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Hutton

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Everything posted by Hutton

  1. I want to ask for permission to use artwork from cards posted in the card section of this web site by the following people: Encyclopedia portrait of AT-ST Regiment by Michel Des Cotes – Mynock Build, Fleet and Tactical pictures of Scout Troopers by Nemesis. Encyclopedia portrait of SBG by EW. Encyclopedia portrait of TIE Advanced by ???. I am preparing a conversion. There are a lot of cards in it with artwork derived from images I’ve found elsewhere on the web, but the images from the above cards were too perfect to pass up. If you made any of the above, please say yay or nay on on my use of them. If you didn’t, but know that they are taken from directly from a public domain source, please say so as well, because I may not be able to get in touch with any of the people stated above and that would make me feel better. Thank you.
  2. Is the foil score listed in RebEd the espionage score of the unit trying to avoid foil minus the detection value of the unit attempting to foil? Also, can special forces and characters that are not holding a rank foil enemy special forces?
  3. I do appreciate the suggestions, but they would disrupt the concept behind my mod more than a larger fleet would help. I’ll make do.
  4. Thanks for the advice, I will look for 50s, but I don’t actually want to adjust maintenance value. I want to adjust the ratio of mines to refineries, which will make mineral rich systems more desirable. Adjusting maintenance requirements of units won’t change that.
  5. I started with your tutorial, thank you for writing it. I am using Resource Hacker, and I do not see a specific 'save resource as a binary file' command. I save it as an .rc and Resource Hacker spits out a .bin and an .rc that says where it goes. That .bin is the one I try to put though the converter, but alas, my torment continues.
  6. Hello everybody, I want to edit the appearance of a fighter in the tactical game, but Vakundok's wont work for me. If I try to convert a binary file, it just says it can’t. If I use the ‘All .BINs in this directory -> .BMPs’ it crashes. I’ve tried both versions 0.2 and 0.3. I’ve downloaded them multiple times. I put them in the same folder as the binary folders. I get the binaries by extracting the 303 folder from strategy.dll. Is there a step I’m missing? Or, is there another method I could use?
  7. I want to adjust the number of ships the Empire gets, not the type. I’m looking for the numbers that effect the probability any Imperial system will have a fleet. I’d also like to increase the number of world that start under military control. In my conversion of the game, I’m giving the Empire a much stronger army, but weaker Special Forces and the Alliance improved Special Forces.
  8. Thanks Mask, There is in fact an option in RebEd to adjust production for mines and refineries, but I have checked and seen that it doesn't effect maintenance.
  9. Hello everybody, Does anyone know if there is anyway to adjust the factors that decide what either side’s starting fleet consists of? I ran a search, but can not think of a way to narrow the search enough to find useful information.
  10. Hi all, Does anyone know how to change the number of maintenance points you get from mines and refineries? I want to change it from a one for one basis. For example: 1 refinery and two mines for 100 points.
  11. Thank you Trejiuvanat, You answered a facet of my question that hadn’t yet occurred to me. Capital ships are the one part of the game I have not yet messed with much. The point I’m concerned about is actually about how it uses troops. Will it looks at the attack, defense and detection values of troop types when it decides which to use for invasions and which to use for garrisons, or does it have hardwired ideas about how to use each unit based upon which slot it is located in. I see that there is speculation about this matter on the general discussion board. Thank you again for directing me.
  12. Hello everyone, I’m new to these forums, but I am already very close to completing my own modification for rebellion that I think makes the game more closely represent the experience in the movies. What I can’t tell yet, and I’m asking you guys to help me out with, is how the AI will handle the changes. Is it able to look at the values of units when it makes building and deployment decisions, or does it hardwired so that it’s decisions about how to use units and structures depend on where it finds them in the code?
  13. I understand what you mean. I’m developing a mod right now that will change those, but I’m new at this. This is in fact my first post in this forum, but I’ve started a mod and my special kind of crazy dictates that I must carry through on the stupidest, most insignificant details. If you want to take your own hack at it, the bitmaps are in folders 10538-10541 of the strategy.dll file. They were tough to find because I was looking for the icons from the unit locator screens, but they are actually integrated into the big bitmaps of the whole screens.

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