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Everything posted by Markus_Ramikin
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Some testing results: Fighters, Bombardment
Markus_Ramikin replied to Markus_Ramikin's topic in Rebellion Multiplayer
Yeah that makes a lot of sense, with the thresholds being multiples of 40. Now that I think of it, I could have tested for this exactly, but back when I was doing this I wasn't really into RebEd. Thanks! The fighters/shields stuff is interesting, too. However, but in my experience, when the fleets get big enough, it all stops mattering really, and the only truly important thing becomes maneuverability. I think this is because once a fighter group is big enough to kill an enemy squadron in one shot every time, any extra firepower is wasted in that round. So the group's effective damage-per-second depends only on how fast it can switch to a new target and fire again. Which makes the Tie-Interceptor a surprisingly dominating fighter at a cost of 3 Material and 3 Maintenance. Make the opposing groups big enough and the T/I is going to win against the costlier fighters against which it normally loses in small numbers. -
Hey guys, I used the solution in this thread to install Rebellion, and it kind of works, but like some of the others I can't seem to be able to load cards in RebEd. It tells me I need a complete install. Can anyone help with this please?
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Guess I'll start a new thread
Markus_Ramikin replied to Markus_Ramikin's topic in Rebellion Multiplayer
I'm so sorry You're right, I misspelled it. It's correct now. Although I admit I've been much less available for SWR lately. Again, I apologise for causing confusion. I certainly didn't intend to impersonate anyone. -
STAR WARS REBELLION 2010 MULTIPLAYER LIST"""ªªª
Markus_Ramikin replied to Zeratai's topic in Rebellion Multiplayer
Dude. Caps are bad. Trust me on that. -
After playing this some more, one thing I'd really like to see in a remake is a way to automate spy missions to one's own planets. So you could post them there permanently and they'd issue their repots but not finish the mission on their own. Kinda like diplomacy/incite/research missions. This would not let you do anything that was impossible in the original game, just automate the repetitiveness.
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Phantom Menace Review, 70 minute criticism
Markus_Ramikin replied to budious's topic in General Discussion
I've watched it twice, it's really good. The voice bothered me at first, but it kinda grew on me. And he's got a lot of good points, there's like maybe one semi-important thing I specifically disagree with. And I like the humor. -
Some testing results: Fighters, Bombardment
Markus_Ramikin replied to Markus_Ramikin's topic in Rebellion Multiplayer
Yeah, actually shields and lasers do matter somewhat. Just not as much as one would expect. I've got more data so will post again soon, as soon as I get organised and find a moment to look through it. -
Phantom Menace Review, 70 minute criticism
Markus_Ramikin replied to budious's topic in General Discussion
Hehe, this is pretty good. I particularly liked the point about the lightsaber duels, prequels vs original. This is something I had come to realize myself not long ago, having previously been taken in by the fairly impressive choreography of the prequels. -
Some testing results: Fighters, Bombardment
Markus_Ramikin replied to Markus_Ramikin's topic in Rebellion Multiplayer
Doesn't seem to be much of an effect, at least vs fighters. Nor does laser attack strength seem to mean anything. B-wings are nominally more heavily shielded than X-wings and A-wings, and have greater Attack Strength than A-wings. And yet they lose so horribly compared to them. X-wings have the same shields and more Attack Strength than A-wings, yet they fight worse. Perhaps in small enough numbers that the swarm effect wouldn't effectively make the shield not matter this would be noticeable, but who ever flies fleets with single starfighters? Also, turbolasers are supposedly crap vs fighters, maybe shields can absorb a single turbo shot. You mean maneuverability? Possibly. Although it may be hits always land, but highly maneuverable craft fire them more often. I'm sure I was seeing more frequent shots from A-wings than anything else. And B-wings were only firing once every two geological eras or so Which would make the in-game encyclopaedia misleading to say the least. As it only lists those useless shield and attack strength values, but doesn't list the important one. So what did you discover? Haven't tested, but I vaguely remember some battles where there were only fighters and an enemy capital ship and I didn't lose a single fighter - I mean I didn't even get a damaged squadron. However, this is only from memory. If i"m right thought, it would be either due to infrequent and target-changing turbolasers only managing to take out a shield each time which regenerates by the time it targets the same exact fighter. Or it could be due to the turbolaser missing its few shots, I don't know if that happens. Thanks. Feel free to add a link then. I saw that it's "for programmers" and it mostly consisted of cracking attempts so I am staying away, not qualified. -
http://www.rosswalker.co.uk/rebellion/ Now you do.
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Fighters Last time we played, Enterprise and I couldn't agree about which attribute is important for a fleet Commander to enhance the fighters. Enterprise insisted it was Combat, I believed Leadership. We chose to handle our differences like men. Namely, we sat down and tested. I was Rebellion, he was Empire, we made two planets close to each other into shipyards and made them churn out fighters for tests. First we tested fighters without commanders, to see where the balance lies. It seems 4 carriers full of X-wings can almost, but not quite, stand up to 30 Tie Fighters. Weird, I'd have thought 24 X-W would rip the 30 T-F a new one, but I guess this isn't the X-Wing/Tie Fighter games. So, testing results for X-W vs T-F, with no Commander on the imperial side: 24 X-W, 30 T-F No Commander: all X-W destroyed, 6 surviving T-F Commander Calrissian: all X-W destroyed, 5 surviving T-F Commander Solo: all X-W destroyed, 7 surviving T-F Commentary: While a fleet Commander may enhance speed and reaction time of fighters, he seems to have no real influence on their fighting power. The differences in results are negligible and accidental, probably depending on which group of fighters shot first and things like that. Clearly, Han didn't shoot first in this one Next, we compared by substituting A-wings for X-wings just to see how they do in dogfighting. 24 A-W, 30 T-F No commander: 11 surviving A-W, all T-F destroyed Commentary: This is fairly understandable. Evidently these are the Rebellion's dogfighting specialists, they lose all the other applications - no torpedoes, no bombardment value - and yet retain the same cost in resource and maintenance, so they must be better at something. 24 B-Wings - lost horribly to the T-F, I didnt't record numbers. Most T-F survived. No surprise of course, I was just curious since we had the testing conditions set up nicely already, so might as well confirm... ------------------------------------------------------- Bombardment The other thing I wanted to report is my own tests on bombardment values. I'm sharing because I've seen a lot of misguided stuff on the internet, including the GameFAQs guides. I tested mostly against a single type 1 shield, 40 shield strength, but I did a few spot checks on other configurations just to make sure my results can be extrapolated. No anomalies were found. So, here we go. Both the bombardment value (from fighters) and bombardment modifier (from ships) are the same thing. You just add them up, and for my purpose I just call the sum Bombardment. Your total Bombardment from all ships and fighters in a given fleet tells you if a given shield can be broken through by that fleet. Despite what one of the FAQs tells you, turbolaser values add nothing to bombardment. Only the modifier counts. For instance a 40 strength shield will hold up against 40 X-Wing squadrons. Or 30 X-w and 5 Mon Calamaari (2 Bombardment each). The shield will always hold up against that, no matter how many times you try. With a Bombardment of 41, your fleet has a chance to break through though it may take a few attempts. 43+ and you're pretty much guaranteed to destroy something. The influence of Admirals depends on their Leadership. It's very straightforward. Tested against a 40 strength shield: No admiral: need over 40 bombardment Admiral with 71 Leadership (Luke Skywalker) : 2x power, need over 20 bombardment (1/2) Admiral with 80-107 Leadership (typical Rebel Admirals): 3x power, need over 13 bombardment (1/3) Admiral with 120-150 Leadership (Imperial Admirals with Emperor on Coruscant): 4x power, need over 10 bombardment (1/4) Admiral with 166 Leadership (Vader after lots of Recruitment missions): 5x power, need over 8 bombardment. (1/5) The ranges aren't comprehensive but I am telling you the hard data I tested for. As to the exact thresholds, your guess is about as good as mine. Also, it seems that the presence of a General on the defending planet puts this back at least 1 notch, so a 3x Admiral will need at least a bombardment power of 1/2 rather than 1/3 of the nominal shield strength if facing a general. I don't know the exact influence of a defending General and how it depends on the General's leadership or other stats, didn't test that much. ---------------------------------------------------------- Well that's it for now. Hope it's useful or at least interesting to someone.
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You're really getting my hopes up! I'm seriously looking forward to seeing your version. It sounds like you've got enough elbow room to implement more than one level of the AI, harder and easier. Any rough estimates on when? (No worries, I'm realistic - I waited years and years for a restoration of Kotor 2 )
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Sounds awesome. How's the work on the AI itself? It's planned to be way better, but have you worked on that?
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Playing Online Behind Firewalls (/w Hamachi & TCP/Com)
Markus_Ramikin replied to a topic in Rebellion Multiplayer
Thanks, Scott. I typically use Hamachi for my gaming needs, but with a friend of mine we couldn't get a game of Rebellion going, even with the virtual Com port thingie. To my surprise Game Ranger worked for us. -
I had the Han gets captured event once. The thing is, having read the guides/manual I expected the other characters to rush to his rescue, but nothing happened. The script didn't fire for some reason. Han just appeared on Coruscant and I rescued him with normal means much later. Has this happened to anyone else?
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Are you still making it like the vanilla game and only with the potential for modding things? I really hope so, because I generally like the vanilla game a great deal and if this game gets a remake, I'll hate it if it makes it a new game with new "cool features" unavoidably added. I love the game as it is, I just hope to see a remake with improved AI. And not just for the space battles but also managing economy, the use of characters on missions, etc. Even the improved graphics are optional to me although of course it'll be nice to see those.
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MSN: marksparrow1980 /at/ hotmail.com I also joined those swrebellion2 - 12 hamachi groups, I see just one guy atm and he's not responding EDIT: I'm sorry, I misspelled my MSN. Corrected now.
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I'm looking for a game. I'm from Europe, so American late evenings are out for me, I sleep then. Otherwise, something can be arranged, I'm sure. I have Hamachi and I downloaded that fake serial port thingie so that should work. I'm probably going to suck as I do not have any multiplayer experience whatsoever, so bear with me. And I greatly do not appreciate having game bugs/glitches used against me, like I was just reading about ghost fleeting on the other thread. So are there still any active players around? Reply or PM me to arrange something, or add me to MSN as marksparrow1980 /at/ hotmail.com . Looking forward to hearing from other fans of this game!
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Multiplayer Head-to-Head, who's up for it?
Markus_Ramikin replied to Ursus's topic in Rebellion Multiplayer
I'm new to this multiplayer business but I'd love to give it a go. I have hamachi, so where do I join that's still active? -
New Zone Multiplayer Client To Play Rebellion Online!
Markus_Ramikin replied to VooblyNSG's topic in Rebellion Multiplayer
Hm, nobody's there... -
Just making sure, there are absolutely no mods that directly improve the AI? I'd love to see one if there is one because I kind of hate the "fake difficulty" solutions such as giving the computer more resources etc - they don't make games more enjoyable, just "harder" in the sense of "must abuse the AI's stupidity more intensely". Lacking that, is there a mod out there that makes the game harder by changing those production/maintenance values for the enemy's units - but doesn't change/add any actual content? What is it that in an age where computeres can beat even the best of us at chess, game developers still put 99% effort into making games flashy and less than 1% into giving them meaningful AI... it's as if any modern game isn't great if it's got good AI, because they just don't, but it's great if it's mod-friendly so players themselves can add good AI.
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New member here. Mostly looking to find someone to play against, since the AI is annoyingly dumb.