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vakundok

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Everything posted by vakundok

  1. I do not know these classes so I am of no help. However, isn't it possible that the firing vector coordinates are commuted? I mean let say the X and Z are commuted for example. In this case when the target is on the Y axis, it will work correctly, in any other cases, well, the direction will be wrong ...
  2. What DarthTex said should solve the problem. If you run regedit on your old machine under HKEY_LOCAL_MACHINE\SOFTWARE you can see a folder named Lucasarts Entertainment Company LLC and it has a subfolder, Star Wars Rebellion. These were made by the Rebellion installer and they are not present on your new machine. You could export the Lucasarts ... folder into a .reg file, copy that .reg file onto your new computer and add it to your registry with a doubleclick, but installing Rebellion again is safer. MUCH safer.
  3. And you can see that the very same system is used to give the starting assets (spec forces, fleets and garrisons). (With the exception of ground troops needed to maintain order on rebelling worlds.) Are you sure that whether a planet is core or rim is decided based on its colonization status? I thought that it was based on their family, but I never tested it.
  4. I cannot tell you how much I hate that barely visible security code. I cannot really recall it. Approximately one fourth of a saved game I was able to identify, I do not know whether Mask went any further. I left that experiment when I was unable to identify the position for the time (remaining or elapsed) within the file. If you PM me your email address, I can send you a program or even a Visual C project, maybe it can help a bit.
  5. I recommend to search for the Mechanics - inside Rebellion topic. Or something similar its name was ...
  6. It is beyond RebEd, but I think it is possible as each mission type is allowed for major and minor characters (I think) and separately for the special force "types". Rebed actually changes that "type" for the spec forces, but since none of them is originally capable of diplomacy missions, it cannot help you. Also, as I remember the spec forces can have diplomacy value, but I do not know whether it can be set with RebEd. Maybe I will be able to be more specific if I can find the source code of the program that was designed to allow the assasination mission for alliance characters. (Well, and gain some feedback whether it actually works or not ...)
  7. Well, I would put my two cents on the identifier based order. But it is not that hard to test: - Get an ISD with the first Tie squadron(s) damaged (and at least one full), orbiting a friendly planet. - Move the damaged Ties to the planet. - Save the game. (The Tie blocks move from the fleet to the planet in the savegame file.) - Load the savegame. - Move the damaged fighters back to the fleet. - If the order of the Ties will be the same as at start (damaged one(s) first), it must be the identifier used to order the things. (Otherwise the damaged Ties would appear at the end of the fighter list of the fleet.) Jahled: I provide the theory, but if you want to see some results, you are better to ask Mask. (As usual. )
  8. That #### security code! To my knowledge, the answer is no, it is not possible. When you give an order to build something, the game assigns an unique identifier to it, and the things are ordered regarding to this. (For example that is why your damaged Ties will be launched (and decimated) first.) Well, THEORETICALLY it would be possible to change that identifier (and the order as a result) in a saved game.
  9. What I get is a "Sorry, forbidden" page from yahoo at the email verification stage. I will give it a try again tomorrow. BTW how frequent the turns are?
  10. Interesting. Would it be a strategic level version of SW Combine? As I understand, it is similar to management simulation games found in many europian (I know nothing about the US) high schools. So, you have a rule book, you have to fill a decision form and after the simulation, you will get an info sheet about your exact situation and various levels of information about the situation of other players and the overall galaxy events. I think a Rebellion 'copy' is too small for that and without automation it is to much work for you as a GM.
  11. SDF = Super Dimensional Fortress Search for Macross or Robotech and you will find it.
  12. I do not recommend giving very high leadership to imperial officers. The game uses the 'seat of power' effect further improving it by 50%.
  13. Who and why brought back that ..., well, uncomfortable login security feature? It is very hard to see and very annoying to read and type.
  14. Warning! Untested personal oppinion (as usual) I think the goal of the "research level" is only to set up the order you get the thingies. There is an other value (not editable with RebEd) that in my opinion directs how easy or hard the research will be. (Maybe the probability of the research mission to fail or the number of succesfull missions required ...) To see, whether this is true or not would require very extensive testing: (based on a completely unedited Rebellion or where the editing does not affect the research) at least 10 - 10 games (continued to the point when the tester gets the second new ship type) with the following settings: - unedited research levels, no research, - unedited research levels, one researcher (edited character to have a fix known research rate), counting the succesfull and unsuccesfull missions separately, and writing down when the character actually started the mission, - repeating these with actually replacing the research levels of the Tie Bomber and that of the ISD II with each other (so the ISD II would be the first ship to get). The main part of the result is a list showing when the tester got the first and the second ship types in the different situations.
  15. DirectX used (and still uses) only eight colors per texture coloring "runs". As Rebellion was created for speed, I think there is only a single run per texture. I do not know whether a workaround solution would be to use more than one textures per model, each with only eight colors max ...
  16. The bmps MUST have the palette of Rebellion before the binary conversion, so yes, if they have more than 256 color, they have to be degraded and converted first. The answer is no. 1. Rebellion uses two different basic palettes and (virtually) any combination of the two for the planets. 2. The math of color conversions is beyond me (because it tries to follow the human capabilities). So, the thing is that I could possibly add such a function, but the result would be definitely far uglier than using the palettes in the graphics programs right from the start.
  17. I nearly missed this. It would have been better to send me a pm. If you can afford to wait approximately two weeks, I will be most likely able to upgrade it. EDIT: OK. I have uploaded a test version for you, the link is here. Please try the single conversion first and let me know about the results.
  18. It sounds as if the sequence still pictures would have been changed, but the animation frames did not. It was so long time ago, that I do not remember how that transcoder works, but you need to: - create a picture of the servbot. - copy it with an other name. - from these, create a single "blank" animation frame. - replace all animation entries (the entries between the pictures) with this blank frame. Or at least this is my guess.
  19. A positive point. It was really funny in Imperium Galactica II (published in 1999) that you were able to call down fighters even when your attacking fleet did not have any with it. (Also, in the same game only the components of the (ground) fortresses could be targeted separately.) Advance is allways good to see.
  20. Possibly because you fight a war which does not exist. I think, all of us agree that we would like to play good SW strategy games and we are happy about that Lucasarts (that presumabely does have the money to create quality) has not yet given up the idea of creating (sponsoring) one. However. Many of the gamers are quite fed up with the current form of capitalism, where the marketing is the value instead of the product itself. I think all of us saw overenthusiasted games to be, well, poor (to say the least), for quite a price. I hope you will also agree, that what is currently known about EaW is the larger part plain marketing (basicly along the "simply the best game with totally new and cool features" line) and the smaller part (the actual facts) is not that promising. (With "promising" I mean promising over the level what is expected from the older LEC games plus the elapsed time since they were published.) All of us (I bet that even Jedi Igor) hope that it will be a good game. It is only that many of us are tired with the marketing promises turning out to be empty.
  21. Did they really think those would be inspiring? It is a major step for them (as developers) to change from the warcraft/dune/c&c system, but it is not from the POV of the gamers. Panzer General was published a decade ago and it had persisting units and an other resource system than "send your peasants to cut trees even during battles". That system was for mission based games where you start with basicly nothing and have to build a base first (again and again). They show things as extremely cool and new features that are very basic requirements nowadays. (Were cool new features four to eight years ago.) To me, "galactic in scope" means that the enemy can always retreat and I have no chance to defend all of my planets simoultaneously. This can be reached both by the size and reaction (travelling) speed. Rebellion reached (or tried to reach) it by really lowering the hyperspace speeds. I would really like to know about games where the AI is finished and works beforethe graphic engine. Balancing a game can easily ruin the SW in it, so I hope they do it really carefully.
  22. Emm, eons ago, I started a scaling poll in the Rebellion 2 group, and from the 12 total votes, 7 was for the logarithmic scaling (ISD is ~three times the lenght of a corvette) and 5 for the linear ... BTW, he lenght of the Nebulon- B is, well, unsure ... The original 300 m figure fitt with the 26m lenght of the Falcon, however, as the Falcon is actually bigger (33 or 34m), the Nebulon- B seen in TESB is nearly 400 m. And there is the (admitted, but not corrected) scaling error in RotJ ... Let's back to find out how to create an overlay in D3D ...
  23. I played Space Empires IV. It was some way better, some way poorer than SE III. And SE V will be 3D. I also played the Stars! demo, and I liked it even better (despite it had even poorer battle implementation). EaW is clearly not an empire building game. (This is not necesserely a problem!) And it will not be a long- lasting success. What do the fans want? Commanding Star Destroyers and AT- ATs into battle. The game, I think, tries to get that, and it will be a success. Early on. Soon after, you will find your way to win, and it will become boring. Fans who like empire building will be bored even sooner, so, I think it will be largely the same commercial failure as Rebellion. If smaller, than only because Force Commander- fans. If the developers take care, they will likely make it moddable to give it a slightly longer lifespan, but that's all. Why? Stormtroopers and Star Destroyers are essential to SW feeling, but alone they cannot give that! I think many of you have played Galactic Battlegrounds, haven't you? Did you feel Star Wars? I did not. I think, many of you have played Tie fighter/X- wing. Did you feel Star Wars? I did. Uhh, I am burrying a game that is not even finished yet. I must be stupid.
  24. If it still says: "Files on this CD-ROM are read-only.", you did not follow the
  25. Really? Very disappointing then ...

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