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Stellar_Magic

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Everything posted by Stellar_Magic

  1. You could also enable the side blaster cannons on the AT-AT
  2. What will come next out of Reality of Rebellion, see it now! The AT-ST/A makes its presence felt on the battlefield. http://ror.250free.com/ROR_Screenshots/008.jpg http://ror.250free.com/ROR_Screenshots/010.jpg
  3. I don't know if we'll be able to do that... but one thing that will have a lot of an effect on what units you build will be their expense. Stormtrooper armor costs 9,000 credits a set, but the armor worn by fleettroopers and army infantry cost less then a thousand credits a set. Stormtroopers are pretty darn expensive infantry. I'm also thinking about adding imperial and rebel militia as buildable units.
  4. But Ghost in the Shell has the most realistic edge to it that I've seen. Especially the Television series. Evangelion... Is just a little bit to wierd for my taste, and I haven't seen most of the others.
  5. After hours of work, and $50 bucks to destroy the pop ups and ads for a year I must announce that Reality of Rebellion now has a website!!! http://ror.250free.com/ Not all that cool right now, but its a start.
  6. Ghost in the Shell is an awesome science fiction series which I discovered this year. Other Great Sci-Fi (Books, Films, and TV): Star Wars Babylon 5 Alien Nation Star Trek Battlestar Galactica Anything by Isaac Asimov Anything by Arthur C Clark H.G. Well's War of the Worlds Ender's Game Blade Runner
  7. Have you added the Concussion Missile Launcher and secondary Blaster Cannon on the AT-ST? How about the twin Blaster Turrets on the AT-AT? I just did on my ROR mod and I'm investigating the models to see if its possible to reassign torpedo launch points for the X-wing and Z-95 so that they don't shoot out of the laser cannons. Also... Why are there so many starfighter squadrons in that shot? What did you do give VSDs 20 starfighter squadrons or what?
  8. Well I was banging my head on the table as I though about the manner in which skirmish differs from galactic conquest and came to some conclusions about how Skirmish will work in ROR. Ground Skirmish formations will be completely seperated from the galactic conquest and campaign formations, they will be different in their performance as well to reflect the difference in Gameplay that Skirmish will represent. Ground skirmish formations will have a rate of fire equal to Legendary units (With a few exceptions) but an accuracy equal to untrained formations, thus making combat swifter then in Galactic Conquest. Also the skins used by the sides will be the normal ones from the game in Skirmish, while the skins used in Galactic Conquest will be of my own design ;D Also some units will not be available in skirmish mode, specifically those infantry formations that utilize custom skins (Army Troopers, Swamp Troopers, Hazard Troopers...) So Skirmish will play different then the primary campaign... no big deal.
  9. Actually, the multiple ranges work well... Just park a unit in an area you want defended and the unit will sit there and shoot at anything that gets in range. Tell it to attack and it will close to point blank range and engage the enemy, and both sides do this so its no big deal.
  10. I don't have the corvettes active on my mod anymore, I thought having a starship spitting turbolaser fire at true life scale was a bit overkill.
  11. Interesting ideas, have you guys considered making a reskin of the stormtrooper that would be a Hazardtrooper or Darktrooper?
  12. Reality of Rebellion aims for a Realism above all else...
  13. The next ROR release will have direct fire Turbolaser artillery (SPMA-T) as well as Projectile Artiller (SPMA-P). A couple batteries of SPMA-Ts behind a planetary shield should make the VSD think twice about attacking.
  14. The Thrawn Trilogy points out that Stormtroopers were only a small portion of imperial ground forces, they were the elite much like the SS of Hitler's Germany. It's just that in the films all you see are the really important things... places that stormtroopers would be employed. I'll have to do some skinning to get all the units I want in, in. Also in the Thrawn Trilogy the force sent by Thrawn to assault Karrde's Mrykr base was composed of imperial army troops. Finally, if fleet troopers are used exclusively on ships why are rebel fleet troopers employed everywhere in the books and games?
  15. You mean, make them a 4 man lance (Imperial term for a team of four bikerscouts)... that could work.
  16. I've had corvettes in atmosphere stable in the game... why shouldn't a VSD be stable?
  17. Okay, my experimentation has led to some interesting ideas of my own, but I'd like to share them with you before moving to the next steps. This thread is dedicated to the debate of unit composition of infantry squads. Each company includes five squads, but what we'll be doing is debating the load out of each individual squad, for each arm of the Imperial Military. The first two squads have already been implemented. Stormtrooper Squad: 10 Men 5 Stormtroopers with Blaster Carbines (3 shot burst fire, 300 meter range) 1 Stormtrooper with a Repeating Blaster (6 shot burst fire, 400 meter range) 4 Stormtroopers with a Blaster Rifle (Single shot firing, 400 meter range) Stormtrooper Scout Squad: 3 Men 3 Scoutroopers with Blaster Pistols (Single shot firing, 120 meter range) Imperial Army Squad: 10 Men 6 Troopers with Blaster Carbines (3 shot burst fire, 300 meter range) 2 Troopers with Flechette Guns (10 blasts per shot, 120 meter range) 2 Troopers with PLX-2M Micro Torpedo Launchers (5 shot burst fire, 400 meter range) Imperial Fleet Squad: 10 Men 4 Troopers with Blaster Pistols (Single shot firing, 120 meter range) 4 Troopers with Blaster Carbines (3 shot burst fire, 300 meter range) 2 Troopers with Blaster Cannons (Single shot firing, 400 meter range)
  18. You can create a copy of the model and you can change the texture it uses through hex editing.
  19. Roger that, I'll send you some stuff pretty soon... Hopefully, Midterms are starting to make me a little busier in other arenas.
  20. I'm afraid I'll have to retract some of this statement, it seems that having 20+ Vehicle Compnaies causes an exception to occur with alarming frequency. I'll go back to platoon size formations for now.
  21. I've been hard at work on a gold mod update (Expect its release in about 2 weeks)... and if you haven't noticed this isn't the most advanced version of the mod. ;D ROR: Foundation V0.1 is.
  22. I've never gotten them both working at the same time.
  23. Just so you know, Star Wars Databank has the incorrect size for EAW units. I've done an analysis of the new unit's concept art which includes known ships for scaling and come up with a much different scale for the units. Assault Frigate mk.2 660m Tartan 300m Broadside 55m Is this the Dominator class ISD? the Im418 Immobilizer class interdictor is only 600 meters long.
  24. Is it just me or are the swamptroopers a little on the bright side? Oh well, I'm working on my own modification that includes some skins, maybe I'll add swamptroopers down the line, I've already got Imperial Army and Stormtroopers. Before I start implementing all that I'm thinking about changing the size and pop point cost of the formations as well as revamping the projectile system, and adding hardpoints to the ground vehicles. They'll be a bit bigger. (60 man Stormtrooper Companies, 20 Vehicle Companies, and 6 Vehicle Gun Batteries) I'll also be implimenting command modifiers (Simple as hell... Negative Population Values to let you bring in bigger fleets and ground companies.) and atmospheric capable Victory and Acclamator Class as well as ground based starfighter squadrons.
  25. Is your copy of Homeworld patched. You have to have it patched to 1.1 before it will work.

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