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vakundok

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Everything posted by vakundok

  1. Really? Interesting that noone sent a pm to me. Sorry for that, but I do not think I can fix it, I am far from the complete understanding of the saved games. It was just an experiment. Sadly, an unsuccesfull one.
  2. Tsunami: Yes, there are the Cmuncrtb, Cmunyvtb, Cmunhqtb dat files which store the defenses of the starting locations and Faclcrtb and Faclhqtb dat files which store the facilities of those. In my opinion, Coruscant and Yavin must have been special family number, but I have not checked it yet. Presently I try to understand the mission description file. (The first result of this is the cheat that (most likely) allows the assasination missions for rebell characters.) Besides I will soon try whether it is possible to turn a ship (shiptype) to a planet destroying super weapon or not.
  3. Ohh boy! The site became really slow. I hope it is not permanent. So, I did some thinking. Switching (during a battle) between logarithmic and linear is possible. (Of course it requires some time, I do not know how much.) In my first idea the ships had a banner on top of them which would show some important data and made the selection somewhat easier.
  4. What "another target" do you mean? I think a single fighter will only fall sooner than the rest of the squad.
  5. Yes, an individual fighter is even smaller. However I think there is no need to give orders to individual fighters, so one suquadron can be represented with a single object somewhat larger than a corvette or three smaller objects. I think, the representation method of fighters in Rebellion is quite good. So, better graphics (more frames or even modelled fighters for the close views) and a few changes (I do not like that a tractor beam can hold an entire squad) will do it.
  6. JediIgor: I am really confused. Would you be so kind to write an "idiot guide" to your idea for me? How a corvette and an ISD look in your idea before and after selection?
  7. JediIgor: I think it would be confusing. You select an Executor and it changes size 10 times larger than previously. And it would require to use the normal sizes in modelling space and as a result you would see ISDs right next to each other as ISDs far far away from each other.
  8. The Executor is VERY large relative to a corvette. Linear scaling means that a corvette is unseen (only one or two pixels at 1600x1200 resolution) )when you watch the full lenght of the Executor. Logarithmic scaling means that larger objects are not so large. Eg.: The ISD is three times the corvette and the Executor is three times the ISD or so. And what do you think about the representation of the fighters? How many objects for a squadron? How large objects?
  9. Well, Hastings and I tried to add new things by adding new entries to the Dlls and the dat files but we failed.
  10. In my theory, for the tactical battles, Rebellion uses 256 color bitmap format with the palette of the actual planet. Besides, the textures will look awfull because the engine uses even less colors and makes awfull conversations (caused by light) (eg: yellow on the top but changed to green on the sides) .
  11. Any hexeditor or viewer.
  12. Are you sure about that tractor beams have no effect on fighters? I think the (tractor beam attacked) fighter will loose maneuverability (an ISD can hold an Y- wing in place) and suffer more damage than usual. But this is only my theory.
  13. Council member: Anakin was clearly led by the Force. Qui-gonn was right about him. It is possible that he is really the chosen one. Ha can be trained now. Yoda: I have strong preservations, his future is covered by the dark side ... Cm: Shut up, master Yoda! Cm: Qui-gonn wished Kenobi to train the boy. Y: Kenobi is a jedi now without the jedi trial, but I doubt he is suited to train the boy. Mace Windu: He destroyed a sith lord. This trial answers any questions or preservations.
  14. Read the novelization. The Council changed the decision (not to train Anakin) after they examined what he (Anakin) did on Naboo and understood that he was led by the Force just like a jedi, not because it was Jinn's wish.
  15. Facilities (family 32 - 45) Allfacsd.dat contains only a basic structure or frame, without actual data. Header: 1,1,32,34 Defensive facilities: Deffacsd.dat (in DWORDs unless specified) Header: 1,6,34,40 Structure (15): 1 - number (sarting from 1) 2 - unknown (maybe the active flag), allways 1 3 - family of the producing facility, allways 42 4 - unknown (family of the producing facility +1), allways 43 5 - family, 34 of the planetary ion, 35 of the planetary lasers, 36 of the planetary shields and 37 of the DS shield 6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll) 7 - alliance (0 or 1) 8 - imperial (0 or 1) 9 - conctruction costs 10 - miantenance 11 - research order 12 - unknown (maybe research difficulty) 13 - unknown (maybe moral modifier) 14 - firepower 15 - shield generation Manufacturing facilities: Manfacsd.dat (in DWORDs unless specified) Header: 1,6,40,44 Structure (14): 1 - number (starting with 1) 2 - unknown (maybe the active flag), allways 1 3 - family of the producing facility, allways 42 4 - unknown (family of the producing facility +1), allways 43 5 - family, 40 of the shipyards, 41 of the training facilities and 42 of the construction facilities 6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll) 7 - alliance (0 or 1) 8 - imperial (0 or 1) 9 - conctruction costs 10 - miantenance 11 - research order 12 - unknown (maybe research difficulty) 13 - unknown (maybe moral modifier) 14 - manufacturing rate (required days to manufacture 1 unit) Production facilities: Profacsd.dat (in DWORDs unless specified) Header: 1,2,44,48 Structure (14): 1 - number (1 for both) 2 - unknown (maybe the active flag), allways 1 3 - family of the producing facility, allways 42 4 - unknown (family of the producing facility +1), allways 43 5 - family, 44 of the mine and 45 of the refinery 6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll) 7 - alliance (0 or 1) 8 - imperial (0 or 1) 9 - conctruction costs 10 - miantenance, 0 for both 11 - research order, 0 for both 12 - unknown (maybe research difficulty), 0 for both 13 - unknown (maybe moral modifier) 14 - production rate (required days to produce 1 unit)
  16. I do not have SWRE1 or 2. What can they do beyond Rebed? I canot afford any money, because I am an unemployee and have to find a job. However, we should first consider whether what the new editor should do.
  17. Well, I positioned a whole sector to 0,0 and it showed up over the interface outside the starfield. I will try to find what are the maximum relative positions within a sector to display a rightbottom planet properly (not only partially), but it will take a huge amount of time.
  18. Good, I am waiting for it. Well, I have a theoretical structure for the systemsd.dat, but I don't have the time to really check it: Header: 1,200,144,152 Structure (11): 1 - number (starting from 100) 2 - unknown (maybe the active flag), allways 1 3 - unknown, allways 0 (since it canot be produced) 4 - unknown, allways 0 (since it canot be produced) 5 - family, usually 146 6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll) 7 - sector number (starting from 20, since the number of the sectors also starts from 20) 8 - type (picture) 9 - unknown, usually 1 10 - position (actually two WORDs, x and y, not relative to the sector position) 11 - unknown, usually 0 The position is very interesting, it is not counted in pixels (maybe it have to be divided by two) and 0,0 does not mean the topleft corner of the screen. I think there is an area larger that we can see during the game and the coordinates are relative to the topleft corner of that area. The header suggests that there are more families, not only 146, I will check the family of Coruscant and Yavin soon.
  19. vakundok

    Defection

    I do not know, since I have never faced such a problem, but I think, the caracter on the least loyal planet will defect first. But it is only a totally unconfirmed theory.
  20. vakundok

    Defection

    I have never faced with this, but I think maintenance can be a factor, at least when it is negative.
  21. I do not think those backgrounds are stored within Rebellion. Those backgrounds are built into the encyclopedia pictures so why to store them? Try to search the RebEd files.
  22. Fighters (family 28 ) Fightsd.dat (in DWORDs unless specified) Header: 1,8,28,32 Structure (42): 1 - number (sarting from 1) 2 - unknown (maybe the active flag), allways 1 3 - family of the producing facility, allways 40 4 - unknown (family of the producing facility +1), allways 41 5 - family, allways 28 6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll) 7 - alliance (0 or 1) 8 - imperial (0 or 1) 9 - conctruction costs 10 - miantenance 11 - research order 12 - unknown (maybe research difficulty) 13 - unknown (maybe moral modifier), allways 0 14 - detection 15 - shield 16 - sublight 17 - maneuverability 18 - hyperdrive 19 - unknown (backup hyperdrive), allways 0 20-31 - turbolaser, ion and laser firepower per arcs (front, rear, sides) 32 - turbolaser range 33 - ion range 34 - laser range 35 - sum turbolaser firepower 36 - sum ion firepower 37 - sum laser firepower 38 - sum firepower 39 - torpedo power 40 - torpedo range 41 - squadron size, allways 12 42 - bombardment *Note that the turbolasers of the fighters do not show up in in-game statistics, but trust me, they are there, so I prefer to refer them as heavy bombs.
  23. Capital ships (family 20) and Death Star (family 24) Capshpsd.dat (in DWORDs unless specified) Header: 1,30,20,28 Structure (50): 1 - number (sarting from 64 which is the mon cal) 2 - unknown (maybe the active flag), allways 1 3 - family of the producing facility, allways 40 4 - unknown (family of the producing facility +1), allways 41 5 - family, 20 for the capships and 24 for the DS 6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll) 7 - alliance (0 or 1) 8 - imperial (0 or 1) 9 - conctruction costs 10 - miantenance 11 - research order 12 - unknown (maybe research difficulty) 13 - unknown (maybe moral modifier), basicly 0.45 * construction 14 - detection 15 - shield 16 - sublight 17 - maneuverability 18 - hyperdrive 19 - unknown (backup hyperdrive) 20-31 - turbolaser, ion and laser firepower per arcs (front, rear, sides) 32 - turbolaser range 33 - ion range 34 - laser range 35 - sum turbolaser firepower 36 - sum ion firepower 37 - sum laser firepower 38 - sum firepower 39 - hull 40 - bombardment 41 - tractor beam range 42-43 - gravity well (4 and 100 if present) 44 - tractor beam power 45 - damage control 46 - weapon recharge 47 - shield recharge 48 - fighter squadrons 49 - troop contingents 50 - unknown, allways 0
  24. Troops (family 16) Troopsd.dat (in DWORDS unless specified): Header: 1,10,16,20 Structure (17): 1 - number (starting from 1) 2 - unknown (maybe the active flag) allways 1 3 - family of the producing facility, allways 41 4 - unknown (family of the producing facility +1), allways 42 5 - family, allways 16 6 - identifier (actually two WORDs, the second is allways 2, the first can be used as an entry to the name in Textstrat.dll) 7 - alliance, 0 or 1 8 - imperial, 0 or 1 9 - construction costs 10 - maintenance costs 11 - research order 12 - unknown (research difficulty) 13 - unknown (moral modifier) 14 - detection 15 - bombardment defense 16 - attack 17 - defense
  25. vakundok

    Planets

    The sectorsd.dat and systemsd.dat are not independent. So backup systemsd.dat as well.

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