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Everything posted by DarthTex
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What's with the "security number" at login? Have there been internet 'bots trying to "hack" the system?
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In this movie, the title of "Sith Lord" for Anakin is only that, a title. By the time you get to the original movies (Darth Vader is now ~20 years older), you can just tell it isn't "just a title", but ... part of his past/experience. Now he IS a Sith Lord! You can see/hear the evil that is Darth Vader . When Anakin first joined with Palpatine, he was just an "apprentice" Sith Lord (and acting like a spoiled child ).
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When you said it had nothing before, did you "visit" the planet previously with a probe droid, or ship or fleet? Until you "visit" each planet (in the outer rim), you don't know what resources are on that system. And even then probe droids aren't always 100% accurate. I have seen planets that appeared to have no resources (probe droid mission), but later when a fleet went into orbit, there they were (the resources that is). You also have to keep updating information. Information is only as good as the day you got it. Eventually the information changes. Since the Rebel HQ is mobile, there are times when it's in hyperspace and therefore NOT residing on any system. Hmmmmm, that might be an interesting strategy, keeping the HQ in hyperspace between systems at the far corners of the galaxy . From what I remember, a system must have at least 1 available energy unit in order to "host" the Rebel HQ. If the planet has no population (no loyality/popularity bar), just drop a troop unit on it from an orbiting fleet. Then it's yours. If you move the troop, it becomes "vacant" again. You have to "build" something on the system first (there has to be a population to work your facility(s)) to get the troop off-plant without losing control of it. The first thing you build will then set the loyality/popularity bar to 100%. I hope that answered your questions.
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What are people's 5 ESSENTIAL wants for Reb2?
DarthTex replied to Chimera's topic in Rebellion 2 Ideas
In keeping with the current gaming characteristics, you wouldn't want to add super extravagant options (say like a Star Trek cloaking device, although ... ). Basically the options would have to deal with whats already available in the game: more turbolasers, ion cannons, faster recharging rates for weapons, better shielding, more armor (hull points?), better manuevering, more fighter capability, more troops AND gravity well generators. Oh yeah, and custom paint jobs! If you are up on th NJO novels, the New republic took existing SD platforms, gutted some of the interior and added gravity well generators. For all practical purposes the ship appeared as a "standard" SD. This isn't something technologically advanced, it's just that nobody did it before. It would have some give-and-take, add this lower that, etc. to keep things relatively balanced. For example: dump the troops, add "whatever"; dump fighters, add "whatever"; dump turbolasers, add "whatever". It would definitely make for some interesting ship configurations. The key would be finding the right "formula" (so to speak) for the give-and-take. If I wanted to dump 1 troop carrying capability, what would that be worth in terms of: the number of turbolasers, or number of fighters, or better shielding, or more armor. All of that would have to be worked out in advance to keep things "equitable". -
GO SPURS GO! Yeeeeeeee haaaaaa!!!!!!
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I don't know about those "two" on the righthand side . There maybe more "sword playing" going on there than meets the eye.
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What are people's 5 ESSENTIAL wants for Reb2?
DarthTex replied to Chimera's topic in Rebellion 2 Ideas
If Admirals (Imperial or Alliance) can have their favorite ships serve as their flagships, certainly they're "overhauled/customized" to be better than "stock". Maybe each capital ship type should have a sub-menu, where you can pick & choose items to customize it . The larger the ship, the more options you can pack on. Each option would cost additional maintenance/refined materials and additional days to "upgrade" during construction. I would prefer to have an SSD or Bulwark that had its own gravity well generators, than have to rely on another ship to do it. I have been outnumbered/outgunned in a fleet battle before. All I had to do was sacrifice a couple of ships to specifically target the interdictor ship and blow it to smithereens. Then send the rest of my fleet packing (*** in my best Monty Python voice *** "Runaway! Runaway!"). I lived to fight another day, got my reinforcements, then came back and kicked their butts!!! -
What's all this about Traitors...?
DarthTex replied to Darth_Gonzo's question in Questions from Newbies
If the character is practically on the "other side" already, he/she might as well travel as a prisoner. I can see it now ... "Here's your new travel orders, made by Hyperlocity, the cheapest Holo-Net travel service. Sorry, there are no peanuts, somebody maybe alergic. Now get your nerf herder kiester on that shuttle. Yes, it does look like a garbage can with just a hyperdrive. We did say we're the "cheapest". What did you expect (you traitor)?" Have a nice flight! Send a postcard when you get a chance. -
What's all this about Traitors...?
DarthTex replied to Darth_Gonzo's question in Questions from Newbies
Non-Force users CAN detect traitors, when on a mission with the traitor (as previously stated). Characters strong in the Force can also detect traitors. Other than having a winning scenario to get an increase in loyalty or retiring the character, you can place your "traitor" in a command position (if this character is capable). According to the manual "Characters in command roles will not betray you, even if they have a low loyalty". I would think that this would be an even worse scenario for a traitor myself, but the "good book(?)" says otherwise. Go figure? If you think things will improve over time, send the traitor on some "wild goose chases". Just send them from planet to planet, one side of the galaxy to the other (I do this with prisoners usually). The more time they spend in hyperspace, the less time there is to be a traitor. When things start going your way again, send them on a mission with an "always loyal" character just to make sure. If they haven't improved after awhile, ... well, maybe they should just be toasted! -
What would you want from a Starfighter simulation?
DarthTex replied to Stellar_Magic's topic in General Discussion
The X-wing/Tie Fighter campaigns (while interesting) were in a "linear" format (basically one mission after the other, if you failed you had to re-fly the mission until you succeeded). I believe the Wing Commander series (which version I'm not sure) had a "somewhat" dynamic campaign, in that if you failed a mission, you took a different branch in the campaign "tree". Unfortunately, there would be several "dead ends" and then you would have to start over. Also, (unfortunately) there were several "unfinished" branches that would force you to a certain branch in the campaign (whether you liked it or not). If you're going to do a dynamic campaign, make sure you plan for all eventuallities, no matter how improbable. This complicates things quite a bit, but it allows for many interesting scenarios that make the player want to replay the game, but using different tactics just to see what happens. -
What would you want from a Starfighter simulation?
DarthTex replied to Stellar_Magic's topic in General Discussion
Blah! Eko beat me to the first comment! I don't know if I have the skill for such a feat , but I would definitely suggest "flying(?)" the previous SW space combat simulator games X-wing and/or Tie Fighter (I don't have X-wing Alliance or X-wing vs. Tie Fighter, so I can't comment on those). These games (limited as they were) were done fairly well. Each of the original games had two expansion campaigns (I believe you can find all of one set campaigns on a single CD at Amazon or ebay). This would at least be a good starting point for a new simulation. Somewhere I have the CD's, but I have to find them. I know I had a problem trying to run them on the newer operating systems (the latest versions were for Win95, way back when, even before the clone wars ). If these older simulations had updated graphics, they would be great to fly (the original "ship models" were fairly bleak when it came to details). Keep posting, and if there is some meager task I'm worthy of, I'll let you know. -
Mark Hamill's "NO!" in ESB when he learns Darth Vader is his father, was alot more believable then Darth Vader's "NO!" when he learns Padme is dead in RofS.
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No problemo
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You mean the Vong would start in the outer rim. The current "Imperial" characters would all have to be changed to be a mix of Imperial/New Republic and new characters (Mara Jade for example). All of the current "Rebel" characters would have to be changed to be Vong and any collaborators. Redoing all of the Vong ships/troops/facilities would be major. The "Galatic Federation" would be all of the latest Imperial/Alliance stuff, then you would have to work on what would be researched.
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This is a bit lengthy and detailed explanation. Mines and refineries serve two purposes. 1) For every pair of a mine and a refinery (1 to 1 ratio), you get 50 maintenance points. Everything you build uses maintenance points. When you build something, the maintenance points in your "pool of points" (shown on the screen) go down depending on what you're building (each item will specifically tell how many maintenance points it will need). These maintenance points keep your items running throughout the game (think of it as spare parts, fuel, food, etc. constantly keeping your items in "tip-top" shape). When something of yours is destroyed, you get the maintenance points back (if it's gone, it does not need spare parts, fuel, food, etc.). Ideally have the same number of mines as refineries, as this maximizes your maintenance points. If your maintenance points go negative, then there aren't enough spare parts for everything built. You must either scrap items or the computer will randomly do this for you (don't scrap mines or refineries, they don't give you maintenance points back, only refined materials). Maintenance points usually go negative when one or more of your planets (with mines and/or refineries) gets blockaded or captured. 2) Mines also produce "raw materials". Think of these as ingots of steel, blocks of plastic, giant rolls of copper for wiring, etc. Refineries use the "raw materials" to produce "refined materials". Think of these as steel beams and plates, engines, cannons, shield generators, computers, robots, etc. Everything you build requires "refined materials". When you build something, each item requires so many maintenance points and so many refined materials. When something of yours is destroyed (or scrapped) you get the "refined materials" back. Having more mines than refineries will cause of buildup of "surplus raw materials" (no big deal). Having more refineries than mines doesn't really help with anything, unless you have a surplus of raw materials, which they will turn into refined materials (otherwise they sit around doing nothing). If you build items that need more refined materials than is show, your item will have to wait until they become available for completion. For example if you're building ten items and they need 500 refined material units total and you only have 300. The 300 will get used up, and every few days some raw materials will be produced by the mines, and every few days those raw materials will be turned into refined materials. And those raw materials will be divided up to everything getting built (everything gets a turn at getting some) until all items are built. Everything gets in line, new items go to the end of the line. When it gets to the end of the line, it goes back to the front and starts over handing out the refined materials. When you build facilities on planets and they get "captured", you lose the refined materials if these items are destroyed or scrapped. They now belong to the other player. You should get the maintenance points back, as I doubt you'll want to "maintain" the other guys stuff for him (even though it was once yours). This might have been a little bit drawin out, but it should give you a better idea on what these items do and their importance. I hope this helped. Good Luck.
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It was a rhetorical question.
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I've always thought about trying that strategy, but only as the Rebels (it fits in with how they started). But, when playing the Empire, it's always build, build, and then build some more. The more the better. The problem I have run into, is that when sabotaging, blocading, or assualting the natural resources of the opponent, they don't produce very many fighting units. I didn't learn this lesson until after my FIRST game as the Empire. I conquered the entire galaxy (except for one planet) sent my HUGE fleet, only to be confronted by a single A-wing. Talk about anti-climatic. I now try very hard NOT to wipe out the resources of the AI, so I can have some grand battles. And it keeps you on your toes from having your own systems assaulted (which the AI will definitely do, but not too frequently).
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Once while playing as the Alliance (large galaxy, hard, virgin version), I had mostly of the galaxy controlled. Several of the "major" Imperial planets were blocaded, Coruscant was assaulted and the Emperor was captured . Unfortunately, Darth Vader escaped . I then spent about the next 300 days, assualting Imperial planets and colonizing every single vacant and Neutral planet I could find. I never ever found him, and hence didn't win the game. The AI "beat me", well more like didn't let me win . I bet he's hiding on Dagobah with Yoda, playing Sabac or something Does anybody know where Dagobah is located? I seem to have lost a planet .
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Like the US Gov't does with "decomissioned" military equipment, I'm sure the Alliance had it "de-militarized" (No lasers, proton torpedo racks removed, hyper drive removed, repulsor lifts removed) . Stick the thing on some hydraulics and charge the kiddies a quarter for a ride. That's all the fun you'll have with this piece of eye-candy. Other than dreaming ...
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I believe he was stating he had 3 "raw material units", 2337 "refined material units", and 764 "maintenance points". I've never seen that many "refined material units" waiting around collecting dust. Like Saron20f4 mentioned, I'm usually on building frenzies throughout the galaxy. The only time I get unused "refined materials" is toward the very end of the game, when I'm breathing down the neck of my (AI) opponent. I quit building things and just concentrate on that large final battle .
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I'm assuming then you have already captured Luke & Mon Mothma (NON-headquarters only game)?
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What are people's 5 ESSENTIAL wants for Reb2?
DarthTex replied to Chimera's topic in Rebellion 2 Ideas
In regards to the "Level of Fleet Alertness": it sounds like an interesting idea , but the "practicality" I don't think would work . This would be mainly due to the fact the minimum "turn" is ONE day, and "space battles" (theoretically) would last from several minutes to several hours (max). Supposedly, the "maintenace" for each unit produced takes into account the "readiness" of each unit. For example, when fighter units are damaged, they are eventually repaired over time (spare parts, replacement pilots, fuel, weapons, etc). This comes from the mine/refinery maintenance combination (see the last paragraph of "Refined Materials and Maintenace Capacity" on page 81 of the manual). At worst case, the micro-managing task would be horrendous (if you had a "large" number of fleets). For the Supply Lanes: I think this has been mentioned before (the hyperspace trade routes?). This is a good idea. Being able to "prioritize" items under construction would be interesting, but I'm not sure how it would be incorporated. I like the thought that the player could divert (let's say) 50% of all resources to a single system's shipyard to get something built ASAP (which would sloooow doooown all other items being produced). To keep it simple: set up a top ten priority list. A file would determine what percentage is allocated to each of the ten locations. Let's say a maximum of 50% of resources could be priortized (10%,8%,7%,6%,5%,5%,4%,2%,2%,1% for the ten locations). The other 50% goes to everything else being produced. If only five items are "priority", the the remaining five spots go to the general pool. As each item from the priority list is completed, all items would then move up list until all are completed. New items can be added. When you add a new item (say at a priority of 4), then the current items 4-9 would drop one spot, and item 10 would drop off the priority list (if there were 10 items). If item 1 was a Death Star, and item 2 a shield generator, obviously item 2 will be completed before item 1. When it's completed, items 3-10 (if there are that many) would all move up the list. Even the last priority spot of 1% would be alot when using an entire galaxies worth of materials being produced. Keep posting new ideas , and don't be discouraged with "constructive criticism" . -
I wonder if it came with an R2 unit, flight suit and flight helmet. Apparently no one bid on it. If you dig REAL deep in your piggy bank, you could always still contact the owner via e-mail to purchase it. Do you think he would take Republic credits? Some guy named Qui-jon dumped a whole load of these things on me .
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Rebel controlled Sector Fakir Forward Imperial Firebase on Mrisst: General Needa commanding. A young lieutenant, the general's aide, hurries to the general's office. "General, sir. Everything is in order for the briefing you requested." "Very well lieutenant, activate the holo-receivers". On the general's desk three translucent figures appeared, with small traces of static, most likely from the heavy encryption being used on the signal. General Needa begins. "The Emperor is requesting a progress report for this sector. As the only Imperial presence in this Rebel controlled sector we have much work to do to please the Emperor. Admiral Nothos, what's your report?" "The Rebel fleet at Berchest has been decimated. Two Mon Cal cruisers, a Nebulon-B frigate, an escort carrier, an interdictor cruiser and all accompanying fighters have been destroyed. The Victory Star Destroyer Challenger received heavy damage, mostly to the shield generators and some hull breaches. The rest of the fleet has minor damage. Several fighter squadrons were damaged with heavy losses. I've been in contact with Admiral Griff in the Corellian sector. He's sending the Mark II Star Destroyer Avenger to bolster the fleet. She's fresh from the Imperial shipyards at Averam and helped with the assault on Commenor. When the Avenger arrives, I'll then send the Challenger to the recently captured shipyards at Corfai for repairs. The shipyards at Corfai are currently producing Tie Defenders, and will be sending a dozen squadrons to Mrisst as replacements for the fleet." "Admiral Daala, you have good news to report on your plan?" "Yes, General. We are currently blockading the Halowan system until further notice. The assault on Bimmisaari was a success; General Veers will follow up with details. Following the assault, the fleet proceeded to Ralltiir. We have wiped out the Rebel fighter defense for that system and bombarded the garrison into oblivion. The espionage droids have been infiltrated into the local Rebel command structure. We have our first reports that the Rebels are sending eighteen regiments of various forces to reinforce Ralltiir. They are due to arrive within a month. Apparently the Rebels are going to use Ralltiir as their forward base to reclaim Bimmisaari and probably attack Mrisst. When they have fully assembled I'll take the fleet from the Halowan system, go to Ralltiir and send all of those regiments to oblivion like their predecessors. I'm scheduled to rendezvous with Admiral Nothos at Berchest in two months time. Apparently there are reports that a large rebel fleet is in route to Ando. They must to be the support fleet for the regiments currently heading to Ralltiir. I'm sure Admiral Nothos and I will make short work of them. With the additional firepower of the Avenger while Challenger is out, our combined fleet of six Star Destroyers, two interdictor cruisers, two escort carriers, a Carrack cruiser and a Lancer Frigate will be sufficient. Preliminary reports show the Rebel fleet containing a Mon Cal cruiser, four Liberator class carriers, a bulk transport, with two Corellian corvettes and gunships as support. General Veers will now give his report." "The assault on Bimmisaari was only slighty behind schedule. The commando teams needed extra time to eliminate both of the shield generators on the planet surface. The planetary LNR series 1 battery was captured intact. The three Mon Cal garrison regiments were destroyed. Agent Bin Essada is currently working propaganda/diplomacy missions with the locals to re-establish high efficiency at the local mining and processing facilities. Intelligence reports are coming in about various Rebel missions to sabotage the garrison. Two Rebel recon patrols have already been either destroyed and several turned away, and we are constantly discovering more spy cells through out the system. It is believed that these are being staged out of the Carida system. That is my report general." "Very good General Veers. I shall dispatch several commando units to deal with the Rebels on Carida. They have become quite the nuisance lately, especially targeting the garrison here on Mrisst. It was reported that several training facilities were being constructed there, but that data is several months old. They will get what's coming to them, hopefully sooner than they expect. Are there any other items of concern? Yes, Admiral Nothos? "The Tie Defender squadrons from Corfai should all be delivered on time, but I believe they are being optimistic. The Rebels are now fielding the B-wing fighter/bomber, and should they have sufficient numbers on the fleet proceeding to Ando, this could bring heavy damage/casualties to the fleet. My remaining squadrons of Tie Interceptors provide only ~50% fighter coverage for the fleet. And I'm sure Admiral Daala will need some replacements and/or upgrades also. If you emphasize our need for these Tie Defenders it would be appreciated." "Very well Admiral. I'll speak with someone about getting you priority, but as you know supplies are tight. In order to get your Tie Defenders, production of other war material may have to be shut down on other systems so they can expedite your fighters. Please update me on any items you noted in your reports, so they maybe forwarded as an addendum to the Emperor. Dismissed." As the holo-receivers shut down, General Needa was already making his plans. Should the Emperor approve his recommendations for priority material, the Rebellion in this sector of the galaxy would be extinct within the year. With just such an accomplishment to his name, he could have that coveted general's position on Coruscant itself. Yes, back to civilization and the fineries of the galactic capital. But first things first, the Rebels must be dealt with. "Lieutenant! Get in here now, and bring the latest material acquisitions and schedule report! And bring me some caf." It's going to be a long night he thought to himself. …
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Do you mean the parallel universe from TOS where the evil Spock had the goatee? There are a couple of TNG novels that followed that line of thought. Some very wierd and interesting things developed from that. If I can find the books, I'll try to post the titles if you're interested?