Jump to content

Rebelllllllllllllllll

Members
  • Posts

    18
  • Joined

  • Last visited

Rebelllllllllllllllll's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. This mod works great. I think it may delete the tactical mode comments as well as the intro .wav files, though.
  2. I can confirm that the above post is correct. Detection value seems to be the way to foil enemy operations. I only tested with spec forces, but presumably non-jedi, non command characters cannot contribute to detection in any way.
  3. Still, i would have thought spec forces would help detection. Why else would they assign an espionage value to probes? . I will test this.
  4. Thanks for the response. Next up in this catalogue of issues: of issues: reb ed. Run windows 7 home edition premium 64 bit (virtual machines but no xp mode for this version). Got the game to work to work thanks to instructions posted here: http://viewtopic.php?p=542563#p542563 But after installing numerous editions of rebed in different locations and even transplanting the rebellion game to programs files instead of program files(x86), rebed still displays the same message "Rebellion not found. Bailing Out." For those of you not familiar with windows 7 issues, 64 bit processors can only install the game by moving the files manually and downloading a new d3drm.dll file. I mostly want rebed just to see the probability of mission success, ship stats, etc. right now, but I'm sure I'll get around to using it. As always, any help would be appreciated
  5. Do spec forces contribute to detection on a planet (or fleet)? Do characters?
  6. Does anyone know of a way to speed up selections from drop-down menus in the game? I'm talking about build queues, missions. You have to scroll with that little sidebar via mouse click, then click the object from a list, but any alternative method would be very handy. Hopefully someone knows one. Likewise is there any keyboard control for scrolling down battle lists instead of clicking (and Holding) that NARROW sidebar? It's possible my mouse scroller simply isn't fully functional.
  7. I read about ghost fleeting and think it's legitimate, though I would acquiesce if an opponent disliked the practice. Seems like a legitimate counter-intelligence maneuver. But I didn't mean to bring that up there. By decoying, you could conduct chump sabotage missions to a particular planet leading up to a small fleet arriving, while dispatching a larger and more substantial fleet to a location nearby where you now know defensive resources will be less focused. Got a manual with my copy and it disclosed some interesting facts I will post here. Planet defender ion cannons 1 fire on troops 2 "reduces enemy ships' shields and weapons energy" 3. Allows characters (troops etc?) to pass through blockade from surface 4. prevents the fleet from detecting missions (sabotage [untested]) Command personnel are more likely to foil missions with a high espionage rating, and more likely to capture or kill the foiled mission's personnel with a high combat rating. The manual phrases this ability as though they pass it on to their troops. Someone told me that missions are more likely to succeed if you have more people, without limits. I.E. cumulative espionage, conmbat etc. are all that count provided you have enough decoys. However, the manual disagrees (which doesn't mean he's wrong). It says less people are less likely to get caught. Also, if all people on mission "failed to return", maual says, the decoys may still have survived. I've seen the charts on Rebed, but does anyone know the formula by which missions and personnel are detected with decoys and without? (I don't actually expect an answer to this, but one would be great if it came.) Command personnel cannot be traitors. Sorry if I'm rehashing stuff everyone else already knows, but if someone else comes here with the same questions I had, I want them to be able to find the answers. Tractor beams work. Sometimes even with the "stand off" tactic. They reduce the sublight speed of the ship by the strength of the tractor beam. Though there is a testimonial elsewhere on the site which attests to fighters being held in place, I haven't observed that yet, though I haven't had a big enough fleet (and remembered) to make it possible. Many of the AIs woes stem from the fact that it has no regard for distance between sectors and the relative efficiency of accomplishing objectives locally before dispatching characters and fleets to the other end of the galaxy. Its charcters spend most of their time in hypertransit, and are thus not only largely ineffective, but often easily intercepted. Is there any way to change the time it takes one side's characters to travel?
  8. I don't have to imagine another strata of complexity into the game today. It arrived! There are plenty more little quirks I'd like to know, like whether popular support at a particular system has ANY influence on the outcome of a battle, or whether one could purposely keep the rebel base in hyperspace for very long periods through trickery and self-subterfuge, But I'm just going to PLAY! Ahhhhhh... Yesterday's thought: the potential for the employment of misinformation against a multiplayer opponent is probably greatly undervalued and nderappreciated. The one person I've played thinks I play rather slowly, but I think he's overlooked the breadth of armaments you can use against a human adversary. Changing the destination of shipyards at the last moment, withdrawing a small blockade the day before his fleet arrives, decoying fleets, stockpiling on a planet while personnel operate on an unimportant neighbor. I don't know how effective misleading an opponent would be cause I've only played one person, but I'm excited about the possibilities there. Though I know everyone posts for their own reasons, I sincerely appreciate the responses to my annoying questions. If any of you don't know about it already, you should consider trying Star Wars ccg. That card game is the best ever. It takes the best elements of Rebellion and stacks them in a similar one on one format. The people are great, the game's still alive, and it's just the best 'strategy' game ever. Hope to play some of you soon. Will post relevant "studies" here if they occur. Thanks for that guide, Xan, read it through.
  9. Sure! I'm reading everything I can find. Like a cigarette addict smoking straws obsessively. I will PM you my address.
  10. Why not keep going? How about tractor beams. Do we know Exactly what they do? If, as it's written somewhere on these forums, tractor beams subtract their value from an enemy ship's sublight speed, some capital could be completely immobilized. I assume this means they can't even turn. Also, fighters could likely be targeted and stopped. Having looked into threads, though, there is a conradiction. Danish wrote a chart that had 2 tractor stopping 5 sublight, 3 tractor stopping 9 sublight, 4 tractor stopping 12 sublight, 5 tractor stopping 16, and 6 stopping 21. I wonder if agility of fighters is affected. Can a rebel base in hyperspace be intercepted and destroyed by blockade? I once had an ion cannon as a lone defense with troop regiments, and my friend tried to bombard with an ISD and failed repeatedly(never succeeded). Is this normal? After that I built a bunch of ion cannons since they are cheap. Do LNRs kill only during assaults, or during bombardment too? Anything cool these defenses do that one wouldn't know intuitively? I thought I read something somewhere about ion cannons doing something in battle... So, add to surround's benefits that it activates tractors on the target. What about stand off? What does it accomplish? Max Range? Defense from tractors? Will the ship actually move farther away if the ship approaches? I may just do tests like that once the game arrives. Wouldn't want personnel wasted as commanders if they have little or no effect. Or would at least like to know precisely what commanders do. Then again, one of the coolest parts about rebellion is not knowing exactly how and whether everything will work. If I do (tests), I'll post the results in this thread.
  11. PM'd btw, Alzir. The messaging system on these forums doesn't really jump out at one. I'm not in the Eurozone, but my job only happens mid-day over here, so if you're ~5 hours behind, I should get off work around middle-late evening Euro-time. A few more Are there any eyewitness accounts of commanders doing anything for fighters? The results of a test here are rather disheartening. Also, in a game I played, I remember Bren Derlin really sucked it as a commander of several squadrons of X-wings and Y-wings on a planet surface. As the Rebels, are you ever informed of Imperials discovering your base? Is it moved instantly or does it travel through hyperspace like fighter squadrons? Likewise, for the Imperials, what precise conditions must you meet to find it? I presume a reconnaisaince or espionage mission would suffice. But what about having a fleet over the system? Since you don't always see people on the surface, would a fleet necessarily detect the base? I can't believe you wouldn't play online, Xan! It has to be so much more exciting than that deficient AI. If any one of the programmers here could rewrite the AI to make it better and more random (without just allowing the computer to produce more junk or knowing everything you do), they would be a hero... I'd throw five bucks their way. Sincere thanks to those who took time to answer my questions so far. Too bad I unwittingly ordered my game via media mail

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...