February 5, 200620 yr A Taste of Rebellion Beta V0.3 ROR and NMA Team Project: A Taste of Rebellion modification BETA V0.3 NOTE: This is a Beta version, several units haven’t had their stats and cost adjusted yet to the new format. Most of these units are units which haven’t been given a cost suitable for their utility. Images:http://img.photobucket.com/albums/v436/StellarMagic01/NewGalacticMap.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/ExtremeCloseup.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/AllianceAssault.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/AccurateScaling1.jpg Features included in V0.1: 1.) 12 Member Starfighter Squadrons 2.) 40 Man Infantry Platoons 3.) Revamped weapon system 4.) Realistic unit capabilities 5.) Accurate costs for procurement of finished units. 6.) Space Battle Unit Cap increased to 100 (You'll probably never reach it though) New Features in V0.2: 1.) A Planet’s Credit value is directly tied to the world’s taxable population; this has made some worlds much more valuable then before, and others almost worthless. 2.) Dramatically increased the cost of buildings and space stations as an interim measure to counterbalance the increased income from 1. 3.) Reworked the speed value of all units. 4.) Reworked the population value of units to reflect the size of their crew (1 Pop Point = 1,000 Crewman), a number of corvette class ships and all starfighter squadrons have 0 pop value. 5.) Disabled the Ion Cannon and Hypervelocity Gun. 6.) Temporarily removed training levels for rebalancing. 7.) Assigned all heavy frigates and destroyers to be available only on certain worlds. 8.) Reworked the rebel starting position for the demo campaign, removed all space units (Except Pirate units) from the game’s start. (Later I’ll put the hero units back in.) 9.) Fixed a number of UI problems with certain worlds. 10.) Added an Imperial version of the Nebulon B to the build list for the empire, the AI will build them, but not all that often. New Features in V0.3: 1.) Revamped the acceleration system of all the starship and starfighter units. 2.) A brand new galactic map based on the accurate positions of known planets. 3.) A rebalance of costs for units and assignment of damage classes to the fighters. Thanks go to Bryant’s 2.0 Modification upon which this mod is based, Cain for his support and sharing of information and the entirety of the EAW Modding community. Space retreat option available thanks to: Warlord TME v4.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums. Installation:Just extract the Data folder and place it in the game’s GameData Directory. That’s it. Download:http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=413P.S. I forgot to mention in the readme but I replaced the shipname lists with much longer lists based off of the theforce.net's Unofficial Encyclopedia. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
February 5, 200620 yr Nice mod Stellar - I like it. lemme know how I could help you. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
February 5, 200620 yr Um jsut a question can you play Empire or is it Rebels only? As i cant realy tell atm, im an Empire player so if its Rebels its not a realy good thing for me lol, as dont like playing Rebs http://miniprofile.xfire.com/bg/bg/type/2/nexeus.png
February 5, 200620 yr Agh! I love what you did with the galatic map but now everything's scrunched up and unselectable :-\
February 5, 200620 yr yes i agree, selcting a core planet is imposible Evacuate, in our moment of triumph. I think you overestimate their chances. Please can you post a comment on My clone story, in fan fiction. http://pff.swrebellion.com/index.php?topic=2306.0 (\_/)(O.O)(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination
February 5, 200620 yr Just reduce the general Scale of the planets and increase the Galactic Scale. http://i199.photobucket.com/albums/aa197/knivesdamaster/tags/sith_omguserbar_member.jpg
February 6, 200620 yr Author I will say this, playing as the rebels I have only one way to describe it. Kobiyashi Maru. For those of you that didn't see the Star Trek II: The Wraith of Kahn, its the Star Fleets most challenging scenario. It's completely unbeatable. The problem with spacing planets out farther is that it will become impossible to travel to those rim worlds which aren't on a trade route Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
February 6, 200620 yr I will say this, playing as the rebels I have only one way to describe it. Kobiyashi Maru. For those of you that didn't see the Star Trek II: The Wraith of Kahn, its the Star Fleets most challenging scenario. It's completely unbeatable. The problem with spacing planets out farther is that it will become impossible to travel to those rim worlds which aren't on a trade routeThen put them on a HS speed 1.0 trade route Much better than not being able to play the core worlds :/
February 6, 200620 yr As far as I am concerned the trade routes shouldn't increase speed, and in a "realistic mod" there should only be the historically accepted trade route(The perlemian and corellian come to mind). There was nothing in Star Wars lore that says trade routes increase speed, if anything speed is decrease because of the extra traffic. Increase travel speed all around, and remove the trade route speed bonus. Also, the rim worlds should have little signifigance. The only reason to go there would be if the empire is chasing the rebels, or cutting off their more significant bonuses. Why are you travelling to these backwater planets anyways? just drop a basic garrison, and move on. build it up from there. And when he reaches Heaven,To St. Peter he will tell,"Just another soldier reporting Sir,I've served my time in Hell."
February 6, 200620 yr Author I'll take that into consideration. Also, I just did a minor fix that makes the map much more playable, it will be included in the next release. Most of the space units are acting about how I want them, but ground units still need work. Most of the next few updates will focus on the ground side of EAW. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
February 6, 200620 yr Hey All, I just installed this Mod and I just wanted to throw out a few suggestions that might help make it a little more fun. First, as others have said, clicking on some of the planets is almost impossible....well not impossible, but frustrating if you are trying to click on a planet quickly. As well, why do AT-ST's "run" now, and why do they fire at that crazy fast rate? It also seems as though the ground units are not very balanced. Everything seemed to be killed in a few seconds and it seemed pretty unrealistic. And finally, I like the size of the ships in space and land combat, but I'll admit, even the fighters seemed a little hard to see...when zoomed out fully, running a resolution of 1280 x 1024, they are mere pixels. Other than that, it's pretty cool!! Nice work!
February 6, 200620 yr Yeah the planets are to close together, the slots combine with eachother. http://img20.imageshack.us/img20/3488/zersigef1.jpg
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