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JasonTL12

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Everything posted by JasonTL12

  1. Yeah, basically you are stuck with the slots for all the characters. In order to "add" a character, you'll have to sacrifice another character. My advice would be to use the slot for the character you're willing to give up, save the card, and then get to work on making it the card of your "new" charactger. I believe there's a "how to" to help making your own cards in the "cards" section here on the site. I also think that the same or similar "how to" is in the most current RebEd help file, which should still be in the download section. You may run into problems with not being able to fit the name of the new character and also run out of space for the encyclopedia entry, but there is a patch to fix that problem in the downloads section as well. Good luck.
  2. Hi there. Currently, the latest version of RebEd only has a few of the sounds of the game mapped and in the RebEd program itself to modify. Wave files for the game are spread thought the diffent application extension files, or DLLs, which are in the main Rebellion Folder. To listen to and edit/change these sounds, you need a program like Resource Hacker, wich lets you view (in this case, listen to) files and replace them with other files. I recently learned how to do this, and I'm editing text, pictures, and sounds thoughout the game. It can be tedious and tricky to learn the nuances of DLL editing for someone who hasen't don'e it before, but once you learn how, a whole new world of modding possibilites for SWR open up to you. Good luck
  3. Thanks for helping me out, the suggestions are helping me out very much here in my planning stages. 1. Yes, I'm thinking of a concept, but I'm thinking of many and they keep changing as I go, so, I've started small, changing things in the DLLs (things that cannot be changed via RebEd) that I know I want changed, regardless of what the end concept will be. 2. I think I've done a good job mapping the original game DLLs and categorizing things that can and can't be done in RebEd. Maybe I'm starting backwards modding the DLLs first, but I like that chaning the DLLs pretty much "hard-wires" the changes, not having to rely on saving and loading changes in RebEd. I'm getting as comfortable with ResHack and PE Explorer as I am with RebEd, and this has opened up so many more possibilities than the current version of RebEd alone. 3. Right now, I don't have the Protectorate installed. Like an idiot, I took it back off to start modding the original game without saving the cards, duh. I could probably find most of the info in the DLLs in terms of cost, maintenance, and armament, but I think I should save my work so far, reinstall the protectorate, look around more closely, and save all the cards so I have them for reference. Then, take it off, reinstall SWR and put my modded DLLs back in and go from there. In terms of the AI building a Death Star, it seems that the AI enjoys building new ships that have been researched (at least in terms of fighters), if it has the resources. Since the DS II is bigger and badder than the first DS, it should take some research. If i set the research value of the DS II up a bit, would the AI be more apt to build it (if the settings are right), or am I way off base here? 4. You know, I noticed that you can change personnel location by changing slots (eg, Carlist Rieekan in Jan Dadonna's slot to get him on Hoth in the Protectorate). Why I didn't realize you can do the same with ships is beyond me, another duh on my part. Rebels usually start with a couple Crvettes, a couple Transports, a Bulk Cruiser or two, and an Escort Carrier or two. Maybe putting the Mon Cal in the Escort Carrier slot would give me one or two at the start, or just scrap the Bulk Cruiser, put the Mon Cal in that slot, and put in a Mellenium Falcon would be ever better. 5. I did a google search for Cool Edit. I didn't know much about sound editing programs at all, so this should be fun Thanks so much. 6. Thanks, that's pretty much what I thought, but it was worth asking. Would be cool to be able to do it to set up scanarios, but every thing like that we do takes some of the randomness and fun out of the game. Again, thanks so much Mask, your tips and explanations will help me out immensely as I keep working on this project
  4. Hello all, hope everybody is doing fine this weekend. I've been a SWR fan since it came out. This past year I started playing again and found RebEd. Fantastic work that all of you do on the programs, running this site, helping others, and just loving the game and making it more interesting and fun to play. I've been tweaking RebEd and am now pretty comfortable with it, but just recently have I dowloaded ResHack and other DLL editing programs, picture editors, and 3D ship modeling sofware, which I'm still really a noob at, but with a basic understanding of these programs, the hours I recently put into mapping the original game DLLs and the modified DLLs from the protectorate (to see what and how things were changed), and going through the first five films that I have on DVD recording caps, vids, and wave files, I believe that I'm ready to start my own TC, nothing too drastic (not really changing or coming up with a whole new storyline), but just making the game more asthetically pleasing, and more difficult and fun to play, on both sides of the galaxy. So, now I'm asking for a little help on beginning. Pretty much some general questions and a couple more specific ones. I hope some nice people out there can help me get a good start and give some aid when I really need it down the road. So here goes: 1. I would love any tips on exactly where to start, meaning how should I progress through the steps of my modifications? Is it better to start out in RebEd, making and changing my cards and modding my galaxy the way I want, or should I just dive deep into the DLL editing first, and then clean things up through RebEd? I'm planning on doing the ship modeling last, because I'm least knowledgabe about that, and I figure I can do most of the other things, then learn more and ask for help with that later on. Any suggestions? 2. In general, is it better to use RebEd to change the things that are currently available in the program or to change them right withing the DLLs themselves as I'm changing other things? 3. I know there are no upgrades for the computer AI by looking thoroughly through the forum, but I have seen comments about more aggressive AI and I know that in the Protectorate, you can have them build Death Stars, whish the computer usually won't do. So my question is, in general, tweaking what settings will make the AI better/more aggresive, and, more specifically, if i play as the Alliance, what do I have to do so that the Empire will build a Death Star? 4. This one is a bit more specific. Having personnel starting on Hoth in the Protectorate baffled me for a while, until I recently looked closely and saw that Hoth really is Yavin, its picture, name, surrounding system names, and sector were just switched, duh on my part. I know that you can't take much of the randomness out of the game, which is what makes it fun a lot of the time, but I was wondering how you can get specific ships to be present at the start? I know the location, at least for the rebels, would be random, but in the Protectorate, the Alliance always has one Mon Cal somwhere, and the Empire has a SSD over Coruscant. Please tell me how that one is done 5. If I would want to change the starting location of Luke and the others, like on Hoth in the Protectorate, does anybody have a libraby of C3PO sounds or know of any voice modding programs that I could record a new wave and have it sound like 3PO so that the briefing will correspond to the new galactic settings? 6. Oh, one more, sorry. I've noticed that, in the Protectorate, Tatooine is charted, has a population, and is neutral (that was a nice touch ). How was that done? And, if i would change the sector and systems to have characters start out on Hoth, or any other planet, is it possible to make Yavin charted and populated, and maybe even still under Rebel control, even if all troops and personnel have been evacuated? Along the same lines, if that can be done, is it possible, if playing as the empire, to have Endor charted, populated, and under Imperial control to make a secret base for the Death Star II? Thank you so much for reading this, and any help would be greatly appreciated Again, love the site, and I'm no programming genius, software expert, or talented artist, but if there's anything I can do to help the site or any of you on any projects, I'd be happy to. Hope I get some replies in the forum, and I'm usually on MSN Messenger jasonlaviolette Yahoo IM JTL12102005, and my emails are the same names at hotmail.com and yahoo.com Thanks again
  5. han always has jabba's price on his head. bounty hunters are always after him. it says that in the manual, and its true, its part of the game. and why would you have somebody as good at espionage and combat as han anywhere in the outer rim? get his ass into the core. make up a fleet where he, chewy, luke, and your other personnel good at sabotage and espionage can scoot from planet to planet and cause real havoc, disrupting the empire's abilities to put fleets, defenses, and manufacturing bases together. use him as that fleet's admiral and luke as your commander while you engage over hostile worlds, then unleash their abilities on everything on that system. raising their stats higher. maybe use him to move people around at top speed in the Falcon, but don't waste him and his abilities sitting around a secret base doing nothing or just in a command rank, that is useless for him. if you're going to do that, take leia away from doing diplomacy and put here there to do nothing too. the bounty hunters will give away your secrets when they attack him, but at least that way he and leia might make some jedi babies in the process
  6. really? an lnr opened fire on a ship during an assault? i've never seen that happen. i do know that lnrs open fire on troops while they're assaulting
  7. time they can't heal in hyperspace, so don't move them or have them in a moving ship. they'll heal at a rate of 1 combat point per day. when they're back to where they started in combat, you can use them again. people strong in the force will heal faster, 2 points a day, twice as fast, normally. but they just have to sit, which makes them vunerable to assasination/abduction etc. but you just have to wait, there's nothing else you can do.
  8. personally, one of my main fleets, especially at the beginning of the game is one of anti-starfighters. enough corvettes, carracks, lancers, gunships as i can get up and running. put some good characters in it. i call this a Havoc fleet. i'm talking several task forces when you go into tactical mode. a fleet like this can't stand a chance against a true fleet with warships, but i can scare off small fleets if there's enough laser power, and it can quickly dispatch any fighter garrison unless the garison is huge. use your characters to destroy everything you can on that system. if you see a fleet coming, get out of there. as you build more shipyards, you can build bigger and better ships to add to the fleet or replace some of the ASPs. escort carriers filled with fighters are also a good choice as things progress. personally, i love ships with speed. i look at hyperdrive ratings and try to group ships in that sense so you're not wasting time. especially if you want to get from planet to planet as quickly as you can, causing as much havoc and destruction as possible, this is a good rule of thumb. ships with 60 hyperdrive are great. assault transports en mass can be a fun fleet to really frustrate that rebel scum. good characters and special ops galore, you can really get underneath your opponent's skin with a fleet like this. i like to keep my defensive fleets balanced. you need a strong command ship, a decent amount of fighters, and don't forget those anti-starfighter platforms, especially if you're the empire, those rebel fighters are much better than yours. a few victory class in every defensive fleet in every sector works well. with a HD of 60, great bombardment, and ability to carry a few squads of TIE bombers, leave your mines and refineries unprotected to you can can get as much maintenance as possible and don't waste money on troops and facilities to defend only mines and refineries. when the computer invades, scoot on over with the victory classes and blow the whole garrison to smithereans. playing another person is a different story, good bet they're not as stupid as the AI. and never underestimate the power of fighters en mass. enough fighters, especially with a commander in a command ship, can really cause some damage, or at least scare the enemy fleet into turning and running.
  9. turbolaser batteries do actually fire when your planet is assaulted by the enemy. but, instead of firing on the ships in orbit, they fire on the troop regiments that are trying to take control.
  10. i run SWR on win xp and one click anywhere in the galactic information display shuts them up. glad i haven't gotten stuck with this problem, listening to that breifing over and over would drive me mad
  11. playing as the alliance or the empire, i always put construction complexes, so i can get those important mines and refineries built and build a nice sized pool of resources, and defending important systems as a priority. i get my garrisons, defensive facilites and fighters where i need them. build small but good bombarding fleets (a victory with 2 TIE bombers in it is fantastic) for every sector so you can easily and quickly bombard away those garrisons after assaults. then i start making my huge, heavy firepower fast fleets to go around and take control of everything and find that rebel scum to i can kill them all
  12. when i play as the alliance, i am usually able to get luke to jedi master and to 1000 or over in combat with any luck. one or two mass training missions with your discovered jedi, and they should all be masters, most of them on the first mission. darth is a whole different story. you have to "train" him pretty hard to get his stats up. you can get some of your sith up to student, maybe even knight with darth at his original stats, but good luck getting them above that. with rebed, you can up his force level, as well as his beginning stats, which i would imagine could help the training process immensely. although unseen in the game, i'd go by the general rule that one cannot train another to surpass his own ranking. so darth could only train people to his own level. even though he's a master, i think its more the stat increases that count. this really frustrated me the first couple times i played as the empire. i recruited and found all my sith, and then training went well the first couple times, but then it came to a halt, hardly anybody would get stronger with the dark side. since then, i have used the emperor for diplomacy and sent vader to sabotage everything in sight to up his stats (use rebed to change palpatine's beginning diplomacy stat, he was a senator from naboo, his diplomacy should have been higher than that anyway) you can also let the emperor train sith too with rebed. hopefully one or a few of these suggestions could help your training progress
  13. yup, you found it, save the day before its going to happen, do an espionage mission or two with some bothan spies, with a little luck, natural disaster bypassed, i found that a lont time ago, works nicely. i feel like its cheating, but when you've worked so hard and have a fantastic HQ or a super shipyard base, it really does suck.
  14. have you tried Alt+Tab?????? works for me, maybe just open another program like windows explorer, when you alt+tab to that, you'll be able to get back to your desktop. it works for me
  15. yes, its very very addictive. every once and a while i get to that point where i keep playing and playing, and everything else seems to fade away. i think i have a problem. are there any support groups or specially designed 28 day rebellion detox centers or 12 step rebeliholic programs????
  16. learn how do manage your resources on your own lol or, go into redbed, and change the production rate for the refineries and/or mines i've done that, the effect was pretty cool, especially if you just change the refineries, now, if the damn computer gives you twice the mines than refineries, you can still get all of those raw materials ready to be used instead of having to build twice the refineries to get all of those excess raw materials refined.
  17. play the game more and more. practice, practice, practice. even with the randomness of the game events, you'll get the hang of what works best for you in certain situations. also, keep tabs on the characters that you're using in the missions. as they're stats go up, your strategy will change. the number of decoys needed and even goal appointed team members may go down as you're character's stats go up.
  18. the most important thing to me is construction yards. every sector has a system with 8-10 construction yards for mines and refineries. without the maintenance and materials, you cant build your ships. i also build a super training complex early because you get the ATF first and you can build all your troops (i do some planning and i try to streamline my military power, especially with the minimum troops i can get away with to have what i need to build fighters and fleets). keep it, when you need it you can build things quick. it can also be a good idea to have one training facility with your contruction yards to quickly build more special ops for that sector. its always good to have one advanced shipyard at those sites too, they can help build/replenish your fighters and it greatly helps if you have a combat fleet that's taking some damage. get it to the nearest shipyard and let it repair. i also usually build one "fighter base" with about 6-10 shipyards and protect that as my back up to my capital ship building complezes, 12 shipyards and 2 gencore IIs. always a good garrison and a general on those. i also like the 2 gencores, 1 LNR. 1 KDY setup on my sector bases. i always have a general on those systems in the core, but there's not enough people to go around for all of the rim sectors, so a bunch of sullstan regiments in the core is cheap and effective. building too many super complexes has gotten me in trouble. sure you can build things fast, if you can keep your maintenance points and your refined materials up, but its easy to go overboard. that's why i first concentrate of getting all of my troops out of the way and getting those construction yards working on mines and refineries. i don't defend my "maintenance" planets (the ones with only mines and refineries. if assaulted, a good ship with some y or b wings in it takes care of those garrisons quickly, and you have a massive construction yard there to quickly build anything that has been damaged in bombardment or sabotaged.
  19. if we ever find a way, we need to get that into rebed, that would be fantastic
  20. i used to get han to take them to the HQ and recruit with MM, but i've changed that strategy. lately, i've been letting MM do all the recruiting, i set up my HQ as a mass research center so when players are recruited they can can to work safely. i send most of yavin into one core sector and get them to work. leia and jan diplomacy, han and chewy espionage and sabotage, and i "train" luke as much as i can, by sending him in alone and getting foiled, its the best way to get his force and stats up. try to get him to the point where he can encounter vader and come out uninjured or captured, at least 180 combat, but 200+ is optimal. keep han and chewy on that espionage with as many bothans as you can, so keep track of vader, and while doing this, try to scrounge up and build ships for a fast and strong fleet, when luke is ready, get that fleet moving towards vader so luke can train on him, this really boosts his stats. i've had him over 1200 combat before going to learn from yoda already, when he cam back, he found all of of his jedi at the HQ and in one training had all of them to master, including leia because you had him learn his heritage from vader. luke is definitely wasted on diplomacy, the alliance has enough diplomats, leia and jan can get one core sector under control with some sabotage help on empire garrisoned systems. keep most others in the rim, except your other good sabateurs and espionagers, and some command rank characters to defend that critically important core sector. i enjoy taking control of the whole outer rim. that with one core sector, leaves the empire with only 5 sectors to build their whole military. i feel its a good strategy because the alliance is week in firepower at the start. but after getting luke to where he's unstoppable and training your jedi, your research has given you access to bigger and better equipment, and with a little defense and building your maintenance pool, you can then start building massive fleets to take over the rest of the core and eventually on to sesswenna sector and coruscant itself. this strategy is a favorite of mine, but, of course, you have to make your own decisions on what works for you. but i definitely advise training luke as fas and furiously as you can. keep han and chewy with him just in case something bad does happen, they can rescue him.
  21. do it at the start because the empire is sure to move diplomats in at some point. BUT, when you're playing the computer, if you look closely, some systems are loyal to one side, but just barely. if there are no troops on a system like this, that loyalty will shift when a the computer puts a troop there (which it does after a while) making it a good target for an incite uprising mission, when it wasn't at the start. the computer does this when it is the empire or the alliance. a real person would probably never do this. i always try to get it more loyal with diplomacy first and then move troops in if its a planet i'm going to defend with military units, unless it is a very important system for me to keep control of early, then i'll risk it, but i'd be sure to put a decent garrison there, not just one or two regiments. this is the only time i'd wait. if you're using diplomacy in a sector and you gain some planets, you can affect opposing planets and get to into or near uprising as well, so then send other missions to those systems. when you liberate a system, this effect is greater in the sector, so, again, send new missions to other planets. these are related somewhat to the first effect and also they're common sense, and you use your incite missions whenever you can, that can work very well, especially when you're the alliance. but take your time and see if what i mentioned first happens. i assure you, if a planet is loyal to the empire but close to being neutral, they will send troops there, making it a prime incite target.
  22. admirals improve capital ship performance in tactical mode. this included speed, agility, and even firepower and damage control. i don't see why, but i may have something to do that an admiral may make the aim of ships better, hitting what they want to and important systems better than the ship on its own. this is dependent on leadership. admirals also enhance the detection and foiling abilities of the capital ships in their fleets. this is dependent on espionage and combat ratings. generals improve ground troop ability to defend their planet. they also improve the functioning (i.e. power) of shield generators, ion cannons, and turbolaser batteries on the ground. generals also improve the troops' abilites to assault a planet if they are a general in a fleet. all of these are dependent on leadership. generals, on the ground or in a fleet, improve troops' abilities in detecting and foiling missions. again, dependent on the general's espionage and combat skills. commanders increase fighter squadron performance in tactical mode. this is one of the biggest differnces i have found in the game. test this as the alliance, since all of thier fighters have a hyperdrive and are undocked as a battle begins. if the imperial fleet turns and runs because you're stronger, without a commander, the imperial fleet will be gone by the time you're fighters are half way to the other end of the battle space, with a commander, you can not only get all the way across, but infilct some damage by the time the imperial fleet escapes into hyperspace. i read somewhere that not only leadership is a determining factor of how well their fighters perform in battle, but also combat. if you don't believe that, take a look at your characters, most of the people that can be commanders have good espionage and combat skills. there are a few exceptions to this, but not many. commanders also help their ground based and fleet docked fighters detect and foil missions, again, this depends on espionage and combat ratings, not leadership. so, as you can see, command ranks can be an extremely important part of this game. its such a shame that there are only 30 characters per side and only about 2/3 of them can hold ranks. in a huge galaxy with 20 sectors and 200 systems, that sure spreads you thin. it would be nice to have a general in each sector protecting each system that has your manufacturing faciities for that whole sector. a commander too if you'd have the resouces to put fighters on the ground in that system. every one of your combat fleets should have an admiral, a general and a commander if you're carring troops and fighters in that fleet, especially if you want to assault planets. also, alot of your command rank eligible personnel are needed for research and development, diplomacy, sabotage, espionage, etc. if you're like me and you really try to defend your headquarters, you have troops and fighters on the ground, and a fleet with capital ships that also carry troops and fighters. general and commander on the ground and an admiral, general, and commander in the fleet, that's five characters right there. having someone holding a rank is never a waste, and you should put someone in charge of something on an important system if you dont' know what else to do with them. its just such a shame that there are so few to go around in this extensive galaxy.
  23. i can't give you a specific number, but more troops can help. but moreso than that, fighter squadrons and/or a capital ship patrolling the system seems to help more. at least this has been my experience. and i agree with alot of the posts, diplomacy, diplomacy, diplomacy. and try not to spread yourself too thin in terms of maintenance points and raw and refined materials.
  24. i've read some places that it really doesn't matter. and you're right about stats being pooled for sucess for a mission, but R&D doesn't have anything to do with stats, only the ability to researh, and even looking at the research levels in rebed, i don't know, and don't think that these would rise as R&D missions go on. but think of this, if you put three people together on a research mission, only one reports, maybe every report would be a positive one, i've never tried, but if you have three seperate missions, even if on the same system, you get three reports for the price of one, and even if one or two of this is no progress, i don't think you'd be losing anything. i think of R&D kind of like diplomacy, with an unseen bar going up and up as progress is made until it hits 100%. just as if you sent three diplomats to one system, with three sucessful reports the diplomacy shift will be alot more than if you had one sucessful report with a team of diplomats working together. remember, the sucess or not is affected by pooled stats, not the level of success, or at least this had been my experience. three diplomats working seperately on the same system will finish that system off much faster than a team. this i have tested and it seems to work this way for me. i think of R&D the same way, so i go with seperate missions, and from what i've seen in the games i've played, in all areas my R&D is usually ahead of my opponent, although that's hard to judge. i think i just cofused myself, but i hope this may help you a bit, lol.
  25. my advice to you is get rebed so you can easily look at all the ship values and you can answer alot of your questions for yourself. you can change the things you don't really like too. also, you're going to have to figure out the best strategy that works for you. play more, see what works for you and what doesn't. remeber, you're in charge of your side, be as aggressive or as conservative as you want, Grand Admiral, but be original. make it your game, noone elses. to answer some questions, the Bulk Cruiser is USELESS. well, not really useless, a good strategist and tactition finds a use for everything, but i wouldn't make many, if any, more than you start with. as for Yavin, unless it is really worth saving, i mean 12-14 energy and you have some construction yards in a close core sector so that you can send defensive facilities to it FAST (and preferably a construction yard on yavin, a shipyard to build a few quick fighter squadrons would be nice too, but good luck with that) evacuate it, get as far away from that planet and the whole sector as you can. the empire will eventually come to invade it, and they will be espionaging the whole sector the whole time. unless it could be extremely usefull, just let it go. i'm sure you can use all the personnel, troops, fighters, and fleet elsewhere, and make sure to scrap all of the defenses on it if there are any before you leave, that way, when it is invade, you can just mosey a fleet over there from a nearby core sector, and blow the troops to hell if you want it back.

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