Jump to content

Bromley

Members
  • Posts

    35
  • Joined

  • Last visited

Everything posted by Bromley

  1. Well, ignoring that it's pretty illegal to have someone else's back-up CD , it's got to be adandonware by now (yeah, I know, there's no such thing . . . ). Still, if you want the manual, I saw it on ebay for only £2.70 + £2.00 postage. http://cgi.ebay.co.uk/ws/eBayISAPI.dll?ViewItem&item=3054587299&category=11053 @the_mask - you're kidding, right? There's no way that it would be legal to copy a film/game that you've hired in the UK and I'm pretty astounded that it is/was legal in Germany. Not that the legality/illegality stops anyone, but still.
  2. Well, a little testing of the tractor idea has thrown up a problem. The AI retreats, leaving the poor caught ship to be blown up. Still, it does mean that the majority of the fleet can escape, whereas with a standard Interdictor they'd have all died. My second idea (easy to build & kill, expensive to maintain) doesn't really appeal to me. Not that I know enough about the SW universe to know that those sort of stats would be wrong, but it just doesn't feel right. I think that the solution will be to leave the stats, but increase the maintenace by a factor of 3 and the build cost by 2. That will make an Interdictor as expensive to maintain as an Imperial II SD and as expensive to build as a Victory II SD. The 7700 now has the maintenance higher than a Dauntless and a build cost similar to a Calamari Cruiser. Seems a bit steep, but it should prevent the overuse of gravity wells that I remember from last ime I played.
  3. I've just been playing around with a few ship stats, so I was auto-resolving (something that I never normally do). The game crashed just after I clicked auto resolve, so it's not actually necessary for me to enter the tactical portion to get the crash.
  4. I had another idea. A low cost, high maintenance ship with really poor defence stats and a gravity well. That way they're easy to destroy, allowing ships to retreat if they have a couple of fighters available to suicide against the Interdictor. The low cost to manufacture will make the loss bearable. The high maintenance will prevent you from having loads of them. I'm not sure how the AI would react to a gravity well ship which is easy to kill. Does anybody know/have a good guess?
  5. I've always had this problem on different computers, although all using Win98. Every so often, the computer will crash, almost always just after a tactical mission has finished, before it gets to the summary. Any suggestions? I have the music turned off and I'm pretty sure it happens irrespective of whether the patch is applied or not (not that the patch fixes much, IIRC ). I've never played with RebEd or similar before, so it's not that. Another question. Is there a way of copying the music files to the hard drive to avoid the continuous CD access? I asked the question a couple of years ago, but the old posts seem to have gone. AFAIK, I have to play with the music off and just the noise of the droids to keep me company, but I'm hopeful .
  6. They're another of the things that always bugged me that now, thanks to RebEd, I can play around with. The ideal would be a gravity well powered by a depletable energy source - the shield recharge source would do. Naturally, I assume that anything like that is impossible and that you only get on or off choices. I've had another idea though. I've switched off the wells but given the Interdictor & the 7700 long range tractors (100 - longest weapon range seems to be 70). Presumably someone else has tried something like this before. Were there any problems? Any other ideas?
  7. I want to stop the uber-sabotage that I always end up doing, where I just use spec ops characters (no teams) to wipe out a planet's garrison and/or defences. I wouldn't mind if it worked occasionally, but towards the end I don't have to fight - even the enemy fleet falls. So, I've used RebEd (incredible piece of work) to lower character combat stats by 50%. Most people are on 25-50, rather than 50-100, although Vader's Force bonus is keeping him up at 110. I've also allowed the Emperor to discover Force users. Of course, as I play the Empire, this probably isn't fair to the Alliance, but they get far more systems at the start than in a "real" universe, so I'm not too bothered. I've also increased Luke's Force rating to 100 to make up for the lack of AI Force development that I read about. Of course, he'll no doubt become a God later and I'll regret it, but the Alliance is due some breaks. Anyway, to the question. My real problem is that 50% is probably too low but 80%-90% (or whatever) will be too high once the improvement with success starts to kick in. Is there any way to disable it so that stats remain static?
  8. Has anyone tested both Rebel and Imperial boxes checked at the same time? I would assume that that just creates a pool that you jointly recruit from until you both hit 30, but you know what they say about assumptions .
  9. hehe. I thought that someone might have used Red Ed to generate that sort of scenario already. I'll give it a go though, thanks . On the Bromley thing - spot on, although it's also part of my RL name. Are you from around there?
  10. I posted this in Newbies because I'm sure it's something that you'll have answered before. I did search, but couldn't find what I wanted. I played the game pretty extensively a couple of years ago. My biggest gripe was with the way I could beat the AI at spec ops. From memory, my troop of super tough guys would wipe out all defences on a planet and then my troops would invade. Fair enough if the AI could do the same. It couldn't come close though. So, I'd like a mod that: 1. Downplays the value of one sides character spec ops (I'd be that side). 2. If what I read about poor AI development of the Force is true, a mod that has no unknown force types and that has Luke already as a master (if I'm playing as the Empire) Does that sort of thing exist? Thanks . btw, I prefer to be the Empire, although I realise that any "realistic" mods will probably force me to be the Rebels.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...