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MrPhildevil

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Everything posted by MrPhildevil

  1. So there's a few things I've worked on: -New Ency/Build/Tactical/Fleet Pics for Lancer frigate -The same for the Death Star -Modified Clone Squad Special Force encyclopedia entry -There's now 7 new tactical planet pics, though there's one that pisses me off indeed. -The Fleet icon (right one) for imperial side has a new "in hyperspace" and "damaged" pic. Good eye candy, I think you'll agree when you see them. -Also, I've switched cards place : Teren Rogriss <-->Thrawn, so you should have him earlier.
  2. In bmp, look for entries 10291 to 10296. Any idea what they change in game?
  3. Stands for windowed mode.
  4. This post has the specific purpose of giving the official ship list for the Rebellion 1.5 mod. Intro commentary: I always tought it was strange that the only ship both imperials and rebels could build was the dreadnaught. Furthermore, they took 2 separate entries, which is a waste of entry, when you have access to such tools as RebEd and the model importer. So in my mod, there are a lot of ships that may be built by both sides. I think I also need to specify something about the setting of this mod. While I do love Thrawn's era, I firmly believe that Rebellion just would not be the same without being able to order Vader and Palpatine around. It just would not be as exciting to me. So setting of this mod is very close to battle of Endor, but just like in the game, you can go non cannonical about this. In fact, you can't kill Vader and Palpy, which is not cannonical, but whatever. Original Lists Imperial Fleet 1- Dreadnaught 2- Galleon 3- Assault Transport 4- Star Galleon 5- Escort Carrier 6- Carrack Cruiser 7- Lancer Frigate 8- Victory Star Destroyer mkI 9- Imperial Star Destroyer mkI 10- Interdictor Cruiser 11- Victory Star Destroyer mkII 12- Strike Cruiser 13- Imperial Star Destroyer mkII 14- Super Star Destroyer 15- Death Star Rebel Fleet 1a- Dreadnaught 2a- Bulk Cruiser 3a- Medium Transport 4a- Bulk Transport 5a- Escort Carrier 6a- Corellian Corvette 7a- Corellian Gunship 8a- Nebulon-B Frigate 9a- MonCalamari Cruiser 10a- CC-7700 Frigate 11a- Liberator Cruiser 12a- Assault Frigate 13a- CC-9600 Frigate 14a- Dauntless Cruiser 15a- Bulwark Battlecruiser New Breakdown: 1- Dreadnaught : NR-GE The dreadnaught is an old but reliable ship. Keeping that one, but it is not going to be 2 distinct slots. 2- Enforcer-class Picket Ship: GE Keeping this from Rebellion Reloaded, this ship is perfect to send in far systems: Unknown Regions and the such. However, it is more like a watchdog and you'll need other ships to colonize. 3- Heavy Corellian Gunship: GE-NR How could Rebellion show this ship in a cinematic and we can't build any in the game? Well this ship is meant to attack bigger ships and are more efficient in groups. They can carry troop regiments, and even though 2 may seem high, I like how the AI use them so I don't think I'll change that just now. CEC being mostly controlled by the empire, it makes sense that this ship would be available for the GE, but it is known that Rebels have had access to corellian ships very often, not to mention that this was the alliance ship that attacked the Imperial Palace! 4- XQ2 Commercial Station: GE-NR Rebellion 1.5 feature a totally new ship class: space stations. Now there is a few problems with this class and the AI. Unfortunately, the AI will keep on building Space Stations and attack with them. This is pretty unrealistic and while there are ways to counter this with the battlestation mod, I think this mod only weaken the AI. With my mod, the AI just about don't build space stations. I think it is pretty much okay, because nothing will make the AI understand its purpose. They are mobile, but very slow. They have about the highest Hyperdrive ratings (wich make them very slow to move) and minimal mobility. This prevent us from exploiting the stations. It also makes sense that one should be able to redeploy these stations, and still some sense that this would be long. Anyway, this particular station is the first available. Not a military one, but will still provide some fighter cover. Available for the two sides is logical. 5- StarForge Station: GE-NR This really is an anachronism. Furthermore, you can have more than one and its building capacities are not existent. Too bad. Anyway, I'll fix the ency pic and the description to fit better. This is the 3rd station available and it is a grunt. Description will explain that plans for this station were recovered in an Holocron by either Palpy or Luke and the plans were incomplete, loosing the building abilities but retaining powerful structure and fighting capacities. 6- Carrack Cruiser: GE Not much change there I think... 7- Lancer Frigate: GE An empire ship I kept for obvious reasons, one of them being roleplay. 8- Victory Class Star Destroyer: GE I kept that one imperial only so as not to kill balance too much by making all imp ships available to the rebels. Besides, theres about no example of Rebel Victory Star Destroyer. 9- Imperial Class Star Destroyer: GE-NR Plenty were captured by the Rebellion, so the New Republic is able to build some. However, since it is a long process to build one, the Empire have these mastodont unopposed for the first 200 days at least! 10- Interdictor Cruiser: GE An imperial ship, I always wonder if I should take the Dominator class instead, but I just think this last one is too much of a strong ship and the Interdictor is faster to deploy so I kept this one. Another ship that could have had Gavific Wells is the Death Star, but I think that would make-it either too uber or else too vulnerable... Anyway, for Rebellion 1.5, Rebels have an advantage there: they have 2 ships that have the Gavity Well ability: CC-7700 and Viscount. 11- Golan mkIII Space Station: GE-NR Second station class available to both factions. 12- Strike Cruiser: GE Yet another empire craft. 13- Allegiance: GE A powerful Grunt, the only New Republic Ship that can engage-it one on one and expect to win is the Viscount class. However, if you add fighters to the equation, you'll undestand that this ship need a strong anti-fighter complement. 14- Executor-class Star Destroyer (or SSD): GE The imperial navy's most powerful ship except for the Death star it is a little outdated and the New Republic Viscount will be able to kill-it. 15- Death Star: GE Yup, an Eclipse just wont cut-it. You have to have a death star available for this game to retain its worth. 1a- Defender class star destroyer: NR One of the NR ship meant to outdate the ISD's, it is less expansive and faster to build and more powerful. This is going to either persuade the Empire to build more small ship or to build stronger ships (ASD). 2a- Marauder Corvette: NR-GE Corporate Sector, ever heard of it? Anyway, this ship is one a good multi purpose ship, used widely in the CorpSector and available to both NR and GE. 3a- MC-40a Cruiser: NR Early grunt of the NR, they are generally not a match against VSD and ISD alike. Still good against other ships, though, including the Carrack class. 4a: Lucrehulk-class Battleship: NR Remnant of the Clone Wars, both faction would have access to this ship. It is a very good Carrier, but the Empire never were fond of them, so the Rebel scavenged them. 5a- SoroSuub Escort Carrier: NR-GE Basically, this is the reason why Lucrehulk is only available for the NR; to bring balance to the force... Lol. Well, you should know that SoroSuub sells its ship to the Empire (principally), so it make sense that the Rebel, that are Fighter Centric, would have access to this kind of ship (Lucrehulk), if the imps are to have access to this one. 6a- Corellian Corvette CR-90: NR-GE As I said earlier, CEC produces for the empire too, so I don't see why they would not have access to this one. 7a- Corellian Gunship DP-20: NR Well, I'd say this ship is the NR's answer to the Lancer-class Frigate. As such, the imps should not have access to it. 8a- Nebulon-B Frigate: NR-GE Well, it is known that they have been stolen by Rebs to the Empire, so it is normal that they would be able to access-it. 9a- Home-One Class Vessel: NR This one had to be available in Rebellion, if nothing more than for Roleplay purposes. It is a strong-ish fighter carrier and can hold its own against an ISD. By the way, you will notice that there are now quite a few ship that are able to defeat an ISD and are cheaper. This is because the Empire was not all that good when it comes to making decent ship without paying way too much. Even though they are impressive, thay are not without flaws and are not the most impressive intellectual work. 10a- CC-7700 Frigate: NR First Rebel "interdictor" it is quite weak. 11a- MC-80b Cruiser : NR This one is very modern and well armed. However, it is quite long to build. 12a- Assault Frigate : NR Kept-it. 13a- Nebulon B-2 Frigate: GE-NR Neb-B's evolution. 14a- Dauntless Cruiser: NR I always was fond of this kind of ship. As with all the other, a new model is great. It is about as strong as the MC-80b, but available earlier. 15a- Viscount Star Cruiser: NR Well, if the Death Star had to engage a ship without its superlaser, this one would be pretty tough to kill. To put the cherry on the top, I added Gravity Well ability to make-it some kind of alliance superweapon. In vanilla, the stronger ships were basically as follow: 1- DS, 2- SSD, 3- Bulwark. The new order would be 1- DS, 2- Viscount, 3- SSD. This tank is basically the apex of the New Republic. So, with Rebellion 1.5, New Republic has access to 21 ships and the Empire to 20 ships. Don't you think this is pretty balanced? Now I know you'll look at the stats of ship and say: my god, the Empire is sooooooooo going to get killed. Well there are a few advantage the empire has: Vader and Palpy are now forces to be reckoned with. It often happens that the Rebellion HQ's whereabout are known to the empire from the beginning (though don't expect to kill them in a frontal attack, that would probably prove fatal..., and I know, this is shit for those that likes to look for-it.) Also, the Imp Navy is still stronger than the NR's at the begining of the game and they have a better shipyard facility on Coruscant, than the Rebels can expect to get.
  5. What is Alpha blue, anyway?
  6. There is another way: Make a shortcut of Rebellion on your desktop. Then rightclick to properties and modify path to ""C:\Program Files\LucasArts\Star Wars Rebellion\REBEXE.EXE" -w"
  7. Hope you'll feel better soon! Could you host the file (dll) anywhere (if it does not take long for you...)? Just want to be sure it is the right one. I think there was one included with my file, wasn't there? Yeah, that has got to be a little strechy. No big thing I can do. However, I'm sure the planet icon enlargement will have helped the overall quality... As it should I'm happy it does work for you! Yeah, I've seen this before. What file did it modify anyway? If I recall correctly, there was one file to use with the Rebels and one with Imps. You could not have both at once. I just think it is not very pratical to change-it manually each time, but apart from that, it would be a great addition. Anyway, I did have to modify back the opening, what with Wayland in place of Coruscant and Coruscant in place of Yavin... not to mention damned C'Boath and Vader (by the way there is still issues with both of does, sound wise and dll pic wise). There is another way: Make a shortcut of Rebellion on your desktop. Then rightclick to properties and modify path to ""C:\Program Files\LucasArts\Star Wars Rebellion\REBEXE.EXE" -w"
  8. Concerning the pics, well, I've already said I am going to use comics and Real pictures. And tastes are subjectives... Anyway, you may as well tell me wich you don't like anyway. About the bad stats, could you detail the issue? And what ship did you not like?
  9. Take your time man, there's a lot of new stuff to this mod and it may take a while to find it all. To me, this is a compilation of other's knowledge and mods about this game combined with my own skills at modding-it. There will be a lot of new stuff and balance will feel different. Be sure you try-it in big galaxy/expert. One thing I noticed is that the Rebellion Headquarters often appear on a known system and I cannot fix that. Oh well, plenty to test my friend.
  10. Mouahahahaha!
  11. That's it! All the position reference pics have been done! It took me a long time, but here we go. Sending these to Darth Tex soon. Hope to hear from you soon, Tex!
  12. Now its 2 ref pics. Yavin sector has been done. It seems the Kessel HD icon can't be fixed. The black bar doesn't show in my icon bmp. Odd. Can't think of why that would not show in photoshop. Oh, what I'd give to have a stat counter on this mod...
  13. Still have 8 ref pics to do before I send them to DarthTex, if however he is still interested. I am making a bug list and would love to have testers that help me find some more. Currently, I have some pictures to rid of blue dots: Bothans spies Artilary Kessel HD strategic Icon has black bar to remove. Will keep you posted on what is done when I work on this (less and less time due to college...)
  14. Sure! Thank you. Keep in mind it is an alpha version there will be bugs and stuff incomplete. If you list the bugs here, I'll be able to correct them better One of them bugs is that there is a ship that does not have room for troops but comes with some at the beginning of the games anyway. I keep that as an Easter Egg
  15. @Slocket: get budious instructions for W7 64 bit. Should work. That's in the reloaded thread!
  16. The mask has responded, but I think this stuff is too far and he was not able to do much about the issue. The others that I've PMed did not answer as of yet. You can get my mod from here: viewtopic.php?p=547267#p547267 And I don't think you would have to re-install to try the mod, but check for yourself...
  17. I will not say that I do the most beautiful planet modifications, but alas, they work. So far, I've got 5 planets done. Have you downloaded my Rebellion 1.5 mod, Master Xan? I may be able to let you test them ingame, if you wish.
  18. Nah, it is actually nice that someone would answer. Actually, when I use RessourceHacker to extract the palettes, PS don't understand them and won't charge'em, stating that the format is incorrect. However, when I use vakundok's program, I can take the extracted .bin (converted to bmp beforehand) and "merge"-it with the extracted palette to get colors attributed. So clearly, PS don't understand shit in the extracted palette, but vakundok's program does. And when this has been done, I can open the merged bmp and actually get to see what the palette is with PS. However, when encoding the thing back to bmp, and I think there is the problem, vakundok makes a new palette. I've tried to merge the palette I can see in PS to the bin converted to bmp and it went all fuzzy. So I think there is an issue between PS palette gestion and vakundok's palette conversion. Weird stuff I tell ya. Alas, I can get some results that are acceptable, tweaking images. I just don't like how I did not find any other forum post on this issue and the fact that the reloaded team could get-it to work (even though it was not the greatest stuff I've ever seen, far from-it.
  19. Please, don't be happy all at once
  20. This method has worked for me in every card modification I ever did and yields very impressive results in the matter of converting to another palette. But anyway, how would you proceed to convert a picture to another palette? I've always been curious to know how the other ones proceeds.
  21. The alpha version of the mod is released! The link will not stay for long: 90 days at most, 30 at least, depending on how many peepsdownload-it. It is a whopping 400 MB, but way worth-it. http://www.megaupload.com/?d=BNR98Q8K Here's the read-me, by the way: """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" --What this is: A project like many tried to do, this is a Total Conversion of the Star Wars Rebellion game. Basically, I took a few ideas, the work of a lot of people and tossed a lot of my work in this too. A while ago, some people tried to make a major rehaul mod: Star Wars Reloaded. A mod that would change the face of Rebellion. New models, new characters, new artwork, new cards, new planets... but it was not complete. All you have is a promising work with an incomplete feel. Another person that changed Rebellion is DarthTex, a man that dedicated a lot of time (probably as much as the Reloaded team, if not more...) to remaking the galaxy to his view. He's taught me a lot about modding, knowingly or not. But I still felt his contribution was not the perfect Rebellion for me. As I can tell you mine will not be for you. An issue I had with Tex's mod was that you had to stick with original Rebellion ressources except for the new galaxy config of his. So I took on myself to base my work on an install Reloaded mod and evolve my own mod from there. Another modder that inspired me was the mask. This one literally is the father of Rebellion modding. I got most of my ship models from him as do Reloaded mod. Also from him, we have a mod that permitted to make the Character encyclopedia descriptions zillion time longer. Thank you for this, mask! Of course, my mod would have gone nowhere without RebEd 0.26, Ressource Hacker and Rebellion Model importer. I have chose to call my Conversion Rebellion I.V. That is latin numbers for 1.5. This cannot pretend to be Rebellion 2, but it is my vision of what can't still be called Rebellion 1.0 or 1.01. So here's a rough change list List 1.0: -New ship models -New Character Cards -Galaxy Overhaul: better positions according to the Essential Atlas -Roughly 100 entirely new planets -All 200 planet entries have been updated, some more extensively than others. If you wish, you may take Star Wars History Lessons, with this game lol. Though there's little to no Vong mention. -Cards description space expanded -Planet descriptions expanded -New planet icons -New Planet Ency pics -3 new tactical planet pics: Breental V, Anoat, Earth type -New fighter models -I'm entirely to blame for these character cards: Luke Skywalker, Darth Sidious, Darth Vader, Corran Horn, The Solo Twins, Jorj Car'das, Ysanne Isard and Thrawn. -New ship Cards: I did the Defender-class Star Destroyer card, the Viscount MC ship and the Starforge card by myself. There are balanced cards for every model and they do fit the model. Several ships are made available to both sides, though they still have exclusivity on some. No death star for the NR. -New Fighter Cards: VinBadir's Tie Interceptor/Defender are gorgeous! -New troops: not much changed there yet. General balance improvement. Changed the NR commando to act more like NRI Tactical Squad, trained to foil missions. AT-AT regiment made almost entirely by myself (still use vanilla fleet icon). I must say that this is one very good card, in my opinion! -New special troops: Clone squad for rebels by me, new bothan spies by nadsjfel. -New fleet window for NR and GE. -New top of the window for GE. -Tweaked Durga the Hutt's tactical pic to have better color. (VinBadir's card) Expanded its ency entry and balanced him (research). -Added Kirtan Loor entry using najsgej's tarkin card. *To be continued* Introduction to credits: I know how the modder community is sensible to credit. I know everybody want his work to be recognized as his. But my mod is not one of these mod that just steal a lot of ressources and claims them to be mine, like Tim's kotf, or Pikmin's The Sith Lords Restoration Project. I do borrow lot of ressources and I can't say that all that is in this mod is mine. But a lot of the ressources were modified and keeping track of everything is rather complicated. If you see something that is yours, please, by all means, PM me and I'll include your name in the read-me. However, it has to be noted that if you made a card, probably it has been heavily modified to fit my vision of Rebellion, so that you can't claim the whole thing to be yours anymore (in fact, it is Lucasart's, anyway). By the way, I doubt any cards I did borrow will be like original. I probably will have balanced-it very thoroughly... and loads of time, I had to deal with blue display problems and repaired them. So there is a lot of my work in there... Credits: VinBadir - Cards/Pictures Antonius - Cards/Pictures najsgej - Cards/Pictures Slocket - Planets Pictures/Inspiration The Mask - For all the great models/textures you ever did. DarthTex - For all the help you gave me to understand modding, for the inspiration your mod were for me and for what you did for the Coruscant Sector. Hope you will help me to make this great stuff galaxy wide, when I'll send you what you need! *To be continued* INSTALLATION INSTRUCTIONS: Well, if you have a 64 bit system, I can't help you. Look for Budious's instructions on the forum: http://www.swrebellion.com/forums/postt3937.html I did manage to make this work on my x64 system too, but I can't get both my computer to play an mp game. So, back at installation: if you want to be able to modify the game, because you don't like what I did, well, you'd probably better place these file where the normal game would be installed. That would be this path, while you have to replace the "_Rebellion1.5_Mod_Alphav3" by "Star Wars Rebellion". It should look like this: "C:\Program Files\LucasArts\Star Wars Rebellion". Will be different for W7/Vista/XP? 64bits. But if you merely wish to test this mod, just unzip the game and run rebexe.exe. Make sure you have activated movies, though! To do so, look for the "_Important" folder and run the correct .reg file. For the next release, I may include the .reb file of RebEd, that you may need to modify stuff in RebEd. I'm not sure you need-it, though. Well, you certainly don't need-it to test the mod, that is for certain!
  22. So as promised, I am releasing my planet archive. All planet have an entry in .txt Origin of texts is: -Rebellion -Sansweet's Star Wars Encyclopedia -The Essential Atlas -The Essential guide to planets and moons -Wookiepedia (though they always use the past tense and I had tons of correction to do) http://www.mediafire.com/?58c27k6cza3983y So yup, you may have guessed that my releasing this means that I will be releasing an alpha version soon. Officially, I am done with the galaxy part of the mod, even though I am still working on tactical pictures of the planets. So I'm going to make a promotional image catalog sometimes to get more peeps to look-out for this mod, if possible... Until then, I am going to work on hosting this mod somewhere ASAP. Link to the alpha version soon.
  23. If anybody followed my progress on this post: viewtopic.php?p=547187#p547187 Well, you'll know I'm just about done with this whole galaxy work, that I can do, that is. There will still be the matter oof the ref pics, but that can wait. Meanwhile, I have succeeded in importing a planet in tactical.dll, though I am not happy with-it yet: Breental viewtopic.php?p=547254#p547254 Not sure I can do anything about that one though. Also, I've done another: Anoat, and that one is good. Same link will showcase-it. I did a version better taht is not there yet. As I am nearing my galaxy project completion, I am happy to announce that I will release some modder ressources to whomever will be interested. While I was working on replacing the planets, I took special care to save the encyclopedia entries and add there position on the galactic chart. Sadly, of the 200 planets, I was sometimes lazy and I only saved 113 entries on 200. Still, I think this is a good starting kit for whomever want to start his own galaxy mod. Along with this, I'll release all of my new planets descriptions too. I'll note that I took care to always keep the same distance between the sector name and the system type, in order to keep-it written on one line, when viewing the encyclopedia. This should be true for the 200 planets I have in there. So that would give you roughly 300 planets to take from, even though I'm sure there will be doubles somewhere. For the moment, I'd be happy to release these modder ressources on demand, like all the rest. By the way, thanks to VinBadir for yet more wonderful cards. I'll gladly integrate Durga the Hutt into Rebellion 1.5.
  24. Experimenting further. These pics are supposed to be in 1024px, but as I can't upload as large a file, I've saved some to 256px instead. So at first, I tried to rotate the bugger. http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/R.jpg That is in comparisson with the original 1024: http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/N.jpg Then, I lowered both Contrast and Lightning: http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/L.jpg I also tried to just rotate the bugger, though I think it was with a darkened pic: http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/lr.jpg In the end, what gave the best results was taking the darkened picture, duplicate-it, take the duplicated pic and convert-it from reb palette to RGB color, use the Density + tool on the areas that were to bright , even with the double adjustment of light and contrast, then copy that one back on the darkened pic (which I filled with black before, just to be sure...). The results are somehow satisfactory. http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/ll.jpg Doing the last method a second time made me reduce most of the dots, though there are still some. This is going to be incredible in-game, compared to low-qality pics!
  25. Unfortunately, I could not upload the one that yields the best result: the 1024. Still, all are crappy at best and it shows that size matter not... http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/64.jpg http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/128.jpg http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/256.jpg http://i1027.photobucket.com/albums/y339/Mr_Phil_/Rebellion/512.jpg

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