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Danish

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  1. I know most of you people know this already but I just thought I'd add this neat little tidbit for those who don't know. To trigger Jabba's Palace just use rebed to lower Han's stats to say Espionage 10 Combat 10, or whatever floats your boat. The bounty hunter's jump on him quicker than you can say sithsapwn. One can almost picture Han going, "Hey, its not my fault". And so it isn't. Nobody could predict the emperor would use the dark side to hamper Solo's abilities.
  2. There is a fun way to play rebellion that most players overlook (yes even against the AI). And that is political manipulation. The incite uprising mission. Usually when one tries to win over a planet via diplomacy it takes quite a while (in the neighbourhood of 30 - 50 days) even with a high diplomacy skill. And that's just for neutrals. You want an enemy planet you gotta conquer it. Then you have to diplomacize that solid bar, all the way to your colour. You're looking at tying up your character for 75 - 100 days. Yet there is another way to perform this 'diplomacy'. Try this out step by step, exactly as described. 1. Gather two to six characters with high leadership. Two is fine but it goes considerably quicker with more. 2. Take over the desired planet as you normally would. If it was entirely in the other side's favour you'll have a garrison of six troops. 3. Now move one, I repeat one, troop back onto the assaulting fleet. It'll go into uprising. The garrison requirement will read twelve. Don't panic. 4. Now assemble a subdue uprising mission with two to six high leadership characters. Launch. 5. Note the counter. Within 8 - 16 days the popular rating will suddenly jump a small but definite amount in your favor. The uprising will end. 6. Open the troops tab. The garrison requirement is now 5. 7. Rinse and repeat. Each time you move one troop off and your team's effort brings the system back in line. 8. Eventually you only need one troop for garrison. Now diplomacize. Sometimes the team is so effective you don't even need diplomacy. Particularly if there is other activity in the sector. This will have the planet under your control in roughly half the time as regular diplomacy. It also gives your non-diplomats something to do. This method is particularly useful for the empire as they tend to be short on diplomats. While one could theoretically use spec forces they tend not to work as well. Another thing worth pointing out is that its much easier for your subdue team to crush the uprising when they almost have enough troops to quell the insurrection. Its much harder when they lack the necessary troops. Its easier when your troops need just a little help from your officers. Ofcourse you could use the full garrsion requiement. And that would work, but then you don't get the political benefit. Think of it this way, when your planet needs just one more troop to put down the uprising your officers lend a helping hand by moving the political bar a tiny bit in your favour. Instead of supplying the missing regiment your personnel instead make your presence on the planet a bit more agreeable. If you try to put the uprising down with just a couple of troops this won't work. Even after a long whille. Infact the uprising will fester until it destroys your troops. Returning to the topic of inciting insurrection, the game manual doesn't quite emphasize the value of decoy characters. While it states that the only attribute of value on such a mission is leadership that isn't entirely accurate. Let me explain. While leadership is definitely important, what most people don't realize is that this is politics we're talking about. The various troops and generals stationed on that system have a political effect on that system. Imperceptibly small but there nonetheless. Same goes for events elsewhere in the sector. Even parking a fleet in orbit has an effect. As does blowing away troops on an enemy planet (sectorwide). This complex interplay of variables is hard to understand or pin down. But its there. Here's my recommendation for successfully inciting an insurrection every time. 1. Choose a planet you desire. Many resources, facilities etc. 2. Assemble a team of two to six high leadership characters and two to four spy/combat types. 3. Can you gain control of the orbit over the planet? Prevents your guys getting caught by an enemy fleet. An espionage mission helps to find generals on the planet. Generals are dangerous to the health of your personnel. If not, that's fine. 4. Now launch a single massive incite mission. All the leaders in the primary and all the covers in the decoy. 5. Cross your fingers and take note of the clock. Your leaders will 'push' that popular sentiment bar ever so slowly in your favour and your covert guys will be busy murdering enemy troops. 6. Finally the system will turn. If you are in orbit you might just catch enemy personnel trying to flee. Also note that there's a reason you're putting so many characters in the decoy (and it has to be characters not spec forces). While they prevent the real mission from being discovered as usual, they're also upto something else. While invisible they're actually helping kill off enemy troops. Maybe that's why this technique works so well. Troop destruction is politically favourable to your side. Just look at what a planetary bombardment can do. Combine that with simultaneous effort from high leadership types and it sets up a chain reaction that really swings public sentiment in your favor. Some advice. Kill/Abduct the general if you can. Makes this mission go way faster. Save before sending the team. Your characters can and will get killed of there are many troops or a general. Jedi are great decoys. Use them if you can.
  3. Link is down plz reupload. This is a really cool tool and we can't find it anywhere. If the developer is still developing it and is accepting requests, maybe the program can let us edit and save all the fields and not just some. Understandably that means we can corrupt our copy but its a risk we're willing to take. A tool like this can give unique insight into the game's mechanics and reveals the role of hidden variables (like political influence of various troops and ships). thx
  4. I challenge you to play rebellion with the empire having no diplomats except Vader, higher leadership ratings for imperial officers and death star construction time significantly reduced. You can raise it again after you build your first DS. Keep the maintenance high though. For the rebels, give them more and better diplomats. Tell me how you like it?
  5. Yes there is interest Please use Ulongs for big values something rebed doesn't do make all values editable as then we can find out what does what Cool program man.
  6. I necromancer that I am fully support you. Make the game so once more the sith will rule the galaxy! Beware of copyright issues and upload to some internet storage like "adrive" should Lucasarts decide to reown this orphan. Not to discourage you or anything.
  7. Tractor power works a bit wierdly. I've found these values using rebed on an ISD and corellian corvy. ISD tractor Sublight engine rating 2 ---------------------------------- 5 3 ---------------------------------- 9 4 --------------------------------- 12 5 --------------------------------- 16 6 --------------------------------- 21 This means that when the ISD tractor power is set to 2 it can stop the corvette with a SLE of 5 but not 6. Also note that sometimes the tactical display shows no engine power but the ship does still move, be it ever so slowly. Anything less will bring the ship to a dead halt. Note that ships thoroughly under the power of a tractor (dead stop) cannot escape into hyperspace! Ships only slowed down can. I've increased the tractor range of the ISD to 120. This way two of them can arrest a corvette and prevent escape of atleast one ship. The rebels tend to flee in the face of imperial might. Use their cowardice against them. If they'd fought it out atleast they'd've taken some ships with them. Ofcourse carriers and the like don't stand a chance against even a single ISD so it might not be such a great idea after all. Any idea on how the tractor power is calculated is appreciated and comments are welcome.
  8. You guys probably know this already but I only just found out: there is a way to increase the net maintenance a galaxy can provide. Just think of a value that you think a mine-refinery pair 'should' provide. Say instead of fifty you want it to produce five hundred maintenance. You can do that. Just halve this number and, using rebed, put in a 'negative' value for the maintenance used by the mine and refinery. So I put 250 in the mine maintenance field and, placing the cursor on the left, I added the negative sign. Hit Ok. Then re-enter the facility tab and repeat for the refinery. Start rebellion and voila! Instant maintenance. Can you say unlimited power ! Anyways I also found that if you got too greedy and set the unit maintenance too high the net value becomes too large and the MP counter reads 'MAX'. I found it interesting; the programmers actually anticipated the emperor using the dark side to make mines and refineries produce more MP. Hey Mon Mothma can do it too! So if you do set up your galaxy like this maintenance ceases to be an issue and raw materials finally become more important. Guess its time to crank up those production rates to one! As a final thought, its hard to be creative with using this. One idea is to make mines produce three or four times as much MP as refineries. It gives you an incentive to develop those unused raw materials. Otherwise you might as well remove mines from the game, since refineries can do the same. I thought of making the bombardment for mines 10, making them immune to bombardment. That way your hard work doesn't get wrecked. Like make refineries cheap but mines really expensive. Then first you develop your economy using refineries, and then gradually phase them out in favor of mines. Or just make both of them really expensive (high RM) . That way the core systems finally mean what they ought to. Pre-existing infrastructure for the empire that is hard for the rebels to compete with. Let them run. They'll soon starve, since it'll take forever to set up new mines and refineries. They'll have to scavenge for that occassional colonized world in the outer rim bringing meaning to their diplomats. That's why I now set the hyperdrive of the correlian corvette at 60. Hey its supposed to be a blockade runner. Like in the movies, its supposed to carry personnel. Han can't be the chauffeur all the time.
  9. Hi y'all! I was wondering if there's a really big model for an SSD here. I mean something at least five times as big as the one in vanilla rebellion. If you know plz post the link here. Also can someone create the model of the death star that could replace a ahip slot. Then we could use it as a conventional ship. Never mind if it won't have the star destroying superlaser. Thanks.
  10. Here's an idea for anyone looking to make a savegame editor. First use RebEd to set the the energy of Coruscant to something unique, like 27 or even 99. Chances are this unique value won't exist anywhere in the savegame early in the game. Search for this value. Then restore using rebed. Start a new game and look at the same location. Does it correspond to the new Coruscant energy slots? Now repeat with raw materials. Together with thise data fields nailed down. you'll get an idea of 'where' in the file Coruscant is placed. Now repeat with the rebel HQ. And you'll have a locus for the HQ. Now you can use the save game and locate a unique 'config' of 'both raw materials and system energy' for any other planet. For example by researching the new map you'll find say Carida with ten raw material and twelve sys energy. If you've already found out how far apart these values tend to be, when you finally hunt for them using the hex editor you'll know you've found the locus for Carida. I know its a lot of work, but its just an idea!
  11. What's this rule by fear you're talking about? I know the death star suppresses insurrection on the planet its around orbit, but does this affect the sector too? If so by how much? Do troops quell uprising?
  12. Blockade an imperial planet that you know you can hold for a very long time. Then send luke on an espionage mission without adequate support. Keep aborting and resending until he's caught. Then use other chars to keep doing espionage. Vader should be on his way! This may take some time as Vader doesn't head for Luke until he completes his last mission. Only then does he come for his son. If you find he's on his way get a buttload of sullustans in orbit with a good general. Determine the ETA and rescue Luke. Vader's still in hyperspace. So he has to pass through the terrific blockade. Also Luke's onboard. Even if you don't catch him, he's still on planet so just abduct him. Make sure the blockade is in orbit before Luke decides to get caught or the empire could move him. Also the system shouldn't have an ion cannon or Vader could get away with Luke! Incidentally this technique of repeatedly aborting and reattempting missiions with Luke, even on the same turn, could be used to get Luke's stats high enough for a jedi knight. Then if you get him captured you get the emperor and Vader anyways. Now all you've got to do is crack Coruscant with a swarm of fighters. Even in the movies Luke surrenders himself and the force acting through Luke causes Anakin to fulfil the prophecy. So it'll work in the game too, theoretically. Let me know if you get it to work. Cheers!

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