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Callahan

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    Trondheim, Norway

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  1. Thanks for all the info. I already use those models still online for download, but the ISD, VSD and several others are not textured. Had hoped someone has downloaded the textured ISD while it was still available. This mod sounds nice, I will take a look at it.
  2. Greetings ! I lately wanted to update my SWR with a few better models, but found many of the links in the download section broken. The models in some older topics seem also be lost. Are there some folks out there using custom models and willing to share ? I read of nice ISD & VSD, but cannot find any download for them. Thanks Callahan
  3. I think this will improve the overview over your systems assets and productions. I like it. I experimented a bit with interface ideas and tested combining keyboard input with cursor position. ESC will close the window the cursor is in, ~ key below will minimize it. So you do not have to go to the close button each time and become faster. If DEL is hit while hovering over some unit/building icon - like the system asset icons in my test interface graphic below - it will scrap 1 item each time without confirmation dialogue. http://img521.imageshack.us/img521/548/testaa.png May this be useable to increase UI speed ?
  4. With my minigame, I used only Planet and Fleet Panels. This was my Planet panel. http://img829.imageshack.us/img829/494/graphz.png The buttons opened character, troop, fighter, production, trade goods. mission, and defense sub-panels from the same location. So I reduced the # of windows to be stored aside by around 50%. Might this idea be of any use ?
  5. I once had a very simple rebellion minigame of my own. I had some fixed buttons on my interface that not only openend a prod window but also cycled it throug all available systems if you hit that button again. The button also had a number on it to show the # of sectors with idle facilities of a given type. While it was a clickfest to get to a specific system that way, it was quite simple to keep them all producing. A system like that could be convenient.
  6. I would love to see planetary attacks last longer than one day. Would give you time to send reinforcements from nearby bases/fleets. Maybe in a way like an ongoing process with checkbox for a fleet. Freighters! Build fleets with freighters and escorts and set them to something like "auto trade". I imagine this like the following. Set up a Fleet which remembers the start planet on which it buys resources and gains resources on arriving on an allied/neutral world relative to distance. Making them imobile for X days while unloading will give enemies a chance to strike at them. This should work AI controlled to not consume to much time for the player. This would give the rebels a chance to cripple Imperial economy as they can ambush or capture these ships. May be convenient to add Shuttle/ATR "fighter" squadrons for taking over ships without risking own capships. Empty sectors. Sectors without planets from which to attack nearby sectors with fighters. Also, this could be used to construct platforms/spyprobes to detect fleets in nearby sectors/minefields within them. Make ships have maximum range per hyperspace jump. So you will need platforms/bases to reach further into enemy territory. As stated by others, I support the idea of having neutral fleets with older ships and fighters, like the good old z-95. Having an aggressive Empire, these forces could join the Rebels on withdrawing from battle and help form up the Alliance early in the game.

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