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Evil_Greven

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  1. Well, on occasion when I play Rebels, I usually stick to making CC-9600 frigates. Those things are death. A fleet of 10 CC-9600s, 10 Eidolans, 10 Heavy Gunships (corvettes), and 10 or so squadrons of B-wings are usually enough to decimate an enemy base. Or, as a friend of mine says, "Frig rush" heh. CC-9600s > all. -Greven
  2. As far as tactics goes, I usually go for heavy ships. As fast as possible, I research to frigate designs, then Rapid Fire Lasers for Lancers. In the meantime while that is researching, usually I will get both of my destroyer yards out. Next, I research for the ISD I, then immediately for the VSD I (I do not use the VSD II). Last, I research for cruiser designs, and my Fighter Factory has built a duplicate of itself by this time, as well as some squadrons of TIE Bombers to provide cap defense. From there, I research to ISD II, Executor-class SSD, to Assault Gunboats (my favored fighter class ships), and heavier frigate designs. Typically, I will have two Allegiances out just as the Executor research is completing, and I immediately shift to that. My usual fleets consist of: 1 Allegiance or Titan cruiser, 2-5 ISD I/IIs, 2-5 VSD Is, 5-10 Lancers, 5-10 Eidolans or other heavier frigate, as well as support from Assault Gunboats and Skipray Blastboats. When the Executor is built.. the game is over Actually, however, in some of my larger games, I've managed to LOSE the Executor-class SSD, and shortly after, a Sovereign-class SSD. I did eventually win, but they were fighting something like six cruisers (mediators and mon remondas) each, and over a dozen destroyers.. No idea how many others. I do love this mod Edit: The reason I like VSD Is is because of the missile salvos... I haven't noticed that they only fire one salvo... I'm pretty certain I've seen them fire multiple salvos. Usually, I keep those behind ISDs who soak up damage far better, but the VSD Is can provide an enormous boost in offense with each salvo. -Greven
  3. I'm almost certain the -RU thing is due to your resources going outside the maximum range of the variable that keeps track of RUs. Variables can only go so high (integer variable range on a Win32 system, for instance, is somewhere between -2 billion and -1billion to between 1billion and 2billion, I don't remember off hand). If you're hitting that many, then you're going to overflow--which will give you really strange numbers. Say you want to assign an integer to 3,000,000,000... it doesn't work. It will give you some crazy number, usually negative, in its place. That's probably what is happening. I imagine capping the number of RUs you can have at a point would work to prevent this. -Greven
  4. That's what I was afraid of. As far as the changes, I think I put them in the email I sent, at least for the cpuresearch.lua Also, I removed the print() calls in that function (I assumed it was for debugging). Then, AI worked fine. http://evilgreven.brinkster.net/poorally.jpg As for the two build.lua files... there is a max character limit, and I think it is for a segment of the script, as a limit of 859 for just the description is an unusual number to cap at. I shortened, without changing any meaning (mostly just shortened phrases or changed words to shorter equivalents) so that the main essentials (weapons count, prereqs, etc) would show up instead of jibberish. Descriptions I shortened: EMPIRE: -Victory I-class Destroyer -Allegiance -class Destroyer -Titan -class Cruiser -Tyrant -class Cruiser REBEL: -CC-5500 Frigate -Defender -class Destroyer -Mediator -class Cruiser If you want me to take down the links, I'll be more than willing to. -Greven
  5. Actually it's a problem with one of the scripts. Basically, a few typos. I'm sure Eville can get it working soon, but if you really want to fight the Empire, you might check out the thread further down called "Warlords 0.30 Patch 1 - Temporary Fixes." -Greven
  6. Yeah, I emailed him... but I guess he's on a different time zone or works days late or something. Several people who play with me told me I should post it, when I told them I got the Imperial AI working, so I went ahead and did. I did email him first, but I hope he won't be upset. -Greven
  7. Hey all, I hope the creator doesn't shoot me for this, but the Imperial AI not working correctly was really bugging me, so I spent a couple of hours working on it and the other issue annoying me (corrupted descriptions for some ships). So, here are the fixes for that. AI Fix: --this goes in homeworld2\data\ai\ cpuresearch.lua Ship Description Fix: --this goes in homeworld2\data\scripts\building and research\imperial\ build.lua --this goes in homeworld2\data\scripts\building and research\rebel\ build.lua It seems my server uses .lua so I had to upload them in ZIP format. Just unzip to the correct diretory. -Greven EDIT: Remember to keep a copy of your previous files (I usually rename it with .old, for example)

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