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Everything posted by Master_Xan
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Has anybody else had this problem running on Vista?
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You might check to see if there are any models hosted on the site that would work... but somehow I doubt it for that ship...
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Can you support this resolution for a Remake??
Master_Xan replied to Slocket's topic in Rebellion 2 Ideas
We all hope things will get better in a year or so. Paying off your debts is a very good idea; I wouldn't be using those cards for anything new if you could avoid it... Personally, I'm hoping to one day replace my monitor with a TV. Unfortunately, as of yet no TV I've ever tried could get the resolution and detail necessary to do this. Or flip side, no monitor works well enough as a TV. Admittedly, my budget isn't what it would need to be to accomplish this. But wouldn't it be nice to combine functions and ditch one more device? I'm all about simplification, especially since I'm a college student with limited space available. -
Make sure you're running it with administration rights... I'm not sure with XP, but in Vista you can right click a program, and from the compatibility tab, set it to run with administration rights. Otherwise, I'm not sure, other than a reinstall of RebEd.
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If you did want to transfer the entire .dll files, then I'd assume you're using a thumb drive or other fast means of transferring large files. In which case, it'd be easiest to just copy them all to ensure you didn't miss anything. But generally, the following are most likely to be changed by RebEd if you added cards or changed unit stats: GOKRES.DLL ENCYBMAP.DLL ENCYTEXT.DLL TACTICAL.DLL However, like Evaders said, exporting from RebEd is most likely the easiest method.
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Umm... to what are you referring to when you say TB editor? Maybe I've been gone too long, but I'm not familiar with any Rebellion editor by that name.
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Can you support this resolution for a Remake??
Master_Xan replied to Slocket's topic in Rebellion 2 Ideas
CRT monitors have advantages over LCDs. For one, they tend to have slightly better colors; though admittedly the newer LCD monitors are much better about that than in the past. Plus CRTs are VERY cheap at the moment. And, if there's ever a nuclear war that ends all civilization as we know it, the capacitor in a CRT (used to quickly start up the monitor instead of having to wait when you turn it on) will hold a charge for up to a month even after it's unplugged; you could use it as a battery for small gadgets and such. Just don't touch it! At full charge it would be a lethal experience... -
As a general rule of thumb, Rebellion doesn't allow adding, only replacing. Hence RebEd allows replacing one ship with another, but not adding additional ships. However in this instance, I'm unsure, as I've never tried. Anybody else know?
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I've long thought that Wikipedia was an unreliable source of information, but often it is a good place to start one's research. There are articles on Belgian demographics, culture, and even cuisine here that might get you started. As for real-life experience, I cannot help.
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Let us know if that doesn't work.
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Black circle around mouse pointer
Master_Xan replied to hamilcar's question in Questions from Newbies
I think I've seen this before... do you have a box around your pointer, or is there a box where your pointer should be? Already tried compatibility mode... what sort of mouse are you using? Or more specifically, does it have it's own software, like Intelipoint (sp) ? -
Congrats Rob!
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What newer games are out there that are like SW:R?
Master_Xan replied to guerre_detoiles's question in Questions from Newbies
Erm, yes. I did mean SE V; I was thinking five when I wrote it, but I put down four because that's the one I played the most... thanks for catching that mistake. -
just rediscovered the game and trying to play after many yrs
Master_Xan replied to guerre_detoiles's question in Questions from Newbies
Definitely. It's a prime goal of mine to limit the enemy's ability to use personnel, either because they're dead, or captured, or injured. All of which are possibilities when the ship they're on is destroyed. In tactical combat you can select enemy ships to see how damaged they are, what troops they are carrying (which is another goal; if they are invading but I can't defeat them, I'll take out their transports so they can't capture the planet), and it also shows any personnel on that ship. I might mention you can pause combat at any time to issue orders; that helps to learn things. -
What newer games are out there that are like SW:R?
Master_Xan replied to guerre_detoiles's question in Questions from Newbies
Space Empires V. It's by Malfador (http://www.malfador.com). It doesn't have the characters with missions like Rebellion, but there is intel and counter-intel involved. Sabotage missions, espionage, the works. You still take planets, do things to make the people like you, all that stuff. It's also turn-based. In addition, and this may be a plus or a minus depending on your opinion, SE5 is FAR more complicated. There isn't two sides, there are up to dozens of sides. You can create the empires and give them special advantages. You research the technologies you want from hundreds of choices, and then you design your own units. That's my favorite part, personally. You can take different components and custom-build your own satellites. Or mines. Or shipyards. Or battle stations. Or scouts/fighters/cruisers/carriers/transports/colony ships/ANYTHING. Even your own ground units. There's the option for auto battle and tactical battle, just like Rebellion has. You can assign planets to ministers, just like you can have the droids deal with certain things in Rebellion. You can forge and break alliances with the other empires, capture their ships and steal technology, even research tech to warp space and alter reality, creating new planets and destroying entire sectors by causing the sun to go nova. And the game is fully customizable, meaning you can make your own mods as you want. So if you want strategy, tactics, turn-based galactic scale fun and don't mind complication, then there ya go. It's a new game, so there aren't too many mods out for it yet, but it's old enough they fixed the bugs. Check it out! A warning though, games can last a long time just like in Civ games. -
Mechanics for Detection Rating
Master_Xan replied to clovermite's question in Questions from Newbies
The Shadow series is simply amazing. Ender's Game is my favorite fiction book, but the Shadow series is better than the rest of Ender's series. -
just rediscovered the game and trying to play after many yrs
Master_Xan replied to guerre_detoiles's question in Questions from Newbies
I've never considered whether having multiple shipyards/train/construction facilities where the research is going on makes it go faster, so can't help you there. But having multiple shipyards does repair ships faster. I almost always do tactical. Only time I do auto is when I know they're going to run away or else I know I'll crush them. For a long time I did auto because, like you, tactical was very daunting indeed. When I finally got around to learning it, I was surprised to find it wasn't so hard. Also, the AI is not very smart, so you'll do much better in battles if you take control yourself (at least, once you get the hang of things you'll do much better). In the pre-battle screen you can see what ships and personnel each side has. If you're vastly outnumbered, that's when you run away. If they're vastly outnumbered, I do auto combat so I don't waste time. Anything else I generally take control. Sometimes I'll take control even when I know I'll loose, and then I'll try and take out/damage critical ships to slow down their advance or to try and kill command personnel. Just depends. Alliance and Imperial are evenly balanced in the stock game. True, the Alliance has a mobile command center that stays hidden. True, they have more diplomats and their fighters are better. But if they expand into the Rim, they end up with slow travel times and a long build-up time. The Empire's capital ships are superior and they have more leadership people. Their HQ may be known, but it's also fairly well protected at the beginning. They tend to do better in the core than the Alliance too. That being said, the Alliance has one massive advantage. The Imperials have one key weakness at the beginning, that if the Rebels can exploit then it's game over, Alliance victory. The Imps start with a few systems more or less under martial law; they don't support the Imperials but are under Imperial control. If the Alliance can free even one of these systems, most of the rest of that entire sector will join the Alliance instantly. If they Alliance can do this with two systems... even if they can only manage it with one, its very hard for the Imps to pull out of such an early disaster. I don't play multiplayer, so you'll have to wait for somebody else to help you on that one. -
just rediscovered the game and trying to play after many yrs
Master_Xan replied to guerre_detoiles's question in Questions from Newbies
2) Also, if anybody gets captured, the decoys tend to be the first ones to go. That's there job, make sure the mission still goes through. I usually use large amounts of decoys on a critical mission, with maybe three characters and a couple of cheap build-me folks doing the actual mission; I've noticed however that a small group of very good characters are sometimes more successful... 3) As far as I know, commanders and admirals have no direct effect on detection ratings. I don't know this for sure however, it's only an assumption. Generals certainly do though, and fleets are a major influence. 5) Take as many core worlds through diplomacy as possible early in the game. Core worlds have lots of mines/refineries, and tend to make sure you don't run out of resources. If you aren't taking worlds all the time, you have to be building mines/refineries or else STOP building other things. Otherwise it won't be long and you'll run low on maintenance. (Unless you loose a lot of ships or something.) Like Tex said, it's important to have equal numbers of mines to refineries if possible. 6) Again, like Tex said, Y-wings are the cheapest and earliest heavy-hitter the Alliance has for taking down shields. Make sure if you take this route, you have a commander and an admiral; they help with orbital bombardments. Generally, the more powerful a capital ship's turbolasers, the more effective they are against shields. Corellian Corvettes do basically nothing, bulk cruisers slightly more, dreadnoughts are better yet, and then the bigger ships like assault frigates, dauntless', etc. are the best. -
Mechanics for Detection Rating
Master_Xan replied to clovermite's question in Questions from Newbies
I'm unaware of any precise formula anywhere. You can get a basic idea by looking at units that are supposed to have good detection vs. bad detection, and that tells you what is "good" on a unit by unit level. Multiply that by what units are in a given location, and you can get a good idea of how hard it will be to crack. Obviously the spec ops team's espionage rating plays a major part in it all, but I don't know the exact numbers. It is very important to have decoys; again, I don't know exact numbers. You kind of have to tinker around until you figure it out. Decoys are more likely to be caught however, so keep that in mind when sending important characters on a mission... Ships play a massive role in detection. It's very difficult to get into anywhere with a sizable fleet, and even small numbers of weak ships like transports have a startling effect. Again, no numbers for you. Commanders only relate to fighters, not detection ratings. Same with capital ships and admirals. Or at least, I've always assumed so, and there's no documentation with the game or from what I've heard online to suggest otherwise; you could set up a few tests with a head-to-head game to find out. Generals have a large impact, and the better the leadership rating the higher the impact. I don't know if a general in orbit has the same effect; I've never done any serious experiments with that to find out. Unfortunately, I'm again without exact numbers. -
Team Gizka Restoration Project
Master_Xan replied to DarthTofu's topic in Old Star Wars games nobody plays anymore -JI
*Cough cough* My, the dust has really collected on this one... *casts Raise Thread spell* Down to FIVE bugs! -
I personally always liked TIE Fighter better than XvT... never could get used to the joystick in either game, I much prefer the precision of a keyboard. It was the same when I played Descent too. Guess I just don't have a steady hand. A quick note on playing old games; use Dos Box. It's a Dos emulator program with a gazillion settings to make the game work (especially the music, which is always a bit tricky). Still having problems making it handle Return to Zork properly, but I think that's the only one I've tried that it can't seem to handle after a little prodding.
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Disappearing Reappearing Screens and Buttons
Master_Xan replied to uber's topic in Rebellion Reloaded
Don't you just love glitches? -
Several people have reported problems with the planets not being named correctly when they installed Reloaded. The only solution I've seen anybody mention is to reinstall and try again. Sorry
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Sarcastic Tex... I actually did ask them three years ago (as mentioned elsewhere). They said no. BUT, that was three years ago...
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The old SWREditor does work, and the AI value does have an effect when you modify it. That's how you get the AI to run away every time they see your fleet of medium transports coming in... Seriously though, I did some experiments with the AI value, but I don't remember my conclusions. I seem to recall that it might have effected what the AI builds, or when they run vs. stay and fight, or possibly both. I can't recall exactly what it did, but I do remember it DID do it. Run a test (like setting a medium transports AI value super high) and figure out what the AI does with it. That will answer the question. And maybe afterward you could remind me what I used to know...