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DarthTex

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Everything posted by DarthTex

  1. My "New Galaxy Configuration" has been complete for just over 3 years (see page 5 of this thread), and my mod has been requested ~4 dozen times
  2. Hey TF, long time so see/hear. Where you at nowadays? Last I remember you were in FL working for the AF. I hope you find the models you're looking for; it's been quite awhile since I did any "modding" (after a computer crash, I'm back to the vanilla version ).
  3. Happy Star Wars Day! @Rob: Good Luck with finding your job. Teachers are being laid off here too
  4. Any updates? Just curious
  5. George Lucas Vetoes Life-Size Star Wars Model @Xan: Steve Sansweet (official fan liason of Lucasfilm) <= (from the article linked above) maybe someone official to contact about the Rebellion source code? He's from Lucasfilm, not Lucasarts, but maybe he knows his counterparts contact information?
  6. The one thing I noticed about game play using the (~canon) "New Galaxy" configuration is Yavin isn't nearly as far out in the "wilderness" as you think, therefore it's quicker to get Rebel characters off on missions, and quicker for the Empire to come and decimate the system (should that happen). Because the AI has poor abilities, especially when it comes to manufacturing things then shipping all the way across the galaxy, when closer facilities are closer to the destination (same goes for military force deployment), the AI won't be any better off than before. The "core" sectors are (slightly) more condensed than the original, and the "outer" systems are more spread out as well. This brings a little more importance on maintaining your industrial base, instead of hiding out in the unexplored areas. Personally, I would like to have hundreds of systems with even more sectors. But I know you have to start somewhere; 300 is a nice number to start with. Maybe on a future revision the number of sectors/systems (and number of systems per sector) could be left "open ended"; maybe defined by your "Galaxy Mapper"? Oh, and I resent you the file Slocket
  7. Xan, I did a little researching myself. Below is a list of people from Coolhead Interactive who worked on Rebellion and their area of responibility/expertise. I also found this (old) short article about the beginning development of the game. It seems to me that Doug Mogica and Scott Witte would be the first resources to contact, before working your way into the programmers. My suggestion would be to search Linkedin first (you'll probably have to "join" first to get detailed contact information, especially their e-mail addresses). http://img257.imageshack.us/img257/9785/allgame1.th.png http://img820.imageshack.us/img820/269/allgame2.th.png http://img695.imageshack.us/img695/46/allgame3.th.png
  8. This isn't a true "poll" thread that Stratus speaks of. It can work, but results won't be tabulated. You have to open a "new thread" and make it a "poll" with your selections denoted for choosing when others respond. Since I'm here ... the "Unknown Regions" for me
  9. Xan, I remember a thread like this before ... here Scathane got in touch with a former CoolHand guy; I don't know if he still has his e-mail address. Heck, I just hope you can get in touch with Scathane! This thread is a couple of years old, but check it out and see where it takes you You might have to "re-track" this guy because even if you get lucky and Scathane finds his e-mail, it might not be working anymore
  10. The message left while the "migration" was taking place mentioned the ... Lando server? Isn't that a star system? Our poll on the main page suggests "Vader" should be the new server name. So, what is it?
  11. The only thing I can say about the AI building ships, is that it always has the tendency to build the latest researched vessel. Occasionally it would be other/older ships but I could never figure out the reasoning for its choices (AI = Artifical Idiot for this game). I don't think the "AI value" affected which ships get built per se, but you never know. I've seen the AI try to build latest tech ships at facilities that only had 1 shipyard (ETA to completion - 300+ days), while multi shipyard facilities are building fighters or transports, etc. That could just be the "AI" for all I know.
  12. Xan, You might want to do a search of the forums, I believe "Kaja" said at one time his "uncle" (by marriage) worked for LA, but in the Art Department. I don't know if Kaja even checks the site anymore, but if he left an e-mail contact address, it might be a lead. First things first though, got to find that post to verify it was him. Edit: check out this topic: http://forums.swrebellion.com/viewtopic.php?f=1&t=3918
  13. Xan, you are correct about the "AI value" data field in that it affects the tactical battles. I hope that these values are "calculated" based on ship stats, but you never know what gets "hard coded" for a quick fix (to get the game out the door). The one thing I personally observed was when I replaced the Alliance Corellian gunship with a Golan III battlestation (stats via RebEd), was that the Golan had the tendency to "chase down" enemy fighters Of course the "AI value" couldn't be changed with RebEd, but I did eventually change it with SWRE editor. I just don't remember if that had a big change in combat tactics. I just remember that the "gunship slot" always tended to act like a gunship. Anyways, I might try to look into ship stats and AI value calculation, but that is really going to be some guess work (I remember trying this a couple of times before; I could never get more than a couple of ships to "match up" at any one time). Here are the current default AI Values for the ships: Mon Calamari Cruiser..... 42 Bulk Cruiser.................. 15 Assault Frigate.............. 30 Nebulon-B Frigate......... 15 Escort Carrier................ 10 Corellian Corvette......... 7 Medium Transport......... 3 Bulk Transport.............. 6 Corellian gunship.......... 5 Dreadnaught................ 19 CC-7700 Frigate........... 17 Bulwark Battlecruiser.... 110 Liberator Cruiser........... 34 CC-9600 Frigate............ 28 Dauntless Cruiser.......... 62 Striker Cruiser................. 34 Lancer Frigate................. 7 Interdictor Cruiser........... 16 Carrack Light Cruiser....... 13 Victory Star Destroyer...... 30 Star Destroyer................. 47 Super Star Destroyer..... 120 Assault Transport............ 5 Death Star..................... 250 Galleon............................ 3 Victory II Star Destroyer.. 34 Star Destroyer II............. 70 Star Galleon..................... 5 Escort Carrier.................. 11 Dreadnaught................... 19 For now when I make ship changes, I just look at comparable ships and pick a value near those. Just my two bits worth
  14. New Galaxy files sent to you ... too
  15. @Markus: Those are some good balancing ideas. I'm going to look at incorporating them into my next game. As for the AI portion, until we get the "Holy Grail" (the source code), it's all just a dream @Slocket: First off, great work! I especially like the "background galaxy" Do you plan on sticking with the standard 10 systems per sector? Is there a plan to have "more" systems (~12-13) in the Core sectors, and "less" systems (~7- in the Rim sectors, and "average" systems (~9-11) in the Mid sectors? Keep up the good work! I'm looking forward to playing your re-vamped version.
  16. You can't defend every planet like Fort Knox; just do the ones where you have your best facilities (lots of construction yards, training facilities, and shipyards). Give those planets lots of ground fighter support (bomber & fighter mix), a defensive fleet, lots of troops, and spy on your own planet (to spot enemy missions and incoming enemy fleets). Your best defense in the game ... is the "AI"; it's totally worthless, my coffee maker could probably beat it. Unfortunately, the game AI is not "smart" enough to exploit your weaknesses. Occasionally it "obsesses" over some planet, constantly sending missions, ships, etc., trying to harass and capture that one planet, even if it's totally worthless; but I digress. One Gen Core or Planetary battery will dissuade most raiding fleets. If they stay, it's because they want the planet. Good Luck.
  17. What is your ultimate objective? Take over the planet, abduct Vader, just foil his mission? The planet is like any other, the only thing special about it is Vader is there, AND he's on a mission. So, ... 1) Send infiltrators to abduct Vader. He is a Dark Lord of the Sith, so don't expect this to be a walk in the park (plus you mentioned there's a "General" defending the planet; double negative bonus for you. Are there really 15 characters sitting there, or is that how many have been recruited so far?). I don't think a dozen decoys is really going to help; use them as part of the main force. This will probably require multiple tries (get some "characters" to help; but be advised they might get captured too). You might need to abduct the "General" first 2) Orbital bombardment will only destroy troops and facilities (hopefully only military ones, unless you don't care about planet loyalty). You could bring lots of troops and go for the planetary assault (this will save the facilities for you to use), but you have a "General" defending the planet, so bring lots of extra troops (unless you abduct him first). 3) Blockading the planet is the same as foiling a mission. If you don't want Vader recruiting, just sit there (be aware Imperial forces will try to break your blockade). He will either sit there until you leave, re-start his mission if Imperial relief forces drive you away, or just leave for somewhere else. Good Luck!
  18. OK, some quick things first as the Rebels: get all characters off Yavin ASAP (use Han, he gets 50% faster travel - characters only). Not all of the time, but occasionally, the Empire comes to Yavin, bombards everything and tries to capture anyone there. So, why wait for them; just move. It's not worth guessing wrong. I look for neutral systems with the most construction yards, shipyards and training facilities and send Leia there to do diplomacy (or any other diplomats). I always use Leia for diplomacy, Mon Mothma for recruiting, Luke/Han for a combination of espionage/sabotage/recruiting. When recruiting is complete Mon Mothma can do diplomacy (but keep her safe). Characters travel fastest with Han (sometimes I just use him as a glorified taxi cab), then by ship (check ship speed, some are faster than others), and lastly by themselves. If by some unfortunate chance you lose all of your construction yards, you have a couple of choices: 1) take some from the Empire (assault their systems), 2) use diplomacy on a neutral system to get access to theirs, or 3) lose the game. Good Luck!
  19. I've never had this happen, but I have to admit I've never tried to lose. The ending videos are posted on Youtube, but not the one you're describing.
  20. KDY's are only effective against planetary assaults; they do not effect orbital bombardments (that's the job of Gencores and LNR's)
  21. It would have been better had the Jar-Jar head been put on a "silver platter" Notice the apple in Jar-Jar's mouth
  22. These directions may seem weird, but they work. It would seem obvious to do this in a straight forward manner, but it's either my machine or the website code messes things up. (this will become obvious in a second): On the main webpage tabs click FORUMS. Once on the FORUMS page, put the cursor over REBED and slide down to MODELS. The very last model listed on the page is the "Arc Hammer" (at least on my computer). If I try to go to the REBED tab from any other previous location other than FORUMS, the "pull down sub-menu" slides to the left hand side of the screen and I can NOT select anything (mainly because when I move my cursor to make my selection, all of the selections "disappear"). It may be my browser isn't super-updated with all of the latest & greatest changes, but for the most part this is the only website where I see the problem. So I hesitate to make changes that could screw up everything else. @Evaders: Could you look into this? Do you want me to send some screen captures? I did this once before.
  23. Yes. If you capture every system while Luke is in hyperspace, he'll just "bounce around" between systems looking for a place, or until he finally runs into a system with Imperial ships and someone "good enough" to detect/capture him. I'd suggestion capture EVERY system (even those unworthy => only 1 or 2 energy; including "Neutral" systems), EXCEPT for one! Send out "gobs" of espionage droids (even on your own systems as he maybe on a "mission"), with several to the lone rebel system. This may take awhile after you've captured practically everything (worst case: 100+ days to get to a system, +60 days for a mission, +100 days to get back). No guarantees though Good Luck.
  24. The one thing I like about "combining" everyone together in a single "research" mission is the number of (irritating) "progress messages" is reduced. The old debate of several individual research missions vs a combined research mission for best progress is still "up in the air" as far as I'm concerned, but less progress messages is "better" My games usually get around day 2000, +/- 500 days depending on my game style at the time (and other circumstances). Don't rush things; the "fun" is the journey towards victory, not the "victory" itself.
  25. The "bonus" Bud speaks of is: if you have a successful espionage mission on a "core" system, you also get additional information about another enemy system (usually another "core" system, but I'm not 100% sure on that); if you have a successful espionage mission on a mid or outer sector system, that's all you get.

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