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Everything posted by Elfboy
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i can't believe this page is still up. most game pages disappear after a year or two. glad you guys are still around makes getting back into rebellion still worth it
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Hey Mask, I tried getting to your site and it didn't work. I used the link on this site, got to the opening page, selected "English Please" and clicked on "I understand". Then a nearly blank screen came up and I could not get anything more. Just wondering if you where still having problems or is the problem somehow on my end.
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A while back some where discussing ways to edit the models for fighters. Did anyone come up with anything?
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From what I understood Luke and Leia are the only two to increase with failures and encounters. What I would like to know is: can this ability be extented to others? For example Vader and the Emperor.(Or whom ever the main Jedi characters for the Empire will soon be.)
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I don't think you can. At least not the way I explained for Luke and Leia. Like I said it's B.S.
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When Luke and Leia fail a mission, like sabatoge, their force ranking will improve slowly. A lot of people use this idea where you blockade a system and send then on missions they are sure to fail to raise their stats this way. But they are the only characters in the game (Rebel or Imperial) that can do this. I was wondering if we could change something in the game so that both sides would have characters capable of doing this.
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Is there any way that we could have BOTH sides with characters that would increase in force ranking with failures (ala Luke and Leia)?
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If we can't have her change sides during Heratege the we could simply replace Leia with her and have Mara discover her Jedi abilities.
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I always thought it was B.S. that Vader and the Emperor do not increase there rating the same a Luke and Leia. I wonder if this could be changed in the TC.
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The fastest way, and the hardest to achive, is to have Luke encounter Vader and/or the Emperor. If you can find one of them, or both if you are lucky, on a planet, blockade it immediately and send Luke on espianoge missions. He will be descovered immediately and his mission will fail, raising his force level. Also, he will have an encounter with Vader/Emperor which will also raise his force level. This way you will get two for the price of one!! A couple of notes: 1. If Vader or the Emperor are not on the planet you are using for Luke's force increase then do Sabatoge missions, NOT espionage because they take to long. 2. Try to find planets where Luke will always fail his missions. Success will raise his stats but not his force rating. Increases in force rating will raise all of his stats too so there is no point wasting time with missions that will succeed (at least not early on) since his force rating will help your other Jedi. 3. Keep an eye on Luke's combat rating. If it is not as high or higher than Vaders then Luke will get injured or worse captured when he encounters him so it ends up a waste of time. Usually at around 220 or so in combat rating Luke is ready to encounter Vader (perhaps sooner but not much). This is the best method of force increase that I have seen, and the fastest, so you should give it a try. I've raised Luke to nearly 1800 combat ability this way in no time. At this point I stopped and performed a training mission and ALL of my Jedi were at Jedi Master after two missions (some only needed one). Also after you encounter Vader send Luke to Leia or visa/versa and she will be a Jedi. You prob already know this but the point is that she functions the same a Luke; she increases with failures. So the same process described above will work for her too.
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To me it seems that Mara Jade could only be with empire if we were playing in a pre-ROTJ time frame.
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If the heritege idea can't work then I think she should be an alliance char. It fits that way; many of the original rebellion chars were not with the alliance when they were introduced in the movies. It's how they end up that counts.
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"Caesar" is a title, not a specific person. They were all called Caesar; I assume you mean Julious?
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The higher the Trainer's force rating the more succesful the Jedi training mission will be. Luke's rating increases every time he is put in a bad situation (most common being unsuccesful missions he is involved with.) If Luke's rating is high enough then you can get every one of your potential Jedi's to Jedi Master in two or three Jedi training missions. But Luke has to be stacked first.
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There is no way for us to know when new cards have been submitted. I've never seen the notice in the cards section change from "no new cards", even when new cards have been added. Is there any way to fix this.
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How about this: the A.I. seems to prefer building large quantities of cheaper ships. I always have battles with 6 or 7 strike criusers a couple SD's and a SSD (later in the game that is). Hell even in the later years of a long game I am still seeing a fairly descent amount of dreadnaughts. Perhaps if you make SD's extrememly cheap to build and maintain--say 30 maintainence and something low for building cost--they might build larger quantities of them. Make all of the ships that you WANT the A.I. to build easier to create than those you don't. Most of us have played long enough to know what ships give us the largest migrains when a large battle does hit, so use those. I've also noticed that the A.I. tends to fill its fleets with as many fighter craft as it can hold. I like huge battles that contain rediculous amounts of fighters; they are so extremely dangerous that your focus has to go to them first are the whole thing will be a wash. So to make battles more exciting increase the fighter capacity of your chosen ships and watch the swarms of tie fighters come(the way it should be). Now the average fleet size of your oponent will be increased because the A.I. can better afford to build the more deadly ships. They will still spread their forces over the map but they will have more resourses so every fleet will be harder to eliminate. Also the one that you do destroy will be easier to replace due to reduced building time. I havn't tried this idea so I do not know if it would get out of hand. If anyone tries it before me, let me know how it went.
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When you say that you changed a rebel ship to a death star do you mean the tactical model. That would be sweet. You could vamp up the guns and shields and have this massive ship sitting in the middle of your fleet. Like you said, no planet killing, but the entire battle would rage around it. It would add a whole new level to the tactical game; formations and battle group movements would be become much more crutial. You would end up with a space battle rivaling and mirroring that in Returne of the Jedi.
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Well thank you Elvis (never thought I would actually say that combination of words), it makes me feel edjumacated. One question though: since you ARE in fact alive and well, why London? Did you get tired of the good old U.S. of A?
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LOL, cards I mean not cars; I'd like to keeps those thank you very much.
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I don't mind developing pictures and cars for characters and ships. Sort of a smaller job but someone has to do it and will give all of you doing the actual programming one less thing to worry about.
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If you want your special forces to perform imperial missions you could just change their mission settings in rebed instead of being concerned with unit swapping. Also, I gave the rebellion SSDs and the empire Bulwarks (they could each build both) (so I could pretend that I had kept things even) but I have a couple of questions: I adjusted the research numbers so that the final number would stay the same for both sides (12 or 13 I think), which meant simply giving each side one additional ship from the start. My question is: was this necessary? Can the reasearch number be increased beyond the original setting (say to 18 or 19) without messing up the game?
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If you are using the patch from this site you do not need resource hacker. Honestly I don't know what your process would have done. Simply follow the readme from the patch and everything will work great. A few things to check though: If you are looking for changes in a previously saved game they will not appear; Any changes to settings will only be realized by starting a new game. If your settings were saved in rebed when you had a different version of rebellion (i.e. saved them with 1.0 and then installed the 1.1 patch) then they will not appear. The version the files were saved in, and the version of rebellion iteself that you are using must match. Someone please correct me if I am wrong about any of this; I was having problems a while ago and this seemed to work as the solution.
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Are you able to use the DS at all in combat? It would be funny if you were BOTH in control of it. It would be a race the entire battle to see who could fire the damn thing first.
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Well sure, that would work fine. Luke does not leave for Degoba until day 300 or 400. This would be reasonably close to the same time line if Reb 2 started with the beginning of the Trawn books. I mean we don't have to be perfect. I just think that the academy would be a very important event to throw into a game based upon the expanded universe era and the disapearance of Luke seems like the best way the incorporate it.
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Oh, and also, I think that the Luke going away event should be Luke going off to start the Jedi Training School. When he gets back he can train jedi which would be accurate anyway since he really didn't start training Jedi until that point anyway.