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RogueIce

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  1. From your To-Add list: Skill increases (Jedi and otherwise) RebEd's help files has this to say about Jedi: "The Jedi Level number also effects the attributes for each Jedi character. To figure the effect that being a Jedi will have use the formulas below. Combat- The Jedi Level number is used as a percent. This percent is added to the combat total. Jedi Level% + attribute = total. Example: Combat 100, Jedi Level 88 (Jedi Student); 88% of 100 is 88. 88 + 100 = 188. Espionage- The Jedi Level divided by two is used as the percent. (JL/2)% + attribute = total. If the espionage is 100 and Jedi level is 88: 88/2 = 44, 44 + 100 =144. Diplomacy- Diplomacy is figured the same way as espionage. (JL/2)% + attribute = total." This is mostly useful for Luke, Leia (after she's a Jedi), the Emperor and Vader of course, since they'll start with a base Force value that doesn't change. For reference: Luke: 50 Leia: 10 (after event) Emperor: 150 Vader: 120 I should also note that this is at odds with the little chart in RebEd itself, which just says [C/E/D] * JL%. The help file is out of date; it mentions an "Unknown Flag" for characters and speculates it's "Won't Betray Side" while the program has it labeled as such. Still, since Luke, Vader and Palpatine's base stats are set with no variance, you could run a beginning of the game check to verify the formulas. By the same token, if you happen to remember a character's stats before they're discovered as a Jedi you could probably work back to figure out their JL number. Otherwise it's just a guess based on their rank, though since the increase in Force Growth is 1 (see below) you can figure it out whenever they promote in JR. Also from LucasArts' old SWR Gameplay Tips page*, they said that every time you get a Force Growth message, your number goes up by 1. Luke is different, of course. If he escapes from Vader, his Force increases 25%. Escapes from the Emperor it's a 20% increase. It also says he gets an Evasion Bonus but I don't know if that's just a +1 or something higher, as they didn't attach a number to it. Also Leia (after she Discovers Heritage) gets an increase of 1 for escaping the Emperor or Vader, and +1 for evading capture in general, which is the same as Luke so I assume his EB is also +1. And this is why Super Luke is, well, borderline abusive. After just four encounters with Vader (assuming my math and LA's numbers are right) he'll be a Jedi Master. Five encounters with the Emperor for the same. Assuming the AI doesn't move Palpatine or Vader somewhere, you could easily have Jedi Master Luke Skywalker before he leaves for Dagobah...which just gives him another 30 points on top of it. *This is a handy page that may contain information you don't know (it provides some numbers on when Natural Disasters and such may trigger). It is inaccurate in displaying Stormtrooper Regiments as needing to be researched when that is not the case, so I don't know if they made any other mistakes. You could look through the Wayback Machine for the latest point they had the page and see if they made any updates; this one was from 1999 so fairly early after release. How to skip droid advisors’ briefings I'm sure you already know, but I'll add it anyway: just delete ALBRIEF.DLL and EMBRIEF.DLL from the game directory. Make backups, of course. Then they won't say anything and it'll just flash through the map displays quickly. That's normal, not a bug. Gameplay will then continue as usual.
  2. If you want that old school cred, refer to it as the "Super Luke" strategy. Looks pretty good. Few typos here and there. In the new section about Luke, it should read: "... ensure your target is not too well protected; if you send Luke after Palpatine on Coruscant, Luke may well be captured by the fleet orbiting the world." Speaking of which you should do a Replace All for "Corescant" into "Coruscant" Otherwise it's a very well done guide, extremely informative and even taught me a thing or two I don't know. Like the traitor mechanic. Which is absolutely terrible and from now on I'm clicking "Will not betray their side" for everybody because I happen to enjoy long games. Now if only I could disable natural disasters...
  3. This is incorrect, or at least oddly worded. You have six characters that can research one type (two for each category) and one "jack of all trades" researcher. For example: Ackbar & Antilles - Ship Design Madine & Rieekan - Troop Training Karrde & Calrissian - Facility Design Adar Talon - All of the Above So in total there are seven research capable characters for each side. Also the part where you talk about Luke and Dagobah is, technically, incorrect. By default when Luke returns from Dagobah, he will be a Jedi Student, not a Jedi Knight. This is because the Dagobah boost is 30 Force points, and his starting points are 50, which will only have him elevate to Jedi Student level. I suspect the misconception probably comes from using him heavily in the early game for Espionage, Sabotage or just training him against Vader; he'll gain 20 or so Force points which, while not changing his Rank from Trainee, will push him up enough that he comes back a Knight. But if you don't do that (say you have him doing Recruitment and then Diplomacy for the early game) he won't get the increases and be at Student until you go level him. Which means he can't train candidates immediately upon his return.
  4. I'd say it's an exploit because it means the Rebel Alliance can go around colonizing OR planets much faster than they "should" be able to. The nominal way of doing so is to have troops there, and if you want to move the troops on, you build a facility and wait for it to deploy, all of which can take some considerable time (especially if the CY is in another sector). In the early game it's a fairly slow process because you only have so many troops and transports, building more takes time (and you may not even have a TY in that sector), as does building a facility to make your occupation permanent because you only have 1 or 2 CYs on a planet, and so on. For example you could not claim an entire sector using only a couple trooper regiments and a single transport in a matter of, let's say, 30 game days. It would take quite a bit longer to either A) train more regiments or B) build facilities to hold the systems you colonize. But with HQ Colonization you could because the Rebellion gets a mobile facility. The Empire does not. And because when you do this the system automatically gives you full popular support, to take it the Empire now has to dedicate at least 6 regiments to an invasion, rather than just bombarding off the Rebel troops and plopping a single regiment down on the newly uninhabited system. The way the game says to colonize is to station troops and then build facilities to introduce a population. It never said anything about "or just move Rebel HQ there" and it really only exists as a limitation of the game engine, because Rebel HQ takes up an energy slot. So IMO it's an exploit. Of course like anything in the single-player game, what you do is entirely between you and the computer, and the computer won't care either way. In MP I would personally default towards refraining from it unless both players agreed it was allowed. Just like using the cancelled espionage missions to look out for incoming fleets or anything of that nature.
  5. Make it more fun. Keep the research requirements for yourself, but reduce all of the AI's stuff to 0. Let 'em spam Dauntless and Bulwark cruisers at you from the start.
  6. Yes, and there's a name for it: HQ Colonization. It's generally considered an exploit and frowned upon in MP.
  7. Diplomacy, and lots of it. I like to go after systems with a construction yard in each sector first, so I can start building infrastructure quicker. If I get lucky and already have a CY in that sector I'll probably go after the systems with most total energy, looking ahead to the long game. As Rebels of course you can muster up your SF personnel (really just getting Han, Luke and Chewie off Yavin) and hit those Under Military Control Imperial systems, sabotaging the troops so you can take the planet and get a huge popular support boost in the Sector. Imps sadly don't have that, so I'll probably just detail one diplomat to the most "important" (manufacturing facilities present, high energy total, whatever) UMC system to secure it. Pretty much for my Empire game I just concentrated on bringing in new systems, building CYs and mine/refinery combos and then slowly building my fleet as shipyards came online. Essentially consolidating and expanding my holdings, rather than going after the Rebels directly. Always run espionage missions to enemy Core systems, though. Always. If it works you get details on that system and another random Core system, which is pretty awesome. Always helpful to keep tabs on what the enemy is doing. As the Empire I didn't use SF much (outside espionage/recon) in the early game, unless I managed to locate a Rebel character; at that point I'd send my merc characters and some Noghri out to assassinate. Never bothered with abduction (unless you get lucky and find Mon Mothma, Luke, Han or Leia who can't be killed anyway, but never hurts to try and injure them first) because screw prisoners.
  8. I either crap and build new ones, even if it's a straight replacement (done that with Lancers, by the time I can build ISD IIs creating a Lancer is pretty quick). An alternative, though more clunky: create a RebEd file where the costs are 1/1. Then when you want to reorganize, build all the "weaker" ships you want at the bottom of the lists again. So if you have your fill of legitimately created SSDs, ISD IIs, VSD IIs or whatever and, say, 10 Lancer Frigates, go build 10 new Lancer Frigates at 1/1. Flip the time to a couple days or whatever, rename them to what you called your "old" Lancers and then scrap those. Save the game, exit, and reload the default RebEd settings so the costs go back to normal (or whatever modifications you play with). It's a pain but the quickest way to do it. Otherwise like I said before, just build one-for-one replacements and scrap the old ones so you end up with the same amount of ships after you're done researching and building the bigger, badder starships.
  9. So to clarify on the research: they get TIE Bombers at start, and everything else gets cut in half more or less? So, whatever was 2 is now 1, 3 is 1 (2?), 4 is 2, etc. Apparently the Empire sucks at defending its worlds, if you could kick them off by day 67 with their Cheat Fleet at hand. Or maybe they just overextended themselves and/or got scared of your fighters. Well, I'll look forward to updates. Hey, if you win maybe you can try it on Expert and see if you too can get 108 (or more) ISDs on the Empire's spawn, and see if you survive.
  10. You can try this thread as it has a variety of fixes and workarounds, depending on your comfort level. I don't have Win8 myself so I can't really vouch for any of it. Sorry. However, one thing confuses me. You say you have a "32bit x64 system" in your post? But that would seem to be contradictory to me, as it implies you have a 32-bit and 64-bit system at once. Did you mean x86 perhaps?
  11. So yeah, if you do this, don't start an Expert Game on a Huge Galaxy as the Alliance with the Imp maintenance costs reduced to 1/1. Because around Duros alone I found Fleet 8. Composed of 36 ships, which included...Imperial Star Destroyer 87 and Victory Destroyer 256 Yeah I don't think I could ever win this game. EDIT: It got worse. Around Berchest I found Imperial Star Destroyer 108.
  12. When quality fails, go with quantity. That sounds like a pretty tough game, there. I don't think I could manage, personally. The AI would kick my butt if they had those kind of numbers by that point. I'd love to know how it all turns out. Your description sounds exactly like what you'd expect from an overmatched Rebellion going up against the might of the Galactic Empire.
  13. It may be a version thing. It's been so long since I last played on a Win95 machine with version 1.0 I honestly can't remember. Either that or it's very rare and all my attempts just didn't do it. The Empire also never seems to get Escort Carriers. I don't know, though. If you look at the side by side image I posted, the columns are perfectly lined up. And those numbers came from the game's Galaxy Overview, I just blacked out the screenshot garbage, cropped them and added labels. So it seems like the game is giving an equal number of "combat ships" to both sides, with the Rebel X-wings in place of Imperial Dreadnaughts because the Empire only starts with the one fighter type. If there was an Alliance Dreadnaught spawned it would ruin the symmetry the game seems to be going for. So maybe it was a "bug" that got patched out or something. It seems the game starts you off with a mix of all but two of your starting ships and fighters: Bulk Transports and Alliance Dreadnaughts vs the Death Star and Imperial Escort Carriers. The BTs and DS is out for obvious reasons, I suppose; The Alliance has the MTs so adding BTs would be a little unbalanced (since the Galleons could never compare) and the Death Star is, well, the Death Star.
  14. Interesting thing is that the game (sort of) tries to do that, mainly considering the capital ships it starts you off with. The Rebels have a rather poor starting selection, and don't even spawn Dreadnaughts, so it would seem biased in the Empire's favor. I just think it falls apart because of the relatively high maintenance costs of the VSDs and especially ISDs, meaning you get a bare handful of either with the default values. And of course until you can get more planets and your manufacturing up to speed, it takes forever before you can begin adding more Star Destroyers to bolster your numbers, while the Rebels can of course spam X-wings fairly easily. Here's a Rebel example under the same conditions as the Empire: Even with no limits, you still don't get any Dreadnaughts and even those Bulk Cruisers kind of suck. Though you could probably Zerg rush a default starting Imperial fleet with those Corvettes by themselves. It's also interesting to note that even with 0 maintenance, the Empire still gets about twice as many TIEs as the Rebels will have combined X- and Y-wings. So again, the game tries to give the proper starting biases, which is nice. Still, side by side: And the Empire definitely had the upper hand in the capital ship department. It'd be interesting to see what happens if you threw all those ships into one epic space battle; I suspect it'll come down to the Rebel fighters, and how well your Carracks can handle them. Sure you have lots of TIEs but I suspect 70-some Corvettes would go through those like a hot knife through butter. Might be a case of how well you micromanage, because you'll almost certainly have four groups of fighters per side so you can at least give them different orders. Of course this varies. I did quite a few tests, and getting the extremes I listed weren't all that common. Quite a few times I had, for instance, only 50 VSDs and about 13 or so ISDs, and similar variances on the Rebel side. And I wonder why the game seems to favor VSDs and CRVs so much, because they always seemed to be the most ships either side would receive, regardless of the relative numbers. I suppose those more capable in those areas could run some tests and see what happens.
  15. That is not entirely accurate... This is an Empire game I started up by down rating all of their maintenance costs to 1 (or 0 in the case of the TIE fighters). The screenshot function being terrible I had to label it, but yeah...have fun with that if you're playing the Rebels. Obviously this is a bit of an extreme example, but if you made their maintenance costs say, 3/4 or even 1/2 of normal that might get interesting. Plus they can field a bigger fleet, though you'd have to play with the refined material costs to make them build it faster.

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