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DarthTex

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Everything posted by DarthTex

  1. I guess those values depend on when one was born; otherwise for me I guess you'll be yelling FLAME ON!
  2. Well, I think it's mainly a giant compromise between game mechanics, semantics and how the SW universe works. Unfortunately in this game, a "system" and a "planet" are the same. Now if "systems" could be depicted as true "solar systems" with multiple "planets" therein, it would bring more tactical gameplay into effect. Interdictors (while still being effective "locally") wouldn't have a large impact on gameplay as they currently have. Unfortunately, I think the complexity of the game would grow, which at the time of Rebellion, was way out of its league. I haven't really played any other RTS space fleet games to know "how" this would best be handled. Maybe putting something together with hyperspace routes (faster travel when using these) as opposed to the "current" method of hyperspace travel. Personally, I think a specific "survey ship" would be cool to "map out" hyperspace routes for your side (other than those already galactically known). The Empire had secret hyperspace routes to the Deep Core the New Republic didn't know about. And as someone already mentioned, maybe there could be a way to "gain the knowledge" through espionage? Also, I think it would be interesting to have "toggles" for the interdictors, such than you could turn "on/off" the interdiction fields on specific interdictor ships in your fleet. Personally, if the interdictor is "interdictoring" it should't have so much excess power to be firing gobs of weapons; defensive lasers OK, a few turbolasers maybe, full broadsides - NOT. Interdictors could have a localized "sphere of influence" (probably "normalized" for game play), such that you might need a couple in order to "interdict" an entire enemy fleet. Besides, if you have a large fleet, the enemy might not notice an interdictor hiding amongst the ships, at least not until it's too late. The current red/yellow pinwheel effect constantly going is always a dead give away; plus why have two (ususally), because one is enough. Just some more things to expand upon and detail out such that a new Rebellion 2 would be so much more fun
  3. Nobody likes to watch the old "classics" anymore ... (i.e. The Story of O, Behind the Green Door, etc ...)
  4. Maybe it was modified with a HIMS? THAT needs to be added to Rebellion 2! It could be a researched item. After it's researched, you could have it built on your ship as a mod. Maybe research 2 or 3 versions for large, medium and small ships. Of course you would have to sacrifice something to get this do-hickey onboard. Large ships could sacrifice troops or fighters, the same with medium ships -or- some hull points -or- both, smaller ships would have to sacrifice hull, engines, shield generators, whatever. You could only install the appropriate size HIMS to the correct size ship (i.e. no small HIMS for small ships on an ISD). One size does not fit all. It would cost a small fortune to outfit your entire fleet, but to add this just to your most important ships could save them if there was an unfortunate ambush.
  5. I think I'll have a heart attack so she'll use her "defibrillators" on me
  6. Just like when Jedi Masters Mace Windu, Yoda, Obi-wan Kenobi, and Jedi Knight Anakin Skywalker were all sitting three feet in front of Supreme Chancellor Palpatine at his desk, debating the existence of a Sith Lord ... ... BTW, yesterday was Peter Mayhew's birthday!! Too bad they killed off Chewie in the NJO http://www.prepaid-kostenlos.de/prepaid/Starwars/4.gif
  7. I was "researching" with RedEd, messing around with capital ship build cost/maintenance. On a whim I set both values to 1 for the Imperials to see what kind of fleet would be generated for me. I was surpised to start off with 57 ships (about a dozen ISD's, a dozen & a half VSD's, and a plethora of the others), which leads me to believe that there is some "random range" of the number of build points allocated at the beginning of the game used to then randomly select ships until they're used up. If this "seed" number & range number could be identified, then it would be possible to change this value to get more ships at the beginning of the game without directly changing the capital ship data file. Is it worth tracking this down, or just sticking with using RedEd on the data files? Also, if one was to do this only for the enemy ships, approximately how many enemy ships would be a threshold for a really tough game bordering on an impossible game; 10+, 20+, 30+, 40+, 50+ or more enemy ships (and of course, loaded with troops & fighters if they're capable)? Even with the AI as stupid as it is, it wouldn't have to be all that smart if loaded down with gobs of firepower (I would hope, but you never know). Has anyone tried this before?
  8. I don't know if this will help or if you've even seen it yet, but ... have you checked out Wiki Rebellion:Windows_Vista? My next suggestion would be to "de-grade" to XP Pro instead of Vista
  9. I hope the authorities have his buddies over in klein Basel under watch. That area is rumored to be heavily populated by Mid-Eastern type gangs & such. Hopefully they won't sneak over the border and try to get ya Eagle
  10. That has a nice ring to it Rob!
  11. I'm not sure what to make of this Other to say "Fascinating!"
  12. Zurich Chamber Orchestra : Roller Coaster
  13. Are you "cracking" the source code? Because I see no way of "adding missions" without doing so. Adding/changing data in files to get a new galaxy configuration or change unit stats (or add characters as you have stated) is one thing, but this ... ? I wish you the best of luck
  14. Happy birthday to George Lucas!! George, let me make your birthday wish for you Let the SWR communtiy have the source code to Rebellion, or please develop the version of Rebellion II we all wish for in our imaginations ... AND SOON!! Thanks
  15. Good gracious Rob! With the way Americans drive, the country would be destroyed by the end of the day! What I was trying to get across was to have more nuclear power plants (better than the old ones that we're still allowed to use ... so far) to generate electricity, so the population can have electric cars I'm sure we'll never totally get rid of gas or diesel, but oil imports could be dramatically reduced if city/urban settings used electric vehicles (where short range driving is the majority). Nuclear cars?! You crack me up Rob!
  16. Wow! Where should I start? This could take some time Instead, have you visited the What are people's 5 ESSENTIAL wants for Reb2? thread? There are many good ideas there (not necessarily all of them though). I don't want to waste time & space re-hashing everything that's already been stated, so make sure you check it out. I like the idea of making the game more detailed, but I think it needs to keep the same ... "overall scale" it's in. Basically keep the game galactic with the "smallest" actions system specific (like the ship tatical battles). Adding a ground assault scenario would be nice, but nothing FPS (first person shooter). Empire at War's (I've never played it) ground assaults from what I've seen are "too detailed". Controlling individual hero's maybe taking this too far, but otherwise something along those lines. In fact I may go add some more ideas to the What are people's 5 ESSENTIAL wants for Reb2? thread!
  17. The US has "gobs" of oil to drill, it's just the uber-tree huggers & their $ to politicians that prevent us from getting at it, plus even "thinking" of building infrastructure (pipelines, refineries) for it. There hasn't been a new refinery built in the US for over ~30 years because of the laws & regulations (unless, of course you're willing to wait the 10+ years for it to be constructed and pay double whatever the price of gas is when it finally comes online). Even as I type, China and Nigeria are preparing to drill off the coast of Florida for oil! The US could be oil independent; the question is will we pay until it is possible, and how long will it last? Ethanol is NOT the "renewable" resource it's made out to be. It actually take more energy to process & deliver it than it's worth. Plus, there's the drop in the "food crop" to make it. Some would say it is immoral to make fuel from food crops when there are people starving in the world. I just don't think it's smart to use more energy to make it than what it will produce. Plus it is said to generate more CO2 "green house gas" that oil based gas (if you fall for that global warming scam). Even the environmentalists are having second thoughts on wind farms (another "renewable" energy source), as having oversized avian cuisinarts isn't all that nice for the local bird populations. I'd prefer nuclear myself (fusion should it ever be perfected, but as a necessary evil fission). Ever since Three Mile Island everybody is scared out of their wits (just a small reminder: technology has advanced in the last ~30 years!). (I shudder to say this next sentence, but ...) France has ~80% of its power needs from nuclear power. (** knocks on wood **). With more nuclear generated power, it would be possible to have "fleets" of electric vehicles such that the "oil beast" would be off our backs. Of course the conspiracies that come out are that "Big Oil" is surpressing technology and influencing politicians along with the auto industry to keep this from happening. Maybe ...
  18. Has there ever been a decision? I start recruiting immediately every game, the only thing to decide is how many people are going to be tasked to do it. Why would you want to wait? You need those characters for vital functions (especially R&D)! The choice I see is whether you put a number limit per side to keep things balanced, or make it get as many as you can. Which works out well if you have characters that could be recruited by either side.
  19. It's nice to see people still researching and reading ~2.5 year old posts That's an interesting observation. I'll have to keep that in mind during my next game.
  20. Great news Rob! Are you going to get to keep your apartment and roomies? I hope you did well on your finals! You do know someday you're going to have to get a real job and join the rat race with the rest of us?
  21. Don't forget to "mirror" the galaxy so it resembles the more "canon" SW Galaxy maps I sure hope you plan to have more "sectors" (maybe double ). If possible you could even vary the number of systems per sector. If you use better, smaller, more defined icons for the systems & their status, maybe you could put between 10-15 systems in a Core sector, and 5-15 in a Mid/Outer Rim sector. Just a wild hair Good luck and keep up the good work!
  22. Since you're working on characters first; don't put a limit to the number of characters per side. Maybe make it open ended in some way (read until EOF?). Are you planning to have multiple factions (i.e. pirates, other mini-fiefdoms, etc.). The reason I ask, maybe you can have characters that could be recruited by more than one side; make it a "first come, first recruit" type of scenario. Also, if the ever go "traitor" you can actually get them to switch sides. Each faction would start off with their "core" personnel plus a few minor characters. If things go "bad" for your side, you might lose half your minor characters. Just an idea. But at a minimum, having the possibility of being recruited by either side could make for some interesting play (i.e. what if Lando worked for the Imperials, just hypothesizing). Getting rid of a hard limit to the number of anything (characters, fighters, troops, ships, etc.) would be a big bonus IMHO. Keep up the good work!
  23. Hello? ... Hello? ... Hello? Def? ... Def? ... Def? (** taps on computer screen **) Def, are you in there? [/grumbling on] Where has Def gone and ran off to now? [/grumbling off]
  24. Although my "coding skills" are obsolete (anyone remember ENIAC?), I still have some good ideas for those willing to update the game. I would hope that there would be several possible variables added to the success/detriment of diplomacy missions. In my opinion, an Imperial diplomat with a fleet in orbit is always more persuasive than without ; also, getting a successful espionage mission on the planet should provide some "info" to help sway opinion (and of course a failure, if detected, would reverse progress). Constructing facilities on planets that employ the populace should also increase support (and scrapping just the opposite); maybe tie in some "prestige" to the facilities to give better positive responses, i.e. it's better to work at a construction yard or shipyard, etc. than let's say a mine or refinery. And if R&D is done on the planet, another bonus. I applaud you on your ambition, and only hope didn't bite off more than you can chew. Like mentioned earlier, many have stated lofty goals, too lofty; and the weight and length of the project crushed them before they got too far. If you do have a "team", then you are at a better position to spread the load and avoid the crush of "hopelessness". Good luck, and I can't wait to see your progress. I'll volunteer to be a sounding board for ideas, as that's probably all I would be able to handle.
  25. Just in case someone hasn't read this entire thread and hasn't seen some of the previous layouts (on page 3), attached are several thumbnails showing how this mod is laid out and looks like. Systems under rebel control use the "red font" which does NOT show up well, therefore I ran the game several times, cutting and pasting systems into the sector layouts until all showed up either as neutral or Imperial controlled (Yavin is still rebel controlled though). Below are the sector names, importance (for resources) and visibility (for game size) from RebEd: http://img177.imageshack.us/img177/7103/xnewgalaxysectornameshr2.th.jpghttp://img231.imageshack.us/img231/660/xnewgalaxysectorimportast4.th.jpghttp://img231.imageshack.us/img231/3194/xnewgalaxysectorvisibilhu8.th.jpg Below are the system layouts within each sector: http://img231.imageshack.us/img231/127/xcoruscantdeepcore01kv8.th.jpghttp://img177.imageshack.us/img177/9969/xtapanicorellian01ue8.th.jpg http://img177.imageshack.us/img177/4430/xkuatcorporate01gc1.th.jpghttp://img231.imageshack.us/img231/2201/xmidrimraioballo01ba5.th.jpg http://img105.imageshack.us/img105/4661/xborderlandsquelli01xx5.th.jpghttp://img105.imageshack.us/img105/1360/xkesseltionhegemony01kh1.th.jpg http://img105.imageshack.us/img105/5035/xarkanishuttspace01cu8.th.jpghttp://img442.imageshack.us/img442/8299/xdoldurbothanspace01ip8.th.jpg http://img177.imageshack.us/img177/6099/xisonsluis01eg3.th.jpghttp://img177.imageshack.us/img177/4487/xmoddellunknown01mf2.th.jpg I hope ya'll enjoy this mod (at least the one's interested ), and send back any comments or questions.

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