
budious
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Star Wars Rebellion - x64 Installer (Beta 4)
budious replied to budious's topic in General Discussion
OMG... J00 H4V3 N0 1D34! Alright... lets take a journey through time. Software Windows 3.1 w/ Dos 6.2 - 16-Bit operating environment on 16-Bit operating system. Windows 95/98/ME - 32-Bit operating environment on a 16-Bit operating system ~ Rebellion was designed for Windows 95 Windows NT3/NT3.5/NT4 - 32-Bit operating environment and 32-Bit operating system Windows 2000/XP/2003 (NT5 variants) - 32-Bit operating environment and 32-Bit operating system Windows XP-x64/2003-x64 (NT5.2-x64 source code) - 64-bit operating environment and 64-bit operating system Hardware Intel 386/486/Pentium (60MHz-100MHz) refered to as x86 architectures - The last of the purely 16-bit processors that operated with DOS 6.2 and Windows 3.x systems. Intel Pentium Pro (90MHz-200MHz) - The first 16-bit and 32-bit hybrid processor from intel. Capable of running Windows 95/NT. Intel Pentium MMX/Pentium II/III/IV AMD K6/K7 - Modern processors that are designed with 32-bit performance in mind, but retain 16-bit functionality. Intel Pentium IV-EM64T/AMD64 (commonly refered to as x64) - Processors capable of simultaneously processing 32-bit and 64-bit instructions. 16-bit functionality is obsolete. Modern operating systems XP-x64 and 2003-x64 or Linux 64-bit Distros are the primary operating system market for these chips. -
Yes I agree. But each time you play the game you have different planets and Ships. Example: one time you may play and start out with 2 Imperial Star Destroyers and 1 Victory Star Destroyer the next time you may not have any of these and yes I know everybody knows this but I'll explain. Keep in mind if for example you start with the first you might not have to put the ships together and if the later you might want to to fair evenly with the enemy. Just depends on the Stats of game and your flavor for tactics. Ah.... Ringgold, Ga... my aunt lives there. I'm down here in Rome, Ga... Tip for playing Imperials against AI as Rebels... attack early. The rebels start with their core units and characters outside of the core system. You can seriously weaken their core planets within the first 30-40 days of the game.
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Star Wars Rebellion - x64 Installer (Beta 4)
budious replied to budious's topic in General Discussion
Hadji - I just saw your post. I'm in irc room now and will stay there for the rest of the afternoon. -
By turbolaser I assumed we were talking about the 3 large planetary defense turrets. For the anti-infantry, use heavy armor units AT-ST's to quickly knock those out, and troops can easily take out the anti-vehicle turrets. Or just find a defensive posture and use the fast forward feature and use a bomb run. The best strategy is not to go in through the bottom... circle around to the top of the map and drop in through the open center at top.
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New Version Released WMTE 2.0 Mod - http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=388 Are you playing the default XML files or which folder option did you copy / paste? I'm trying to confirm this, but my game seems to be working ok with Mon Mothma in space combat. If you downloaded the links at top of this thread, those files are not current. The Mon Mothma error may have been fixed... but alot of new things may be broke... (ie. tech levels and some maps that worked in 1.31 are not in 2.0)
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Get the mercenary bunker, use the upgrades to boost infantry speed and to counter sand-storms. Go around the outside and assault from the top downwards. Knock out the shield gen if there is one, use a bomb run on power generator and kill it. This weakens the turbo lasers considerably. Make sure your troops are not in take cover mode or they move slowly, rush quickly into the turbo laser as close as they can be positioned, then use the take cover mode. The turbo laser has a minimum range and can't fire at close targets, take it out. If you are the defender and have a barracks, there are upgrade options available there, as well as light factory, heavy factory, etc. for those type of units. These facilities also spawn units during the battle.
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The benefit to capturing it is that if you select the building and look at the unit display there are 3 icons which are "upgrades" that can be bought for various amounts of credits. They are somewhat beneficial... the ironic thing is even against a sizeable army on Tattooine map... you can land with one unit, use the local inhabitant units to rush turret build points, through up turrets ASAP and work yourself from point to point and pretty much win under any conditions.
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What really bugged me was the fact I found one major/one minor bugs in Force Commander within the first month of it's release and reported those to the developer who response was "Ugh... thanks for the notice." and then LEC never patched anything. http://us.geocities.com/budskorner/fcproject/bugs.htm Note, that page is very old... and doesn't include my rant about anti-air unit range not being effective against the fighters. Why include AA units when their range is shorter than that of the fighters gun ranges?
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I like the game, and your mod seems to be one of the better ones. I don't mind play testing when I have the spare time, but got a lot going on at the moment. "Zaarin" 2.0 Bugs January 29th List 1. Tartan Cruiser not fixed yet. 2. Pirate Base Facility is missing textures. 2a. Mine facilities missing textures. Is it possible to map textures from other structures to these objects? 3. Playing as Imperials Recommended, land battle at Abregado Rae. The system cannot be captured. I used an Imperial assualt force of General Veers AT-AT and 3 Stormtrooper units to capture planet. After which, the planet shows General Veers unit icon on planet surface, yet planet remains in control Rebels. Looking at the planet status General Veers and my 3 Storm Troopers have disappeared and 1 Rebel Infiltrator unit has appeared. Affects gameplay (major) (unconquerable) 4. Playing as Imperials Recommended, space battle at Sullust. The rebel space station level 3 guarding the system. Used Piett's ISD beam weapon on the station shield generator. A piece of debris was show floating away from the shield generator section, yet the station remained intact, and the shield generator icon remained at 100%. The shield generator icon could in fact still be targeted by ships, and no damage could be inflicted. Graphical error and does affect gameplay (minor). Other target points seem unaffected by bug and could be destroyed. May have some relation to the Tartan Cruiser problem. 4a. Appears to affect all space stations level 3. First shield generator can be destoryed. Second appears and cannot be destroyed. 4b. Bug is not present in Rebels Hard, Imperials Hard. Updated January 30th 5. Playing as Imperials Recommended, land battle at Sullust. Planet appears to use a land other than Tattooine. Rebel facilities and troop units belonging to the opposing side are given to my side upon loading the battle. (ie. Rebel troop unit appears as green dot on map, and I have full control over it). The light and heavy armor units were not given to my control and eventually retreated. The planet was captured and control passed to empire. (conquerable) 5a. Appears to be same case at Naboo. Appears to only give command of rebel troop units to imperials at reinforcement points. Troops and Armor units in Rebel stronghold remain on opposition, but all turrets and structures are given to Imperial control. Rebel forces are immediately in fire fight in their own stronghold with their own turrets/structures, etc. 6. Playing as Imperials Recommended, space battle at Dagobah. Planet appears to use a space map other than Vergesso Asteriods. Fighter units of Z-95's, Y-Wing's and a Neb-B frigate are spawned on the map and control given to imperial force. 7. Playing as Imperials Recommended, land battle at Dagobah. The turret in north middle center behind barrier has control passed to imperial forces upon ground invasion. The system cannot be captured. I used an Imperial assualt force of 3 AT-ST and 3 Stormtrooper units to capture planet. After which, the planet shows AT-ST unit icon on planet surface, yet planet remains in control Rebels. Looking at the planet status my all Storm Troopers and AT-ST's have disappeared and 1 Rebel Infiltrator unit has appeared. Affects gameplay (major) (unconquerable) 8. Playing as Imperials Recommended (tech 5 start). Appears that space stations above level 3 cannot be built in demo. Not possible to build any new capital ships, etc. (major) (priority fix) 8a. Appears all the XML folders are broke. Demo build restrictions seem to be enforced. Space stations limited to level 3 in all systems. 8b. When playing full tech the empire has a maximum tech level of 5 while the rebels have a full tech level of 6. 8c. When playing Imperials Hard, appears that the upgrade to tech level 3 research freezes at 99% in build cue. Appears all tech is capped at level 3 and does not allow for completion of tech upgrade. Updated January 30th 9. Playing as Imperials Recommended, the Piett character is placed at start as a ground garrison unit. However, this unit should be moved to fleet by default since it's technically a ship unit and gives the player and additional ISD in combat. Playing Bryant's mod for reference, I remember seeing two different Piett Icons, one is a character bonus, while the other is Piett's ISD with the bonus proton cannon attack. (minor) 9a. Character suggestion, if Palpatine can be made workable, in Bryant's mod I know it was feature, it may have since been removed. It would balance the production bonus that the rebels receive from Mon Mothma. Else remove her. 10. Snowspeeder raid mission needs to be removed again. Strangely, when I sent the unit on the raid mission, the land battle loaded. I was able to control the local inhabitants and raise hell but no snowspeeder unit was seen anywhere. Upon losing the battle, the game returned to galactic view, where the exception error occured post-battle versus pre-battle. Just odd. January 30th List 11. Playing with Rebels Hard, space battle at Corellia. Pirate space fleets appear to have limited functionality with AI. (minor) (conquerable) 12. Playing with Imperials Hard, land battle at Corellia. Pirate land forces appear to have limited functionality with AI. All yellow dots were eliminated from the map but it remained unconquerable. (major) (unconquerable) 12a. Can be conquered by sending additional ground troops after such event and placing them without an additional land battle as planetary garrison. 13. Playing with Warlord. The game is completely unplayable. Simply loading the game and zooming onto the Corellia planet status screen causes an exception error at the beginning of the game. (major) 14. Use swmod.exe to have retreat option in space. Else you will stuck in a troop transport vs troop transport which is endless circles.
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LOL... yeah pretty much. I'm just reporting the bugs because Cain requested that we do so... I recognize the fact some may be beyond his ability to fix.
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"Zaarin" 1.31 Bugs Bug 1: Playing rebels with high tech and credit start - Hoth has 6 planetary structures, selling the structures reduces the total number of available structure build areas to 4. Bug 2: Playing rebels with high tech and credit start - Hoth's space station cannot be upgraded past Level 3. Bug 3: Playing rebels with high tech and credit start - Empire controlled systems with level 2 space stations will spawn tartan cruisers that when destroyed are not removed from the screen. The model is froze in place of destruction. Graphical error only, does not affect gameplay. Bug 4: Naboo appears to have it's own land battle map. Upon defeating the units garrisoned on the planet and returning to the galactic view, the planet remains in imperial control. Strangely enough I sent overwhelming number of ground assault units, I won easily. Once back in galactic mode all my units were gone, and one AT-AA unit was garrisoned on the planet. The world cannot be conquered. However, if it is fixable, would it be possible to use this map on more worlds, tattooine map is getting boring. And tonight's game finally ended with something unknown causing an exception error while I was in galactic view.
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I'm inclined to disagree with you on this one. Force Commander was horribly unbalanced. Anyone with any multiplayer skill had a huge advantage using imperial units. Using rebels was a pure handi-cap. The fighters in Force Commander pretty much killed the ground combat because LEC refused to release any sort of patch that gave the anti-aircraft turrets or units effective range.
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HUH. I have numerous games under my belt as well bob and the most I was ever able to get in a single game to jedi were 4 minor characters.
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Ok... my two cents for what they are worth... I bought my PhD online ~ Early in earth's development there was a higher concentration of phosphate and other ultraviolet molecues in the natural environment. Certain species of plants naturally accumulated these at a substantially high rate. Therefore bees evolved to detect the the ultravoilet signature as the flower evolved with only the genes that retained the highest saturations of these molecules. Naturally, the scorpion evolved with a ultraviolet exoskeleton for no apparent reason other than for Jeff Corwin to chase them through the desert with a blacklight.
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Ah... 1.3 is great... thanks Found one bug though, when playing rebels and sending the snowspeeder units on raiding missions an exception error occurs.
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I was hoping for the following pulp fiction cameo to be snuck in somewhere - Windu: We should be f*ckin' dead, my friend. What happened here was a miracle, and I want you to f*ckin' acknowledge it. Obi Wan: Windu... stormtroopers can't hit squat! Can we go now?
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I'm not familiar with Suse, I primarily use Slackware which is a more traditional core linux interface w/o the package management system. But as far as I know, I believe using the automatic install script of the ATI driver should detect the screen and modify the xorg.conf file accordingly. You could try renaming the xorg.conf to xorg.old and attempting to run the ATI driver setup, I would assume it should build a new file from scratch.
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And I thought it was just me... something about the time my head hits the pillow and I'm semi-dreary that my conscious thoughts spill over into a dream like halucination... I think it's all the caffeine, I really got to lay off the Red Bulls and vodka... On the whole eternity in heaven or hell bit - I don't consider myself bad enough to wind up in hell, but if that's god decision's... so be it ; on the flipside I would be under stress to think I have to spend the rest of eternity minding my behavior in heaven... I'm no mother teresa. Stick me somewhere in between, preferable another planetary body besides earth... Then the time thing... why do we assume eternity in a sense of linear time... its only basically a 4th dimension of our physical being. A cube has 3 planes and point exist at some moment of time within it, but move forwards or back (through time) and the same point doesn't exist (singular instance) within the confines of the cube. Simply put if we "ascend" (borrowing from Stargate...) does the concept of time really have descernable meaning?
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Your thinking windows man... no restart needed, just use "startx" to begin and run "glxgears" from X to test hardware acceleration, or I don't remember how ATI does it, but you get a nice NVIDIA flash screen as you load up X.
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Hmm... interesting, never saw that forum before. I tried your EAW:WM - The Warlord Mod 1.2.1 "Zaarin" - could you please explain what the hell is going on! Am I rebs or imps, I can't really tell b/c everyone seems to have the same mix of ships, and why do I only get one planet with crappy income to start? Going to try Bryant's 2.0 next... I wish you guys stop puttiong out mods... I can't seem to get any real work done
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I believe evolution is intelligent design... god like any programmer made some mistakes and slowly released patches over the milleniums... thus man 1.0 walked the earth. If god is a universal diety and everyone has is in his form... does that mean all intelligent aliens are humaniod. The probability exist in a universe as large as such that life has evolved on other planets... with some probability of foreign intelligent beings... so thus does this lend some creditability to sci-fi genres that make humans the defacto race on every planet. As for school, Evolution is based in fact and should be taught in Science Education Core Curriculum. Intelligent Design should be taught along side such in a philosophy or world religions class. The two are not interchangeable but both should be examined.
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All the ships are unlocked with chr0n1x's mod... but you can only play empire, hopefully he can put out something all rebel soon. Just got done beating his mod campaign for the first time... most of the time I get some sort of crash, but figured out if you minimize use of characters that prevents most of the mod crashes at this point. At the end it will give you some sort of rank, like "High Admiral" and three scores of "Combat Efficency" - 80% Space Victories - 100%, Ground Victories - 100% ...
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ATI and NVIDIA both have self-installing linux drivers now, sometimes you may need to manually configure the xorg.conf to get the desired resolutions but the display drivers are the easiest of any device drivers to get working nowdays. Im' still fighting with getting slackware 10.2 setup on my new laptop... so far the nvidia 7800gtx is about the only thing I got working right. Log in with root and use the "sh" command to execute the .run file format. root@compname: sh ati_driver_version_#.run
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The space battle was... well the whole official demo sucked. Get chr0n1x's mod and then dip your ISD's into this mess... http://mywebpages.comcast.net/mmoldavan/images/crazy_eaw.jpg
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Thanks for the info... I been trying to get that to work for a while, who knew it was as easy as "-w"