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Texas_Fett

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  1. That is EXACTLY what I was looking for! Many thanks, Shadow_of_Thrawn, and welcome to the boards!
  2. I'm trying to document all of the changes I made to Rebellion with Rebed, and one thing I've wanted to do is come up with a list comparing the capital ship and starfighter stats. Now, a few months back (like, the middle of 2003), I downloaded a spreadsheet-style comparison someone had done. Very nice. Very neat. Very concise. I printed it out, but for the life of me I can't find the digital version, nor can I remember where I got it from. If I had it, I could easily make the appropriate changes, and viola! Loads of saved time! Now, I know this sounds infinitely lazy to y'all, and you're asking yourself, "self, why doesn't Texas_Fett just make his own dang spreadsheet and stop eating up bandwidth with his stupid post?" And I'd respond by saying that I could, in fact, take the time to make my own dang spreadsheet...if I wasn't, for all intents and purposes, functionally illiterate when it comes to Excel. Besides, that other version was just so gosh darn pretty... Anyhow, I figured that someone in this vast repository of information and all things good regarding Rebellion might have a copy of this spreadsheet lying around, and wouldn't mind PMing or e-mailing me regarding it. Or, you could just poke fun at my laziness. Your call. Thanks!
  3. Sarcasm noted there, Jahled.
  4. Okay, I finally got up the courage to try changing the 3d models, using the ones y'all posted in the downloads section (for I am clueless when it come to modelling). Let's just say, I was astounded. I first tried things the long way, following Mask's tutorial. That was working, but then I used the converter program...and the peasants rejoiced. I started up a new game (which, incidentally, avoided the 'Hardwired Ship Slot' problem for some unknown reason) and waited to see how they'd look in-game. Pretty sweet, I have to tell you, although the Impstar model is in desperate need of some texture, along with the Vic, MC40 and the Golan III. Also, I haven't been able to get the MC90 model to work. Still, the corvette, carrack, MC80, Sentinel, Lambda, Dauntless & Nebulon B are SCHWEET!! Anyway, kudos to all involved. It's sure making me anxious to see the TC!
  5. ...I finally uploaded a slew of my own. I don't know when they'll be 'officially' posted, but let me go ahead and 'splain. Most of the cards that I actually use are modified versions of ones I downloaded here or elsewhere (gotta love Trej's Daala! ). That said, I created a few of my own, including a few 'just for fun'. Now, I'm a neophyte photo editor, using MS Photo Editor, MS Paint, and Irfanview to manipulate my images. The end result is that I'm displeased with the end product of a few of my cards, most notably the Gunstars and the Ysanne Isard one (I had to completely reconstruct her left arm; not fun). Also, I'm almost positive I screwed up the pallette for a few of them, most notably the one for the Master Chief (whom I ALSO forgot to edit his card length and name in ResHack ) and for Pink 5 (I laughed, I groaned...I HAD to make a card!). Anyway, I hope I didn't inadvertantly use someone else's image and claim it as my own. I have a few hundred cards on my box, and while I try to keep mine separate, sometimes it just doesn't work. As far as I'm aware, I personally edited each and every picture for the cards I uploaded. I have more, but similar cards are already in existence in the archives. I hope y'all enjoy 'em. Feel free to gimmie some pointers and/or constructive criticism. Edit: Btw, I'm not sure what the lag time is between uploading and their availability on the site, so don't think I'm crazy by posting this before they're up. Edit Otra Vez, 1/22/04: They're up! A few didn't make it, but I guess I can just upload 'em again, huh? Yet another Edit, 1/23/04: Evanders99 pointed out that if I do a search for cards authored by me, that all of them do, indeed, show up. So they're all there! Thanks Evanders!
  6. Thanks Trej! Believe me, I'm not one ot turn down help. I just figured Mask would be the only one to really answer this one. Your guidance is much appreciated! You answered my questions (or verified my assumptions), for the most part. I'm currently a fan of using Irfanview, so I shouldn't have a problem viewing the .bmp's. I just thought I should ask before attempting it. FMV is "Full-Motion Video". I was referring to the videos like the Death Star Trench Run, the invasion of Coruscant, etc.
  7. Interesting...I just now found these threads. I knew about the project, but I figured you had to be 'in the know' to even look at the postings. I'll give a few of these a shot over the weekend. Can't promise anything, since finding enough quiet time to do it (sans wife, baby & 3 yr. old) can be a challenge. Still...I kinda like the idea of characters in the SW universe having a Texas drawl. Maybe that "snotty Imperial officer #1" could sound more like Dubya...
  8. Hey, Mask! Just saw this thread, and I had a couple questions: *How is this different from replacing cards and/or images of ships, characters, defenses, etc. with Rebed? I really see this as a means to replace the fleet/mission/planets pictures, only. Am I mistaken? Or can this be used as another means of replacing the tactical pics for fighters? *Is the "Legendary Bounty Hunters" the same as the bounty hunters pic seen whenever a Han Solo event is triggered, or is this the "programmers were too lazy to incorporate their usage into the game" Legandary Bounty Hunters? *If the latter, where are the pics for things like the Luke, Han & Leia events? *Is there a way to extract the current file for viewing before replacing it with a new one? *Is there a way to extract the fmv sequences for viewing? (I seem to remember that being the subject of a thread awhile ago...I'll have to dig that one up, but I thought I'd mention it while I was thinking about it. Come to think of it, that's part of y'alls "Rebellion Reloaded", isn't it?) Okay...I think that's it. Any clarification you could give would be appreciated. And thanks for all your hard work to date. Truly awe inspiring how much you've figured out.
  9. Again, I'd like to reiterate the reasons for focusing on Rogue Squadron. First, the goal of any television show based on Star Wars would work the best by focusing on events following Episode 6. Despite the best efforts of Lucasarts to give us the Prequels, Knights of the Old Republic, etc., everyone's main love still belongs to Episodes 4-6 and what happens afterwards. Given the myriad of events that occur across the galaxy and the path of destruction left in the wake of the main characters (i.e., Luke, Leia, Han, et al) in the books, it would be difficult, then, to focus on any group BUT Rogue Squadron. The Rogues were involved in practically every major skirmish in the books and the movies, and encountered the most memorable villians. The recapture of Coruscant, the Thrawn Crisis...the Rogues were in on it all. The main characters could be played by new actors, as the only recurring "face" character would be Wedge, and another actor could easily play him. Don't get me wrong; Wedge is my second favorite character in the series (and I nearly took him as my handle & avatar), and Dennis Lawson will forever BE Wedge, but I could live with another actor playing him. After all, wasn't it another actor playing him during the Yavin briefing? I just think it would be the best way for us to see on-screen versions of our favorite characters, like Mara Jade, Corran Horn, GA Thrawn, etc. And I don't mean those horrible TCG, live-action photos either (yeah, I'm sure we ALL pictured Corran Horn as a balding, middle-aged man and Thrawn to look like Dolph Lundgren with blue skin). On top of all that, it would be an opportunity to see more major fleet conflicts. Let's face it, the highlight of RotJ was the Battle of Endor (sans Ewoks), and an opportunity to see more crunchy goodness like that on a regular basis would be a Star Wars fandom dream. Well, IMHO it would be, at least.
  10. Granted, there are...issues...that would have to be dealt with, but the premise for the project remains sound. As for XWA, it was for all intents and purposes unfair when using a TIE Defender.
  11. Thanks, Jahled. It's always nice to be appreciated. As for Imperial strategies, I always try to play 'em like I do the Rebels. You know; diplomacy over strong-arm tactics. That seems to work pretty well. One point of clarification, though, regarding the blockade of a system in which the Emperor resides. Keeping him there accomplishes two things. First, you are denying Imerial forces across the galaxy the Leadership bonus the Emperor provides while his butt is parked on Coruscant. This means you're more likely to succeed with missions on systems guarded by a general, your fleets will have a better chance against Imperial ones led by an Admiral and/or Commander, and you have a better chance of capturing Imperial characters with abduction missions or even if they simply attempt to travel through one of your blockades. You definitely want to keep Palpy penned up as long as possible. Secondly, Luke gets "A" bonus point towards his "Force Ranking" every time he escapes a foiled mission. However, encountering the Emperor and escaping gives him a 10% bonus to his "Jedi Points". These points aren't displayed anywhere in the game, but suffice to say that messages such as "I am growing stronger in the Force" means that he is doing just that. Escaping Palpatine just makes it happen faster. Now, Vader does the same thing for Luke with the added bonus of Luke learning his heritage (which means he can then tell Leia to make her Force capable), and with a 25% potential increase to his "Jedi Points", but at a MUCH higher risk: if Luke is captured, Vader WILL take him to Coruscant, and it doesn't matter how big the fleet orbiting the system is. Best to wait with him for awhile and stick with going after Palpatine, who, for some reason, is a much easier target. Hope that clears some of my previous post up. I'm looking forward to reading some tips for the Imperials, though.
  12. Now, why wasn't this idea thought of, like, ten years ago? GL knows he's instantly have an dedicated audience in the millions. It would give him an opportunity to tell the story of what happens after RotJ. Given that the games have (more or less) followed the storylines of the Stackpole and Zahn novels and that Rogue Squadron was involved in pretty much every major conflict in the books, you'd have the makings of a pretty darn spectacular television series...assuming GL didn't direct it himself, and you got Michael Stackpole and/or R.A. Salvatore to do the writing. You'd have an endless list of foes, like the 181st Tie Interceptor Squadron & Baron Fel, Grand Admiral Thrawn, etc. And not to mention the list of characters. I mean, you could even get Harrison Ford, Carrie Fisher, Mark Hamill, et al, to do cameos for some stuff, given that it'd have to take place a *cough*few *cough* years after RotJ. The best part is that since Rogue Squadron isn't centered on Han/Luke/Leia, you'd be free to work in some new faces and expand on what's given to us fans in the...um...Expanded Universe! Anyway...thought it might be an interesting idea.
  13. Oh, don't think for a minute that I'm not thankful to Mr. Lucas for creating Star Wars. He will always have my heartfelt appreciation for that. I just wish he would've stuck with his initial creation instead of turning it into this juvenile-geared pile of steaming bantha-poodoo.
  14. As a dedicated fan of playing the Rebels, I guess I'm somewhat qualified in giving my 'opening strategies' against the AI. To start off with, I check to see what assets the AI has so graciously seen fit to bless me with, and where they're located. Immediately afterwards, I send Mon Mothma, Luke, Leia & Han on recruitment missions. I keep them at that task until right about day 50, whereupon Luke, Leia, and any other new recruits hop aboard the Falcon and head to the nearest Core Sector in need of their talents. During those first 50 days, I send Jan Dodonna off on board a transport to scout Rim Systems and win over neutral systems. If Yavin sports naught but a refinery or a mine, it is abandoned; it's starfighters and troops are better put to use elsewhere. Wedge and Chewy board any remaining capital ship (often a Corvette) and head for the first available friendly shipyard. Wedge is set to research ships, Chewy to sow some confusion by putting his espionage and combat skill to use. It is also imperative to build as many Bothan Spies as possible at this time. Information is key a Rebel victory, as I'll show later. Mon Mothma stays put, recruiting, until systems suitable for Diplomacy are revealed in the same sector and/or at least 2 other diplomats and one of each research type have been recruited and deployed (I also make sure to protect research planets heavily). I move her about in her own, personal Corellian Corvette, making sure to jump her to neutral or friendly planets when moving about in the Core. Put large numbers of starfighters on vital planets. I'd say a minimum of six X-Wing squadrons and three Y-Wings. Nothing strikes fear into the heart of Imperial commanders like large numbers of starfighters. You should be able to disable a few enemy ships that attack the planet, at least, before retreating and entrusting to the two gencores and planetary garrison (led by a general) to protect from invasion (you did build two gencores on the system housing your shipyards and construction yards, right?) Characters such as Page, Ma'Weshae(sp?), Mazer Rackus, and Oorimarko have proven their worth in just about every game, and you'll find their skills in espionage and sabotage to be invaluable. Many a time I've smiled in delight as their sabotage of an Imperial garrison results in several systems switching to my side. Load these guys up on a corvette with some spec forces and set them loose on an Imperial controlled sector and watch the fur fly! It's even better if you can put someone like Narra as a commander aboard a fully-loaded (3-4 X-Wings, 2-3 Y-Wings) escort carrier to accompany the corvette. BTW, don't put more than 2 "sabotage" characters in the task force; two are enough, with a potential third (like Tura Raftican) serving as an espionage agent only. Anything more is overkill, and those talents are better put to use elsewhere. Remember those bothans you built? If you've been putting them to use, you should have tons of accurate intel to sift through, possibly tipping you off to imminent fleet arrivals in friendly sectors, the location of large Imerial shipyards in need of sabotage, Imperial research characters in need of "liberation", Imperial Diplomats in need of a vacation (poor Piett! I ALWAYS tend to get him killed for some reason...his was the first set of stats I "fixed" with Rebed), Vader's ongoing quest to recruit on worlds that hate the Empire...or perhaps the Holy Grail of all intel: the location of the Emperor while away from Coruscant! This has happened to me more often than not. I'll find ol' Palpy off on a diplomacy mission in the Corellian sector, or whatnot, and I start licking my chops. I immediately send whatever fleet is at my disposal to blockade the planet, preferably loaded down with special forces to eliminate resistance. Then I sit there and wait...until I can get Luke Skywalker to the system. I then run missions on the planet with Luke targeting the Emperor. If he's captured, I can easily rescue him from the garrison-less system, since I'm parked right above it. I've done this three times, and each time I've had Luke at the rank of Jedi Knight before he goes to Dagobah! When he comes back, he's a Jedi Master! I keep up the process with Luke until he goes to Dagobah, whereupon I leave the planet and allow the emperor to go free. Most likely he's injured, and I could capture him if I so desire, but it's much sweeter later. When Luke returns from Dagobah, I make a concerted effort to locate Vader. Then I blockade that planet, send Luke on a mission, and pray for his capture. Nearly every time he'll be captured, taken to Coruscant, have the final battle with Vader & Palpy, and capture them both! All that's left, then, is to take Coruscant for the win. Meanwhile, engage the empire with "hit n' fade" tactics, entering a system to destroy it's garrison, fighters, defenses...everything but the mines & refineries (you'll need those later, after all). You'll wear away at support for the Empire, making the systems ripe for take-over. Work to incite uprisings. If the uprising is subdued, capture the characters they sent to subdue it, incite another on the same system, tying up more troops. Once you have a decent fleet built, engage a hostile system a good distance from Imperial terriroty. This will lure Imperial fleets to your position. Run a feew espionage missions, and examine what's being sent your way, and more importantly, WHEN it's going to arrive. The AI never times the arrival of it's fleets to where more than one or two fleets arrive at the same time. This holds true in the early game, yet sometimes it will mass it's fleets to strike at a tempting target (like Yavin) or to patrol Rebel systems. You should be able to pounce upon Imperial capital ships piecemeal, ambushing them before they can join the fleet as a whole. Anyway, those are my general strategies. Most of them work for the Empire as well, although I'd be sure to steer clear of Luke with Vader. I've never liked playing as the Empire, since I always feel like I'm starting the game as the Rebels at day 500, given the resources and assets you begin with. To each his own though, I guess.
  15. Well yes, but they DID work with my cousin's (on my mother's side) sister's aunt's (twice removed) god-father's father, Jango Fett, so I'm sure I could get a good reference.
  16. My personal take on Jar Jar is that he just simply doesn't belong in the Star Wars Universe. With Episodes 4-6, GL created a dark, Fantasy/Sci-Fi universe that resonated with millions. I won't go into all the reasons I/we like Star Wars so much (and who can really agree about what their favorite or best aspects of SW really are, anyway? ). But suffice to say, IMO GL turned Ep1 into a kids movie. Granted, the same arguement could be made for the Ewoks in Episode Six: The Muppets Take Endor...ERRRR!!!...I mean, Return of the Jedi, but at least there you actually felt for the little buggers when the Empire was blowing them to bits. No such emotion for the Gungans. Heck, I would've volunteered to join the Trade Federation for a chance to eliminate the vermin! I guess what I'm trying to say is that characters like Jar Jar, the dopey naming conventions used in Ep1 & 2, the excessively terrible dialogue (sure, the first three movies were corny, but C'MON!), the plot holes that vaporize volumes of canon material...it's all gone and ruined the Star Wars franchise for me. Sure, Rebellion is still a frequent obsession for me, but I just can't stomach the rest of it. On a side note, though, I've only really been able to really "get into" the storylines of Episodes 4-6, and those of the books up through the end of the Thrawn Trilogy. After that, it's just too much. The Clone Emperor, the whachacallit Vong...ungh. (No offense, Trej. ) But the short of it is that I feel GL has destroyed the SW franchise, and is attempting to patch things back together with EP's 2 & 3...but I don't think there's enough Bacta on Thyferra, or even the whole SW Galaxy to do the job.
  17. I tend ot be a conservative type of player, holding my capital ships back until I have a decent sized and diverse task-force. I also tend to name my ships after those in the books & movies, meaning that I'll build Mon Cals with names like Mon Remonda, Mon Delindo, etc., and staff them with command characters. These ships become 'favorites', I guess you could say, although I don't bother keeping track of their 'kills'. That WOULD be a cool feature for Rebellion2, though. It would also facilitate an 'experience' system that would allow for veteran units, too. I've also come up with text file listing of capital ship names I've used for both sides, so that I'm not racking my brain when it comes time to name a new ship. Now, Valkir doesn't tend to name most of his ships. He always takes my ship-naming as a sign of impending assault, and laughs it off. However, I've discovered that there's an interesting tactic to use by NOT renaming your ships in a multi-player game. Every time you order a new capital ship to be built, the computer just gives the type of ship and assigns a number to it. As a way to intimidate or just give bad intel to your opponent, simply change the number. If you want him to think you have more ships than you do, change Nebulon Frigate 2 into Nebulon Frigate 8. Or, if you want to sow confusion, use a ship in a sector, rename it, then name a ship of the same class in another sector with the same previous name.
  18. Back before this became a SOCL slam-fest, I think the topic was on bugs in the game (an open-ended topic, to be sure). One of the things that always irritated me was when I'd start off with a planet that had, say, 2-4 LNR-1 batteries and/or an Ion Cannon or two, yet lacked Gencores or any troop garrison to prevent invasion. Now, an enemy fleet jumps in-system, and proceeds to assault and capture the planet without a shot being fired. So riddle me this: why can't the LNR's open fire on the invaders, and/or why am I not given the option to evacuate the planet under the protective and disruptive power of the Ion Cannon? It seems silly that the LNR's can ONLY fire when an enemy fleet attempts a bombardment, just as it's stupid that the Ion cannon only works when an enemy fleet is just parked over a hostile system, oblivious to the opportunities for sabotage. Personally, I think the enemy fleet should suffer the same consequences for planetary assault as it does for bombardment when dealing with LNR's. I also think that a defender should have the option of evacuating personnel if an Ion cannot is present, albeit with a risk of capture for said personnel. The Ion cannon should also allow for the movement of Characters, Spec Forces, and fighters INTO the system as reinforcements. Anyway...food for thought. Or for SW:R2.
  19. I've always found that as my activity in a sector increases, the greater chance I have of detecting enemy fleet movements. And not necessarily into that same Sector either. For example, in the beginning of the game as the Rebels, I'll move most of my forces off Yavin, as well as Wedge, Chewie, and Jan Dodonna. I leave Han, Leia, and Luke there to recruit, since Yavin is always 100% loyal, thereby ensuring a better success rate for my recruitment missions. Now, I tend to send thse forces and characters to either the Sluis sector (with Mon Calamari) or to the one containing Byss (can't remember the name, though). As they complete espionage missions, I start collecting data on Fleet movements both INTO the sector as well as OUT of it. Right around day sixty I pack up Han & Co. since that's when I detect a fleet heading their way, despite the fact that no espionage was done on Yavin that could've detected it, nor was there a fleet or other units that could've detected it. Another theory I've always assumed was in effect was the information from informants. How many times have you opened that message and looked at hte system only to see absolutely NO change from the last time you opened it? My guess is that traitorous characters and informants clue you in to fleet movement with some messages. Then there's always the "jump in system, fight off the fighter garrison, check the system display and see a fleet of unknown configuration heading your way," followed by gradual leaks of information. Okay, now I know it's two star destroyers...okay, now I know that they both only have one fighter squadron...okay, now that have a full troop complement. What can i say You can't explain everything. As for your multi-player frustration of announcing your fleet movements, I assume this is in relation to you attempting to attack an enemy system, not simply moving your fleets between friendly or neutral systems, correct? If that is the case, then I would suggest moving your fleet to a friendly or neutral planet in the vicinity of your target FIRST, and then execute a shorter jump to your true target. Not only will this eliminate the "Gravity Well Ambush" and force concentration by your opponent, it will help you catch him with his pants down if he's not actively running espionage missions on ALL of the planets, and if he is he won't know WHICH planet you're planning on hitting. Avoid long hyperspace jumps at ALL costs, even if it's between two friendly planets. No sense in tipping off the enemy.
  20. Thanks, Mask! From all the kudos I've read thrown your way, I knew I'd get a good answer from ya!
  21. Many thanks! I'll have to try and see that one for myself.
  22. You know, I've had the "Han Solo captured by Bounty Hunters" scene once or twice, I've done Death Star Assaults fail and succeed, I've had the "Final Battle" scene with Jedi Knight Luke, Vader and the Emperor...but I've NEVER seen the "Death Star Sabotage" cut-scene. Is there a way to view it with ResHack, or is it only visible in-game? If the latter, could someone give me a recap of what it shows?
  23. Hey, Scathane! In a way, yes. I haven't changed the tactical models (yet), but I DID change the encyclopedia/fleet/build/tactical pictures and the encyclopedia description, as well as the stats for the Alliance Escort Carrier. It's replacement (the Quasar Class Escort Carrier) is set for research level 10, yet I started with two of them (as described above). I haven't tested the theory, but I'd assume that if you replaced the starting Rebel Ships (the Bulk Cruiser, Medium Transport, Escort Carrier or Corellian Corvette) or the starting Imperial ships (Impstar, Vicstar, Galleon, and Carrack; am I missing one? Escort Carriers and Dreadnaughts? You'll have to excuse me; I usually play the Rebels.) with another ship, you'd also be assigned a random number of them at game start up based on their cost/maintenence. You wouldn't be able to build them, however, unless the research level of the replacement ship was set to '0'. What's important to note is that this only works for the ships that are normally 'assigned' by the AI in the regular, uneditied game. In other words, while the Alliance begins with the capability to build Dreadnaughts and Bulk Transports, they aren't among the capital ships assigned by the AI at the start of the game. What I assume that this also tells us is that if you assign a 'new' ship to another slot besides the ones used by the AI to initially allocate ships, you will NOT have it randomly assigned to your initial fleets, even if you set the research level to '0'. To begin the game with your new ship, it HAS to be assigned to one of the 'hard-coded' slots. Mask, I'll attempt to answer your questions as best I can. I'm at work, so I don't have everything right in front of me. -I'm running .26, I believe. I downloaded it from this site only three or four months ago after a major wipe-and-reload on my home PC. -try something new? Um...not that I know of. Up to that point I'd just been using RebEd and I got frustrated with the text length on the Encyclopedia entries and the character/ship/troop names. I applied "the patch" from this site that extended the names and descriptions of the characters, but for some reason it didn't apply to the ships, etc. So that's when I gave ResHack a try. That's when I noticed that each and every time I loaded a card in RebEd, it screwed up it's encyclopedia entry in ResHack. Everything still appeared correctly in-game and in RebEd, but in ResHack it was changed as described above. -hmm...I suppose that could have happened, but I've had that problem happen up here at work with other software, so I'm usually pretty cautious about that. Windows really doesn't like it when you have two different applications 'touching' the same file. Still, it IS a possibility. Could've been me trying to reference numbers on a capital ship in RebEd for inclusion in the extended encyclopedia entry in Reshack. So that would mean that the .dll would then be corrupted for every subsequent card load, then? Eww. That means that the only real fix is to reload the uncorrupted .dll's, which means a fresh load of Rebellion. And since my cards are then corrupted, I'll have to recreate all of them, right?
  24. Had a surprise last night in regards to the Alliance Escort Carrier. Or rather, the slot it occupies in the game. Some of you may have seen one of my other posts where I describe the steps I've taken in RebEd regarding it, but for all of you in the dark, here's the summary: I've made the Imperial Escort Carrier available to both sides, allowing me to insert a new capital ship into the 'slot' used by the Alliance Escort Carrier. In this case, I replaced it with the Quasar Fire Class Escort Carrier card by NemesiS (with a tweak or two on my part), and set it Research Level 10. So good so far, but here's where the surprise comes in. I started a new game as the Rebels. Now, I had also set three of the Rim Sectors to 'High Importance' and 'Colonized', so they behaved like Core Sectors and were doled out in a similar fashion. This netted me some additional worlds and resources, which in turn also gave me a few additional capital ships. So I looked through C-3PO's 'Galaxy Overview' to see what the AI had so graciously blessed me with, when I noticed I had two Quasar Class Escort Carriers in my inventory! Sure enough, there they were, parked in seperate systems, looking menacing (well...for an escort carrier). I checked with a shipyard and I didn't have the ability to manufacture them yet, so it appeared that I only had these two 'prototypes' in my arsenal. So anyway, my theory is that this capital ship 'slot' is 'hardcoded' into one of the .dll's, so that it's part of a select few ships chosen for initial distribution by the AI. That would explain why when you select a different ship, say the Nebulon-B, and set it's research to '0', it is never randomly assigned to you at game start-up (or the Dreadnaught or Bulk Transport, speaking as a Rebel). Anyone have any insights as to why this is and how to change it? My second issue is this: when I load a card in RebEd, be it a downloaded card, a personally created card, or even an exported 'stock' card that is re-imported, it gets 'scrambled' somehow. Everything looks fine in RebEd, but when you look at the encyclopedia entry with ResHack, the description is pushed far to the right in a narrow column, and everything left of it is in code. So first off, why does this happen? Second, will I hose anything if I delete the code & entry and simply type in a fresh entry? Anyway, I'd appreciate it if anyone could lend a hand with these two issues. Thanks in advance!
  25. ROTFLMAO!! Man, I'm glad I wasn't drinking anything when I read that...

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