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errantone

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Everything posted by errantone

  1. To be more precise, I changed his ID and left him in the Minor character file, and changed leia's ID and left her in the major character file. That alone could be enough to cause the crash. We did not test other options. G A Jello, I used the tool that I just released to change those things. Now you can experiment with rebedit/data editor tools to try other options. You might find something that works....never know. The major problem will be anyone in the empire on a rebel planet would be a prisoner. GL with experiments.
  2. Hey all, Just starting this thread as a way to collect info on any experiments with changing family ID numbers. I'll start...... I noticed that core systems have family id 144, and rim systems have ID 146 I changed a few planets in the rim to 144, and at the start of the game they were visable, and looked like any other core worlds in terms of system slots for facilities/mines and initial facilties/mines themselves. No crashes or any problems. Only tested about 5planets, started the game and examined them. Interested in other's experiments of things that worked or broke something, share the info so we can all learn. ErrantOne
  3. you could change their family code to 144(core world) and that will make them same as core worlds for start of game characteristics. Or do you mean you want them as they are, but have a larger capacity?
  4. Ok, you can try this link too..... http://www.sendspace.com/file/5cen0b same file, just signed up for this free downloading site.....
  5. PS. I want to thank vakundok for his work/posting on the DAT file formats as having this info was enough to jump start me into doing this project and let me focus on building the tool. If there were no posts about it, i would not have even started. As doing the hard legwork for fileformat diving it quite timeconsuming. Thanks vakundok!
  6. Ok, I've been working on a tool to compliment rebedit, not replace it. It's focus is on editing all the DAT files, especially fields that we dont have access too with rebedit. Keep in mind, this is a work in process, and I call this release beta1.2. For those programming minded folks, it's an MDI app using C# and .net2.0 What this means for everyone is that you need to install microsoft .net 2.0 and have rebellion installed. Updated download link (4/21/07): SWRDE download link The .zip file has a readme (READ IT) and the .exe. the readme gives you a link to download .net2.0 if you dont already have it. If you are not sure if you have it, download it and install it from microsoft. At this point, I'm interested in people who are willing to do some testing to be sure it works on their machine, and what ever other random problems crop up. I've made a gmail account(look in readme), so if you want to report any problems/bugs you can email me those and/or post on this forum. Keep in mind that this project was basically for my own use, and I decided to fix it up a bit more and make it available to the community. All I can say is that i've had no problems with it editing the DAT files for my own playing/testing, but have no clue how it will work on a myriad of other machines. So use at your own risk. Just to be save, back up your data using rebedit first. Read the readme while you downloading .net 2.0 as I've tried to include anything I thought was useful. The tool is not fully complete, but it's possibly useful to anyone building a TC. I've mainly used it to change things like family ID and research difficulty. For fun I tossed in some rebellion, in game, sounds, it can play rebellion music from the CD if you want it too(requires CD in drive of course) and have a few 'hidden' sounds if you want to hunt for easter eggs This project was purely for fun, so I can NOT promise much(or any) additional things added. This will depend on work/life stuff and whatever seems like it would be 'fun' to do. Let me know what you think and I hope it's helpful. ErrantOne
  7. Anyone know if posts which discribe the rebellion saved game file format? I have an idea for a tool for save game file editing but want to gather any info on the file format that we the community have. Please post anything that you know of, thanks
  8. sent you a PM, email me the file and I will change it for you.
  9. I'm not sure on starting locations. I think certain minor characters are hardcoded to be available at the start. All major characters have their own family code, so they could be hardcoded to location, this would have to be tested to verify. I'm sure(but again have no personally verified, that family code would change some things about characters in terms of events. Each major character has a unique family code ranging from 48 to 53. Leia has 49. Now all minor characters are family code, 56. I would guess if you changed Novel to 49, he would be able to fight vader/emp once his force powers are revealed. Also, each character has a flag for which side they are on, so that would allow characters to be switched around. For now the only common way to edit family code is to use a hexeditor, which is a pain.
  10. A bit about how rebellion is organized. The DLLs in rebellion's case are resource ONLY DLLs. That means they have pics, text, voice type data but contain no program code themselves. The rebellion.exe file has those features 'hardcoded'. To do anything with them, you would have to decompile the code, and go through much work to figure things out. Like other's have said, it would probably take as much effort to do that as it would to simply write your own version of rebellion. In the DAT files, there are 'family' names. They are probably used the internals to determine who get's what special events. The luke familycode, would mean that anyone who uses that code would have the luke special events. Just like anyone with the same family code as han solo, would get attacked by bounty hunters, get kidnapped to jabba's palace, etc.... I've gone through all the *SD.DAT files in detail, but have not fully tested out my family code theory. But the theory makes sense from a coding stand point. here's a summery of how rebellion is layed out: in the main rebellion dir: You have the rebellion.exe and all the resource DLLs. \edata contains the pictures used in the ingame ency. \gdata are all the DAT files which tell the game about ships, characters, troops,etc... in *sd.dat files. The *tb.dat files have things like probablity tables, initial units on cor/yavin/rebelHQ. on the CD is \mdata for the movies and audio of the game the rebellion.exe has all the 'coded' stuff that we cant easily tweak and change. In the end, this game was never created with user modding in mind. I'm new here, but it's clear that many people put in alot of effort to figure out the secrets of rebellion. The guy who wrote rebedit had a solid undertanding of all the DAT files, too bad much of that information has been lost to the community. Hope that helps
  11. Was just reading the threater's suck type posts in another thread and wanted to know, what 'stuff' have you smuggled into theaters? for me......... most I smuggled in, was a 6pack of beer, and a nice indian food dinner from a local resturant(plus utensils from home). Some guy behind me laughed then complained how good the food smelled....so i bribed him into silence with a beer. other random things were smaller, the occansional beer(32oz), fast food, junk food snacks etc.... Don't go to the movies much anymore for all the reasons people gave on the other thread.
  12. damage control, higher is better. very early era ships have around 10, while something like moncal cruiser is highest with 50(in default settings) same with weapon recharge. (lower is slower), early era is 6-8range and ISD mk II is 80(i think).
  13. Bumping a very useful post. Been hoping to find a post with this info in it. Want to dig in the .DAT files and mess around. great info here! edit: I nominate this post to get a sticky to keep it up top.
  14. Production rate of 5 = 1unit produced per 5days....so higher = slower production.
  15. Ok, we all want a much bigger tactic view for manuvering. Well, I've started to experiment to double the size of tactical view. Basically, I've halved the weapon range of all ships so far and it does give you more manuver room. Cant say it's best to straight up halve the ship speed yet, but some downward adjustment is warrented for ships like the correllian gunship(speed 10), and perhaps fighters. Rather than a flat 50% adjustment probably good to experiment with some numbers that seem to fit. Would also help to reduce model sizes 50% though, once all other changes in are in and seem to work well. Only oddity that I've seen so far with adjusting weapon range down 50% is with fighters. If you cut them 50%, it's a funny effect. They will circle the craft under attack and only lightly attack it, as they are mostly out of range. You need to tell them to surround to fight it normally. However, the AI does not understand this so this would only be good for multiplayer games. But the fighters stay very close to the ships underattack and it looks better, imo. Just posting this for something to play around with. It does seem to help give tactical a bigger feel as the default weapon ranges are just way to big, IMO.
  16. In tweaking research lately have learned some things about it worth sharing. Please add anything you have noticed as well. There are two components to research.... 1)Passive Research - This happens with no active researchers. According to the manual passive research if a function of how many facilities you side controls. Each facility contributes to research in all areas. 2)Active Research - Each side has 2 characters that can research in each area. Plus an additional researcher that can do research in all three areas. If you want to modify research speed make the research number higher, to slow it down make them lower. The number determines the 'success' rate of each research message you get. With very high numbers you can burn through all the research in a couple hundred days. Misc other things....... a)Each item slot has some type of research number associated with it that's outside of rebedit. Not sure if this is hard coded in the game, or in a DAT/DLL somewhere. b)Starting ships/troops/facitlies are hardcoded in game, so even if you make all items require research, the game start both sides off normally. c)Related to item a(above) but the first few research levels go much quicker then later levels. Things start slowing down around lvl 10-12 for ships. d)Rebedit has differing max ranges for each type, ships 0-20, facilities 0-100, troops 0-5. The numbers are for ordering only, research is tied to the next 'slot' to be researched. if you just complete a ship at lvl 10 and your next ship is at lvl 14, when the lvl 10 ship is done, the game starts on the lvl 14 ship. It does not have to research lvl 11, 12, 13 to get to 14. (was that clear?) Well that's it off the top of my head, if you know or suspect other things please post them too.
  17. I've been focused strictly on gameplay. have not bothered messing with graphics yet. So kept all names/images of original. I might take care of the graphics after the gameplay changes, but I am image challenged, so that might take a while.
  18. No they are in the game, but cost a tremendous amount to build and maintain. Only ship i removed so far was the strike cruiser. Always hated that ship in shipping version. I kept the graphic and give it about 50% of a VSD firepower and can hold two troops. It's a great early era ship, since the galleons don't come in until later now. So IF you want to build 1 Imp duce SD, that's great. But it is a trade off too, as it is a great concentration of firepower in one ship. So the trade off is the time/cost to make in a single ship, while having 2 ISDs might be more useful to a sprawling empire. Shade of grey choice. You only have so much maint pts, you can concentrate them in super ships or make more lower tech ships for a more fluid, modular fleet. ISD mk 2 is 4x the fire power of and ISD but only 33% more shield regeneration and 266%shield max and 1/2 fighter and troop capacity. So having 1 or maybe 2 of them is great in a late game, large galaxy but sometimes having a few more ISDs would be more useful too. I've tried to struture everything in the tech tree as a shades of grey option and not a black/white, hands down better upgrade. The essense of any real strategy game is shades of grey choices and very few moments of black/white clarity of choice. Anyway, back to playtesting the new tactical combat changes i'm trying. Edit:sorry, took out the lancer as well. Alway felt that the empire's weakspot should be vs large number of fighters. The Empire dominates via large capital ships(the SD's V shape is Iconic), and lancers are the best anti-fire def. ship in game. So by making fighter cost more, there are less of them so instead of the lancer, the empire has a Heavy Carrack. This ship is better then the original light cruiser in anti-starfighter def and has some turbo laser Ion Cannon vs capital ships. The Heavy Carrack is something I made up, as I don't recall it in EU at all. I have seen some cards for them though, so others have thought about this too. I just copied the light cruiser card and put it into the old lancer slot..so the image is there but the 3d model is off the lancer(I'm lazy). I'm thinking of removing the dreadnaughts completely as there is not alot of room for them in even a slower going tech progression. By room, I mean for production time but for now they are still in. Also thinking of removing the bulk transport as the rebel medium transport is an iconic image for me from ESB movie when they launched from Hoth. And the late game Liberator cruiser makes the bulk transport obsolete. If I get more time, will document ship changes and thoughts behind the changes.
  19. Antonius, TC is very playable, as long as you like a much slow pace ship combat game. I’ve been focusing on balancing out ship combat, spec-ops missions, diplomacy and resource production. They key for me is that rebellion is a multi-faceted strategy game. Even though ship combat is really the ‘main’ action for the game, it’s the spec-ops missions and to a lessor extent the character development that make me come back for more. What I noticed in the ‘shipped’ game is the play balance was a bit to star-craft zerg warfare for my personal tastes. Once I found this site and rebedit, well I had to tweak things. You were most interested in character tweaks so will talk about that. Since other aspects of the game were slowed down, it seemed that major/minor characters with sabotage skills dominated the early game without even any spec-ops troop support. It was trivial for them to attack planets with little or no troops. Also they were taking out ANY AI ships that had not moved since last espionage mission. So in general, minor character espionage and combat were adjusted down 10pts each for most(not all) minors. This makes the major characters that much ‘cooler’ since they could do things in the early game that other minors cant. Mainly run spy/sab missions without any spec-ops troops. Even adjusted you could pair up 2-4minors and do many missions, or 2 minors and 1 spec-op troop would work too. I also took away the bombarment modifier of 1 on corellien corvettes, so those ships mainly turned into sabotage/esp. ships for running orbital missions. Main ship for the rebellion is the bulk cruiser(given slightly better stats), corvettes are the escorts that they should be. Did not touch any esp/combat stats for major characters. Now Diplomacy…. This was adjusted down for most everyone for a couple of reasons. First, even in the shipped setup it goes very fast to me and only a few characters can do it. Second, since I slowed down other aspects of the game, this needed to be adjusted. So everyone was lowered. Liea starts at 100 and is the best in game. Minors are limited to max start ( base + var) of 60. Yes, 60max start seems low but will talk more about this later. I think darth/emp start near 90 and same with mon mothma. This makes the major toons that much more important. Now to talk about diplomatic success rates. In Rebedit, there is the “TB Editorâ€
  20. (Danger long post…………….) Hi all, Newbie poster, long time player here Curious if anyone is interested in testing out a gameplay mod I’ve been working on for the past few weeks. I’ve made a lot of stat adjustments to ships, facilities and characters to slow down the game play so it’s not as much of a zerg-fest. And makes you plan ahead more…….Here is an overall description of the scenario. Scenario: First Galactic Empire Setting: Post Ep III and sometime prior to EP IV Story: A new rebellion has broken out and the Emporer has appointed Miltary Governers to protect the citizens of the Empire from these rebels and terrorists. The Imperial Military has been bogged down in petty interal politics and is in disarray. While the rebels are currently a small but growing threat. Design notes: Note:This scenario is NOT for you if you have to have huge fleets of SSDs, death stars, etc….. to have fun. I assumed that anyone interested in this has already been there done that……. This setup is designed to take a bit more strategic planning and forethought then the original game pace. It will take longer to build your infrastructure, troops and ships, so the early game is dominated with spec-forces missions and small fleet scurmishes until at least mid-game. Production and Mainenance costs have adjusted so there are no black/white choices of the ‘best’ ship/troop/facility. This is intended to balance trade offs in cost vs capability vs time to produce. Early era facilities/toops/ships still have usefulness in the late game. You will be constantly struggling for maint and refined materials to support your war effort so plan wisely. Character stats have been adjusted to match the new pace. The Major characters have had few changes, but minor characters have generally been adjusted down in starting skills. Most buildable items must now be researched, and the research pace is slowed considerably. Affect on AI games: rebellion AI has always been weak and still is under this scenario. Affect on multi-player: This setup will greatly lengthen game play, so multplayer games will be longer. However, if you enjoy having the time to run more spec-force missions and don’t want a game so totally dominated by ship-2-ship combat this will be fun. Can always save a game and continue it next time. This is a very general description of the adjustments. I have play tested both sides extensively vs the AI. I’m interested in testing these settings in multplayer vs another experienced player. A few more details: Facilities: teir 1 facilities are costly to build and even more costly to maintain. Teir 2 Facilities are immensely costly to build, but only marginally more costly to maintain then teir 1. Game effect: Tier 1 bases are quick to build for low production rate facilities. Tier 2 facilities though costly to build offer a much higher production rate. See below for info on mine/refinery production rates. Defenses: Structured so that each item has it’s use for a set build/maint. Cost. Not every planet is rich enough to warrant planetary shielding. However Ion cannons or turbo lasers will protect from planetary bomardment. Capital Ships: build/maint was adjusted for play balance. Late technology super ships are not cheap, sometimes a bulk cruiser or dreadnaught would just do that job. Game play took priority over realism. Lower end ships had some adjustment in firepower. Misc other small adjustments as well. (note:Empire ship changes, strike cruiser has been turned into a republic class cruiser with firepower similar to rebel bulk cruiser and holds 2 troops, it’s the precusor of the Victory SD. Also, lancer frigate has been turned into Carrack Heavy Cruiser same laser cannon weapons as light cruiser and with some added heavy weapons for ship 2 ship combat. Also the Imperial and rebel dreadnaughts were refitted differently for the differing needs of each fleet. ) Fighters: Fighters build/maint costs balanced with capital ships. In general they cost more to build/maint. Troops: lower end troop costs similar to original game, very high end costs adjusted significantly higher. Game was balanced to lower end troops are main armies and high end troops are much rarer. (you will not see many dark troopers running around……lol) Major Characters: Slight adjustment down in some initial diplomatic skill. Darth vador and han can now do ship design research and are about 50% as effective as main researchers. Basically they can give a small boost if player wants to use them on research vs there other significant skills. Minor Characters: Many adjustments here, in general most all skills lowered so as to make the main characters more important. Adjustments also necessary to bring sab/esp/ass/abduction missions into line with lower overall troop production. Special Forces: Costs adjusted up so that realistic numbers of spec op troops are produced for use. These troops are needed to assist minor characters in particular in missions. Majors (like Han) can still do spec ops solo(pun intended) while minors initially have to skill up with spec op troops. Other Areas: Research: Research goes much slower in this game. It will take an estimated 800-1500days to research up to interdictor cruisers and another 1000+days to max ship research. Han/Darth can speed things up a bit, if the players choooses to use them this way. (note: game is damned fun with no ISDs allowed too) Mine/Refinery Production Rates: Both were adjusted down in production. You will be required to run your empire on a tight budget. You will never have enough maint or refined materials to to fully expand your fleet, facilities, defense and troops at the same time. You will have to juggle your priorities carefully. (note: I tested even lower production rates and while quite fun for me, not sure others would enjoy it. And the AI has problems if too low. However, if you play multiplayer and want a harder game, try it) Also changed is that mines produce more materials then refineries. So while you need a 1 to 1 ratio for maintenance, a 1 to 1 ratio will give you a surplus in raw materials. This is intended. Mines cost 2x vs refineries to build, so they are the key resource to control in game. This also gives your side a ‘strategic’ reserve of raw materials should you loose criticial mining facities. This adds what I think is a new dynamic to the game as you are balancing raw/refined materials along with maint points. Mines also cost 5 maint pts per mine, and 1pt per refinery. So you gain 44pts maint per mine/refinery (50 is game normal). Starting locations(empire/rebel) both start with advanced facilities for facilities/ship building, and also have 2 gen I shield generators. This is mainly to help AI with production and to prevent quick massing of ships and victory vs empire. If played in multiplayer, suggest replacing these with non-advanced versions and removing 1 shield generator Gameplay start: With the increased cost of facilities and defenses the initial start of game will put you anywhere between +300 to –200 maint points. This is intended. The player can review the starting planets and remove any unwanted items. This will give you added refined materials which you will need in the mid-game. Gameplay general: Initially you will be fighting to gain maintence points to build production facilities. The empire always starts with at least one Imperial SD so can dominate any one planet in the game. However it’s a big galaxy so spec-op warfare, diplomacy and planetary bombardment will make/break the early game. Tractor beams rule in ship to ship combat(empire has advantage here). In mid-game, you are fighting to gain refined materials to build on schedule. Only build what you need, you don’t have points to waste. Once the core worlds are all claimed additional maint points and refined materials production are HARD to gain, spend wisely. Early production was boosted by salvaging uneeded equipment from planets joining your side. Be careful when you bring a planet onto your side, if it has many facilities/defenses that you wanted, but you cant pay the maintenance then you will be forced to scrap something to free up maint. At this point, I’m trying to see if anyone else is interested in this type of scenario. If there is enough interest, we can play test it, and I can make whatever adjustments needed, fully document changes and see if it can be added to download section.

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