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guerre_detoiles

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  1. another question: does it make sense to send in many weak mission forces to keep the detectors busy and then send in your main mission team? like sending in a bunch of 1 man infiltrator team and while they're busy getting caught, you can sneak in your real team. or do detectors like personnel and units don't get tied up foiling missions and can handle unlimited enemy missions?
  2. when your fleet occupies enemy planet's airspace, is the information given to you about the planet 100% accurate? also when your mission goes bad, you get updated information about the enemy planet. are these accurate as well or just partially accurate?
  3. even if the enemy planet isn't really occupied and has no detection factor?
  4. couple more questions: is it of any use to send decoy spies when you're doing espionage mission on enemy planets? same thing for incite uprising missions? is it right to think you only need decoys for really tough missions like abduct, sabotage, and rescue?
  5. hmm i heard leia has to go on a mission with luke after he finds out his heritage for her to find out.
  6. a related question: if you're doing sabotage missions on the ships above enemy planets, do the personnel/units on the ground contribute to detection? you're never going down to the planet but infiltrating a ship in space afterall. though i believe that personnel/units on ships contribute to detecting ground based enemy missions (right?).
  7. thanks for the reply. btw, how do you know what commander/admiral is in what ship once you enter the tactical mode? so you're saying you're intentionally targeting the ships containing those personnel? interesting...
  8. haha thanks eagle, and yes i know of SMAC, played it a lot back when it came out. awesome game. i never played MOO2, but i heard great things about this game. however i heard MOO3 was a disaster and never lived up to the name. i did hear though that the MOO community fixed MOO3 and made it a much better game. have you tried it by chance?
  9. yeah i'm also a huge civ fan, although i haven't been playing these days because i got so sick of the game. however, i'm not a fan of real-time strategy games and i rather despise them. i find turn-based strategy games more relaxing and enjoyable. i don't like feeling rushed and having time constraints. oh what i would give to play rebellion turn-based.
  10. thanks a lot guys, i appreciate your replies. i finally won that game i mentioned above (albeit on easy), but nevertheless i'm finally starting to get it and getting better. few questions that's on my mind right now: do multiple shipyards/training/construction facilities output faster research when R/D missions are taking palce there? also do multiple shipyards repair damaged ships faster than single shipyard? couple general questions about how others play: do you guys do the actual tactical fighting? i always opt for auto battles as it seems way too daunting to figure out, i was just wondering if majority of people do the same. however, i'd like to know if which side has the advantage prior to making that decision. is that shown anywhere in the pre-battle screen? do most of you guys think alliance is better than imperial? it seems to have the edge in several crucial areas like diplomacy and knowing where the enemy base is. which side do most here prefer to play with? and finally where other than here can you find people to play multiplayer with?
  11. are there any newer games that are similar to rebellion? i want something like rebellion, but preferably turn-based so that i'm not in such a mad rush to check all my messages and make all my moves before the day turns over. i wish they made rebellion a turn based game, it would've been so much better. that and bigger resolution modes to support multiple windows would make this game almost perfect imo. can you imagine native support for 1920x1200 resolution and you can have 10 windows open at once?!! it's a shame that such a great game as this isn't being remade. oh and i remember there was a game, Gal Civ II that looked sorta similar to SW:R, but i didn't really play it so i can't say. is Gal Civ II the closest thing to a modern SW:R? if so i'll definitely want to check that out, it sure got high ratings from most gaming site reviews.
  12. thanks for the replies guys, i have started a new game and put in a whole day's worth so far. made some noob mistakes but just decided to play on. i'm having some difficulty trying to figure out missions. 1. are decoys at all necessary when doing missions on your own planet? it doesn't seem so for most missions but i'm not sure about subdue uprising. trying to end uprisings are giving me a really hard time, i still can't figure out what the best way to do these missions are. do i just send a bunch of solo high leadership guys and hope they get lucky? mix them with guerrilla decoys? is succeeding this mission independent of having enough garrisoned units? 2. what is a good ratio of decoys you want to send along with your main espionage guys on enemy planets for espionage/sabotage missions? is it always better to send in a lot of decoys? should you always use the cheap special forces as decoys or is it okay to use a character as a decoy? sometimes i end up with a bunch of characters and not enough spies/infiltrators and i try to send 2 characters on a mission and have just 1 special force unit as a decoy. should you ever have more than 1 main character (non-decoy) performing a mission? 3. what has the most effect on your units getting caught during missions on enemy planets? personnels? ground units? enemy espionage missions? do units inside ships orbiting the planet have the ability to foil missions just as much as the ones on ground? 4. which ship attribute determines how fast they travel? i noticed ships that have the same hyper-drive rating don't arrive at the same time so there must be another factor. 5. i always seem to run out of resources. should you not let your mine and refined resource counters get to zero if possible? and always keep the same number of mines to refineries? 6. oh and when someone said you need to bring in heavy firepower to destroy shields, which ships for example on the alliance side can do that? i can never seem to take out those shields. ok just these questions for now, but i'm sure to have more later. thanks again for all the help.
  13. okay hello everyone, i just dug up this game from storage and started playing for the first time in like a decade. i don't have the manual anymore and i got some questions after my first session that hopefully can get answered here. thanks in advance 1. is it a bad idea to group a lot of ships together and send them off to other planets? do all ships differ in speed? meaning it's better to send them in groups of the own class of speed? also, do infantry inside ships matter at all in space engagements? 2. which attributes for success with rescue/abduct missions, and incite/suppress revolt missions? also is recruit only available to certain people? 3. sometimes, theres no troops on enemy planets but i can't make a planetary assault. is it because there are shields and batteries still in place? i keep bombarding the military facilities but those pesky shields won't blow up. 4. is there a reason to mix different types of fighters in a fleet? or is it just better to take the most expensive fighters over the cheap ones. 5. when moving characters from planet to planet, is it better to send them off in ships? and do some people travel faster than others? it seemed like solo does. 6. is there any way to bump to screen resolution and to have more than 2 planetary windows open? what i would give to have more windows open... 7. are there any comprehensive guides around the web you'd recommend? 8. are there different versions/releases of this game? i took a look at the screenshots over at gamespot and they seem a bit different and more colorful than what i have. that's it for now, i'm sure i'll have more questions as i play more. oh and for an old game, it seriously rocks and still better than most games of today! and i'm not even a star wars fan!

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