Jump to content

JPCJedi

Members
  • Posts

    3
  • Joined

  • Last visited

Personal Information

Legacy Profile Fields

  • INTERESTS
    Star Wars, Lego, writing
  • LOCATION
    New Jersey

JPCJedi's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Yup, done that! It embarasses me how much I've fudged with the galaxy editor; my map doesn't look a thing like the original at all. At one point, I had every sector literally up next to each other. I even tried making them all overlap on one space so that the planets were really packed close. Yeah, that didn't work. I've actually been enjoying using the galaxy editor and having my ships all charged up to 10:10 hyperspace rating, but the problem is that it leaves personnel in the dust. It still takes an average of 15-30 days for a character to complete a mission, but battles can be orchestrated and carried out within five, and since transit time is a non-issue for ships, espionage intel doesn't really factor that much into combat tactics anymore. It's a constant trade-off I guess. *sigh*
  2. Hi, I'm a newbie here, but I've been modding for years with RebEd and nearly have a full TC worked out. My big gripe with the unaltered game is time, so I've cruched all the hyperspeed numbers so that the whole galaxy is no more than ten days apart. So, is there any way to alter the transit times of individual characters, like the Falcon effect?
  3. Greetings, modding community, and Happy New Year! I'm JPCJedi, a 20-yr-old college student who's been playing rebellion for roughly five years, and modding with RebEd for three. I have found this site to be a treasure trove, and I've enjoyed downloading star trek cards, expanded universe characters, and learning how to put myself and my friends into the game. One of the ways I play with RebEd is fudging the Tac-mode numbers of all the star ships and starfighters. My big gripes with the unaltered game are that Tac mode was so slow and placid and tactics really don't count, since whoever has fewer ships runs scared. So I've experimented with supercharging fighters so that they can divebomb star destroyers in a single pass and (most successfully) cranking up the weapon recharge numbers so that the capital ships can really have shoot-outs. If anybody knows of some threads that discuss fudging numbers like this, please throw me a link. I'm also surprised from a cursory glance at the forums that there are still newbies learning how to play. The darn game has staying power! I also enjoy making my own cards. A lot of the cards I use are adapted from those of NemesiS, Paul Conway, Enigma, EW, John M. Stone, SW, Mylok, Zeblork, and the Admiral Hastings warlords TC, just to name a few. Occasionally I find a card that I really like, but the pic is unedited and doesn't properly show the backgrounds in the game, or I just want a differnt pic, and I get inspired make up my own. So I've been in the process of making up a Total Conversion of my own, with the fudged weapons and maintenance numbers, new characters, and hopefully, a better gameplay. I guess I'm waiting for the Rebellion Reloaded thing the mods are working on to answer all my gripes, but until then, I'm glad to keep modding.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...