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bofkentucky

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Everything posted by bofkentucky

  1. the ORA folks just grab the quark/aldus/TEX files and do a HTML conversion, surely the publishers retain them for later printings.
  2. That just gave me an idea, how about an O'reilly safari not for tech books but for the various and sundry star wars novels over the years, there is a subset of the population (like me) who would love to have HTML-ized copies of all my star wars novels for reading/seraching.
  3. Automating this would be (nearly) imposible in game Are we sure that it orders based on a ship identifier variable, it could be the order that the ships appear in the save file, if thats the case you should be able to open the save game in a hex editor find the block for your SSD's, move them to the top of that area of the save, then your ISD-II's, on down the line.
  4. The shipyard needs to be idle for fastest repair times as well. You also need a have positive refined materials so it isn't having to stall waiting for free materials from your other building projects.
  5. The patch was just some localization fixes, no gameplay issues were involved. That being said, I'm running on windows XP pro/SP2 with no issues, what os/service pack is he running?
  6. The fact that the rebels have virtually no bombardment capactity and 0 capital ships with Ion cannon makes Y's important in the early game if they have any fleet engagements. I usually build escort carriers in groups of 3, 2 filled with X wings, and 1 with Y's early on, with corvettes and medium transports for troop capacity. Rebels early game if they don't have any native shipyards are extremely vulnerable, its just a matter of the imps taking out their construction and shipyard worls in a hurry.
  7. You're forgeting Bakura, the Ssi-ruvii could have made mincemeat of the Empire if they had been able to get a few seed worlds out on the rim. The empire was not all powerfull by any means, the emperor's cockyness cost them 2 DS and his life.
  8. There's also a slight bug that can help slow down an opposing fleet trying to escape a system. Send one of the task forces, preferably the 1 in an anvil, standoff, attack capital ships, it supposedly allows you to get into firing range for a pot shot while they are on the way out.
  9. On all 14 energy worlds in the core 3 (or 4 if playing rebels and Reb HQ is not on planet) Construction yards 3 Training 3 Shipyard 2 Gencores 1 KDY-150 1 LNR 1 Death Star Shield (if playing Imp and plan on building Death Star(s)) On 1 13 energy world build your research ships planet 2 gencore 1 LNR 1 KDY 1 DSS (if Imp and plan on building DS(s)) 8 (or 9) Shipyards On a 12 or 13 Energy planet build a training facility/troop research world On an 11 or 12 Energy planet build a Construction yard/facility research planet
  10. Important point about fleets Always have at least one of each type of fighter in a fleet and dock the 3 unused fighter types at the start of the battle, that way you have a huge concentrations of B-wings/Tie-D's in one group to decitmate a target. Damn shame the Tie-D doesn't have torpedo's, the B-wing is great for mopping up imperial ships to close out battles.
  11. Separate missions seem to work out better for missions where you aren't concerned about being actively foiled R&D, Recruit, and diplomacy. My theory on diplomacy being individual characters in seperate missions is Leia/Mon Mothma/Dodonna will almost always succeed, but those extra 1/10 or 1/20 chance that one of your "bounty hunters" (Chewie, Orinmarinko, Han) will succede can speed up the time to move a system to 100% support.
  12. A repulsor/tractor array for focusing the superlaser? The Death Stars both had the smaller beams on the outer edge that converged with the Superlaser, what was their purpose?

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