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Jin_Roh

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Everything posted by Jin_Roh

  1. Tell me if I have this right you guys: Vakundok - you've created a utility for converting the textures from Rebellion's binary/wack format to bitmaps, and back again? Or are you just editing the files yourself? Another thing I'm not clear about is how the textures are linked to the models. Is it strictly by their positions within the tactical DLL? Or is there something in the model (301 resource) that tells Rebellion to go grab a particular texture (303 resource) when the ship is displayed in tactical? Sorry for the sub-novice questions, but I really want to understand what's being done
  2. Welcome aboard! Unfortunately, the number of ships, characters, troops, etc. is fixed and cannot be extended (at least, not yet - I'm starting to think there are no enhancements that are beyond the capability of the guys on this board!). So if you use Rebed to install a new card, it will replace what was in that slot. You can use Rebed to first save any cards you plan to replace. Also, the original game cards are available as downloads from this site if you ever need to get them back without reinstalling SWR.
  3. I'm probably the lowest of the low-tech on this board, General Elvis. But I got so frustrated watching all the fun everyone else was having with the model replacement that I made myself read Mask's tutorial until I halfway understood it. Then I backed up my DLL's, and just got into RH and tried it. And low and behold, it works! I also made a replacement model for the Liberator cruiser, using a 3ds model I downloaded from the Imperial Archives, and Mask's tutorial. It ain't Mask quality, but I'm proud of it. Believe me, if I can do this stuff anybody can. This was on topic when the thread started...but the topic keeps changing
  4. previous post keeps changing ad nauseum.
  5. Loserboy & Mask both make great points. I thought that ships turned broadside in combat only if their side batteries were stronger than their forward firing arc. It's been so long since I've been in tactical mode I can't say for sure. Maybe you could rev up the "cap fighters" sublight speed and maneuverability values in Rebed to make them seem more like fighters. Then have them execute waypoint moves just so they don't park in space and try to duke it out with the heavies. Or have them do surround moves if engaging enemy fighters. Hopefully they'd keep following them around until the opposing fighters are all gone. As far as making strong fighters, I'm not sure where you would put the values. Originally I thought you'd want to make them really vulnerable. Maybe the opposite is the way to go in order to simulate "misses" by the enemy cap ships. You could make their hull and/or shield values high, just so the first hit doesn't blow them away. And make their damage control settings such that if they did survive the fight, they could be repaired very very quickly. (on the theory that it's a lot quicker to repair a fighter than a cap ship.) In this way, maybe you could simulate misses and minor battle damage by the enemy cap ships' laser batteries. LB is almost certainly correct about having to handle fighters by task group, which wouldn't be very realistic. In a melee I'm sure it would be almost impossible for fighters to maintain squadron formation. I don't know if there's a way around that. Personally I never play as the Alliance - I just love those ISDs and SSDs too much, beside which Vader is 'da Man! And there are some cap ships I never build, like strike cruisers and star galleons. I'd be happy to give those up to be able to build a fleet (squadron!) of TIE defenders that I could send on their own raiding missions. For any fighter I turn into a "capital fighter" , Ill remove it from the fighter list and replace it with something else. Sorry for the long post but this website, plus all the discoveries in modifying dlls and exchanging models just have me incredibly psyched about playing Rebellion again!
  6. It's always bothered me that in SWR, hyperdrive-equipped starfighters can't act independently of capital ships. I was just on the Imperial Archives site, seeing all the great old SWMA models and it occurred to me - what if you scaled down some of the fighter models, and then used them to replace capital ships? You'd have to use Rebed to cut their shielding and hull values down to nothing, and give them only forward firing lasers. But at least then you could send fighters on raids without having to base them on carriers or other cap ships. On the other hand you wouldn't be able to base these fighters on bigger ships. And it's not like we have a bunch of capital ship slots to spare to begin with. Still, it would add another element to the game... Like I said, it may be a goofy idea

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