
Slocket
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PLEASE HELP! Star Wars Rebellion Forum The regular forums, such as Rebellion Editing, I keep getting this error message. "Form not correct. Please submit again." Something like that. The submitted form was invalid. Try submitting again. It seems to be as phpBB error. Can you tell me what is wrong? I can post here, but not at the other forum, such as "Rebellion Editing"
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Have Battlefield 1942? Try Galactic Conquest!
Slocket replied to Dominio's topic in Mods General Discussion
test. OK I can post again here. PLEASE HELP! Star Wars Rebellion Forum The regular forums, such as Rebellion Editing, I keep getting this error message. "Form not correct. Please submit again." Something like that. The submitted form was invalid. Try submitting again. It seems to be as phpBB error. Can you tell me what is wrong? I have very good news...I finially understand mostly the complete structure of the Rebellion game files. I am presently writing a Visual C++ program open source, using their data files, to replace the function of the REB.exe (with original code made by me) I am trying to simulate the original function. This is a demo premier project for me to show my programming skill (looks good on a resume). Since it is open source and non-profit, I assume LA will not get upset. This can be expanded upon others who wish to truly modify the game AI and stuff for a better game. Eventually, with community artistic help, we can have a fan made "Rebellion 2" in the future developement cycle. There is alot of resources today that did not exist back then for us fans and budding programmers to make anything seriously. Enough talk, can someone check out why the other forum is not accepting posts? And what do you think about this project? I have a EE with a minor in computer science. I just needed to update my skills to modern languages and techniques. Thanks for any help! -
Thanks for the very imformative post DarthTex! It certainly does help me understand the formats alot better and faster. That is a good start for me to analyze stuff. It would be nice to make a floating format savegame editor. I wonder what Sector ID number corresponds to what planet. Plus the Major and Minor character ID. It would seem the creator of RebED had to know all those data ID. Plus I read old post from Vakundok and he did alot of previous work on this stuff I missed in the past (and the_mask). Do you happen to have the planet ID and / or Character ID ? You seem to have alot of information stored. I have an open source editor for files, I think it could be modified to find these "formats" with inputs. Of course to add or delete items form a system will require the savegame file length to change. It came from the fan made editor used to modify hex files in Silent Hunter III. It has a easy to use modify script to tell how to find a format to edit. Change the script and GUI some and viola Rebellion savegame editor perhaps. ------OT some. It just seems a bit unfair to the Rebels to have such a terrible start position. I thought about giving the Rebels more stuff to start with and some better outer Rim planets. Plus I think the Rebels should have a higher Leadership skill maybe to start riots (after all 'they are' the Rebellion). The Imperials get a huge Leadership bonus which is nice. Maybe just give rebels alot more diplomats...the AI really is that stupid in the game.... I think it would be nice to write a new program using basic slide show action for missions and ship battles for a start? (no 3d battle engine for starters) several slide shows going back and forth for each phase and battle damage hits. I guess I should put this in another thread. -----
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Wow, it seems you do have task on your hands! I noticed the Energy and Resource can be modified, but there are two fields of entry. The first changes the actual real ingame used amount, the other set is purely the display information. If they are not both changed correctly at the same time, trouble will happen. I did build a full set of refineries on a planet with 18 energy and it did not crash. It worked as normal for me, I do not know if the AI would build past 14; but I sure could build past 14 and works in game. If you have mapped out a galaxy, how do you know what planet you are messing with? I can see patterns, that have a real effect, but the ID numbers do not behave well. I am using Hexprobe that allows filtered pattern searches of data which is very nice to figure out the format of a savegame. BTY how do you know the planet ID in the save game? Example would be Coruscant for above. Well, here is a format you may have seen. I am using an empty galaxy. Some mines are random 0-5. EE---PT---RR---MM-------64---64---3 EE= Total planet Energy PT= Amount of energy the planet is in use. RR= Total plant Resource MM= Number of Mines (displayed) - is a 00. I think a savegame editor of some sorts can be built by using the pattern recogniztion instead of static hex location to find the data to alter. I need to know the planet ID. The savegame format is one big beast to handle! `Would it be fun to make our own EXE for the game? I have the ASM but it is hardly of use to make source code.`
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I managed to figure out alot of the format for the savegame. I edited a special test universe with all else removed (using modified *TB.dat files). I FINIALLY figured out how to change the number of Energy Slots in a savegame. Plus changing ships, people, locations, etc. This only works on a savegame. I can prove you can change the system energy lets say for this example Coruscant from initial 11 Energy to 18 Energy total. Whether the AI would understand these changes is unknown to take advantage of much larger Energy slots available. OK figured out how to get a picture to PAINT. No do you just upload it here somehow. http://img354.imageshack.us/img354/7900/energyrp4.th.png
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I have Sins of a Solar Empire. I was a beta tester for almost a year. It is a decent game, but I am a bit bored with it now. I hope his mod makes more like Star Wars! I know some of those odd tables. AO = EO same data in each file. It may get updated as game plays. TDecoy == FDecoy also the same data. It is a simple look up probability table. I assume for decoys in mission (Front or Tail?) as they can be in front or back. A guess. UPDATE EDIT: TDecoy is the Troop Decoy and FDecoy is the Fleet Decoy probability table. A mission agent must roll for both to get onto planet and to leave planet (fleet) then roll again for troops on planet (troops). So having a fleet above planet is also good for help catching agents. GNPRTB = General Parameter Table. Maybe related to initial setup of the resources and energy of planets.? SDPRTB= Side Parameter Entry Table. Maybe the randomness for each planet in galaxy.? These should be easy to prove. Look at the format in hex and set to zero, should have interesting Engery/ resource slots. Guess some of those others determine how many mines you get on a planet and energy slots. MANMGR Garrision manangment to prevent revolt? There is another one is the Work slow down due to unpopular world rule. Resource reduction and losses. I think. Populor support and Allegence cannot be in the setup files? I think you edit the SaveGame for that. What a mess to work with. ------------ SYFCCRTB.DAT AND SYSFCRMTB.DAT repost form a year ago in this thread. These are the overall random System Facility Core and Rim Start Tables for a new game. It controls the distribution. Plus, I think I am half figured out the savegame format, using these files at zero to simplify the galaxy, then make one small change and see the results.
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I am back after one year. I see more people have examined these odd files even more in detail. I left off after trying to diagram the starting files for the galaxy files back in December 2006. Still wanting to play a decent strategy Space game, I come back to examine Rebellion to see what more can be gleaned.
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Merry Christmas! First to post today from USA. Midnight here. I would also include Iowa, you have to be drunk to live here in a giant cornfield. Atleast you can make all the boot legged, gut rot liquor you want with all this grain! What was that movie...'Children of the Corn'.
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That ski jumping contest for AT-AT is the pic of the year! Made my day for fun!
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Thanks Mad. I think I will make another editor Galaxy Setup for SWRE to supplement RebEd and others. It wil give me a chance to cut my teeth on this new program technique before I go head long into it. I wish Microsoft would not foist another major change to the OS effectively leaving all our good games absolute. make me want to go the pure freeware route, seriously. I will *try* to make another Rebellion game simple as the first one with better graphics for the fun of it with improved AI and mod friendly so you can experiment. No profit but then I could use LA material in it. Maybe they may actually like it and give liscense for a much more sophisticated sequal.
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That was pretty cool! Was that alot of work to make those models? You are getting into what EAW has done for RTS. I hope your ships will have more detail such as firing arcs, hold over damage, damage zones, etc.
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Maybe Ewok Suicide Mission? LOL "Hey, little furball, go up to that AT-AT and use the Force on it!"
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new tool:Star Wars Rebellion Data Editor (swrde)
Slocket replied to errantone's topic in Rebellion Editing
Good question. If I ever discover that, I will let you know. I am hacking hardcore around these files for the moment. I wonder where the 'invisible' flag is, and what file. -
http://www.swrebellion.com/forums/postt3564.html
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I wonder what file controls the random Political Favor at start. There is a file called BasicSD.dat that looks interesting. **I have not found the files that controls the starting troops, spec ops or fleets yet, as you noticed. Thanks Jahled...I can use one! I noticed that if a set the Rim Worlds as colonized via RebEd, the file and game exe will re-write the systemsd.dat file as a core world 144 to 146 (90h to 92h). Thus that Colonized Rim world will be initialized with the same facility table as the Core file. Else if it is found by normal in game exploration, then it uses the other Rim file. I am going to run some more test to see what a normal game will be like in exploration with just the basic Core file changed to know for sure (some Rim worlds are 'colonized' upon finding them if they have any facility at all according to the Rim facility file.). If you know what files that controls the initial game random set up for Troops, Fleets, Spec Ops I would be nice to know those files. I would also like to know what controls the Political Favor, Mines, and Planet Energy randomness. Then an initial galaxy setup editor can be made with more options to start off a game. This is in addition to what RebEd can already do. **Update: I found the files that controls the initial fleet/troop set ups are the random seed tables CMUN*TB.dat CMUNAFTB.DAT = Alliance Fleet (Home) CMUNEFTB.DAT = Empire Fleet (Home) CMUNALTB.DAT = Alliance Random planet Fleets CMUNEMTB.DAT = Empire Random planet Fleets CMUNCRTB.DAT = Coruscant garrision- solid CMUNHQTB.DAT = Alliance Headquater garrison- solid CMUNYVTB.DAT = Alliance Yavin garrision -solid For fun, if you set up a game with the empire plenty of resource for maintenance...you can give the Empire AI a free Death Star right at the start of the game...and it will come hunt you down!
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Star Wars Rebellion 2 Game Development - The Real Thing
Slocket replied to Vector's topic in Rebellion 2 Ideas
Thanks for some insight. I meant 'slow' for me to develope in the new languages...I never learned .NET stuff. (Sorry, I was never Vector. ) A game for a small profit would need a complete interesting story indeed...or I could just make a basic Fan SW Rebellion Redux game for free. A lot to think about. Maybe LA just may like the idea and give it a throw. The C# languages really are the best for compatibility for now and the future. Well, I guess time to go to the book store and start catching up on C.NET. Microsoft really has dropped support for the Visual Basic languages. A lot is occuring since last year 2005. -
If it may help, I think many of us had high hopes for EAW to be the next true Rebellion 2, but it is not. EAW has pretty graphics and stuff, but it is not a Rebellion 2. It is a dumbed down version in any sense. Thus, now after a year or so, we are trying for real to make a true successor. Plus, to help the community for the original Rebellion, I discovered in the thread Mechanics, more thing that can be done for a initial galaxy setting...a new editor will be made to make more fun. Have hope, the original had alot of potential. I will try my best to make more content..and eventually a new game. Merry Christmas and Happy Holidays! Welcome to the Forum, Ace_. For a fun, I remembered Pi to 2000 places when I was in 8 grade...I wrote it out for hours with only one mistake and several chalkboards. They say I *was* a genius...too bad I went into Electronic Engineering.. (China runs the world now, and left me unemployed here in the USA) the real money was to become in Computer Science 25 years ago. It will not take me that long to learn this new .NET stuff, and finially have some fun in making a game! Have hope Ace_ Give me four months to write in .NET... It is way different from years ago. But not impossible.
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Take a look at this gameplay tips information link at LA: http://www.lucasarts.com/products/rebellion/ Here is a snippet (includes Novice level) Force using characters are able to increase their attributes and heal faster than regular characters. When strong enough, they can also detect and foil enemy Force users and can detect traitors among their own personnel. There are five levels of force growth: Novice (10+) Trainee (20+) Jedi student (80+) Jedi Knight (100+) Jedi Master (120+) The numbers are never displayed in the game, but this gives you a general idea of how long it will take to move to the next level. Keep in mind that each time you get a Force growth message, the character receives one point of Force growth and also gains an increase in their leadership, combat, and espionage attributes. To detect if someone is a Force user, the character must be on the same planet as Luke or Darth. While Darth is able to detect Force users right away, Luke will not be able to detect Force capable characters until he reaches the level of Jedi student, which usually happens when he comes back from Dagobah. How can I increase my characters Force powers? ..... ---------------------- FYI Palpatine starts at 150. Sparky old fart ain't he?
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Yes. Indeed. A new program EXE from scratch that will emulate the old..and this one will have a very good AI.
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Yes. Thanks for the info. Something to kick off with for a placeholder design. Nothing like replying to a year old thread, aye?
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Star Wars Rebellion 2 Game Development - The Real Thing
Slocket replied to Vector's topic in Rebellion 2 Ideas
That is good to know. I can use people's images and sounds...you know to get around Lucas Arts copyright stuff. I am not much into graphics art so 3D models, skins concepts, cards etc. would be welcomed. There is alot already here on this website..a good source of data. It would be neat to have a fan made image or model to go into a custom made game. Of course, for the true Star Wars experience, people can just add back in the SW TC Mod. The code will be user friendly for modding to make that easy to replace. I am taking the GalCiv approach for design. Pirates will always be..but I believe many people will like to buy a polished 'supported' solid game with a nice printed manual to read and other goodies. Surely a bargain for a low development price. Less than the price of a pizza. I would give due credit for those whose images are used in the final product. After eight years, it is about time we get our true Rebellion 2. The technology is plenty out there and many tools are free to use. It will have nice graphics as much as possible (better than the original of course). I have, at my age, played alot of games. Most new ones are dumbed down too much. I had more hope for EAW, but I am done with it for now. I am having more fun writing a new game program. It will take alot of time, but I have alot of time to burn; I hope a few more years at least A very good AI (that was my specialty). I am not going to encrypt the files. I want it to be very mod friendly. Any piracy would be free advertisment for me...and anything I make can go into making an even newer version that is even better (beyond what I can afford right now). Plus the revenue can help keep these websites alive and in business. EDIT: I guess to keep up with the times, I should use the new Visual Basic .NET to write this? It is new to me, but so many people tell me to make it for the future (compatibility). VB6 was easy and known. What do you think is the best language for speed of developement? Does it need the power of C++ (slow and longer to write) or get by with old VB6, or the new VB.NET? -
SYFCCRTB.DAT AND SYSFCRMTB.DAT Contain the random seed generation tables of probabilities for ALL the planets that are Core or Rim systems. SYtem FaCility CoRe TaBle DATA. These files do not change the number of mines or energy a planet start with. It does control the chances and how many of each one of these facilites a Core system or a Rim system will have and its Level. Core 1: 0,0 2: 36%, 2, Refinery-45 3: 79%, 1, Shipyard-40 4: 82%, 2, Training-41 5: 85%, 3, Construction-42 6: 88%, 3, Shield-36 7: 96%, 2, Laser-35 8: 99%, 1, Ion-34 The LOWER the number to zero, the MORE in proportion of those that will be placed on a planet. For the Rim file the Refinery is set for 91%. It seems backwards. 91, 96, 97, 98, 99, 100, no entry for ion cannon for Rim. The second number controls what level of facility it is (same numbers as RebEd makes in hex files). Example change the first "3" for Contruction Yard to a "6" will make all planets random seeded Construction Yards to be the Advanced variety at game start. The formula is n=n+3 gives the advanced version. Advanced shipyard change the 1 to a 4. Advanced Training Yard change the 2 to a 5. Advanced Shield is change 3 to a 6, and advanced laser change 2 to a 5. A core world can be any world that is marked as colonized. So if you use ReEd and make a Rim system colonized, then that planet will be just as developed as a Core system. Small changes make a huge difference, but this can be used to alter the initial facility starting condition of the game. I wonder which files holds the seed table data for the Political Favor and (planet mines/Energy). I also like to change the Contruction, Training and such to their more Advanced version to help you and the AI and get the game going faster by changing the Family type using a hex editor. IE Have planet seed with Advanced Construction Yards instead of Normal Yards. Of course making a nice user friendly Windows GUI to do this for people would be nice. I have not done that yet.
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Star Wars Rebellion 2 Game Development - The Real Thing
Slocket replied to Vector's topic in Rebellion 2 Ideas
Yes. Thanks for the offer. I am a bit new, I just needed to update my skills. Alot of people are moving to the .NET framework, though alot of free stuff and ease is still with the old format for now (which is what I learned). Although VB is easier to use...it would seem the game was written as a 'Windows Application'... C++. I have not tried 3D or DirectX graphics. I wonder how much a person has to pay to M$ to use their DX libraries? Or maybe it is free. Sometimes I wish to use my own DLL so that the game will run on any OS. I am not going to go for the latest and greatest graphics. As in GalCiv...I wish to make a really decent AI to challenge a more mature audience...with the graphics coming in second. After all, there can always be a second edition with improvements if it is successful. Of course the demo would be free to try... and I would welcome any help. I can make the engine and I think I would have (maybe hire) a 3D programmer who already knows how to hook it in -so to speak. I cannot see any reason why this project would fail. I have the time since I am retired and bored. Unless my health gets the better of me. -
Star Wars Rebellion 2 Game Development - The Real Thing
Slocket replied to Vector's topic in Rebellion 2 Ideas
Well, it is not dead yet. I learned VB and some stuff. Found a free 3D engine. Eight year veteran and I learned a few things, plus made some money to invest. Make a basic windows driven interface like Rebellion for a start (3D battle will be a 'chart' battle for now). It would be faster for me to write a new game than try to re-compile the disassembler code. Oh, yeh, also to make some money...serious time requires serious money, but I would sell it quite cheap (no need to pirate game [spirit of Galactic Civilizations]). If you like it, you will buy it. Plus the updates will require your own personal key code. After a while a patch would be released so it would be totally freeware. I can hire experienced devs to do the final work. I am making and testing decent learning AI routines that will kick ass. Sytem level designer. Of course, I cannot call it Star Wars or Lucas stuff... you guys can just add your 'Star Wars' TC Mod to it And this one for LucasArts being such a tight wad on the source code...they are not going to make any money off this one. -
I will stay away from the changes to the *** for now. Thanks to new software programs, it is possible to make value changes, such as a chance probability number, or simply turn an event on/off. But that is is the limitation of the code without the source and re-compiling it. So I do not feel it is 'breaking' anything. I put much time into understanding the game since it was one of the few that had alot of potential. Someday I want to make a 'new' written game and then people can 'mod' it to look like what you want. If you know what I mean. There are two Dat files that control the variables for the Core system planets and the Rim system planets. it is given as a probability variable away that is further modified by another 'side variable' (that is what it is called) table. These are in teh external DAT files. No one so far has diagramed them ASFAIK. I can show you the basic structure in a new post. The planets have a proabability value to have one of up eight different facility on them. They differ for core and rim. When a game starts, it wil determine the probabilty and random number of how many of that facility on a planet. It goes down the list until the given slots number is 'full'. So if one entry is left zero, the next more rare in line will fill in its place more. Rather a neat trick. One thing to note, the numbers that control the raw resource and energy of a planet is also in yet another file I have not got to yet. Not all Dat files have been explored. Only Coruscant and Yavin have a override dat file to avoid the randomeness. Maybe other planets could be given ther own unique file to override the pasic behavior. So you will not find a file that cantains the absolute (plus or minus) values for any given planet. Side note on the Ship Morale. AS you found out, the AI tends to be a coward in fights it cannot win, nor willing to bombard a planet. But I have seen it happen over hundreds of games. It is just very rare. (Even built a Death Star once (only once ) over the years I played the game. By careful observation and hours of testing...it gives me clues to where and what it is stored. It may very well be in this one odd DAT file that contains unique probability values. I think this may hold the chance values for a given behavior. Else, I will go in with ICE Breaker and hunt down the subroutine value in ASM and change it (low level language is not easy to work with , just a step above machine code). The program is not encryted to make a HEX substitution for a variable value. But that is as far as I can go. I can make value changes, turn events on/off..stuff like that. If I want a real AI, then I will write a new game from scratch based upon this one. Of course names and SFX sounds would be changed so not to run into Lucifer's copyright material liscense....but if you guys know basic file substition...just swap whatever you want back in (hint) to make it look like the original. Palpy=Palpatine. The Force=Schwartz. Laser sound-->real laser sound. You get the idea, and it is legal. The should have made a worthy Rebellion 2 with EAW neat graphics 3D engine. Maybe I can combine the two together as a way future project. For know, let me show you the Planets Facility file diagram. Coming up next post. A bit long but you will get the idea.