary card, which I renamed KDY Ion Turret Network, a kind of defense suite sporting ion canons and the same kind of weapons used by the rebels on Hoth (ironic that it should be from KDY). And I know, some of them also comes from Golan Arms. By the way, just about the only thing I kept from najsgej's original card is his ency pic, as I've made new build and fleet pics. The build pic use part of his build Icon but is expanded.

 

For the death star pic, I honestly don't remember who did-it, but the only thing changed is the Encypic, which shows a Death Star and a Landing Platform...

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Fun mod, however the imperials build golans and fly them around in their fleet which makes them very slow. All in all I found the AI was at a much larger disadvantage(possibly because of all the researching early on that's available). Also the AI stayed and fought many early battles that it should've fled from(possibly due to changing ships, dunno.)

Hey MrPhildevil, have you changed the AI value for different ships?

 

If I understand correctly, it impacts when the AI retreats from battle. I think it also influences what ships they build. You can't change it in RebEd; use SWRE to do that. I have a copy, if you need one (hard to find online these days).

Star Wars: Rebellion, A Field Manual

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

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I have 2 versions of SWRE, but had trouble getting them to work. you may send me yours, please, altough I admit I am a little afraid to do this, because I fear I could loose some informations... Anyway, I'll try-it...

 

Searching in the first version "SWRdataEditor-Beta1.2", I do not find the AI value...

 

Under research, I found the difficulty setting, which I don't understand, and there's also the Raw data, I don't know what it is too.

 

Anyways, the first version did not really allow me to do something about cap ships that was not already there...

 

Okay, second version I am trying right now has AI value. Going to try to understand how this work.

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I messed with that one "AI value" and others thought it may control the annoying AI cowardly retreat behavior, but it does nothing ASFAIK.

 

I used test where one extra TIE fighter caused a retreat. Control group was exactly the same without that one TIE fighter. The game code seems to count the ships and fighters for sure in numbers. You would think it would consider the total fire power, ship damage, etc. But it does not. If there is a value it uses to to say this ship is an ISD and is more powerful, I do not know where it is located for the AI use in battle or retreat.

Edited by Slocket
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Yeah, that's also what I think. Lol, I guess I won't be playing for long with this. Loads of more polishing to do! Besides, I never had any Golan fleet problem myself and I think the solution I proposed was fair (though not for the AI even though its for its own good...).
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Okay, I may be able to do something for you.

 

However, I need someone to tell me What file RebEd modifies in order to get a ship buildable by both the empire and the rebels (which DLL is modified? or is-it a .dat?).

 

Also, I need to know which side you plan on playing as you'll probably need to get 2 versions of this DLL/dat, one that suppose you'll be rebel, another that thinks you are going to be GE.

 

Other editors for you to try (please refer to my ship chart, because one of them does not take new name into account, yet it is the one I expect should work for you):

http://www.mediafire.com/?1nmp9keyvcgvsz2

http://www.mediafire.com/?objbbp1nm1uz7ku

 

On another note, I now have 12 planets in tactical mode done and I'm getting better at-it. I remade some of them too. We'll see how this turns out, I guess!

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However, I need someone to tell me What file RebEd modifies in order to get a ship buildable by both the empire and the rebels (which DLL is modified? or is-it a .dat?).

That would be the CAPSHPSD.DAT file in the GDATA directory.

 

 

Getting back to the "AI value" or "Morale Modifier" (whatever you want to call it), I haven't messed with it too much, but it does have "some" kind of impact based on ship type. Below is a list of just a couple of examples from the "vanilla" CAPSHPSD.DAT file:

 

Mon Cal Cruiser = 42

Imperial SD Mk 1 = 47

 

Corellian Corvette = 7

Carrack Light Cruiser = 13

 

Dauntless Cruiser = 62

Imperial SD Mk 2 = 70

 

Bulwark Battlecruiser = 110

Super Star Destroyer = 120

Death Star = 250

 

I did a mod, way back when, and replaced the Corellian Gunship (value = 5) with a Golan III Battlestation (before SWRE, and using only RebEd). I did use the BattleStation Mod that disabled the hyperdrive to keep them from moving through the galaxy, but there were some interesting results:

 

1) the Golan III's still had sublight values (RebEd won't allow a ZERO value) so they "flew" around on screen like regular capital ships.

2) because I couldn't change the "AI value", the Golan III's constantly chased fighters throughout battles :lol: They wouldn't attack capital ships until all fighters were gone, and even then only every so often (not with the same intensity like when attacking the fighters).

 

I never spent the time to consider if that "ship slot" had something "hardwired" because it was an "anti-fighter" type capital ship, or if the AI value takes into consideration other things as well. :?

 

Just my two bits worth :wink:

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