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Chimera

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  1. Maulers can even trash plexies, if you run them over and don't bother shooting at them. You might lose a Mauler or 2 each time, but you can take out at least 3 plexies. As for Arties. My strategies are: 1) Mauler rush (need 2-3 Mauler groups and will lose many) 2) Scout rush when have a bombing run 3) ATAT Stampede. If you have 4-5 ATATs (with 1 Mauler to keep away plexies), you can bull rush through most Arty groups... especially with Veers. Drop 1 stormie group to build a repair pad for after the stampede. But Arties will hurt you more than any other Rebel unit. And the ATST is bad against them because the Arty can outrun it once it packs up (although having Mauler support helps counter this). If you are the rebels, support your Arty with some T4s and only a stampede or bomb run can take you out. Which makes you pretty tough on offense.
  2. Yes there is a mod for the cap. Even with a mod my solution is to: -Never have useless units (headhunters, etc) in a fleet. Use them as scouts, sell them, or use them to patrol/scare off random fleets. -Keep my fleets under the pop max until I see my opponent massing (The AI doesn't). An unbalanced fleet where you have 5 reinforcement points is worse than a balanced fleet with no reinforcements. However, an unbalanced fleet with 30 reinforcement points is better than a balanced fleet (albeit less efficient). -Keep my fleets simple and proportional (just tartans and VSDs or just Ys, CCs, and a few Nebs). Why space unit selection is different than ground I'll never know. I'd rather have a Neb than 3 Xwings, but I get the 3 Xwings
  3. I have to agree with Plageius that when using Ywings groups6+ (I use 8...), shield generators are not the first priority. Hangers are #1 (no more Tartans or TIEs), proton torpedos are #2 (bypass Neb/Mon Cals strong point). Then if the shields are down, I don't bother with the generators. If they are still up, I take them out. As the Empire - go after the shield generators because your tie bombers will not last long enough to be useful unless you have an overpowering force. Which means you'll win anyway...
  4. Chimera

    Re: Need help

    I only play galactic conquest, but this is my experience: Easiest way to take out an Imp space station? A raid. If the planet is lightly defended (a smuggler can tell you), send in a raid, then send in your fleet to push his away. Best raid group versus Imps is 1 Tank, 1 Han/Chewy, & 1 Arty. Versus pirates use 2 tanks and 1 Arty (or 2 tanks and 1 plex if you don't have arties). Take the planet and the station disappears in my experience. As the Rebels - DO NOT build Xwings. Build Corvettes instead. My fleets early in the game consist of Corvettes, Nebs, Ywings. Usually 4 Corvettes, 3 Nebs, 8 Ywings. Pull your Ywings behind your ships, use your corvettes and Nebs to clear out Tartans then Ties, and send your Ywings in straight to his space station's hanger. Once it is out, no more Tartans. While your Ywings are taking out the hanger, MAKE SURE no Tartans appear. They are the only thing that is deadly to Ys. They are more important than TIEs. Once the hanger is gone, sick the Ys on any VSDs around (ion blast, then torpedos), otherwise consider pulling them out to save them from the deadly space station concussion missles and letting your Nebs finish off the station if it is a 1 or 2 level one. Always hit proton torpedo hardpoints first, because they ignore shields and that is your Nebs strong point. On land, the walking artillery is pretty much invulnerable but make sure you have some tanks around to pick off scouts. To walk artillery, unpack half, and send half 2-3 artillery lengths ahead (nottoo far). Unpack these, then bring up the ones behind you just like they were feet and you are walking. Use the little guys that come with them to ping the area around you until your bombing run comes up. Then ping the far corners of the map until you find targets to bomb. Until you get the tech for arty, I use 2b tanks with 1 plex missle unit. I sent my missle unit to the next reinforcement point and/or to build 1 repair station lots of antivehicle units. Then I only rush his base when I have a bombing run available. Rush in, call for a strike and rush out to repair. For ground defense, build a barracks on planets that border his because barracks regenerate units. I also mass units on important worlds (never leave troops in orbit. It's a waste). Build factories on your interior worlds, and cantinas whenever you can (so you can make smugglers. Expensive but they earn +100 credits, spy, and deprive him of money all at the same time).
  5. It is the site for the old rebellion game. It's been updated to add other mods (notably the homeworld mods) but you can still upload cards and models for Rebellion. Mighty fine site too... But back to the thread - NO CLONE WARS. As for new time scales not selling... the Kotor argument blows that out of the water. I'd love to see EaW: Sith War. I'd also love EaW: Warlords. My fear is that they will try EaW: Vong Wars (it's depth would get lost in this game engine) but the novelty would be fun for a few plays. As for Lucas being canon and everything else being rubbish. Lucas contradicts himself in canon (did Han shoot first?), and his best work was when he worked with others because they contributed ideas and smoothed over his rough spots. Frankly, many of the books blow the prequels out of the water. Zahn's work is the obvious choice, but even the Medistar stuff had more depth and exposition. I don't get the fetish for Lucas=The Word. He had a great idea, and it has gone beyond him just as his great idea stole from other great ideas. He's a link in a chain, not the whole steel factory. So something contradicts him... heck, that could mean it is an improvement
  6. The main reason for the realtime combats is "real time" sells games to the large group of click-n-drool video game players. The Civ (Meier's civilization) line is the last bastion of turn-based games that emphasize strategy over tactics and/or reflexes. Not that I'm opposed to a good click-n-drool game like Jedi Academy... I just like variety. Is KOTOR a sign Lucas arts is loosening up?
  7. "Much more sides - Ssi-Rukh, neutrals, etc. - " YES! I agree. And the neutrals should be at least passively present (army and navy just sitting there) if not active and dimplomatically interactive like so many other games manage to pull off. "More developed 'traitors' allowing characters to really switch sides, not just foil a mission. This would be a gaming disaster; to have Luke switch to the dark side and come after you a moment later" YES! But you left out the perpetual request that goes along with this... the ability to actually capture ships (or have them defect)
  8. luckless, I'd be happy to email you the acclamator or all 4 (with cards). PM me with an email address you want them sent to. The whole pack is .7MB unzipped. Nic - hope you got them! Mask - the problem is that they look great in Lithunwrap, but in rebellion they look messy. It can be hard to see the details on the radiant (like the dish on the back ala the Falcon). And the Acclamator outer shell flickers revealing some inside polygons and just looks ugly. I did get a texture to "work" but it did nothing to prevent the flickering and actually made the image more garbled. My only idea I haven't tried is that maybe using 2d shapes rather than 3d shapes to make the model might reduce this, but that would require starting from scratch Dunno how coolhand did it...
  9. Ok, the sith academy is cool, but... Do they ever explain what happened to the Sith tradition of one master and one apprentice that yoda quotes in the movies? Just curious...
  10. Reb has 5 troop classes actually. But I agree. When I modify it, I always chance a few of the troops. And I wish it were written into the code that you couldn't have a species specific character class without occupying the planet. Just seems odd to have the empire control sullust when I'm building sullust troops at all of my training centers. I actually wish that there were more fighter possibilities than 4. rebels get the z95, headhunter, e-wing, and k-wing while the empire gets the assault gunboat, and... anyone?
  11. Reb was actually an impressive implementation of role-playing like characters into the classic real-time strategy game. I'd first change it so there were more of them, and there were more active sides (independents).
  12. The time it takes to unload ties is a royal pain. If you don't send them out to engage right away, you will significantly increase their effectiveness so if the Empire did send them into the fray as soon as they came out of the hanger (due to Emperor hangover, incompetence, or arrogance) it would easy to reduce those fighter odds. Of course, defeating those capital ship odds is much harder to explain... By the time you polished off the Ties, you should have no capital ships left even if the DS2 went boom. Especially since they engaged at close range to hide from the DS2. Maybe when the DS2 went boom some IMPs turned tail and/or defected? The rebels suddenly had a fair number of ISDs/VSDs in the books after Endor...
  13. luckless... I think that would involved being part of the editing, which as the main "protocal droid"/editor I have to say: I'd love the help if you want (and it's cool with the rest). email me about the type of project your most interested in (researching/writing ship, character, troop, or specops cards -or- researching/writing story/faq's.)
  14. ohhhh... those are the ships you want. Sorry, can't help... too many projects right now. You can download Milkshape 3d for one month free (25$ to register) and make them yourself. It's a pretty easy program to use, as are conv3ds, lithunwrap and Mask's importer. There's a help file that's pretty comprehensive and people here are very willing to help with the details. And its lots of fun too! except for the textures... just don't ask me about the textures (you don't need them anyway. many models don't even bother).

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