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DIREWOLF75

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  1. I´ve uploaded it here: http://www.megaupload.com/?d=ZGYYFXVJ
  2. Trying to protect every planet with individual fleets is suicide, even the AI will wipe you out if you try, and a human opponent will crush you and grind your bones to dustbunnies. My standard defense is basically: Most planets are completely undefended, if i´m "rich" or the planet is valuable, it gets some Tie squadrons to deter raiding. Clearly valuable or important planets that are not primary objectives gets several fighter squadrons, an antiship laser and some "spyhunter" troop regiments. Primaries gets as above but also 2 Shield structures and more squadrons and troops overall. Sector bases gets the same as primary objectives, sometimes with an Ion cannon or 2nd laser added, often with a general added and the sector fleet, often with an admiral included. And this is where all the troops hang out(if im building troops at all that is...). Reasons: On unimportant planets, there´s no reason to defend, because if the enemy destroys the troops(or ships) there is a clear risk that the rest of the sector popularity will swing in their direction. Better to let them land troops on an undefended world, kill their fleet with your sector fleet then either retake the world with complete superiority or kill their troops with bombardment. I always build lasers first rather than shields on planets because with enough troops in support to deter landings with minor troop contingents, the alternative is bombardment, and the lasers can do quite a lot of damage regardless if it and the troops survives or not, and there is always a chance that civilian buildings are hit which gives your popularity in the sector a boost, while the shields can always be overcome by sheer numbers and needs to use 2 planet slots to be fully effective and will never kill a starship(giving you extra popularity sectorwide) nor disable its hyperdrive(leaving the ship or fleet in place until you get there and kill it with your sector fleet)... I rarely use troops for combat, for me they are there first of all to defend against and capture spies and characters. All or most of the offensive/defensive troops goes on the sector fleet. Before you have Interdictors, you can let enemy keep 2 nearby planets they take in a sector, then have your sector fleet continually chase them between those two planets, even though they escape every time, as long as you pick automatic battle, they will take some damage and if you keep it going long enough they will start taking critical damage eventually. If you need the sector fleet elsewhere, just retake the next planet you come to and then chase after them and force them to flee to another sector.
  3. Utility? Oh you mean SWRDE? I thought you asked about the hexeditor for a moment... Mmm, yes i have the zips for SWRDE 1.2 beta. and 2.1 beta. Sorry for taking long to reply, i had forgotten that i posted here. Sadly though you can only edit the rebels with it, still have to go with hexeditor to do the imps.
  4. If you leave no energy/resources free on a planet, the chance of getting "more resources found" is ridiculously low. I think it´s happened once ever for me(and i´m not sure about that one). So no curse, just your own doing. Always leaving a free slot for both on the majority of planets, then it usually happens a few or several times each game depending on number of planets controlled and length of game. Not sure how many times it´s happened at most during a game but probably more than 10. DOES the core worlds really have a lower chance of it happening? I cant say i ever noticed a difference. I know for sure that i´ve gotten the "more resources found" at least twice on the same planet in the same game, and that it ended up with over 20 slots. So even with lots of energy already on a planet you can still get more. So, overall anyway, spreading your buildings out is very much preferable.
  5. Not specific planets, but you can change the randomising of garrisons and fleets, the chance for each type of preset unit(a unit can be a capital ship with troops and fighters on it for example) to be created during initialisation. I figured out some years ago how to do it manually with a hexeditor so it was very nice to see an editor for it as because of the file structure its dreadfully slow to do manually(and far too easy to make mistakes that mess up the files).
  6. Always keep one energy unused AND always keep one Mine slot unused. That avoids all or nearly all disasters (i cant say for sure, but i dont ever get any disasters at least since i made this a standard). Always leaving a slot open for both also means you CAN get the "energy/resources found" event on all planets, even if the probability is low (not sure(understatement of the year) how the probability is calculated but more open slots but still 1+ used ones seem to give the highest chance(current amount of slots also makes a difference though, its very rare to get more slots if a planet already have above 12-14 or so, though it can still happen). Until you also take into account that you will usually get the "energy/resources found" event several times instead during a game. You also avoid the risk of loosing primary production nodes that with standard game settings will take a looong time to replace unless you´re lucky. If most of your planets have low energy, then not taking the precaution makes sense on THOSE planets, but any planet with lots of energy, leaving one unused is totally worth it.
  7. If you use Rebed or other to change the number of facilities on either side´s "starting base" you can get ridiculously high energy amounts, because the game automatically adjust to allow for all facilities. Tear them all down and the energy and resources remains. Let it run with zero facilities long enough and you´re likely to get the +energy or +resources event. I usually play with Coruscant and Reb´s HQ somewhere around 20-40 energy. But i´ve tested it up over 60. Have found no problems with it. Also regardless of where the Alliance HQ is, the planet it started on keeps the extra energy and facilities after the HQ is moved. And since the HQ can end up anywhere on the rim, there doesnt seem to be any technical limits. And errantone, any chance that you will add the imperial random starting fleet file as well? While i posted how to do it, its dreadfully easy to accidentally add a 0 to little or too much or put the right number shifted a byte or two, and the game certainly doesnt like THAT much.
  8. I will have to disagree there. The Reb1 system is very simple and easy to calculate once you had read the one line where it says how maintenance is generated from the owning of both at the same time while mines produce raw materials, refineries turn the raw into useful material, and "factories" turn refined material into finished products. Its even reasonably realistic on the abstract level that Reb1 uses. The unrealistic part is maintenance production, but with the limited amount of planet "energy", there´s no room for something further... Of course there could be now. I would suggest you keep the original as the "basic economic model". Then add to it(or even make it an optional selectable per game addition).
  9. Hmm no sorry i didnt specify, the starting fleets files. CMUNALTB.dat CMUNEMTB.dat CMUNAFTB.dat CMUNEFTB.dat Well i changed some of the seed values, and massively reduced the maintenance for things overall(as low as 1/10 for some ships) using RebEd... The combined effect is that the game im running now, i started out with IIRC 7 ISD, 11 VSD, 14 Imp DN, 16 Carrack CL... However, the AI, of the ships i could see, got at least 45 Bulk Cruisers, 82 Imp DN, 37 Escort Carriers, 72 Corellian FE... And i actually got the AI to build the MC CL that i replaced the Alliance DN with, yay, just started 80 days or so and AI already built at least 3. The thing about changing transportation speeds for things other than ships and ftrs, i set it at base 25 for Rebel AI and 50 for myself and lowered all hyperspeeds with average of 20... And doubled all production speeds... Seems to work better than all previous mods i´ve done. Captured Lando during an early fight in Sesswenna, and just a few weeks later(without any rebel planets left in the sector) there appears a fleet spearheaded by a ship named "Rescue" over the planet and invades it and frees him. Anyway, not sure how the "always there" files (af/ef) works, adding ships to them, i havent gotten any simple conclusive results from it.
  10. For the starting fleet files(including some already mentioned and for clarification as i couldnt read several of these things from the previous knowledge listed): (not a pro so in case im using nonstandard lingo, when in hex editor i count "00" as a byte) 5th byte in file tells number of primary units(loaded units not counted). Entries are 36 bytes long. 1st byte is numbering. Last byte is type. 9th byte is seed % number with chance being from this number to the next listed or 100 if its the last in the file. 33rd byte is model. 21st byte is the total of primary unit+any subunits. Subunits are 12 bytes long. 9th byte is model. Last byte is type. First seems to always be 1.
  11. You always get ships from the same slots. To avoid what you caused, you should simply have replaced the Imperial escort carrier with your own instead, and moved it to the rebel escort carrier slot, problem solved. Currently, my own rebedited version replaces: Rebel Dreadnaught-> Mon Cal. Light Cruiser, for rebs only Bulk Transport-> Carrack Cruiser, basically a big version of the Carrack light, for both rebs and Imps Assault transport->Modified Corvette, both rebs and Imps Star Galleon-> Modified Frigate, both rebs and Imps both can build Carrack CL Nebulon-B Frigate Corellian Corvette Imperial Dreadnaught(always felt it extremely silly to have two identical ships) Still, not my first mod, and certainly not my last.(not quite happy with the Mod Corvette)
  12. Then what you need to do is doubleclick the "populated" checkbox dude21, if you click it just once, some planets in a sector is randomly populated at start, and the checkbox has a faint check in it. Doubleclick so the checkmark is solid and all planets are populated at start. And Glandry, the rebel HQ is randomly put in any of the original rim sectors, even if they are high importance and starts out owned and known. I have several times started as empire and the reb hq visible, when i had turned most sectors to high importance and populated. Just setting a sector to high but not populated, will randomly give a none or several planets to either player and they will be populated, while the other planets will be empty.
  13. Simple way to not get a disaster is to save often and if one happens you reload last save. If you are extremely lucky you will instead get a "Resources found"(increases max mining only) or a boost in energy(dont remember the message for it but i always want it). Once, in a single game of all i played i got energy increase twice, on a planet that started with 14, wow was funny having over 20 in energy there, sure made lots of ships fast. Also, the resource events once every 400 days can be on any planet, so it may happen and you never see it, because you only get notified if it happens on one of your planets.
  14. The above applies to capital ships only. Fighters, as everyone who has experienced enough tactical battles knows, initially attack fighters first (unsure according to what statistic) and then, from my extensive experience with tactical battles, erratically attack the capital ships. From my experience, they seem to sometimes attack and destroy capital ships (perhaps according to their Weapon Recharge, or...) and sometimes I have experienced them attacking capital ships and jumping to other capital ships before the initial ship is disabled. A couple of things to add to my test list, I guess. Fighters always attack enemy bombers first (ie. YW/BW, then XW/AW), dont remember wether they went for oldest first but i think so. Also, i must add that its VERY rare that i see the AI going for my interdictor ship/s what so ever. Edit: lol, should have read the thread to end before i posted Thanks for the testing Pucho777
  15. When you start the game drastically reduce the manitenance cost for units you wish more of at start, save game, change back with RebEd, load game and play. I do that when i play because when i changed maintenance cost for the rebels, every time i run on hard game setting, they tend to get WAY to big fleets which then totally crunched my tiny imperial fleet the first time i tried this variant. Ships that will appear in random amounts and at random places at start is: Rebels: Bulk cruiser, Escort carrier, Corellian corvette and medium transport. Empire: ISD, VSD, Imperial Dreadnaught, Galleon, Carrack light cruiser. Last game i started gave rebs at least 37 bulk cruisers, 78 corvettes, 31 transports and 26 carriers, since that was the highest numbers on the ships i could see at Yavin from start. Me as little empire got 14 ISD(unusually many, even for this mod), 11 VSD, 9 IDN, 21 Galleons and 17 Carrack CLs. If you think that sounds like simple, well first thing i do in a game is to do orbital bombardment(targeting civillians usually accomplish this faster with less total casualties) until at least 9 planets in each (high importance)sector not close to Sesswenna joins the rebels. Then all fleets goes "home", beginning to take over Sesswenna, Calaron, Corellian, Dolomar and Moddel(which i turned to "high importance"). Last time, i didnt control those "home sectors" until around day 350, so this way it becomes a bit of a challenge. For comparison, i have set maintenance as: ISD 18 VSD 11 IDN 8 Carrack CL 6 Bulk Cruiser 6 Corvette 5 etc. etc. And BTW Hutton, the AI is a bit odd when selecting ships to build, if you lower cost of a big ship too much, it sometimes seems to skip them totally. Have happened me several times when reducing costs for the Mon Calamari cruiser, and the AI showing up with fleets totally devoid of that ship while building Dreadnaughts in large amounts instead, even when it was high enough up in research to build Assault frigates and all that.

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