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teukros

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Everything posted by teukros

  1. That's a little complicated. The idea was to be able to build a Navy twice the size in the same amount of time, while keeping starfighters just as expensive relative to capital ships. I've got Construction Yards, Ship Yards etc. doing their things in half the time, I've also got mines doing their things in 60% of the time and refineries doing their things in 40% of the time. However you still get the same amount of MNT from one mine-refinery pair, so I was forced to slash the MNT costs of all ships and starfighters by 50% (rounding down in all cases). Two other Imperial ships for reference are the VSD which costs 68 MAT and 22 MNT, and the Nebulon-B which costs 34 MAT and 17 MNT. Now as far as the GA DPIII is concerned, I made it cheap: 75 MAT and 22 MNT. I figure that it's stuck in one system and the Empire might want one at Coruscant, but it might be a waste to build any anyplace else. The best thing is if you start a game with the DPs already built, so I might actually make them even cheaper (so you'll start the game with more of them). Of course, the experience of actual gameplay will probably make me change my mind.
  2. I've also got a "Guns or Butter" thing going on. I have each mine requiring three days to produce one unit of raw materials, but I have each refinery requiring only two days to process refined materials. Therefore if you want to maximize MAT you will need three mines for every two refineries. But if you want to maximize MNT you will need to build enough refineries to bring the ratio up to 1:1... EDIT: Woo! Check out my shiny new rank insignia!
  3. I take it the GIII had no problems once this was done then? Well it still shoots like a Lancer with a crew of inebriated stormtroopers who can't see a thing out of their helmets. About four shots to destroy a Y-Wing flight. In the game I started last night I started with three DP IIIs! Basically I'm packing them full of T.I.E. Fighters, and then I'm basing more T.I.E. Fighters from the ground...
  4. GM Conway: I've been tinkering with the starfighter stats for some time, trying to make them more realistic. The starfighters in my game are actually underpowered (there is no way that any unescorted ISD could survive a pass from 48 Y-Wings except as a burning hulk), and versus other starfighters, they are far less survivable than they should be. But I figure it all balances out in the end (fingers crossed). As far as the cost is concerned, it's because starfighters dominate the game (even the unmodified game) and I wanted both sides to build ships and not just starfighters and carriers! This is fine because the starfighters are so deadly now and are a good value - probably a better value than with default values. But I think it's close to being balanced i.e. a Rebel strike force of two carriers, five X-Wing Squadrons and seven Y-Wing Squadrons would cost about as much as an Imperial Task Force (with no carriers) that could stand up to it. And replacing starfighter losses will cost enough so that any player will think twice before committing them to a hopeless battle. Something else of course is that because of the superiority of their starfighters, the cheaper they are across the board, the more the game favors the Rebels. As far as the T.I.E. Defender is concerned, even if Zaarin had not turned traitor and even if Thrawn had won, the Empire would never have been able to replace all T.I.E. Fighters with Defenders! Interceptors, maybe (hopefully). But as the T.I.E. Fighter's raison d'etre is to protect its mother ship from enemy starfighters, the idea of replacing them with Defenders (or even Advanceds) would have seemed ludicrous. The Defender squadrons would always be a precious resource only used for special missions - never for routine patrols. And even having said all that, the Maintenance costs are still high. Absurdly high. Again, it is simply a very crude way of forcing the player to build things other than carriers and starfighters. To jump onto my soapbox, if I could change just one thing about Rebellion, I would add a fourth stat to the top of the screen: along with raw materials, refined materials, and maintenance points, the game would also keep track of available (unassigned) starfighter pilots. Each starfighter pilot "point" could be expended to build one Squadron. The Empire might start off with 50, the Alliance with a much smaller number e.g. 4 (The Squadrons each side started the game with would already have pilots and would not count against these pools). Replacements would trickle in very slowly; perhaps a system's occupied energy slots could be a reasonable approximation of that system's population, for this purpose at least (and modified by loyalty, and then multiplied by a base number like 1/1000 per turn). So if the Duros are using 10 energy slots and they are 50 percent loyal, each turn there would be a 5/1000 or 1/200 chance that enough starfighter pilots would be recruited for one squadron. Maybe if the system was 100% loyal there could be a recruiting bonus (for the Empire at least). Something like that would have been easy to code. Ah well.
  5. Darth Griffin, I'm sure the DP III would do better (I did reduce the SL Speed, Maneuverability and armor of all fighters to make them more vulnerable to cap ship defensive fire), but I suspect that it would still suck. I remember how poorly the Lancer fared against Rebel starfighters in unmodified games, and the Lancer has SL Speed of 6 and Maneuverability of 3... GM Conway, I'll answer your question in a few minutes. But last night I did slash the Maintenance of all ships AND all starfighters by half. The Empire starts off with impressive forces when you do that. Two ISDs, four VSDs, a DP III, some odd number of Carracks... fun!
  6. Celebrate the Love!
  7. Is there any way to increase the maintenance points (to e.g. 100) generated from a single mine-refinery pair?
  8. Yeh you really do need people with different play styles to test it out.
  9. My guess would be that neither one of them will be very effective against starfighters then.
  10. It's the warehouse right next to Hangar 18.
  11. Darth Griffin, what have you done with the station's antistarfighter laser cannon? My Golan IIIs seem to be about as accurate as Imperial Stormtroopers in the movies.
  12. All IMO based on my recent observations.... It seems that when calculating hits/damage, the SL-Speed and Agility of the shooter is just as important as the SL-Speed and Agility of the target (with SL-Speed being most important). Possibly the target's SL-Speed (Agility) is subtracted from the shooter's SL-Speed (Agility) to provide real simple numbers for whatever formula is used for determining hits/damage. Now this works (kinda) okay with starfighter to starfighter combat (nobody expects T.I.E. Bombers to shoot down A-Wings), but when it comes to ship to starfighter combat, it's broke, and it can't be fixed. (Although it does explain why Corellian Gunboats are so damned deadly, and why Lancers are useless) A Golan III, bristling with 600 Laser Cannon per facing, with a completely fantastical weapons recharge of 600, requires four or five shots to shoot down a single Y-Wing FLIGHT (that's four Y-Wings) with SL-Speed of 6, Agility of 6, and armor + shields of "only" 19. That's AFTER I reduced all starfighters' SL-Speed and Agility by 2 each... and after I slashed all armor + shields by half! For in my attempts to make starfighters more "realistic", I unwittingly made them almost invulnerable to capital ships' Laser Cannon (in my games, the focus is always on starfighter combat so I didn't notice). Last night I used trials with one Y-Wing Flight on one side and three Corellian Corvettes on the other side to make adjustments until I felt that the Y-Wings were taking reasonable losses from the Corvettes defensive batteries. Unfortunately this now means that starfighter to starfighter combat will be a bloody slaughter. Like a meat grinder on fast forward. But I am not imaginative enough to think of a way to fix this, without breaking something else. For reference this is where I'm at with the basic starfighter numbers right now (most Capital ships are essentially unchanged, except for Turbolasers, which have been doubled). The costs are per squadron, naturally. Res. Mat/Mnt Armor/Screens Speed/Agility Las /Ion /Torp Y-Wing Starfighter 0 24/24 14/ 5 6/ 6 30 / 48 / 64 X-Wing Starfighter 1 30/24 10/ 5 6/ 7 48 / 0 / 32 A-Wing Starfighter 4 30/30 9/ 4 9/ 9 45 / 0 / 0 B-Wing Starfighter 6 42/48 20/15 5/ 5 48 / 72 / 64 T.I.E. Fighter 0 12/ 6 6/ 0 7/ 7 30 / 0 / 0 T.I.E. Bomber 0 18/24 18/ 0 5/ 5 30 / 48 / 64 T.I.E. Interceptor 5 18/18 8/ 0 8/ 9 48 / 0 / 0 T.I.E. Defender 11 54/60 12/14 8/ 8 63 / 48 / 32
  13. Heh. I reduced the maneuverability and speed of all starfighters by 3, so now the bombers have speed and maneuverabilty of 4 and 4, and for A-Wings it is 8 and 8... tonight I will see how well three Corellian Corvettes do against four Y-Wing starfighters. Depending on the results of that, I might reduce all starfighters' armor as well. Hey we still need a Mon Mothma, right? I might have someone who can do those lines...
  14. Fooling around right now with the Golan III, giving it 600 laser cannon with range of 40 and weapon recharge of 600, and then watching the pitiful spectacle of it trying to shoot down a single miserable flight of 4 Y-Wings, I'm wondering how much the attacking ship's maneuverability (and/or speed) figure in to whether the target is hit, and/or to how much damage is applied....
  15. I pretty much like the site as it is with one exception: Menu items at the top (like Home | Downloads) should also be visible on the sidebar on the left. (I do really like the color scheme) Oh one other thing... I would like to see more emoticons!
  16. Hey Darth Griffin! I hear you've been getting some snow! Hopefully it is just a fluke and not that global warming related doomsday scenario we've all been hearing about... Wellllllllll I uh, don't know how I was so mistaken, but I thought that my changes to my encyclopedia entries were included in my stats only TC which is at Geocities right now... but of course they're not. I found out today after uninstalling and reinstalling Rebellion. So in a couple of days I'll upload a BETA of the latest version of my TC (I'll call it 1.7) to my geocities account, and I'll provide the link at that time. It will include all of the dlls as well as the stats. So it won't be the world's smallest TC anymore. Some of the card pictures will be different but the only models I plan on trying to import are the models for the Golan III and the Mc-40a, and MAYBE the models for the MC-80a, Corellian Corvette, Dreadnought, Neb-B, VSD and ISD. Something went wildly wrong last night when I tried to import all of the models which I did, and I don't know what it was. Rest assured that before I upload anything, I WILL verify that the models show up in tactical (as well as in RebEd)!!!
  17. Everything seems to be fine, full installation of course, the model importer seems to be working fine and reports successful operations, the new models + textures are showing up in RebEd... and yesterday I tested my new MC-40a model in Tactical so I KNOW that it works. But the tactical.dll's timestamp hasn't been updated in more than six hours, despite my attempting to import more than a half dozen models in that time (both using the model importer and manually); I have used the Search function to confirm that there are no other tactical.dll files on the hard drive (and I have run scandisk and rebooted just in case), AND when I tried to set up battles from the Imperial side, the VSD, the ISD and the Golan III (which replaced the Imperial Dreadnought) had all reverted to their ugly original selves! And yet they still show up fine in RebEd... I'm perplexed.... Edit: Just to make things more fun, the MC-40a, which was fine yesterday, has reverted to what used to be in that slot, the bulk transport. And when I try to use the model importer to import a VSD, it STILL reports success, Tactical.DLL STILL refuses to be updated (and it's not read only, that was one of the first things I checked for), and when I start a new game the VSD is STILL the same. EDIT: Tried deleting the tactical.dll and starting a game, went into tactical mode, no error... I guess this means that the game somehow got reset to use the tactical.dll on the CD - how do I change that - and why does the model importer think that its operations are successful when it is doing nothing? And where the blazes is RebEd getting its models and textures from????
  18. Man these models are SO much better... I have installed the VSD and ISD models for the VSD I and the ISD I, I would like to use the same models for the VSD II and the ISD II. I was wondering what I need to do to use the VSD model for both the VSD I and the VSD II, and likewise, the ISD model for the ISD I as well as the ISD II. And I also had a Mon Cal request... I wasn't able to find any non-winged MC-80 type ships about the size of the MC-80 (except for the MC-80b model, which looks like a horshshoe crab). Basically I would love to see a Mon Cal ship, MC-80 or MC-80a-ish, around 1200 meters long, without wings. Is anything like that in the pipeline? Thanks a million for all of your hard work!
  19. Off the top of my head: I doubled the turbolasers of all ships, except for the Neb-B and the Death Star (and I tripled the Carrack's). So, Forward TLs: ISD: 200 Carrack: 15 Neb-B: 80 (Hmm maybe that's still too high) I gave the Neb-B decent Laser Cannon - 150 fore, 90 aft, 120 flanks I think. Range 17. The Damage Control, Max Shield and Shield Recharge of the Neb-B got reduced to 10, 200, and 10, respectively. And of course I only allow the Empire to build the Neb-B and Golan III, with both sides being able to build Dreadnoughts and Corellian Corvettes. Any Laser Cannon range above 20 got lowered down to exactly 20. I gave the Dreadnoughts modest ion cannon - 20 fore, 0 aft, 40 flanks; range 35. I reduced the MAT & MNT costs of the Alliance Carrier and the Strike Cruiser (by a third) and increased the MAT costs (only) of the Lancer and Gunboat (by 50%). I also reduced the Corellian Corvette's hull from 500 to 400. And I allowed the Carrack to carry one flight of T.I.E. Fighters. I also replaced the Bulk Transport with the MC-40a, making it kind of like a Carrack on steroids. Besides screwing around with the tech levels, that's about it as far as the ships go.
  20. I wonder how long it would take the DP to cross the Galaxy with a hyperdrive rating of 1? That'd be just my luck to do that the next time I'm playing the Alliance... I'll look up one day and see a fleet of seven Golan III's heading toward me...
  21. Ooooh <--- Green with envy DG: I am using the Battlestations patch, its pretty cool. My DP III has the six squadron capacity that it came with, I think I left the Turbolasers and Ion Cannons at 200 and 160 per facing, respectively... but I bumped the Laser Cannon up a bit. Just a tad. To 600 per facing. I also increased Weapons Recharge from 40 to 60... mumble damned Y-Wings mumble mumble mumble
  22. Ah, the KDY Munchkin-B Frigates! Built by the Kuat Drive Yards for the Rebel Alliance! I went back to 2002 and copied this from that old "Damned Corellian Corvettes" thread (all costs are default): One Imperial I Star Destroyer plus six TIE squadrons costs 130 construction points. Three Nebulon-B Frigates plus six X-Wing squadrons costs 132 construction points. Which side would you bet on?
  23. Hi Texas Fett, glad to see you around - it's been a while! How's military life treating you? You had your encyclopedia entries reverting to default in game?!? That's - odd. It must have somehow been using a backed up encytext.dll file. Because if you use a hex editor (I use HEXEDIT, it's a pain in the ass but it's free and it gets the job done) you can read the encyclopedia texts one after the other. * * * I can't believe I waited this long to replace the Imperial Dreadnought with the Golan Arms DP III. I'm loving the Golan III in orbit around Coruscant that the Empire started the game with.
  24. Nah I replaced the models two days ago, that was the easy part! (Thanks of course to the Mask's excellent Rebellion Model Importer) My problem was this: The ENCYTEXT.DLL file contains the Encyclopedia texts (card titles are in the textra.dll file). There is only one folder, RCData, and all texts are there. Roughly the texts occur in this order (the numbers refer to the resources in the RCData folder): (I'm sure this was all uncovered A Long Time Ago but I haven't seen posts about it) 40xx Mines and Refineries 43xx Facilities 46xx Planetary Defenses 4736 The Death Star Shield 51xx Alliance Troops 52xx Imperial Troops 54xx Alliance SpecForce Teams 55xx Imperial SpecForce Teams (including the Legendary Bounty Hunters!) 56xx Alliance Starfighters 57xx Imperial Starfighters 59xx Alliance Ships 60xx Imperial Ships 62xx Alliance AND Imperial Major Characters 6720-6745 Alliance Minor Characters 6784-6811 Imperial Minor Characters 7176 An obsolete mission (?!) 7184-7297 Mission Types 7427 Fleets 7680-8089 Systems (by alphebetized (?) Sector - Abrion first, Xappyh last) My problem last night was that when I was using ResHack, all of the starfighter texts and most of the ship card texts were showing up as hexadecimal gobbledygook. Specifically, those resources with a question mark next to them: (note that I had previously replaced the Bulk Transport card with the MC-40a card, but I can't imagine how that could affect the numbering or the card order (fingers crossed)). 5507 Noghri Death Commandoes 5508 Legendary Bounty Hunters (!) 5696? A-Wing 5697? B-Wing 5698? X-Wing 5699? Y-Wing 5760? T.I.E. Fighter 5761? T.I.E. Interceptor 5762? T.I.E. Bomber 5763? T.I.E. Defender 5952? Mon Cal Cruiser 5953? Bulk Cruiser 5954? Assault Frigate 5955? Neb-B Frigate 5956 Alliance Escort Carrier 5957 Corellian Corvette 5958 Medium Transport 5959 Bulk Transport 5960 Corellian Gunship 5961? Alliance Dreadnought 5962? CC-7700 Frigate 5963? Bulwark Battlecruiser 5964? Liberator Cruiser 5965? CC-9600 Frigate 5966? Dauntless Cruiser 6016? Strike Cruiser 6017 Lancer Frigate 6018? Interdictor Cruiser 6019? Carrack Light Cruiser 6020? Victory Star Destroyer 6021 Imperial Star Destroyer 6022? Super Star Destroyer 6023 Assault Transport 6024? Death Star 6025 Galleon 6026? Victory II Star Destroyer 6027 Imperial II Star Destroyer 6028? Star Galleon 6029 Imperial Escort Carrier 6030? Imperial Dreadnought 6208 Mon Mothballs This is apparently RebEd's fault. I suspect that when you are editing a card's encyclopedia text, Rebed may insert a space character (hex 20) at the beginning of the resource where ResHack does not expect to find one (or fails to insert one where ResHack expects to find one), and so ResHack throws up its hands and just gives you the raw binary data to look at. There is however a fix. For any Encyclopedia text which is showing up in binary rather than ASCII, do this: 1. Quit ResHack 2. Start RebEd 3. Load the card in question and bring up the Encyclopedia entry Go to the very end of the Encyclopedia TEXT, so your cursor is e.g. DIRECTLY to the right of the final period. 4. Hold down the space bar for long enough to enter one to three lines of nothing but spaces. 5. Hit the OK button and confirm that RebEd complains with the "String Too Long: Truncated" error message. You WANT to see this error message. If you don't, reload the Encyclopedia text and this time, enter more spaces. Hope this helps some people out!
  25. Well this is quite bizarre.... Yesterday I wrote my own Encyclopedia entry for the MC-40a card which I had downloaded from the Cards area. I got the dreaded "string too long: truncated" message a few times, shortened what I had written, and eventually ended up with this: The 120 meter long MC-40a light cruiser was the first converted Mon Calamari pleasure vessel to serve with the Alliance. Though underpowered, these ships by default are often forced to serve as flagships of small fleets. More suited by nature to the roles of starfighter defense and fleet support, these vessels might also be used for reconaissance and strike missions. But tonight, as reported, ResHack was showing most of the 59xx resources as gobbledygook. So, I found the BOTF folder I haven't peeked into since last August and located the HEXEDIT file I used to edit my BOTF game, back then. I used HEXEDIT to check out Encytext.dll and found my encyclopedia entry. But immediately after my entry was the tail end of the text of the card that I had downloaded! Sooo, I went back into Rebedit, put the cursor at the end of my text and held down the space bar for ten or fifteen seconds. Rebedit told me that it had truncated the string. I switched back over to ResHack and resource 5959 had become legible as my encyclopedia text... but all of the other resources that I had reported were still showing up as gobbledygook in ResHack. Edit: I was just back in ResHack and resource 5959 is showing up as gobbledygook again!!! But in RebEdit, everything seems okay... Meesa confused

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