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dulljackieboy

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  1. I've done a good little bit with this. In my current settings, I'm dividing the Imps resource and maintenance numbers by a factor of eight while keeping my rebels at default--this is too hard for me to play with (I always play huge and toughest difficulty) because any system I show up in is libel to have around a dozen Vics waiting for me. I've also given the Imps the option of building Neb-B's (hey, they designed them in the first place) by removing the 2 troop carrier ship. I used to play at a quarter cut and that was more reasonable, but also too easy (though it did slow me down a little). One of the main problems is fighters. You can only cut down the values on the fighters so much before they're at zero, and when the Imps have tons of capital ships, they can very rarely fill them all up with fighters, which actually does away with the challenge. Let's say the Imps show up at your base with 3 ISDs, 6-8 Vics and a bunch of Nebs and Carracks and all you've got is a bunch of fighters (In the neighborhood of a couple dozen squadrons). Scary, right? Nope. Odds are, they'll not have a full compliment of TIEs, and lacking numbers, these will get shredded quickly. Then you turn your guns on their capital ships and suddenly you've got a victory you didn't really deserve. Until you can give the Empire an adequate number of fighters, capital ship strength will only allow the AI to hold on for a short while. I don't know how many ships they have in total in these settingsl, but I commonly run into Neb-B #22 or so near the beginning of a new game, suggesting that they've run out of names before the action even starts. VSDs and ISDs soon follow, so I'm assuming they start out in the neighborhood of 80-100 capital ships.
  2. The original Pimp of the Galaxy, Jek Porkins.
  3. This happened just last night, so I thought I'd weigh in with it. My current Luke had two run-ins with Vader early in the game, which knocked his combat so far below zero that he actually stayed at zero for ~50 days, but he was advanced to Jedi Apprentice by the encounters. When he returned from Dagobah, he was already a Jedi Master with stats comparable to Vader's.
  4. You simply need to increase Luke's Jedi level. Set really difficult tasks for him, like sending him against a Stormtrooper Regiment with no decoys, sabbing ISD's and other tough assignments. Often he'll fail but get some Jedi points anyway. And there's always the battles against Palpy and Vader, but those are dangerous. I hate waiting for Luke to heal up.
  5. "Sun-crushing" (great term, btw) is not cheating. It's not even impolite. Anything allowable within the game mechanics must be expected as a matter of policy by either party. The idea of war being a gentleman's game has always been fatuous, though there was a period around the American Revolution where the British really (stupidly) tried to make it so. And as for daily double (or triple, or quadruple) bombardments, I recommend spacing your bombardments out over 2-3 days if possible. I've found that the first military-target bombardment is successful at killing off troopers, mostly, but multiple in a day can result in unintended destruction of construction yards, mines, etc (you'd hope Imperial-era technology could at least match modern selective targeting capabilities), which often results in popular support on the bombarded planet turning solidly in the opposing side's favor. My experience suggests that high priority targets (like an devout enemy system with a high number of shipyards) is better handled with a combination of bombardment (for the troops) and sabotage (for the facilities). Even if you can't sway the locals to your point of view, you don't want to piss off their neighbors any more than you have to.
  6. Rebellion, like so many strategy games, boils down to Chess. Your job is not to take your opponent's pieces, but to take one of your opponent's pieces (or three, depending on the type of game you're playing). When you're playing as the Empire, you must understand that your enemy, be he AI or human, has the distinct advantage of being able to take his King off the board and move it somewhere else. That's why espionage and recon, to a lesser extent, are absolutely essential. This may not have occurred to you if your typical game expands to thousands of days and you take the time to build SSD's; you've gotten so good at keeping the AI Rebels at bay, you've always been able to choke them out of resources and hunt them down at your leisure. I advise that you put your own limit on how long you play a game out, maybe start at 1000 days, then cut it back to 800 and so on. This is going to force you to recognize what the Empire's strengths and weaknesses at the start of the game are and ultimately make you more dangerous to a human player.
  7. I've never directly compared rates of research between the two conditions, but doing independent missions gives you the option of doing research on different planets. If your yards get bombarded, captured or sabbed or your agent gets killed or abducted, this means that you'll still have research going on somewhere else.
  8. To answer Darth--The SSD is a pushover as long as you've got plenty of fighters. The AI gets cocky when it has that much firepower and plows right into the middle of the fight, only to have its TIEs quickly overwhelmed and to be tractored in place by the MC just long enough for the fighters (admittedly I had Luke as Admiral and Wedge as Commander in this case) to drop its shields and hit it with torps, which cut it's hyperdrive and then it's sublight engines. Goodbye to all 200,000 souls aboard.
  9. Just finished my first game as the Rebs. Everything ran through without a hitch, but I'd say that the new voicework needs some amplification to get up to the regular game volume. Also I've noticed that the Card for "Smuggling Losses End" features a group of Stormtroopers instead of Republic Troops.
  10. Boooom-Yow! Just killed an SSD with my MC40 and ~30 squadrons of X-wings. Dinged my MC and lost a 'vette, but at 130 days into the game, not a bad kill at all. The Imperial Remnant is dumb, dumb, dumb as far as I can tell, so that may be one thing the Beta Tester folks might want to know. Additionally the SSD's rectangle is overly wide and asymmetrical--it sticks out to the port side of the ship .
  11. Yeah, B-Wings are useless against TIEs, especially TIEs with shields. I always enter an Imperial system with a fleet full of A and X-Wings, then exchange them out with B's and Y's from a neighboring Rebel system once I've cleared out their fighters. Very rarely will an Imperial fleet show up and catch you with your pants down.
  12. No doubt about it. I'll admit I've never seen 9 Y's take on an SSD, that's gotta be a rare occurance. My Y's are usually long gone by the time the Imps have the SSD.
  13. Another thing I like to do is to move my HQ to Coruscant once I've got enough troops there to defend it, and a whoooole bunch of GenCores. That way you defend one planet instead of two. At later stages in the game, I find the Liberator-class Cruiser to be the real bargain, especially when backed up by Gunships and CC-7700s. There's no job too big for a fleet made of those ships, in enough numbers, obviously. I tend to relegate frigates and the original Escort Carriers to defensive duty given how slowly they move, though those are my workhorses up until the capture of Coruscant, usually. With my RebEd settings, I commonly run into what I call "TIE nests", where a weakened Empire can still hold me at bay by having dozens of TIEs in its few remaining sectors. Since getting my Cruisers damaged or maybe even sent packing after an unsuccessful voyage into the Rim really slows me down, I'll send a whole fleet of twenty gunships or so to clean out the TIEs.
  14. Yeah, I forgot that. Good call. Still, it doesn't make any sense, you know? His combat's great, but his leadership's in the toilet. What happens when you make Darth a commander, by the same token?
  15. I gather this is a rare enough event (I never saw the Imp AI try it until I heavily modded the game), so I wanted to know what people have seen as regards tactics. After I severely cut the maintenance and materials costs for every Imperial Fleet unit including the Death Star, I finally started to see the Imps build one from time to time in games. Here's what I noticed (admittedly in a modded scenario, but not a crazy-modded scenario). -They don't care who sees it. They'll build one right in the middle of the core sectors. -They also don't care if they're circling down the drain resource-wise and surrounded by rebel worlds in the Coruscant sector. They'll build the thing on a planet with three normal shipyards, which should take, I don't know, a couple of years to build, even at 2/3 normal maintenance and material costs (I had the rest of the fleet set at 1/4 M/M cost). -They don't defend it too well, even on hard difficulty. I've never seen the AI build a Death Star Shield, and I set it's research value to zero, so they definitely have the option of building one at any time. The construction planet has troops, but never crazy numbers of them like you'd see on a disloyal planet. -If they do get it built, they tend to pair it with Interdictors, which makes sense. -They name the damn thing like it's a capital ship. The one I blew up (on it's maiden assault, no less) was called Trampler. All in all, it's a great blunder and a curiosity.

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