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teukros

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  1. Ok, thanks! I just submitted it for consideration... I and a friend were testing an earlier version of it last summer in a two player game (me on my computer, him on his laptop which was running XP IIRC) and it seemed fine then... because of differing skill levels it was impossible to judge how balanced it was, but my intention was always for the Empire to have a _slight_ edge... (in contrast to the huge advantage that the Alliance has in the out-of-the-box game) The zip file includes documentation of all changes, except for the re-written encyclopedia entries which unfortunately I have long since lost track of.
  2. Res. Mat/Mnt Armor/Screens Speed/Agility Las /Ion /Torp T.I.E. Bomber 1 9/ 9 36/ 0 7/ 7 30 / 48 / 64 T.I.E. Fighter 0 6/ 6 16/ 0 9/ 9 30 / 0 / 0 T.I.E. Interceptor 5 9/ 9 16/ 0 10/11 48 / 0 / 0 T.I.E. Defender 11 27/30 26/26 10/10 63 / 48 / 32 Y-Wing Starfighter 0 12/ 9 28/14 8/ 8 30 / 48 / 64 X-Wing Starfighter 1 15/12 20/10 8/ 9 48 / 0 / 32 A-Wing Starfighter 4 15/15 16/10 11/11 45 / 0 / 0 B-Wing Starfighter 6 21/24 40/30 7/ 7 48 / 72 / 64 LEGEND "Laser Cannon" damage is calculated as follows: Dual Blaster = 30, Quad Blaster = 48, Concussion Missiles = 15 "Ion cannon" damage is 24 points per Ion Gun. "Torpedo" damage is 32 points for fighter-bombers and 64 points (with longer range) for bombers. Fighters: T.I.E. Fighter: Dual Blaster T.I.E. Interceptor: Quad Blaster A-Wing: Dual Blaster, Concussion Missiles Fighter Bombers: X-Wing: Quad Blaster, Proton Torpedoes T.I.E. Defender: Quad Blaster, Concussion Missiles, Ion Guns (2), Proton Torpedoes Bombers: Y-Wing: Dual Blaster, Ion Guns (2), Proton Torpedoes (2 launchers) T.I.E. Bomber: Dual Blaster, Ion Guns (2), Proton Torpedoes (2 launchers) B-Wing: Turbolaser(!), Dual Blaster, Ion Guns (3), Proton Torpedoes (2 launchers) (B-Wing "laser cannon" damage is 48 but with 167% normal range) The “armorâ€
  3. Bin Essada’s, Pellaeon’s and Pter Thanas’ diplomatic base rating lowered to 40 Piett’s diplomatic base rating lowered to zero Jerjerrod’s diplomatic base rating (40) given to Thrawn Villar’s Facility Design Research rating given to Jerjerrod The Troop Training Research Rating of Tallon, Lemelisk, Covell, and Rieekan lowered to base zero, variance zero Veers’s and Madine’s Troop Training Research rating lowered to base 10, variance 50 Wedge Antille’s Ship Design Research rating given to Jan Dodonna Griff and Klev swapped stats Carlist Rieekan, Piett and Covell given Espionage and Combat ratings of base 70, variance 30 Sullustan Regiment’s construction cost raised to 5, maintenance cost raised to 6 Imperial Stormtrooper, Mon Calamari, and Wardroid Regiment’s maintenance costs raised to 12 Wookie and Dark Trooper Regiment’s maintenance costs raised to 24 Alliance HQ setup: One Alliance Fleet Regiment, two Y-Wing squadrons One Construction Yard One Gencore I planetary shield generator, one KDY-150 ion cannon Yavin setup: One Alliance Fleet Regiment Coruscant setup: Six Stormtrooper and six Imperial Army Regiments, nine T.I.E. Squadrons One Construction Yard, one Training Facility, three mines, three refineries Three Gencore Level I planetary shield generators, two LNR Series I planetary based turbolaser batteries, two KDY-150 ion cannons
  4. Well I've got the world's smallest TC (the .zip is like 9 kb), I call it the Ootini! TC. I've been sitting on it for almost half a year and now I want to share it with the world. But with all of the great work being done on true Total Conversions, I hesitate to upload my modest effort to the TC area... Hmmm you can't attach files to messages... Anyway the DLLs are all the same, the pictures on the cards are all the same, the Facilities and Defenses cards are all the same, even the Major Character cards are all the same (despite temptations to alter, mutilate, and otherwise abuse Skywalker). What I did was, I "tweaked" a lot of the values of the Ship, Fighter and Minor Character cards (including their encyclopedia entries) to reflect "reality", to make the Empire feel more "Imperial", and to (hopefully) make it an evenly balanced game (for two players at least). Here are a few sample Encyclopedia entries: Wedge Antilles Wedge Antilles is a veteran of the attack that destroyed the first Death Star. Gifted and resourceful, he organized and led the celebrated Rogue Squadron, an elite X-Wing starfighter squadron whose pilots are also SpecForce agents who are as dependable on the ground as they are in the cockpit - regardless of the mission. Jan Dodonna General Jan Dodonna was the Alliance officer who planned the assault on the first Death Star at the Battle of Yavin. When the Alliance evacuated the base on Yavin 4, Dodonna remained behind to destroy the base and cover the retreat. Jan Dodonna is the chief designer working on the Alliance's A-Wing project. The A-Wing Starfighter Refined Material Cost: 15 Maintenance Cost: 15 Attack Strength (Laser Cannon): 45 Attack Strength (Ion Cannon): 0 Shield Energy: 15 Hyperdrive: Yes The A-wing is a lightweight, agile and extremely fast starfighter. The A-wing carries twin, wing-mounted blaster cannon, twin concussion missile launchers, an extensive sensor package, and light armor and combat shielding. It is an ideal choice for space superiority as well as hit and fade missions. The B-Wing Starfighter Refined Material Cost: 21 Maintenance Cost: 24 Attack Strength (Laser Cannon): 48 Attack Strength (Ion Cannon): 72 Shield Energy: 45 Hyperdrive: Yes The Slayn & Korpil B-Wing was designed by Admiral Ackbar as a new generation of heavy assault starfighter. Mounting two proton torpedo launchers and a small turbolaser, with dual blaster cannon and three ion cannon, a single B-wing can threaten a small capital starship. The T.I.E. Defender Refined Material Cost: 27 Maintenance Cost: 30 Attack Strength (Laser Cannon): 63 Attack Strength (Ion Cannon): 48 Shield Energy: 39 Hyperdrive: Yes The T.I.E. Defender is one of the few production fighters to be equipped with both a shield generator and hyperdrive system (although it still lacks life support). The Defender mounts considerable firepower in the form of proton torpedo and twin concussion missile launchers, two ion cannon and four automatic laser cannon which can target multiple enemies at once! Maneuvering thrusters are housed in the three odd shaped panels which give the Defender maneuverability almost on the level of the Alliance's A-wing, with speed to match that of the T.I.E. Interceptor. The Bulk Cruiser Refined Material Cost: 30 Maintenance Cost: 30 Fighter Capacity: 0 Troop Capacity: 0 Shield Strength: 200 Attack Strength: Fore Aft Port Starboard Turbolaser: 30 0 60 60 Ion Cannon: 0 0 0 0 Laser Cannon: 0 0 0 0 Bulk Cruisers were economical derivatives of Dreadnoughts which were sold on the open market and were never intended for front line duty. Rugged but very lightly armed and incapable of carrying troops or fighters, the Bulk Cruiser has until recently been one of the mainstay ships of the Alliance Fleet. The Nebulon-B Frigate Refined Material Cost: 34 Maintenance Cost: 35 Fighter Capacity: 2 Troop Capacity: 0 Shield Strength: 200 Attack Strength: Fore Aft Port Starboard Turbolaser: 40 0 20 20 Ion Cannon: 0 0 0 0 Laser Cannon: 180 180 90 90 The 300 meter long Nebulon-B Frigate is built for the Empire by the Kuat Drive Yards. Primarily an anti-starfighter platform, its turbolasers allow it to engage small vessels and it also has the capacity for two starfighter squadrons. The Victory Star Destroyer Refined Material Cost: 68 Maintenance Cost: 44 Fighter Capacity: 2 Troop Capacity: 2 Shield Strength: 200 Attack Strength: Fore Aft Port Starboard Turbolaser: 240 0 200 200 Ion Cannon: 0 0 0 0 Laser Cannon: 0 0 0 0 The Victory Star Destroyer, though old, is a capable combat vessel and is an important part of the Imperial Star Fleet. The VSD was designed with planetary invasion in mind and can enter a planet's atmosphere to deliver accurate and devastating bombardments prior to the insertion of troops. These are just samples... but that's enough for now. What do you think... should I upload it to the TC area?
  5. http://atomfilms.shockwave.com/af/content/pink5 There is also a sequel, "Pink Five Strikes Back" (Her color co-ordinated lightsaber had me just about passed out laughing) And the third episode of the trilogy, "Revenge of Pink Five", is in production...
  6. This is in no way a comment on Spaceguy or his girlfriend, but I can't resist... Will there be a Stacey ("Pink Five") Character Card?
  7. Heyyy, my first SWRebellion post since September (I think)! I was sure I was watching this topic and there is a link at the bottom that says "stop watching this topic", but I haven't received any notifications of recent posts... Huh. I'll get caught up with this thread tomorrow. Anyway you posted a couple of weeks ago about the voice work, and it looks like I delivered on the "Imperial Green Group" and "Imperial Task Force Five" but never did deliver on the "Alliance Red Group"... if you still need this just say so and I'll work on getting it to you before next Monday.
  8. Quick and probably dumb question: Is there an easy way to convert WAV's to MP3's?
  9. Gee, thanks! But I'm 38 with a B.A. in Geography and Urban Planning that I never did anything with so I took my sweet time getting my act together... I ended up doing the Allied Red Group lines first, they're almost done. Mono, 11,025 Hz, 16-bit WAV (Microsoft PCM) format (normalized). Please let me know if you would prefer WAV, Ogg Vorbis, or MP3 format. I figured that that would be fine for the fighter group voices. But could you also let me know what format you want the Imperial Task Force Five lines done in? I could do them in anything up to Stereo, 44,100 Hz, 32-bit floating point (WAV or AIFF) format, but I have a cheap mike so that would be overkill. Of course, the Empire thinks that overkill is a good thing...
  10. Wow, nursing class has been kicking my butt. I apologise for not producing anything before now, but as I am officially Taking This Day Off (or at least, the next few hours), I am working on my assigned Imperial Task Force Five files and will hopefully get at least those to you this afternoon. Hopefully I'll get one of my assigned Groups done as well, either this afternoon or this evening. Sorry to hear about your hacker-related problems... hopefully you're done rebuilding your system.
  11. Oh lord, no! I was expecting an interrogation droid! Not Zoot! Noooo..... (I'm finding that the second semester of Nursing School is twice as hard as the first. I wonder if the third semester will be three times as hard? But I've got my mike hooked up and I downloaded an Audio tool called "Audacity" that might prove useful for my sound samples. I will try to make some progress tonight and hopefully will have everything done in a week.)
  12. I'll always build some. In my game I gave them ion cannon (fore 20, flank 40, range 35) because of the scene where three of Bel Iblis's Dreadnoughts use their ion cannon on a Star Destroyer. A Dreadnought isn't an Imperial Star Destroyer, but then again, what is?
  13. Skywalker abducted Vader and the Emperor?? Oh man! I warned you. Grand Moff Conway, here are my templates for Imperial Fleets.
  14. Not to say I haven't thought about it, but I've never invaded a neutral system. That would really be shooting myself in the foot. If worst comes to worst, the Rebels will get that system to join them, I'll invade, and all of the other systems in the Sector will say "oooh wow" and become more sympathetic to the Imperial cause. An example (taken from my current game) of how effective the provoke-then-suppress tactic is: During the entire game, General Grammel was holding down the fort in Dolomar Sector, running around, putting out fires (with occasional help from Klev and Bin Essada). The Rebels were entrenched in the right side of the sector, with Caprionril, Sarka, Wor Tandell and Pantolomin, all solid red. Thanks to Bin Essada's efforts, the six Imperial systems were all solid green. On turn 933 the Imperial Fleet finally arrived in the Sector, at Caprionril. There was a space battle which the Empire won, of course. There were neither shields nor troops protecting Caprionril so it was a simple matter of occupying the planet. Sarka, Wor Tandell and Pantolomin all went "oooh wow" and became about 20% green. However, the people of Caprionril hated our Imperial guts. They were still 100% red. Of course this meant that the minimum garrison was six regiments. On turn 944 - only eleven turns later - Caprionril was about 50% green with a minimum garrison of one regiment. This was thanks to the efforts of Jerjerrod, Brandei, Dorja, Bane Nothos, Orlok, Screed and Daala, all of whom conducted subdue uprising missions.
  15. Deliberately provoking an uprising (and then suppressing it) requires no extra regiments at all if you have Star Destroyers in orbit. It does require time (surprisingly little if you have ten seasoned officers!) but the upside is that it leaves your rear areas much more secure. Your Star Destroyers will probably be parked in orbit while you wait for the GenCores to be built anyway. And in the long run you can invade more Rebel worlds more quickly because of all of the troops which have been freed up (with the exception of critical industry worlds, no Imperial world should require a garrison of more than one regiment. I usually leave three to be on the safe side). In my setup, Piett's base diplomatic skill is zero and the remaining diplomats' bases have been lowered to 40 (talking about minor characters only, Vader and the Emperor (who should never leave Coruscant) have not been altered). Which means that the Empire has to make do with diplomats whose diplomatic skill is like 47... I recently had Shenir Rix get injured on an espionage mission (on an Imperial world). Dunno why, I think it was just random. But I've never had an Imperial officer get injured on a suppression mission. I've probably been lucky, but the results have definitely been worth the risk.
  16. Bearing in mind that the starfighters in my game are much more formidable (and much more expensive as well), I've come up with the following fleet templates: (note that a Task Force would usually consist of two or more fleets) Command Fleet: 3x Imperial Star Destroyers: 2x Stormtrooper Regiments 1x Fleet Regiment 4x T.I.E. Fighter Squadrons 1x T.I.E. Interceptor Squadron 1x T.I.E. Bomber Squadron 3x Nebulon-B Frigates: 1x T.I.E. Interceptor Squadron 1x T.I.E. Bomber Squadron Totals: 6x Stormtrooper Regiments 3x Fleet Regiments 12x T.I.E. Fighter Squadrons 6x T.I.E. Interceptor Squadrons 6x T.I.E. Bomber Squadrons Heavy Assault Fleet: 3x Victory Star Destroyers: 1x Stormtrooper Regiment 1x Fleet Regiment 1x T.I.E. Interceptor Squadron 1x T.I.E. Bomber Squadron 3x Escort Carriers: 4x T.I.E. Fighter Squadrons 1x T.I.E. Interceptor Squadron 1x T.I.E. Bomber Squadron Totals: 3x Stormtrooper Regiments 3x Fleet Regiments 12x T.I.E. Fighter Squadrons 6x T.I.E. Interceptor Squadrons 6x T.I.E. Bomber Squadrons Light Assault Fleet: 6x Dreadnoughts: 1x T.I.E. Fighter Squadron 1x Fleet Regiment 3x Escort Carriers: 2x T.I.E. Fighter Squadrons 2x T.I.E. Interceptor Squadron 2x T.I.E. Bomber Squadron Totals: 6x Fleet Regiments 12x T.I.E. Fighter Squadrons 6x T.I.E. Interceptor Squadrons 6x T.I.E. Bomber Squadrons Heavy Sector Fleet: 3x Carrack Light Cruisers 3x Lancer Frigates 1x Interdictor Star Destroyers Light Sector Fleet, Slow: 6x Corellian Corvettes Light Sector Fleet, Fast: 3x Carrack Cruisers Patrol Fleet: 4x Star Galleons: 3x Army Regiments 2x Escort Carriers: 6x T.I.E. Fighter Squadrons Totals: 12x Army Regiments 12x T.I.E. Fighter Squadrons
  17. Jahled, I'm still trying to find my mike. It used to be attached to my computer. But I'm afraid that that was before I moved... I'll make use of my best friend's laptop if I have to. Speaking of which, his wife does voiceover work for money. What kind of a female role are you talking about? If it is on the order of one or two lines I'm sure I could talk her into doing it. Well maybe he could.
  18. Those are however extremely expensive. Not suitable for intercepting the odd Bulk Cruiser or pair of Corvettes that the computer loves to pepper you with. After you do a little research, the Lancer Frigates are quite well suited to this purpose, but they are (surprisingly) slow. Of course if the Empire can build the Neb-B, as it should be able to, considering that it is an IMPERIAL SHIP (they're built by the Kuat Drive Yards for crying out loud - and the Kuat Drive Yards build the Imperial Star Destroyers), there is no ship better suited to police duty (or just about any other kind of duty ) than the Neb-B (but it is still not as fast as the Carrack). Check over in the thread which is titled something like "A little too realistic - maybe" for my experiences making the starfighters behave more realistically.
  19. Injured or not, Skywalker is more trouble than any single planet is worth (and so is Solo). If you've got so many Noghri that you can't turn around without bumping into them, try some teams of two Noghri (no decoys) - you might get lucky. DO NOT use any real characters (Shenir Rix et al). That's plan 'B'. Plan 'A' is: blockade the planet until you have enough Star Destroyers to pound it into rubble, and make the rubble bounce at least twice. Or a Death Star. If there's anything left worth invading, send in the troops. The exception to this might be if you have Lord Vader heading up an abduction team. I've never tried that so I don't know if it would work. The way the game is biased against the Empire it just might make the whiney little git ten times as strong (after a confrontation and battle with Lord Vader). Yes, I have had some bad experiences with Skywalker. Oh by the way (very important): after you invade a world the people will probably hate you. If you send in a diplomat it will take forever and a day to argue them around to seeing the error of their ways. Its like a Republican arguing with a Democrat, but worse. If the minimum garrison level is 1 or zero, you're good, send in the diplomats. Otherwise: 1. Make sure the Emperor is on his throne!!!!! 2. Have one or more officers with high leadership ratings on the planet - the more the better. 3. Have a ship with troops in orbit, or have reinforcements on the way and one day away from landing. 4. Reduce the garrison to one less than the minimum level to deliberately provoke an uprising. 5. After having all officers on hand start their subdue uprisings missions and landing reinforcements, check the new "minimum" garrison level and make sure that the number of regiments you have on the planet is exactly half of the inflated number which is displayed (if it says the minimum is ten regiments, you actually want five). 6. If the minimum garrison is one, please do not reduce the Imperial Regiments to zero (you'll feel very silly). This sounds like a lot of work but believe me, this is the Imperial Ace. It works ten to twenty times faster than diplomacy. It can also create an unstoppable snowball effect. Not only are you freeing up troops for new invasions, pacifying worlds and making things harder for the Rebels in the process, but every time an Imperial officer subdues an uprising, his Leadership increases...
  20. I've continued to tinker with the starfighters' values, trying to get them to behave more realistically. I think I've got things pretty close to where I'll want them. They are now a SERIOUS danger to capital ships. Res. Mat/Mnt Armor/Screens Speed/Agility Las /Ion /Torp T.I.E. Bomber 1 9/ 9 36/ 0 7/ 7 30 / 48 / 64 T.I.E. Fighter 0 6/ 6 16/ 0 9/ 9 30 / 0 / 0 T.I.E. Interceptor 5 9/ 9 16/ 0 10/11 48 / 0 / 0 T.I.E. Defender 11 27/30 26/26 10/10 63 / 48 / 32 Y-Wing Starfighter 0 12/ 9 28/14 8/ 8 30 / 48 / 64 X-Wing Starfighter 1 15/12 20/10 8/ 9 48 / 0 / 32 A-Wing Starfighter 4 15/15 16/10 11/11 45 / 0 / 0 B-Wing Starfighter 6 21/24 40/30 7/ 7 48 / 72 / 64 They're also seriously expensive. In my story above, the loss of four Y-Wing squadrons would represent the loss of 48 MAT. So on the one hand they are much more effective, on the other hand they are a more precious resource. I no longer have my shipyards build them just because they have nothing better to do. And I tend to deploy them more conservatively. LEGEND "Laser Cannon" damage is calculated as follows: Dual Blaster = 30, Quad Blaster = 48, Concussion Missiles = 15 "Ion cannon" damage is 24 points per Ion Gun. "Torpedo" damage is 32 points for fighter-bombers and 64 points (with longer range) for bombers. Fighters: T.I.E. Fighter: Dual Blaster T.I.E. Interceptor: Quad Blaster A-Wing: Dual Blaster, Concussion Missiles Fighter Bombers: X-Wing: Quad Blaster, Proton Torpedoes T.I.E. Defender: Quad Blaster, Concussion Missiles, Ion Guns (2), Proton Torpedoes Bombers: Y-Wing: Dual Blaster, Ion Guns (2), Proton Torpedoes (2 launchers) T.I.E. Bomber: Dual Blaster, Ion Guns (2), Proton Torpedoes (2 launchers) B-Wing: Turbolaser(!), Dual Blaster, Ion Guns (3), Proton Torpedoes (2 launchers) (B-Wing "laser cannon" damage is 48 but with 167% normal range) The “armorâ€
  21. Pter Thanas had arrived at Selonia only days earlier, and presumably was even now crawling through the tunnels and caverns that the queer aborigines called home. Hopefully he wasn't claustrophobic. Perhaps in the future he would think twice before showing mercy towards those who had opposed the Emperor's Will. Unbeknownst to the tunnel-dwellers, ten ships of the Imperial Navy were hard on Thanas's heels. The VSD Master dropped out of Hyperspace first and took up a watchful attitude in a high orbit. After a few minutes, a half dozen Tyderian shuttles emerged from the Master and rapidly descended to Selonia's surface. Each of them was carrying an Imperial agent. The Selonians would eventually realize that it was in their best interests to voluntarily join the Empire. In the meantime, it was the Master's task to keep watch over their world and ensure that Rebel spies did not interfere. Five days after the Master entered Selonia's orbit, a large Imperial fleet arrived some distance away. Admiral Zuggs, on the bridge of the ISD Judicator, exchanged pleasantries with the Master's captain, but they were only passing through. All ships under his direct command - ISDs Judicator and Punisher, Imperial Dreadnought Subjugator, and Corvettes Ophion, Themis, Mnemosyne, Eurynome, Eurystheus and Eurytion - would jump to the rebellious world of Xyquine as soon as all ships' Hyperspace calculations were complete. They didn't even bother to enter Selonian orbit. Though distant enough that there was very little local change in the curvature of space, they were still close enough to Selonia to be affected by its gravity and they were actually slowly falling towards the planet. Two minutes later, the last Corellian Corvette had finished its calculations. Admiral Zugg's ships turned into nine streaks of light and then winked out of existence. When they dropped out of Hyperspace Admiral Zuggs had occasion to reflect that this was not the first time that Imperial Intelligence had been badly, badly wrong. Less than a minute had passed but the Judicator's sensors were already revealing that there was much more than a mere token Rebel presence on Xyquine. Admiral Zuggs didn't even twitch when loud klaxons started blaring. The worst that he had feared was visible on multiple displays and repeater screens around the bridge; numerous squadrons of Rebel starfighters were rising from the surface of Xyquine and accelerating toward his ships. Retreat never even entered his mind; there was a job to do, and they were here to do it. If the order was given for the T.I.E.s to be deployed, every one of them would have to be recovered before the Imperial ships could jump into Hyperspace. But there would be no retreat, and so the order was given. There appeared to be no fewer than four squadrons of Y-Wings intercepting them. Commander Needa was confidently boasting that "his" T.I.E. Fighters would blow the Rebels out of space. Admiral Zuggs would have felt just as confident, if the T.I.E.s had actually been _in_ space. At the moment they were all still inside the Judicator, the Punisher and the Subjugator, and it would take precious minutes to launch them. This was the Empire's Achille's Heel, and the Rebels knew it. For on paper the Rebels didn't have a chance. The Imperial class Star Destroyer was the toughest, strongest, and most resilient ship in the Galaxy. The Dreadnought Subjugator was the likely target but it also was a very tough ship and able to endure tremendous punishment. The six small Corellian Corvettes were already moving into position between the large ships and the Rebel fighters, and they would provide antistarfighter fire. Finally, the ISDs' starfighter deployment was entirely defensive, which meant that more than 150 T.I.E. fighters - thirteen full squadrons - were about to be launched from the three main ships and that would be enough for them to outnumber the Rebels by more than three to one. Eventually! Admiral Zuggs watched the Rebels approach on repeater screens until they entered visual range. He then looked forward and saw them. He had the uncomfortable feeling that they were all aiming at _him_. For their target was not the Subjugator. 48 Y-Wings - the most durable starfighters in the galaxy - were in formation and were making their attack runs, like 48 giant arrowheads which had just been fired, all straight at Zuggs. The Y-Wings flew right past the six Corellian Corvettes, ignoring the fire from their laser cannon. Five T.I.E. squadrons were in space but the Punisher's two squadrons were staying close to their mother ship and so were out of position. Unshielded T.I.E. Fighters vs. Y-Wings, and at worse than 1:1 odds! But when he glanced at the nearest repeater screen he could see that another two T.I.E. squadrons had just been launched. He reached for the nearest rail and braced himself; Zuggs knew that if he was still alive in sixty seconds, the Rebels would be fools not to retreat. He was watching the distant lights of the Corellian Corvettes as they turned in space, ruefully shaking his head and reflecting that he had never before thought of Corvettes as "ponderous", when his whole world turned white, and then black. The floor he had been standing on didn't seem to be there anymore, and he felt himself falling. Throughout the Judicator, circuits shorted out, relays fused, and overloaded power couplings blew wide open, and were automatically disengaged. The massive ship had survived the Rebel onslaught, but its shields were gone. Not damaged, not failing. GONE. Another attack like that and the Judicator would be gone as well. But the Y-Wings had flown past the Judicator, with an approximately equal number of T.I.E. Fighters in pursuit. They would not be able to form up for another single massive barrage like that one. And the Imperial Star Destroyers were the best ships ever built. By ANYONE. Their damage control teams were excellent, and they possessed layers of redundancy, with multiple backups for every system. The Judicator's shields had started to rebuild the instant they were destroyed. And the shield strength was climbing fast. Some Y-Wings circled around for additional passes. Ion fire hit the Judicator and tripped tens of thousands of circuit breakers throughout the ship. The Punisher's T.I.E. squadrons were still out of position and couldn't help. And the laser fire from the Corvettes seemed to be bouncing off the Y-Wings' shields. But somehow, the Judicator's shields were back up to half strength. Commander Needa, burned and possibly concussed but still standing and giving orders, knew then that he would live. He wondered why the Rebels didn't jump away to safety. Surely they had entered the battle with the co-ordinates for one Hyperspace jump already calculated by their astromech droids? But even as he watched, the T.I.E. squadrons from the Punisher entered the battle and started firing upon the Y-Wings. The Y-Wings disengaged then and started to fly away from the Judicator, in a nearly straight line. And they started to die.
  22. I also could do some voice work. I have a very deep bass; not James Earl Jonesish (I only wish my voice was like that), more like Caiphas from the movie "Jesus Christ Superstar".
  23. So would this be correct then? Either side - 39 names (for Carracks, gunships or lancers?) "Hydra" "Medusa" "Gorgon" "Manticore" "Griffin" "Dragon" "Lion" "Tiger" "Bear" "Goblin" "Serpent" "Cronos" "Rhea" "Oceanus" "Hyperion" "Iapetus" "Ophion" "Themis" "Mnemosyne" "Eurynome" "Cerberus" "Hades" "Eurystheus" "Eurytion" "Atlas" "Antaeus" "Cacus" "Nessus" "Periphetes" "Procrustes" "Jaguar" "Puma" "Lynx" "Pan" "Triton" "Prometheus" "Chiron" "Viper" "Adder" Imperial (66 names) "Master" "Tyrant" "Dictator" "Inquisitor" "Despot" "Ruler" "Oppressor" "Magnate" "Lord" "Overlord" "Taskmaster" "Absolute" "Supreme" "Paramount" "Preeminent" "Prevail" "Ascendancy" "Dominator" "Domineer" "Regnant" "Harbinger" "Herald" "Subjugator" "Order" "Decree" "Edict" "Ordinance" "Act" "Warrant" "Mandate" "Battle" "Contest" "Strife" "Confrontation" "Judicator" "Punisher" "Devastator" "Exterminator" "Raze" "Plunderer" "Eradicator" "Liquidator" "Suppressor" "Annihilator" "Ravisher" "Obliterator" "Abolisher" "Extinguisher" "Wrecker" "Dismantler" "Mutilator" "Trampler" "Marender" "Neutralizer" "Eraser" "Terminator" "Destroyer" "Destructor" "Ravenger" "Triumphant" "Victorious" "Destiny" "Empire" "Avenger" "Chimaera" "Executor" Alliance (71 names): "Swift" "Quick" "Arrow" "Haste" "Nimble" "Agile" "Race" "Eagle" "Hawk" "Falcon" "Comet" "Shooting Star" "Sparrow" "Nova" "Boreas" "Zephyrus" "Notus" "Eurus" "Wind" "Lightning" "Deliverance" "Emancipation" "Enfranchise" "Rescue" "Salvation" "Reliant" "Brave" "Fearless" "Daring" "Courageous" "Valiant" "Intrepid" "Confident" "Valor" "Hero" "Bold" "Gallant" "Defiant" "Stalwart" "Lion Heart" "Resolute" "Endurance" "Constant" "Ceaseless" "Persistance" "Sword" "Guard" "Protector" "Sentry" "Shield" "Perseverence" "Rebel Star" "Larkhess" "Antares" "Quenfis" "Liberty" "Freedom" "Independence" "Sovereignty" "Autonomy" "Democracy" "Endeavor" "Enterprise" "Alliance" "Indomitable" "Indefatigable" "Invincible" "Unconquerable" "Tireless" "Unfailing" "Relentless"
  24. What is the computer doing? and how is it doing it? I recently changed the starfighters so they are a little more realistic. They're still underpowered, and they're still ridiculously cheap (and the T.I.E. Defender's "hull" value is too high), but they're a lot better than before. I've posted about it in the "Damned Corellian Corvettes" and "Just a little bit too realistic... maybe" threads over in Gaming Stories, but briefly, here are the numbers I'm using for the starfighters: Res. Mat/Mnt Hull/Shield Speed/Agility Las /Ion /Torp T.I.E. Bomber 1 6/ 6 36/ 0 7/ 7 20 / 12 / 32 T.I.E. Fighter 0 4/ 4 16/ 0 9/ 9 20 / 0 / 0 T.I.E. Interceptor 5 6/ 6 16/ 0 10/11 32 / 0 / 0 T.I.E. Defender 11 18/30 36/26 10/10 40 / 12 / 20 Y-Wing Starfighter 0 8/ 6 20/10 8/ 8 20 / 12 / 32 X-Wing Starfighter 1 10/ 8 20/10 8/ 9 32 / 0 / 16 A-Wing Starfighter 4 10/10 20/10 11/11 30 / 0 / 0 B-Wing Starfighter 6 14/16 40/30 7/ 7 32 / 24 / 48 The thing that's been blowing my mind is that now, the computer is building a ton of Escort Carriers... Right now, the computer is attacking the Bips (the Empire's main world in Sluis Sector, with six Construction Yards and three Training Facilities) with a small, cheap, and somewhat frightening fleet (Admiral Neva commanding): Two carriers Five X-Wing squadrons Seven Y-Wing squadrons Five Medium Transports Ten Fleet Regiments One of my little "police groups" of three Carracks couldn't touch that. I'm not really worried, because Bpfassh is protected with three Gencores, but if anything goes wrong the main Imperial Fleet is a long ways away. I can't wait for the computer to start hurling B-Wings at me...
  25. I love the animation of the special edition. It's a huge improvement. I'm using a flash viewer called Swiff Player to view it. I could view it full screen but it is so intense that it would make my poor old machine have a coronary. I always have to shrink it down so I can view it.

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