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E-vader

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Everything posted by E-vader

  1. In the encyclopedia button to ships to Tie section it only says Tie Scimit Was this intentional or game cutting off text. Correllian corvette vs. 6 scimitars LMAO. Over in less than 20 seconds. I am sure the crew could only look on in horror as shields and bulkheads collapsed. !!!!
  2. I forgot to add this bit....Xan....AI is building Scimitars like crazy....I managed to get an espionage mission in and NO interceptors whatsoever....I am playing small galaxy on expert.
  3. Yo everyone-- Just a confirm on some of the stuff aforementioned, planetary fighter window and construction window is extremely grainy; not a graphics person so I will not say much to that issue. Now as far as the stats are concerned, I believe the E-wing is a bit too strong off the bat, and its detection rating way to low, in comparison, say to the Defender. I am going to dink with the settings some more until I can give you details, suffice to say that I think detection ratings need to be a big issue with these new fighters. In the practical sense, which is truly difficult, you would probably want the majority of the fighters this release to be actually lower. Is it possible perhaps, to split detection ratings, for example, if on planet, have a higher detection rating than when in a fleet, or vice versa? Something to discuss there for both sides. Also if you check travel times, it seems even though sublight speeds differ, they (x-wings vs. e-wings) arrive at exactly the same time (that is with the on e second difference it took me to split them in two groups. This is with the default settings on the cards. In response to the string truncated, I initially got them when I used a mix of TC and old rebellion models, however, when I replaced all of them I didn't receive the string truncated message, but, like the previous post, it doesn't seem to effect game performance. Next, didn't seem like anyone, not even the higher up guys had mentioned this, but what about Longprobe Y-wings? Is there a viable replacement for these in Reloaded or will this simply be an archaic scouting device? Not to mention the same thing for the IMP probe droid (since it has hyp space capability). As far as the ENCY entries, I found one bit in the E-wing I thought was unnecessary, will pm LordLaForge with that so as not to give it away. Am almost to a decent battle, so will go play a while and test in battle stuff. Late.
  4. Hey Xan these are communications between Lord LaForge and myself, that should clarify if not answer your questions: LLF: <"The fighters need to be balanced for the TC. That doesn't mean, there should be the same values for each though"> Me : As far as I understand it, we are referring for example, to the X-Wings ability to dominate an Imp star loaded with 6 tie fighters, being able to destroy all the ties, and hit the Imp severly if they remain in-system? You are looking for a more reasonable assignation of fighter abilities vs. other fighters, initially, then fighter vs. capital ships, etc.? Then, upon playing, being able to judge what is a reasonable base attribute for various fighters vs. what other players might do to them once in possession of Reloaded? LLF: You are absolutely on the right track my friend Smile Balance can mean that 1 X-wing squadron can easy take out one Tie Fighter squadron, but Tie's are just easier to produce due it's lower price. This is already a feautre of the original game and we might want to keep it with our new fighters in Reloaded. You'll see, we have x new fighters in the TC, replacing the Y-wing and the Tie Bomber. IT's the * and the * . These new cards have to harmonize with all the others. Basicly testing is about adding these x new fighter classes without balancing problems, and perhaps making some changes on all the other cards for better gaming experience. Hope this helps Xan To the rest of you will begin testing tomorrow morning when I get home from work. Till then looking forward to hearing from the rest of you regarding prelim results!
  5. Toguru is correct. Early in the game, if you are able to muster up the troops, go assault the nearest planet that has the most useful facilities and take that bad boy over. I've noticed its easier to do this as the Empire, as you generally get more ships capable of transport and attack and usually within a few systems of each other. Make sure however, you are able to immediately supplement your assault fleet or planetary defenses lest you fall victim to AI reprisal. As the Rebellion your best bet is sabotage where the empire is weakest; if you are able to time the preliminary espionage, and then the following sabotage missions correctly, you will either A. Get that planet and some if not most of the other planets in the system right away, or B. Have some of A. happen and bag yourself an enemy character sent to deal with the uprising.
  6. Hey hows it going fellow fighter testers-- Just a word to see how many copatriots I have in our endeavors, but also to exchange contact info so we can better coordinate the testing process. contact me at: trailblder@yahoo.com or pm me either way. I look forward to working with you so we can get this game up and running!!!
  7. I am pretty sure I haven't seen anyone mention this, but perhaps it has-- and was wanting some discussion on the topic/theories on the AI. Dividing forces in reference to sending down two groups of authentic&decoy saboteurs, one for X target, one for Y target. It could be coincidence, but I have noticed a higher success rate in specop missions. Unless someone can offer substantive proof that AI is able to focus a certain percentage of a defending characters attributes against one mission and then the other, etc. Just something to consider for the "hard to capture Coruscant" missions.
  8. In response to the tibanna gas comment...that's a load of hooey. It would be a natural inclination of any power to have the most efficient use of laser power possible, hence, I don't think gas ratios had anything to do with it. X-wings/ties had vastly different shield strengths and damage capabilities. Personally, I believe it could either be A) Lucas needing some differentiation...or B) Color specific to weapon manufacturer. As far as the lightsaber discussion goes, to get this post back on topic, as much as I loathe the dark side, I have to commend them on inventiveness, efficiency when it came to lightsabers. Not to knock who I usually play, but one of the reasons the Republic fell was its inability to change, that went for the jedi too. Too insitutionalized. And my color would be.... A very, very poisonous looking green! And if anyone wants to add to this...wasn't color dictated by the type of gem that the jedi/sith used?
  9. When you say positive refined materials--you just mean money in the bank right? No worries there....I very rarely go below 500. As far as the other post, I am a traditionalist as well...although I am considering installing the protectorate. Its just that having empty shipyards, especially in this case, when I had seven, at that point in the game, seems a waste. LOL
  10. I had that problem for a little while....I know this seems counter-intuitive, but let the game install DirectX5.0 or whatever version it was when you reinstall it. Your comp will allow it and it won't mess with other programs cause they have all newer. I was having the same problem and it fixed it.
  11. That time seems off though...cause Svivren had seven shipyards....my fleet (or what was left of it) consisted of 9 corvettes, two bulkies, and a escort carrier, empty lol), and it took A LONG time to repair them....I still have one bulkie to go. Wish I knew how long each component took to repair (hyperdrive, shields, weapons recharge, etc.), but oh well...no biggie I guess...if anyone wants to comment on general repair processes they've noticed in their games that would be cool. Thx.
  12. Didn't know where to put this-- Have played SWR for a long time, am a complete noob in the mod/card department, but untampered...I can play in my sleep no matter what. This question though popped in my head the other night while I was playing--Does anyone by any chance know the math formula for ship repair rates? I am playing a game limiting myself to corvettes and xwings only and got trumped. They are now sitting above Svivren with only Coruscant left to go in that sector...and things are give and take in the others. Just wondering how long I have. Thanks all.

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