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clovermite

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  1. Hey Tex, thanks for the advice. I've done most of what you said, save for the admirals, spying on neutral planets for diplomats, and spamming tie bombers in the face of Nebulon B spam. I'm not really familiar with the relevant stats for Admirals and Commanders, other than high leadership is good. Do you know which stats affect what? I'll certainly be more active with the officer roles. The neutral planets espionage is a good idea too, so I'll try that out. The last suggestion though, I'm a bit unsure of. Rebel fighters are SO much better than Imperial ones. Tie bombers just seem to die so quickly. I worry that if I focus on making tie bombers the mainstay of my fleet that they'll just get massacred by X-wings and A-Wings and then I'll still not have an answer to the massed Nebulon B's. I'll definitely give it a shot though.
  2. How do you overcome all the advantages that the rebels get? - Guaranteed starting with 4 diplomats (jan dodonna, leia, luke, mon mothman) vs two (vader, emperor) - 4 recruiters (han, leia, luke, mon mothma) vs 2 - Rebels don't have any garrisoned planets to start, so diplomats can focus solely on gaining many planets - Nebulon B's build so fast and perform so well that they seem to effectively cancel empire's advantage in ships (empire can't seem to amass SDs quickly enough, and carrack's can't stand up) - Sullustans have HUGE detection advantage for being so cheap - Han can transport characters so fast - Fighters play such a huge role, and rebel fighters are so much better than the empires, and not much more expensive (save for defender which doesn't seem to come out until after nebulon bs) The only reason advantages empire seems to have is an inital fleet advantage (nullified when nebulon bs can be mass produced to outperform the few SDs that can get out in time), and the leadership boost - but leadership doesn't appear to play a huge role as combat doesn't seem too affected by admirals and commanders, and the opportunity for incite uprisings seem minimal (again note diplomacy advantage). I don't see many people complaining on the forums though, so obviously I must be doing something wrong. Please give me some advice on how to crush the rebellion.
  3. No I definitely didn't do that. If I had accidentally bombarded, there would have been a message left as a record. I think it I must have just left a fleet in orbit and since I didn't completely win the planet over, it must have had enough Imperial support that the planet slowly decayed towards the empire.
  4. Thanks Master_xan, that's helpful. I'll have to set up some tests some time for the admiral and commander. The manual says commanding characters have an effect and does not specify general, but I've only seen people online comment about it. The intuition is definitely coming back on what works, so again, much appreciated ^_^. Btw, love the avatar- Bean is one of my favorite fictional characters of all time. Just finished rereading Shadow of the Hegemon today.
  5. I was playing online for my first time a few days ago, and one of my planets randomly dropped in loyalty for no seemingly apparent reason. I was hoping you guys could help me make sense of things. The planet in question was around 75% loyal, so it was not too surprising that it would drop in loyalty, but the drop was fairly large and quick (immediately down to 48% or so). It occurred in a sector that, in general, favored me. I had two other planets that were strongly in my favor (80% or more), and none of them favored my opponent. The only negative thing that occurred in that sector was when I lost a shipyard to sabotage, but that occurred at least 30 days before the drop. My friend assures me that he had no ships or agents operating in that sector at all. The only major incident that occurred around the same time was when my friend's diplomat died because my capital ship detected him above a neutral planet, but that was in another sector. My ships were not hovering in blockade around the planet. That's all I can remember for now- my friend has the game saved on his computer, so I can get more details later. ----------- EDIT------------------------- Something similar happened this second game. I think I must have just left a fleet in orbit and didn't have enough influence for the blockade to help my support. I was prepared this time though.
  6. Hey Everybody, Clovermite here. I bought Rebellion back around 1996 and played a lot as the rebels against the computer, but didn't take the game back out until a week or two ago. I played my first multiplayer game with a friend a couple days ago and surrendered before day 200 due to some key mistakes and a seemingly freak occurrence (I'll give a story in the proper thread). On my second game now with the same friend and it's going a lot better. If interested, I can give y'all some details later. On a personal note, I just graduated college and am looking for my first job in the Chicagoland area. If anyone knows of entry level sales openings, please pass them by me
  7. Hi all, I've been lurking around the forums for a little while now, but haven't quite found what I was looking for. Does anyone know the exact formula for how the detection ratings add up vs incoming teams' espionage scores? I understand that "bigger is better." but they're just meaningless numbers to me right now and I'd like a more solid idea of what exact teams will work against what combined forces on a planet. Additional questions: 1) Will a commander or admiral make enhance detection rating? I've always heard people talk about generals, but not the other two. 2) Does anyone know the formula for how much the general adds to the detection ratings of troops? Thanks everyone!

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