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Everything posted by Tsunami
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And the more maintainance points you have, the more ships you get. Try setting every sector's priority to high in RebEd (this makes them revealed, populated and randomly assigned to either side, like the core sectors) and you will have a grand fleet due to 6000 or so maintanance points in the initial pool. Once the computer started with something like five ISDs and 12 VSDs (there was no way he could have built more than one of each in the 300 days it took him to show up at my main facility planet).
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SOMETIMES (only sometimes), I could prevent a disaster from happening by scraping buildings on the respective planet (using a previous save). Either this does something to the random seeds or the planet is no longer valid for the algorithm choosing a site for the disaster. But on the other hand, it often happened even when I scrapped ALL buildings, so this might just as well be just the random number generator's freak out time.
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I would not say that; it is VERY good for collecting data about ship movements, AI building routine, character usage and, of course, ship names. I would have liked building up the Empire and then turning traitor to smash it to pieces, but I can live without.
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I checked out hexing shipstats. The game will tolerate a zero for sublight speed and actually show it as zero, but effectively speaking, the ship still has a sublight of one. It will also accept a zero for hyperdrive but will show it as 180:0 and 180 is the real hyperdrive rating. I think 180 is the lowest a hyperdrive rating can fall to when damaged. I tried negative values (which are simply shown and put to work like they were positives) and HUGE numbers to see if there was a cap and a turn into negative or somesuch; no banana. Seems to be that the 180:0 thingie is hard-coded elsewhere, maybe someone can find out where. The weird thing is that a ship with a zero for either value shows no indicator for that component in tactical (they appear not to have a sublight drive etc.) so that this component cannot be disabled via tractor beam or ion weapons. There could be some way to exploit this.
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Mask: In what book did Bel Iblis fight Daala? (I though I knew every single book, dammit. ) The picture of a Liberator was used somewhere for Garris Shrike's freighter, but it was just for appearance.
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I had some problems with planets, too, and decided to completely run around the wall: I switched Coruscant and Yavin sectors (they are called differently, I know), switched pics, names and descriptions. -> The Alliance starts on Coruscant and the Empire on Wayland. Of course the new Coruscant is no longer a game critical planet and has the great range of starting energy and resources, but just for appearence's sake it was good. The starting conditions have to be stored in the .dat files, but there are not many. I think there are random seeds for unknown, two different ones for known (according to priority, like low for Outer Rim and high for Core, changeable in RebEd), one for Coruscant and one for Rebel HQ. Yavin appears to be randomly chosen from the 'unknown' or 'known, low priority' chart. Just from a non-coder point of view.
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That's exactly the problem: There is no such thing like a hull value for starfighters. So the TIE Fighter with 9 RU hull rating can take the same number of hits as the Bomber with 28 RU. For the fighters with shields, I added shield and hull values together and divided the stuff by 10. So it would be only fair to give fighters witout shields some shield points to compensate for the missing hull value. In the bomber's case it would be 2 or three. I dont't know anything about shield regeneration for starfighters, but I believe it's either non-existent or so too low to make a remarkable difference. This 'made-up' shields would serve as a workaround for the engine limitations and balance out the fighters more accurately. Mention it in the ReadMe file and most people will understand.
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Yeah, confused that with the IMPROVED A-9s from NJO. Heck, even those blasted Howlrunners have shields back then, but both models are mostly used by the NR/GFFA at that time. There were even some shield-equipped Interceptors at Borleias. The standard A-9 does indeed have no shields. Does anyone have a clue about their hull values? I actually wonder about assigning a shield value to the Bombers. Of course they don't have any, but they are supposed to be structually tough. As it is now, a Fighter can take as many hits as a Bomber.
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A'bath: I like him as a character, but not really for that time. He first appeared in the Black Fleet Crisis as the commander of the Fifth Fleet, so he had been in the armed forces for some time then. But I think with Ackbar, Bel Iblis, Cracken and maybe Ossilege, we have enough heavy-duty commanders. Maybe use the slot for a character closer to the timeline. If there is some space left, take him in.
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Whoa, the turbolasers/heavy bombs thing is news to me. Good stuff. The A-9 boasts two of those babies, so heavy bombs value would be 2, lasers 10 (?). What about the stats for the T-65AC4 X-Wing?
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I don't know if Ossilege was already in the Bakuran Armed Forces at that point. Sate Pestage and Rom Mohc are already dead; Veers is still out there (or did I miss him on the list?) Mithel and Tschel don't look like important characters to me (although I remember them from the books). If we cannot come up with someone better, I would like to see Disra and Flennic or their likes.
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Problem is that I don't know anything about the A-9, except what I read at theforce.net. -9 Vigilance Interceptor a fast, highly maneuverable starfighter built by Kuat Drive Yards, the A-9 was pulled out of the design archives in order to help fill the gap left by the loss of so many TIE Fighters during the Galactic Civil War. However, when the Alliance defeated the Empire at the Battle of Endor, many of KDY's factory worlds were the sites of rebellion and revolt. One such world was the prime manufacturing site of the A-9. When all was said and done, the A-9 found its way to the New Republic's arsenal instead of the Imperial fleet. The craft is 7.4 meters in length, and is armed with a pair of heavy turbolaser cannons. Like the TIE Fighter, the A-9 has no hyperdrive, although it is capable of speeds approaching 1,300 kph. (DE1, DESB) I would guess a bit more sluggish than the Interceptor, but with shields. The two heavy turbolasers would make its laser strength something like 10. The improved X-wing could look like this: 13/10/12/0/8(9?)/6 as compared to the original X-wing: 12/9/12/0/7/6
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Geez, this went a bit OT. Let's get the stats for the fighters from the FINAL LIST (this sounds important, doesn't it?): (copied old post) Speed: Took the MGLT speed and added acceleration. Maneuverability: Turn rate + acceleration. Warhead load: still trying to find some kinda balance it. Just taking the warhead numbers from XWA would be pointless since these numbers do not reflect the kind of warhead used. A-Wing lists 12, but these are concussion missiles. If it carries proton torpedos, it's less. 8 or 6 or something. Shield: No shields => no shields. If there are shields, then take shield rate (sbd) and hull rate together. Cannons: Most fitting seems a strength of 3 for each cannon except on the E-Wing (its cannons are supposed to be high powered. That would be (spd/man/la/io/shld/miss) E-Wing: 16/11/12/0/8/8 A-Wing: 14/12/6/0/6/6 X-wing: 12/9/12/0/7/6 B-Wing: 11/8/9/9/17/12 Y-Wing: 9/7/6/6/12/10 K-Wing: 12/8/?/?/13/16 (not known to me, I believe 4 lasers and two ions.) Interceptor 13/12/12/0/0 Bomber: 9/10/6/0/0/6 (8?) Defender: 16/13/12/6/11/6 Scimitar: Shields would be 8, other stats not known to me. Guess: 9/9/6/6/8/8 If there is need for them, I'll post the original XWA stats, too. The fighters NOT from our list are for comparison reasons.
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I think we should cut back on those sabotage-only-characters. This kind of work can also be done by special forces and many characters also capable of commanding. In most of my classic Rebellion games I was missing commanders and not saboteurs. But there just HAVE to be more useful imps!
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Yeah baby yeah! (if I might say so and you'd pardon the language). So let's have the FINAL LIST: Rebels: A-Wing B-Wing E-Wing T-65AC4 X-Wing Imperials: TIE Interceptor TIE Scimitar A-9 Vigilance TIE Defender Haha, now this thread can be closed!
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Hey, I just got to write this IMHO stuff, too. I'd agree with Elvis: Interceptor Scimitar A-9 Defender However, the A-9 could be replaced, but with what? The Imperials already have a bomber and a heavy fighter. Another fast interceptor would be most fitting.
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OK, that's that for Guri. But guys, let's finish the Empire first, to keep some structure. We still need some characters. What about: - Bounty Hunters (not worth including, if you ask me) - other command characters not yet on the list - anyone else we missed ? If we do not find new ones, we'd have to go with Flennic, Disra, Delvardus, maybe Kratas and such guys.
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Ah, yes, you got me on that one. There just needs to be a good explanation in Isard's card text. Then we have: Krennel Dorja Brandei Ferrier Boba Fett (?) Tierce Parck Luuke Daala Roganda Harrsk Teradoc Sienar Thrackan Rogriss 22 down (if we want all these), 8 to go. Add more Moffs if neccesary, like Disra or Flennic. Edit: To keep it simple, I'll just edit this post. Removed Guri, added Rogriss.
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Download Mask's tutorial on model exchange, either from this site's download section or at Mask's homepage at kickme.to/woodsboro.
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Pellaeon Veers Covell Fel These are definetes to me, too. Isard: Would take some serious convincing to get her join an alien Grand Admiral. Recruit later? Same thing goes for Tavira. What about our other Rebellion guys like Dorja and Brandei? And a force user is a must. Marek Steele?
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Trejiuvanat: Sounds right. Now I remember what I really read: HOBBIE, dying, crashed his snowspeeder into Blizzard 1. I put it aside since Hobbie did not die, so this old version was later altered. Seems like the novel was based on something other than the final script, and of course, it has a bad translation. I'd say include Veers. Cool to have someone return. Of course he no longer is a combat character, but still valuable in command situations.
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Excellent thinking Elvis! I tried this with troop regiments (made the last one 5) but did no recognize any changes. Maybe it works with higher numbers. The other possibility could be that Rebellion simply looks for the next number and makes the slot available for building after the right amount of reasearch/production.
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A relatively realistic drawn picture would do. But if the picture is VERY comic-like, my other idea was to see what he looks like, then find a photo of someone who looks somewhat like him for Monsh to alter. For this style thingie and stuff. Just read Remnant. Screed was killed by Warlord Zsinj. A pity. Anyway, if we need people to fill the imperial slots, we could take this Moff Flennic. He is so ancient in the NJO that he had to be a well-known figure in the old days. ONLY if we need to fill up slots!
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My adress is Brainschrat@gmx.de.
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Veers: I have some old edition of The Empire Strikes Back, in which Zev Senesca crashes his snowspeeder into Blizzard one, but it has plenty of errors so that could be one of them. Haven't heard of him after Hoth. There is a good pic for Krennel. It's actually from a comic, but not stylized (is there a word like this?) and it's OK. Pre-JK Kyle with 100% force chance, but no known Jedi sounds good. Thanas as a command char is also fine (if we have some slots available). I'l look up Rogriss description(s) and see if I can find an appropriate pic. Is there maybe one in the Characters Guide we might use as an example?