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Wiz33

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    "All hail Darth Revan, the true Lord of the Sith!"
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  1. The Emprie actually have an advantage using fighters and bombers already. As a rebel, the opening move in any space battle (as least against the AI and I would think the same applies to some player) is to frantically get all you fighter/bomber to the back of the formation or out of the way so they don't get wiped out by the Tartan rush in the first 30 seconds. The Empire on the other hand, have a easier time at it. First, their fighter spawn near their ships and is not lined up like targets right in front of their formation. Second with the actaul launch cycles. The Corvette rush will not be as desvastating since it will only be able to take out the first launch cyles at best before you have a chance to take them down. I think there is a fairly simple way to make fighter useful again. 1) Drasticlly reduce the effectiveless of Corvette/Tartan against Fighters so the only effective means to take down enemy fighter is with your own. 2) Increase Fighter effectiveless against bombers so it's more effective than Corvette/Tartan. 3) Reduce Corvette/Tartan effectiveless against bomber to a level were it's better than Capital ships but not as effective as Fighters. I think these can be easily done in a mod so it would be simple to try. A more realistic approach is to do the above and give the Capital ship one or two hardpoints that would mount a slightly less effective version of the Corvette/Tartan laser. Using a currently day example. Lets consider US carrier group. Fighters are most effective in taking down enemy fighters and bombers. Bombers and capital ships (consider antiship missile as turbo lasers) are most effective against enemy capital ships. Escort vessels (even those mounting the powerful Aegis system) is not your priamry anti aircraft platform. It's more of a close in defense for any enemy bomber/missile that makes it thru the fighter barrier and your capital ships while mounting anti aircraft weaponary, is pretty much a last ditch defense.
  2. Ok, I still don't know if this bug is fixed in 1.03 (since I'm at tehe office atm) but I may have found the cause of this problem while reading another thread on LA's forum. Read this: *****But I do know of one true glitch, if you are playing as the Rebels (Medium difficulty) on the Glatic Conquest single player sinario, find the Imp. planet that has their Research Facility on it and take it and destroy the facility. The Ipm's won't build another one and will be stuck on Tech level 1.**** I do remember destroying a research facility on some the land maps when I get the auto-resolve results so this may be it.
  3. Have anyone checked and see if 1.03 fixes this problem. I just DL'ed the patch and have not have a chance to try yet.
  4. Other than their speed. It seems that for fighter defense, you're better off building a few more Corvette and Gunships even at higher cost since they'll survive even if they only have a hair of hull left at the end, where as the fighters are lost if you take more than 1/2 damage.
  5. I have the same problem with the 35 planets conquest game starting at Tech 1, the only thing I changed is to increase starting credit to 10K.
  6. I had the last battle at Yavin with all the heros (Han and Luke in space and Mothma and Driods on surface). The enemy fleet cames in and I get the countdown clock. I almost finsihed the Imperial fleet as time runs out (I think I was just about to blow up the last ship). It then switch to the cut scence with the Deathstar firing at Yavin and blowing it up. I thought I lost the game as Mon Mothma was on the surface. But than I get a "Victory" message and it cuts to Luke firing on the Deathstar and blowing it up and then we proceed to the whole award ceremony as seen at the end of Ep IV. All in all, I'm a bit disappointed at the rebal campaign. The first part is great and was paced fairly well up to the point of recovering the Data at Curolag (sp). But it seems really rushed once Han recover the data to build Mon Calamari crusier, The was no mention of Luke or Obi-wan or the Force, just a bit of voiceover on how they lost Capt Antilles and then the Deathstar shows up to destroy Aldereen and thing just most really fast to the end where Luke (suddenly now in Red Squadron), Han and the Driods just pop up at Yavin. Even if it's hard to do the story of Ep IV in the game but Skipping from Leia's capture to the Battle of Yavin without at least a bit of cut scence to introduce Luke and Obi-wan and set them off to Rescue Leia was really disappointing.
  7. I was on the mission to recover the Mon Calamari crusier data on Corlug with Han and Chewie. I made this mistake of covering them with a fleet. The first time around. Only Han and Chewie landed and the mission proceeded as it should be (he have to get to the data chip and then escape. I failed on the way out. As soon as I got back to the Galactic map, the mission started again but this time it started as a planetary battle mission with my full troops and Han. I manage to win this one and when I got back to the galactic map, it said to get Han to where Mon Mothma is. So I sent them over but nothing happen. Although they are at the same system, the mission will not finish. I try moving Mon Mothma and then sending Han again but still no luck. Look like I broke the campaign
  8. If they don't have internet, then they won't know there's a patch and since the game is playabel without. No harm no foul.
  9. The only thing that concerns me is that you cannot choose which units goes in first and which are held in reserve.
  10. Well, if you are spending $400-$900 for a graphics card, then there is indeed something wrong with you. . I spent $250 to upgrade my 9800 Pro to the X850 Pro and I can see dramatic improvment on quiet a few newer games so it's well worth it.
  11. I have notice that in some of the mods, If you have the long range sensor upgrade on your station. You'll get an an warning when an enemy fleet approachs. The problem is that sometimes by the time you scroll thru the map, the fleet is already on top of you. I think an "autopause" option would make it easier to so you can make a decision to withdraw or reinforce. On to reinforcement. I don't know if this is possible but if an expansion does becomes a reality. It would be nice the ships already enroute to a system will becomes available in the reinforcement tap after a certain delay. I know this may be a problem if you have multiple fleets enroute but maybe limit the approaching reinforcement ot 1 fleet.
  12. The graphics for the tank factory is missing from the demo so they seem to just shows up. The factory is also hard to kill without bomber or artillery.
  13. I can run at 1920x1200 at max setting except AA with a X850Pro 256MB.

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