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JasonTL12

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Everything posted by JasonTL12

  1. higher is better/more for everything EXCEPT hyperdrive
  2. i've looked at some of the total conversions. apparently there is a way to change some of those things. i hope all of that wisdom is shared with us at some point. i've been fooling around with rebed, and its great, but i'd love to learn how to make a total conversion of my own. i'm new, if there's any way i can help in the development of newer rebed versions and testing of things for anybody, let me know. hopefully i'll pick up some know-how into developing my own TCs in the future. you guys do great work, i think your TCs are great, i just have so many ideas about how i'd like to start off a new game myself that i'd love to learn how to do that and help you guys out as well.
  3. the computer goes after the "most dangerous" capital ship first. it will go after ships with ion cannons & turbolasers (higher the ratings, the higher on the hit list) then turbolasers, then laser cannons. god knows a bulk cruiser can't do anything, but it has turbolasers, so it goes after that first, because turbolasers could hurt your capital ships more than the laser cannons on the corvette. your fighters have been trained the same way. pick your task force, ship, or groups of squadrons and right click the ship YOU want them to attack. if you hold down the ctrl key and right click ships in a certain order, your ships, fighters will attack them in that order, destroyin each in turn.
  4. 1. Does the presence of certain star fighters ie: Tie Bombers have much effect in a battle between capitol ships? Yes, they have an effect, especially when they can bring their torpedos to bear, but they won't employ them until after the capital ship's shields go down. Personally, i've found that bombers, especially against the computer, is an excellent deterrant. I'll build a bunch of bombers for Coruscant and leave them on the ground. With enough, any small to midsized Rebel fleet will turn tail and run, unless they have alot of fighters in their docking bays to take care of your bombers. 2. Why can't you assasinate rebel players after they have been captured? This is bull because they will eventually escape. think about it, assasination is one thing, interogation, torture, and murder in your own captivity is another. i really wish those were viable mission options, but unfortunately, they're not. 3. If you don't wan't your shield gens blown up by sappers, does the presence of stormtrooper regiments lower chance of rebel success? If not what does if anything. All troops help, the highter the detection value, the better. Generals also help. Ground based fighters also have detection ratings and are improved by ground assigned commanders, but remember, you do have only 30 characters for the whole galaxy, and not all of them can hold ranks. you also have to make a decision, do you want to spend that much maintenance and refined materials in building defenses on every planet you hold? or would you rather fill it up with mines and refineries. remember, if its assaulted and there's no defenses there, if you have a ship with a decent bombardment modifier and one or two squads of bombers in that ship in that sector, in a couple days, all of that maintenance is back in your hands with one good orbital bombardment. of course that system has to be loyal to you, which gets us back to diplomacy being one of, if not the most, important mission in the game. 4. Who cant be assasinated Luke and who else? luke, leia, han, mon mothma can't be assasinated. vader and the emperor can't be killed either.
  5. the only time i have had crash problems is when i have goofed on research values. make sure none of your research values are the same. when this happens and i go back and look at what i've been editing, its usually because i have like two 5s for research values for Imperial ships. take your time, do one thing at a time, save it, load it, start it. if it works, great, go change a few other things. doing it systematically and testing after every certian section you change is the best advice i can give you.
  6. mon cal is difficult to repair, so if damaged, it takes a long time to repair, but it also says "most reliable in combat". the mon cal had the highest in the game, and higher is better. the only thing that lower is better is hyperdrive.
  7. for planets like that, assault and diplomatize once you've done more important things.
  8. i had this problem the first time i play, because i was too into getting started instead of reading the users guide. alot of rim systems are uninhabited. those with a loyalty bar can be diplomatized, those with out can simply be colonized. you must put a troop carrying ship in orbit and MOVE a troop to the planet from there, not assault it. but that's not the end. once you do that, you send a facility to it from a construction yard. when that is deployed, you have 100% loyalty and you can freely move troops or whatever on and off. if you take your initial troops off without deploying a facility and getting that loyalty, it will go back to neutral, as well as effect the surrounding systems' loyalties to your side.
  9. when in doubt, try taking out the general first. a han and chewy team, one mission, and one decoy, is also usually a good bet to do any kind of espionage or sabotage mission, but not always, so be careful. force users can be trouble because other force users can detect them. whenever i play as the alliance, han, chewy, and luke are always together, luke getting foiled, raising his stats, han and chewy sabotaging everything in sight to keep their espionage and combat stats the highest of non-force users (unless you get a goofy game where chewy can be a jedi, lol). if you're the empire, pick a fantastic pair or two for two-person teams and "train" them on easy planets so the will be good agents later in the game.
  10. When I do a sabotage missing what is the most important attribute? Combat, espionage, or leadership? Espionage to not get detected, espionage and combat to sabotage. When I do espionage mission what is the most import attribute? Combat, espionage, or leadership? Espionage, espionage, espionage. When I do diplomacy I know it is about diplomacy only. Yes, and the combined attribute of the whole team plays factor, although if successful, only one agent is responsible (and gets a stat boost if its a character, which for diplomacy, it always is). When I do an uprising what is the most importance attribute? Combat, espionage, or leadership? Leadership is most important, but espionage helps them from being detected getting into the system and not getting noticed while they're there. When I do an uprising put down what is the most importance attribute? Combat, espionage, or leadership? Leadership, leadership, leadership. BUT, people can get hurt or killed being on your own planets that are in uprising, so to put down uprisings, its good to have good combat as well. Uprising misions work with combined team attributes too, so a mass sobdue mission should work better and maybe even faster than just one character on your own planet. This is offset on enemy planets because you don't want to be detected and the more members of the team, the more easily it can be detected. Does it matter if any character is a rank at the start of the mission? Not at all from what i have experienced in playing for years. What affect does having a general or commander on the planet you are trying to sabotage or spy on? Generals enhance troops' ability to detect and foil. The espionage rating of the general enhances the detection, the combat rating of the general increases the chance of capturing or killing your mission agents. Commanders do the same with thier ground-based fighter squadrons. Which missions do the attributes go up on? I know diplomacy. All except Researh and Development and (i think) Jedi Training. The attributes need for that mission go up. Diplomacy for diplomacy, espionage and combat for sabotage, combat for abduction/assasination/rescue, leadership for incite uprising (when the system goes neutral or to your control), leadership for subdue uprising, leadership also for sucessful recruitment. Notes: Being a good decoy depends wholly on espionage, but you must be able to do the real mission. Espionage always helps in not getting detected doing the mission, whether or not you need it for the mission (this is why you need espionage to be a good decoy). Combat is very important in not getting your ass captured, killed, or destroyed (special ops), even if you don't need combat for the mission. Also, all of these things are explained well in the Official Strategy Guide as well as many good strategy guides, walthroughs, etc that can be found on the net. You should think of doing some reasearch of your own and reading a bit, and also test within the game itself. Do a sucessful mission, see which stats went up for the person who was responsible for the success of that mission (which is not always necessarily the person that reports to you).
  11. My games tak forf@%&ing ever, pretty much because I enjoy taking over the ENTIRE galaxy before striking the final blow.
  12. Hi all, new here, just looking around. I've had a few times where natural disasters really pissed me off. Over a thousand days into a contest and i'm kicking ass, Rebel HQ is still on Poderis (tucked nicely very far away from anything Imperial) where it started with 14 energy slots, enough to build 6 Gencore IIs, 3 KDYs, and 3 LNR IIs and hold the HQ along with one advanced construction yard, just for safety's sake. Almost nothing short of a death star was going to penetrate that, and BAM HQ and like the consruction yard was all that was left after the natrual disaster. Same has happened to super shipyards of 12 or more to me, which just blows, but not as much as losing the most defended planet in the galaxy after so much time and effort in researching and building those defensive facilities. In playing the game for years, one thing i've noticed is that the randomness isn't so random. Events are prescheduled by a couple days and the results will always be the same UNLESS another event somehow changes the randomness. Wierd, I know, but what I mean by this is that if a natural disaster happens, go to your last save point, if you do everything EXACTLY as you did, the same thing is going to happen, pretty much without question. If you save your game the day before the disaster hits, reload it and send one espionage mission with Bothan Spies on the home world where they're stationed, when the next day comes, there's a good chance that the disaster may have been averted. If one mission doesn't work, try two or more, but one usually works for me. The also works in recruiting, for every time a recruiting mission comes up, sucessful or not, try the same thing by saving the say before and doing esionage mission on our OWN planet. It will change the outcome (usually) by either recruiting someone if it was unsuccessful before, or recruiting someone different. The stranges thing that I have noticed is that there is a certian list for ever recruiting mission day. This is an odd effect, I personally consider using it for an advantage as a sort of cheating, but if that natural disaster destroyed all of what you were trying to do in a certain sector, this can be a way to get past it. P.S. In terms of protecting Coruscant, you never need a huge fleet, although I love having one there. Especially if you're playing the computer, if the opponent fleet runs into enough fighters, it will run as fast as it can, even from the pathetic Imperial fighters. Its always good to have at least one Big Gun ship there to inflict damage and to hold an admiral, general, and commander to help detect and foil missions and give your fighters speed enough to inflict some damage before the opposing fleet can get into hyperspace, but a big fleet isn't necessary, just enough fighters to scare anything that comes around into hyperspace. Later all.

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