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Markus_Ramikin

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Everything posted by Markus_Ramikin

  1. Long shot, but does anyone still have a copy of this? Ideally the latest version (2.2), but if not, an earlier one? Somehow over the years I managed to omit it from my backups... Changelog too, if you happen to have it.
  2. Been a lot of games since I last posted here, and I finally got the event again and the script fired correctly this time. Han got captured, then Luke, Chewie and Leia all went off to rescue him and accomplished that within just a few days. I don't know what the difference was, except that the abduction happened on the same day as Luke coming back from Dagobah. Mighty coincidence there. I guess there's some "big game event" trigger that fires every x days and that's why sometimes things will happen together like this? No offense, but if you think about it for one and a half second you'll realize this isn't a bad thing. This is a topic about a rare game event, and you will have people occasionally googling or forum searching about it even years after it was first started, so we might as well keep adding the info in one place rather than having a new thread every time.
  3. 10 pairs produce 6 resource every 10 days. That's all there is to it.
  4. Okay. I'll trust you guys. This once.
  5. Okay, the link in the first post is functioning and will remain so from now on. Again, hoping to hear about how this fared in multiplayer.
  6. We forgive you. This time. Just kidding. Thanks for bringing it back.
  7. My hero! So has anyone tried this in multiplayer? Any impressions? My own impression, from testing, is that fighter costs could still use upping a bit; the carriers+fighters strategy is still a bit too dominant.
  8. Also see viewtopic.php?f=2&t=27897
  9. Is Karpyshyn any good? A subject such as Revan deserves the best! /fanboy Eh, who am I kidding. If it's not Chris Avellone, I'm not going to end up happy.
  10. Does anyone have a copy of my RamikinRebalance 2.1 or at least 2.0? I lost it in a system reinstall, because I'm a dumbass and backed up the wrong version. I'd appreciate help with this. I really wish I had known about dropbox when I was posting this. If I get the file back, I'll be sure to use it this time and replace the link in the first post.
  11. I tested too. It started windowed. The image was mostly still; there were sounds of firing going on, but nothing was actually moving or happening - except the planet was rotating. When I Alt-Entered to fullscreen, it started rolling, the ships moving slowly leftwards and shots were coming from the right edge of the screen. Whenever I Alt-Entered back to windowed mode, the ships went still again even though firing sounds were still audible and the planet was rotating, very weird. Also, the firing ship was not visible, though, and did not show up even by the time the other ships disappeared altogether, is that intended? Hahaha, this is funny. I just used Fraps to try and capture the weird behaviour while windowed, and whenever I started recording video the ships would move, and if I stopped, they stopped. Some derivative of Murphy's law applies, I'm sure.
  12. I need to remember that story, next time I want to get out of a project a lot of people are hoping for Just kidding. Hope it's all nothing threatening. But good foresight with the source code.
  13. I didn't mean that as a complaint, I was just reporting what's happening. I see, so that wasn't the minimised panel. I have to say that unlike you, I used the minimise feature a lot in the original game, it was convenient for a number of purposes, so I'm sad to see it gone. Likewise flipping two sector screens.
  14. Tested the new version. Everything that you want to work seems to work. Sectors are flippable - although not when there are two sectors up, are you going to implement that too? Hm, in the Rebel view, it seems to start with an Abrion sector saved/minimised in the minimised sectors panel (whatever you call that), even though there isn't an Abrion sector on the actual map, and the contents are a jumble of planets all in one place (I think). Intended? In the Empire view I can't seem to find the minimised sectors panel. I don't have much time today so I only skimmed the thread, but I saw some ideas that I felt are a bit dangerous, like changing ship classes to something other than capital ships and fighters. My own hope is that the game is as much like the original as possible, and that you will forever keep in mind that you're making a remake, not a new game with original cool ideas. Ultimately, we're here because we want to play SW:Rebellion. Pretty sure I've said that before. Ignore me.
  15. I'm just gonna state what my interests are when it comes to a remake, for no particular reason : 1. Interface and its effect on playability (e.g. not having to re-set the same self-espionage mission every couple rounds on every goddamn planet would be nice) 2. Elimination (or at most optionality) of cheesy/exploity multiplayer tactics (ghost fleeting, suncrushing etc.) 3. Improved AI 4. Improved balance (ideally: optional/moddable) 5. removed/optional natural disasters 6. ... ... ... 10. Better graphics. Just sayin .
  16. Just gonna say 1024x768 is fine with me, I'm oldschool and that's what my computer is still doing . Oh, and I never said it with my feedback, I'm on Win7 64 bit.
  17. Yup, music and sounds were there. And yeah, any time. Again, kudos for doing this.
  18. Thanks, Antonius. This looks pretty cool. I think I managed to make everything work that you wanted to work at this point. The movie played, and I was able to open sector maps (3 out of the 4 sectors visible, the sector in the northeast of the map doesn't open). Sluis sector was flippable. I was able to get the imp droid to say things by clicking on him, too. The cockpit colors seemed off or limited or something like that. Not sure why. Keep it up!
  19. That's very cool, and I'm looking forward to trying it when I have a free moment. However, an .arc file? I assume that's some sort of an archive. Why not use something that people can actually open without digging up obscure software?
  20. I don't really know for sure how it works, and I could be wrong, but I've always assumed that a decoy roll is ran for every character on the main mission. Which would mean that the more characters you send on the main mission, the more chances to get foiled. So against a well protected target, I send only 1-2 good ones for the main mission, and cram in as many decoys as possible. Seems to work for me.
  21. Oh, and I forgot to add that once Luke discovers his heritage by meeting Vader, and tells Leia so she is Force sensitive too, Leia can be trained in exactly the same ways. However, to the best of my knowledge all minor characters who have the Force can only be trained with Jedi Training missions.
  22. Both before and after Dagobah, Luke gains in Force rating from foiled missions and from meeting Vader or the Emperor. In simplest terms, to force the Force Growth you should send him on a lot of sabotage missions, to planets with detectors. If you care more about the Force Growth than accomplishing the sabotage itself, then give him no decoys. You should have a rescue team with him, in case he gets captured. Preferably this should be done on planets without planetary shields/LNRs, so if he does get captured you can bombard the troops away and then rescue him (or get him back automatically if the planet joins). These should be sabotage missions, because they are faster compared to for instance espionage. If you locate a planet with Vader, you can get some rapid Force growth by repeatingly forcing an encounter with Vader. However, there's a very good chance Luke will get captured, especially while he's still not very strong. So I wouldn't do this on a planet from which I can't rescue him immediately. Once Vader gets injured, his combat rating drops and the probability of Luke being captured also drops. Eventually this will lead to Vader being captured, though if you want to be really sneaky you can put him on an expendable ship over the planet, move the rest of the fleet away to a nearby planet, come back, and right before the fleet comes back scrap the ship with Vader on it. This will let him escape back onto the planet below. Then your fleet arrives, and assuming Vader didn't choose to go somewhere else in that single game turn, you can go back to using him as a training dummy. http://forums.swrebellion.com/viewtopic.php?f=10&t=27885 But this pretty much feels like cheating. Of course in terms of helping the Alliance this is a huge waste of time, as opposed to the missions I described earlier, which at least accomplish some sabotage. (So are the Jedi training missions for that matter.) But as an investment into Luke it's very effective. I'd only do any of this in single player, of course. In multiplayer, I'd minimise the risk of capture as a priority, although Luke is still very useful for sabotaging things even if he doesn't progress to Jedi Knight/Master. But I'd give him decoys and avoid Vader unless he happens to be strong enough for the encounter. Alternatively, post-Dagobah Luke has potential to be a great diplomat, which nets no Force growth but is a fairly safe way to be useful (not that you'll be short of diplomats with the Alliance). EDIT: typo correction.
  23. If you're playing the unmodified game, then yes, carriers and fighters are the way to go. As long as the fleets aren't very small, the ability of fighters to swarm capital ships one at a time, and overcome their shield's regeneration quickly, proves decisive. Additionally, fighters are by far more cost-effective in bombardment, since a single squadron of Y-W or T-B has the same Bombardment value as many expensive capital ships. An equal mix of T/I and T/B for the Empire, or X-W (or A-W if you prefer) and Y-W for the Rebels, works well. Have the T/I, A-W or X-W attacks fighters, and have the T/B or Y-W attack capital hips. With Rebels, you may prefer to get Liberator cruisers when they become available, they're really the best ship in the game. They are carriers, but also effective in their own right. In that case you may want a higher proportion of fighters (T/I, A-W, X-W) than bombers (T-B, Y-W). Of course if you're just playing against the computer, anything works really, so do whatever's fun for you. The computer is stupid, and you can take your time and demolish planetary defenses with sabogate rather than bombardment. Once you have the measure of the unmodified game, I recommend you check out my rebalancing ideas in the Multiplayer forum. My modification weakens fighters, raises their costs, and strengthens the bombardment of capital ships, to the point where many different fleet compositions are similarly effective, and in fact it's possible to compose a somewhat viable fleet while skipping on fighters entirely. Also T/D and B-W become relatively better, since they were really not that cost-effective in the unmodified game.
  24. I haven't been playing at all lately, or this would have happened sooner. I took another good look at the stats of the Victory Star Destroyer (I and II) and its description, and I think I now better understand the original intention. The first one: Turbo Lasers 120 0 100 100 Ion Cannons 0 0 0 0 [...] This vessel was designed with planetary bombardment in mind. While a capable combat vessel, the Victory Star Destroyer can deliver accurate and devastating bombardments from orbit. VSD II: Turbo Lasers 120 80 80 80 Ion Cannons 40 40 40 40 [...] The Victory II was designed with space combat in mind[...] and maintains its predecessor's bombardment capabilities. So basically the main bombardment weapon of any ship is the Turbolasers, and giving it ion cannons merely improves it in space to space combat. I.e. for bringing down shields of enemy ships. With that in mind, I redid the bombardment values of all ships, this time basing them only on turbolasers. Earlier I used the formula: choose the strongest side of the ship, then add Turbo+Ion and divide by 20. Now I just used Turbo divided by 10. So our VSD II would earlier have (120+40)/20 = 8, now it has 120/10 = 12. I went over all ships with that in mind. Overall the results are very satisfactory and more logical than before. The VSD now has better bombardment than the ISD (12 vs 10), without me needing to tinker with the result. The Assault Frigate, which is a dedicated combat ship, now has better bombardment than the Liberator, which is a mixed ship with carrier and transport capabilities. So that too is as it should be. And so on... Some values are unchanged, but overall the values are a little greater than before. Indeed, for the first time, ships are now more cost-effective than fighters when it comes to bombardment, definitely a good thing. The Death Star bombardment value ended up at 100 due to being automatically capped by Rebed, but I can live with that. The Death Star is really sweet now when it comes to bombardment, because you can separate it from the rest of the fleet, give it an admiral, and still break through a planetary shield. And it will can soak up a hit from a planetary battery type II, and survive (though it will usually take damage and require repairs). Everything else - the changes to fighters and shields as listed earlier in this thread - remains as before. I just tweaked those bombardment values. So, for whoever feels interested: http://rapidshare.com/files/438543460/RamikinRebalance_2.1.reb (If this expires, pm me and I'll mail you. Or repost a new link.)

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