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DarthTex

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Everything posted by DarthTex

  1. I have to say Grand Moff Conway, you're taste in music is excellent IMHO . I wish I had more time for listening to the "cool" tunes.
  2. It appears you're using the wrong avatar then Tofu .
  3. The manual only says that traitors betray missions they are on (but are always loyal if given a command position) so the mission fails. It could be that other characters (if on the mission) might find out, or be captured because of the betrayal, or just be unaware. It does NOT say "they provide info to the enemy" though. The occasional "Information provided by informants" comes from systems (somewhat) close to uprising, and that information is not always "complete" information as you would get from a "direct" espionage mission. But it does help occasionally. And btw, my traitor Menndo reported back that his solo espionage mission to Yavin failed (big surprise). He says he's coming back right away, and wants to be helpful and do another mission. I have about 100 days to think of "where" to send him next .
  4. Trejiuvanat wrote: True. So, if galleons are a waste, what's that make the "traitor" worth? I sent my traitor on a solo espionage mission. I'll just keep sending him all over the galaxy doing the same thing until he gets "captured". Otherwise, maybe he'll actually get some useful info? As a traitor on an espionage mission, I don't think "false" information would be provided . Maybe, I'll do what someone else suggested and send him to Coruscant (after I temporarily "re-locate" the defense fleet), send him on a wild goose chase, then bring back the fleet to see if the rebels took the bait that Coruscant is defenseless.
  5. Most of the sales for SWR I saw on Ebay went for less than $50. If that's your $ threshold, then you should have the game by now. They always start at a low price and with a long bid time. When it gets close to the end, the price starts to shoot up quickly.
  6. DarthTofu wrote: That's what I did: right click on the ship and check status, but instead of an ETA it says "Awaiting Orders". Thanks & keep thinking about this one. That's it! Thanks for "jogging" my memory (it's hell getting "old"). Han Solo was captured trying to start an uprising. As soon as he was captured, I shipped him off to Coruscant. I forgot where he got nabbed.
  7. ElwoodBlues wrote: When you let the "computer" auto-manage building your facilities (mines & refineries) and garrisons (troops), it "takes control" of your construction yards and training facilities. If you want to build something other than mines, refineries or troops, then too bad the computer is controlling them. But, when you mark a construction yard or training facility "reserved", that means the computer will NOT use it (when auto managing) and you have direct control of this facility to build whatever you want to build (of what the facility is capable of, of course). Did you have enough troops? Sometimes the first assault gets repelled, it might take a couple of tries. If the enemy system has TWO Gen Cores, then the "assault" option will be "greyed" out. To prevent an assault on YOUR system, build 2 Gen Cores. You might not have a "powerful" enough fleet to break through the planetary shields. Bring in more ships to help. You don't HAVE to have fighters or bombers, it's the "total" firepower of your combined ships (capital ships + fighters/bombers) that count.
  8. In my latest game as the Empire, I've come across several strange things that are new to me. Maybe somebody out there has seen this before, or maybe somebody has an explanation. 1) I have a post in the "General Discussion" forum, "Is there a traitor in my midst?" topic. Basically, the rebels have a "rescue" mission to a system that has no prisoners. Can anyone explain this? 2) After an espionage mission, there are icons showing several rebel fleets (1 or 2 ships each) in hyperspace coming to the system. When I "right click" on them and check their status, there is an ETA for their arrival. But a couple of fleets don't have an ETA, they show "Awaiting Orders". How can a ship await orders in hyperspace? Are you coming in-system or not? Can anyone explain this? 3) I think I know the answer to this, but I'll ask anyway. While using the keyboard commands +number, I check to see if I have any idle facilities so I can put them to work. I also check for idle personnel so they can get off their duffs and do something productive. Anyway, when I went to the "Active Personnel" +6, the galaxy shows lots of green stars all over the place (Yippee! Happy little busy bodies ). Then I notice 1 little RED star over in that sector . Is this a rebel traitor who's working for me? Have I found a mole? If this is a "rebel traitor", then I know a way to identify ALL Imperial traitors in my game. Are you curious to know how?
  9. I'll let you know if my "boy" Menndo gets captured or not, he's still busy "flying" to his new mission. Otherwise, he's going to be doing the hardest solo missions ever.
  10. Trejiuvanat wrote: What a waste of a perfectly good galleon .
  11. You can name your modified A-wing the "Super A" (sorta of like the F/A-18 Hornet and its upgrade the Super Hornet). Any ideas on a "Super B" (modified B-wing)? Then (of course) I have to ask, what about the rest of the alphabet?
  12. Guten Tag Heir ElwoodBlues, (That's about all my German ). I'll take a crack at answering some of your questions. 1) The blue "buttons" indicated energy resources. Everything you build on the system uses 1 energy resource. The red buttons represent the number of "raw materials" on that system (these are used by mines). The yellow buttons represent mines that are processing your raw materials. 2) It depends. I build LNR's on systems that are important to protect (training facilities, construction yards, depot for troops or fighters, etc). The computer usually sabotages the LNR's before "visiting" so you kind of get a "heads up" that he might come. Also, the computer (usually) never bombards a system with an active LNR. LNR's & Gen Cores are good deterences to bombardment (and with 2 Gen Cores, this prevents assaults). 3) You can use spec forces or characters to destroy Gen Cores. Otherwise if you have a "powerful" fleet, its firepower can over come the shields and get through. As for the shield vs. firepower strengths, I'm not exactly sure but, if you add the total turbolaser power of your fleet (ion cannons also?) and compare this to the shield strength, you should get your answer. There is some "randomness" thrown in by the computer, so don't expect this to work out perfectly. Admirals can "enhance" the bombardment outcomes. 4) I usually DON'T train anybody. Like you said, the game time is too short & I have much better things to do with my characters. Maybe late in the game, when there aren't too many other priorities. 5) Han's speed modifier only works when traveling with characters, NO spec forces (or by himself). 6) I would say yes. Depending who you're playing, the other side tried to abduct or assassinate your diplomat. 7) Remember Hoth in ESB? The Gen Core protects from bombardment if your fleet isn't too big, but you need TWO Gen Cores to protect from assault. The computer assaulted Balmorra instead of bombarding it. You could have also assaulted, but defensive troops get BIG bonuses vs attacks. So if you go the bombardment method, overpower the shields or sabotage them. 8 ) There are 2 characters that can research in each category (troops, facilities & ships), and 1 character that can research all three (but he can only do one at a time). I prefer to have the "extra" guy research facilites first, then switch him later to ships. The reason being, I want Advanced Shipyards ASAP. Then you can build your ships twice as fast. 9) This depends on the systems loyalty. If they are 100% loyal, you need 0 troops. The max is 12 (if putting down an uprising), but usually 6 is the most you'll ever need. I prefer a couple more than the minimum just in case of sabotage (and it does happen). Different troops have different "abilities". Sullustans are great at detecting "trouble makers". Hope this helped.
  13. Have Darth crush every bone in his body, ... one at a time. Then wrap him in a single large piece of wet rawhide, then put him out in the sun. As the rawhide dries, it slowly shrinks, squeezing his internal organs until they burst and bodily fluids start oozing from every pore/orifice of his body. Or, (in Texas) bury him in a fire ant mound. Ok, two real choices: 1) retire him, 2) since he has command capabilities, give him a command somewhere doing anything (per the manual, traitors given a command position won't betray their command). Otherwise, he's going to stab you in the back, first chance he gets. And you know he will.
  14. I'm upto day 500. Here's the latest run down: In Sesswenna sector: Balmorra went neutral after an extensive uprising mission. Pellaeon has brought that system to the Empire. Sabotage has decimated all rebel military presence on Bortras. I used my "new" Coruscant fleet (a Vic ISD, 4 Lancer frigates & 2 galleons) to assault it. Grammel was captured on a sabotage mission to Svivren. He has been rescued and sent to Tangrene to be a "general" (Covell was general but was killed ). Two more (damaged) rebel escort carriers has been sabotaged at Svivren. And rebel character "Page" is coming alone to "capture" the Emperor , this guy is either totally stupid or has lots of "moxy". In Corellian sector: I've discovered Ackbar, Wedge & Adar Tallon all on Drall doing research. If you read some of my earlier posts (different forums), Darth Vader discovered Menndo is a traitor. An espionage mission to Commenor has found about 20+ guerrillas (what's up with that, why so many?). Anyway, no sabotage missions have succeeded there, I'll have to go for assault there I suppose. Also, through espionage in this system, I've found the rebel HQ at Khomm! If only I had a navy of sufficient size to do something about this. Hopefully it will stay there for awhile (wishful thinking though). In Fakir sector: Han Solo has been captured "trying" to start uprisings. He's been shipped off to Coruscant in hopes Luke & Leia will try to rescue him. What a nice piece of "bait". There are a large number of rebel ships heading to Ando. I'm sending my meager fleet to "break them up" (1 Vic ISD, a dreadnaught, 4 Lancer frigates & 3 Tie bombers). Since all their fleets are small, they "run away!", except for one. I was worried. A corvette with 3 escort carriers (fully loaded) decided to fight it out. This is going to be tough. Hopefully most of the rebel fighters will go after the Tie bombers & all ships will do anti-fighter attacks. The Tie bombers are sent on a suicide run on an escort carrier. Some rebel fighter give chase. Thank the Imperial designers of Lancer frigates, they kick butt! After wiping out most of the fighters the rebel fleets turns tail. I tell all ships to attack the escort carriers. The corvette, 2 fighters (damaged) and all 3 carriers (also damaged) escape. My cost: 3 Tie bombers, light shield damage on a Lancer and heavy shield damage on a Lancer & the dreadnaught. Commandos destroy all rebel war material there. While this blocade was going on, a rebel fleet attacks Halowan (my shipyards) with a corvette, 2 Neb-B's (with fighters) and a bulk cruiser. For defense I have 8 Tie bombers & 4 Tie interceptors. The Rebels flee! . I then take my "blocade fleet" from Ando to Mrisst to repeat there. All rebel fleets flee! Commandos are in action again. Espionage missions show the rebel fleet (all the "little" fleets combined) heading my way. 6 corvettes, 6 med transports, a bulk cruiser, 2 Neb-B's and a Mon Cal cruiser are heading my way. I think it's time to leave for home. Later this same fleet heads for Raltiir. I'm moving my fleet in for defense, and I'm bringing all 11 Tie bombers from Halowan (which has only 8 Tie interceptors now for defense). I hope this helps level the playing field for me. On Raltiir (this is discussed on a previous post from me earlier), I have (through espionage) discovered a rebel rescue mission. But, I don't have any "captured" characters, so I'm not sure what's happening here. In the Dolomar sector: (as mentioned earlier) Grammel replaces Covell as "general" of Tangrene (my sector base of operations), after Covell has been killed. Commandos are wreaking havoc on rebel systems. Many fighters, troops and spec forces are destroyed. My droids (spying on myself) have fereted out nearly all rebel missions. This will hopefully drain material from other rebel systems as they are constantly "re-supplying" these systems. In the Sluis & Farfin sectors: The systems in these sectors will probably all look like Fort Knox by the time I get to them (Fort Knox is a US military base that houses ALL the US Gov't GOLD! It's defended like nothing you've ever seen). I'm going to need a LOT of ships and a LOT of troops to assault of these. I've been toying with creating a "strike" fleet just to "slip in" and wipe out the rebel HQ if it's still at Khomm. If it has moved, my fleet will have a hard time finding it again. That's my current status.
  15. This relates to my latest game (see "Gaming Stories" forum, "What a great start" post dated July 30, 2005). This is the situation. On Raltiir in the Fakir sector, I have "General" Veers in charge of six advanced training facilities delivering mostly commandos and espionage droids to attack rebel war materials. Anyway, the Empire isn't quite popular here (two garrison troops are required, I have 2 Army regiments, 2 stormtroopers and a Dark Trooper). Pter Thanas is conducting diplomacy to increase popularity for the Empire. After recent rebel sabotage missions, I started spying on my own systems to detect rebel missions. I found a very interesting rebel mission soon to occur on Raltiir, ... a RESCUE mission! . I don't have any captured characters, who are they going to "rescue"? After recently discovering a "traitor" (see "Questions from Newbies" forum, "What's this all about Traitors?" post dated today, Aug 1, 2005), I'm wondering if I have a traitor. Maybe the "rescue" mission is going to play off as a character "abduction" to keep me in the dark? But, who is it, General Veers or Pter Thanas? Characters in command positions are always loyal according to the manual, so that leaves Pter Thanas. But that doesn't make sense to me because he brought two neutral systems to the Empire in record time (he did it faster than Piett & Bin Essada who are working (barely it seems) on other systems in this sector. So, what do YOU think? (I'm going to try the "poll" for the FIRST time, so if this doesn't work out, oh well).
  16. I had my first encounter with a traitor. All the times I've played, I've never encountered a traitor (he/she/it might have been there, just not detected). Check out my latest start description in "Gaming Stories" forum, "What a great start" post, dated July 30, 2005. Anyway, I'm playing the Empire and sending Darth Vader and Menndo (I always think of him as "Greedo") on sabotage missions throughout the Corellian sector. Things are blowing up here and there. I'm making progress destroying rebel war materials. Then one mission fails, OK not every mission will be a success . Add some commandos to the duo, missions still keeps failing . OK, maybe they're being detected, there are Rebel characters and different troops/spec forces at these locations. Ditch the commandos and send just Darth & Menndo to Corfai to destroy some training facilities. No problem, BOOM! OK, that works, send them again. BOOM! Alright, I'm on track, now let's get that LAST training facility. UH OH. Darth Vader: "I've discovered a traitor to the Empire"! It's Menndo! That shit. I didn't suspect, good job Darth! If Menndo had command capability, he'd be a general of a toilet on Hoth! But I have a special "punishment" for him. Darth crams his spiny little butt into a "hyperdrive capable garbage can", and sends him on a solo espionage mission to ... Yavin . Half way across the galaxy with no leg room. Maybe he'll be captured . If he does come back, I'll send him to Tatooine for some Taco Bell!.
  17. I just started a new game as the Empire. And to make it more challenging I'm using the following guidelines: 1) No RebEd changes. 2) Rebel systems will only be assualted ONE "sector" at a time (starting at Sesswenna and going counter clockwise to Corellian through the core as each sector becomes Imperial). Neutral systems are fair game to diplomats and assualts (which probably won't happen to Neutrals). Colonizing the Outer Rim is first come, first serve. 3) No sabotage of Rebel mines or refineries. All other units and facilities are fair game, with exception to capital ships (these can only be sabotaged in the sector being assualted, if desired). 4) No Rebel characters are to actively targeted for capture or assassination, with the following exceptions: a) they are in the sector being assaulted & b) they "visit" an Imperial controlled system; then they are fair game. So when the game started, this is the "hand" I was dealt: Sesswenna sector: 3 Imperial, 4 Rebel and 3 Neutral systems. Corellian sector: 1 Imperial, 5 Rebel and 4 Neutral systems. Fakir sector: 4 Imperial, 2 Rebel and 4 Neutral systems. Dolomar sector: 1 Imperial, 2 Rebel and 7 Neutral systems. Farfin & Sluis sectors had no Imperial systems. Ships: 1 ISD, 2 Vic ISD's & 2 Dreadnaughts. Construction yards: 5 (2 on Coruscant and 2 on Tralus). Training Facilities: 1 Shipyards: 0. Yes, ZERO, the big goose egg! The first thing I did was check the Galaxy overview to check the number of mines & refineries. I scrapped all excess facilities (which happened to be refineries) from Coruscant. I built additional CY's on Coruscant (except for two spots for additional Gen Cores). All other CY's were to make as many CY's as possible. When that was accomplished, additional shipyards and training facilities were made (usually at systems the diplomats secured). Darth Vader started on Coruscant, so both he & the Emperor did recruiting. Recruiting was completed early (approximately day 300? Boy that seemed quick). Where I stand now at day 350: Sesswenna sector: 6 Imperial, 4 Rebel and 0 Neutral systems. 2 Rebel systems have gone Neutral and back to Rebel. Corellian sector: 5 Imperial, 5 Rebel and 0 Neutral systems. Go diplomats! Fakir sector: 4 Imperial, 2 Rebel and 4 Neutral systems. Unchanged. Dolomar sector: 7 Imperial, 3 Rebel and 0 Neutral systems. Go Diplomats! But two of the Neutral systems had to have been hit by disasters or Rebel general bombardment (which I doublt), because after they joined the Empire, one system had ONE resource and the other only FIVE. Those are core worlds, they should have at least 10 as the minimum! Farfin & Sluis sectors are practically total Rebel systems. I've been having espionage droids spy on all systems using diplomats (even those starting as Imperial). Usually if they have a successful mission my diplomats make progress (usually). This has also helped me uncover a couple of attempts to abduct Darth Vader, as well as Rebel spy and sabotage missions). The Rebel fleet is massive in numbers : at least SIX escort carriers, SIX medium transports and 3 bulk cruisers, 1 dreadnaught, 1 Neb-B, over a dozen corvettes, with at least two Mon Cal cruisers under construction! I lost my ISD and an escort carrier at Coruscant with two dozen Ties to a Reb fleet of 4 escort carries, a bulk cruiser and six corvettes . They couldn't assault because of THREE Gen Cores. Thank goodness for that at least . I also lost a Vic ISD to an escort carrier and two corvettes. Damn lack of fighter cover! I finally have two large shipyards (one has 8 the other 6) and they're fast at work rebuilding the Imperial Navy. Coruscant now has over 30 Tie Bombers until capital ships come online. Lancer frigrates are being churned out first (three delivered and five in the pipeline). I have replaced the Vic ISD. Plans are to alternate between Vic ISD's and escort carriers (with combinations of Tie Bombers & Interceptors). The Rebels have put like 1 or 2 ships to a fleet, and have a couple of dozens fleets. Luckily they aren't coordinated too well. I've blockaded a couple of systems, and drove the smaller piece-meal fleets off. If they had been combined, my butt would have been toast. I have started exploring the Outer Rim for super shipyard locations and mine/refinery sites. I have used up all excess materials and now have long lead times for completed items, hence Outer Rim action. I have only destroyed one Rebel escort carrier with fighters (by sabotage ), and have assassinated Jan Dodonna (he was wrecking my Incite Uprising mission on Bortas with his diplomacy). Narra was almost assassinated for trying to start an uprising (lucky scum ). Noval Garaint and Brandei have been captured (the first on a sabotage mission, the other abducted). I have since rescued Brandei. Well that's where I'm at so far. I think eventually I'll beat 'em. It will just take time and patience.
  18. He didn't "steal it", he just beat you to the "post" .
  19. So, what are the new "stats" on that bad boy going to be ?
  20. I guess that means "cloaking devices" or "interphasic shielding" is out of the question . The only Federation fighters I have seen are from ST EU novels, and they weren't really true combat vehicles. Some of the other "factions" might have them (Romulans at one time had "carriers" and fighters, per a novel). You'd think the Klingons would love fighters, the personal glory and all that.
  21. Not to throw a fly in the ointment , but I think you should make phasers the equivalent as turbolasers and pulse phasers the equivalent of heavy turbolasers. My reasoning being: in most ST (Star Trek) starship combat, phasers are THE main weapon of choice, no matter who/what the opponent. Also, small fast ships (fighter type & some shuttles) are maneuverable enough to evade phaser fire. I agree that Warp Speed is definately slower than hyperspace travel, but I don't know if I would give ST starships the speed of an X-wing (I'm sure they could per your explanation, but "should" you, just to keep the game balanced). Maybe "a tad" slower than an X-wing would be enough? As for the torpedoes, ST photon torpedoes are more powerful than SW (Star Wars) proton torpedoes, and ST quantum torpedoes are more powerful yet again. I think they are more "ballistic" because they are much faster than SW torpedoes, therefore they don't have to maneuver as much, but that gives you a higher "miss rate" on maneuverable opponents. I don't think I've seen a ST torpedoe fired at a highly maneuverable fighter type ship before (probably because they know they will miss). Always use the phasers first. Ship classes is definitely a quandary. The ST (TOS - The Original Series) Enterprise was approximately 1000 ft long (300 meters). Compare that to an ISD at 1600 meters !! ST ships are definitely smaller, but pack a big punch for their size. Also, because of "Federation policy" there was never a "battleship" class, it's considered "too agressive". Most ships are considered cruisers or heavy cruisers (there have been some ST EU "dreadnaughts" that would be considered battleship material). Manpower to crew ST starships is MUCH lower than their SW counterparts. It seems ST computers are heavily relied on and there are no "droids", where SW computers are not overly used and use many more droids. I guess this could be taken into account for "building resources"? Just my two pesos worth amigo
  22. From the internet movie database (http://www.imdb.com):
  23. Thanks Mad, I'll give it a try (No try! Do or do not. Oh shut up). http://img265.imageshack.us/img265/5563/rebellionposterside19lg.th.jpghttp://img179.imageshack.us/img179/1415/rebellionposterside25ho.th.jpg It took me a little experimenting, but I got it to work. Thanks again Mad! Sorry for the "shiny" reflections, but the poster has been folded up for awhile and didn't keep too flat. Like I mentioned before, it is pretty big so the "quality" isn't perfect (especially when the file size for hosting is limited).
  24. I've pretty much read all of the Star Wars novels (about 95+%). I still have to catch a few of those earlier novels (Han & Lando series, plus a few odd ball ones). Is this a "post" Vong/NJO story? I guess I'm lucky in a way for not keeping up on the new releases. Thanks for the warning in advance. I'll save my time and energy and skip that one for sure. Hopefully that "storyline" won't spin off more LDS tripped stories (and yes I know, it's really "LSD". Remember some of your Star Trek IV).
  25. Thanks. I know what you mean about over using words. That's why I'm an engineer and not a literature major.

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