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ScrubytheKid

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  1. Sorry for the necromancy but I wanted to try this mod and like for many people it crashes at universe I tried everything thats listed here, path should be correct, got the correct version, got no alien mods, made a new profile.. but then I recognized I'm missing several .BIG files and I cant find them in the download section the missing ones are PLATHODS.Big,IMPHODS.Big,REBHODS.Big,PIRHODS.Big. Has this anything to do with that?
  2. I continued playing because i got bored in my lecture. I went for what you described in number 2 but surprsingly Vader came to my aid Vader broke free went straight to Coruscant .. the Final Battle Occured where Luke freed himself and took both Vader & the Emperor Prisoner.. lol edit: but: I hate these stalemates and I cant be always that lucky.. I kinda figured that it would either come down to brute force or the tedious search for every imperial planet thing. edit2: In RebEd the Shield Strength of the GenCore to is given with 120 (Still TC Protectorate The Empire strikes back) the bombardment value of a T-B is 3 the one of a SD-Victory II is 5.. so i would need 40 T-Bs or 24 SD Victory IIs to overcome _one_ GenCore lvl 2.. and if yes.. do i always overcome it then?.. and what happens then.. surplus bombardment damages the ground facilities?
  3. Ok I'm at a loss here. I captured Vader early on .. along with several of his Imperial Comrades. They are savely tuck away. And now I'm besieging Coruscant with a fleet of 10 MonCals, 15 Nebulon Bs, Several Corvetts & Escort Carriers, 2 CC-7700 Frigates, ~50 A-Wings, ~30 X-Wings, ~40 Y-Wings Coruscant is fortified with 3 Shield Gens (1x Type I, 2x Type II), 1x Golan, 2x LNR Complex, I don't know how many troops because every mission I start gets foiled (doesnt matter how many decoys I use) and Darth Rekan is the General and ofc the Emperor sits on his Throne. I cant sabotage anything .. it will be foiled, I cant abduct someone it will be foiled, I sent luke down there to Capture the Emperor.. he refused to do so 30 times and the 31st time that idiot got himself captured. Ah yes.. and for the missions I don't use Jedis because the Emperor and Rekan would smell them. Is there any reasonable way to deal with that situation?
  4. Hi there. I'm new to the Forum. I'm kinda an expierienced programer (but not games .. so that might not be that useful here), but if you really need help I will try to learn that aspect of programing. Also if you still don't have someone todo it I hereby volunteer to remake your Galaxymap or if you have some other duties to handle I dont know like writing encyclopedia or stuff. And (as everybody) I have some ideas to improve the gameplay .. Maybe you like some of them. Lets take an approach through strenghts and weaknesses of SW-R to see which aspects are worth keeping and which should be changed. STRENGHTS: -Freedom of movement: I'm no fan of this Tradelanestuff that EaW does. I think its horrible, for the few merrits it produces it limits you in to many aspects. It will always generate jukepoints on the map and makes a map nearly impossible to balance and Strategic Spacewar would somehow kinda feel like WW I: Build Fortresses on important positions, strengthen your frontlines, neglect defense of everything else. As much as I value it as a strength the way its implemented in SW-R makes it a weakness too. It simply goes too far and puts the Defender in a hopeless position. I think thats a point that needs to be taken care of. Give the Defender a chance to do his job without getting the WW I kind of a thing. -Characters: The maybe most interessting aspect of the old game. Develop your characters, you grow attached to them, you "train" them in simple Missions to have them storm heavily fortified bastions and blow up a shield generator so you can bomb the shit out of those imps/rebels, Force training Missions are also very well thought of in that game you trade not having your best characters around for quite a long time for making them even stronger for maybe u later need em. -The MessageSystem: Those 2 helpful droids reminding you of everything thats going on in your Galaxy are priceless. But ofc it also could need some improvements. If someone here knows Hearts of Iron 2 it will be clear what I mean. For all the others: HoI 2 gives you the possibility whenever a meesage pops up to decide the importance of that kind of matter and what should be done automatically if such a message pops up. I don't allways need to be notified that a diplomacy- or an R&D Missions didnt produce Results. So maybe dispaly it in the messagelog but dont notify me. A planet of mine gets bombed? Notify me and bring me to the planet. Enemy saboteurs destroy my Shield Generator? Notify me, reduce gamespeed to a crawl and bring me to the planet so I can find a construction site thats close by and rebuild the bloody thing. The important thing here is that the player can decide how he wants to react to different kinds of messages. WEAKNESSES: -Complete lack of Sensors: Really, what did the developers think on that one?. If I want to know if there are ships incoming I have to run an Espionage Mission? Thats not only impractical, it makes it impossible to have some sort of relieable detection. Some Sensor buildings to warn me of incoming ships would be desperatly needed. (When they enter a certain distance to a Sensorphalanx they show up on my screen). It would also put a little more emphasis on speed. Maybe limit sensor info with distance (Sensor data gets clearer as fleet comes closer) -Managment: It's just horrible and everybody knows it.. . Too many windows and no tools to support you with the load of data. On a huge Galaxy setting it was simply impossible to keep your empire/New Republic working to a somewhat efficient lvl. There need to be improvements as Planetlists, Productionqueues, Fleetlists that actually contain some info besides the name, some sort of Window managment... and so forth and so on -Transparency: Hu? I'm besting the bloody rebels in all the core system and Needa goes traitor? So how exactly do those detection values work? How many decoys do I need? Is it better to send many weak decoys (like Commandos, droids) or is it better to send a few strong characters? Generals, Admirals & Commanders strenghten my units. How? By how much? And is a higher leadership value better in this case or is this just for subduing & instigate uprising missions? It is nice that units have a detection value of 30 .. but what does that actually mean? How does it translate to the character values? All of these situations do happen all the time, noone knows why and they are annoying like hell, because of the fact that you don't know what exactly happened there. Players should be informed about these things. For example: in my opinion there should be an estimated chances of success on completing a mission (one number for reaching the goal, one for it not getting spoiled) based on the information you have about the System. -Design Errors: Here I just want to place some of the things that are really troublesome in SW-R but don't really fit a category: Bombing a System 5x and jump away in the blink of an eye: Every action should take its time: Jumping into the System - Moving up to the planet you want to bombard - get in Formation - Bombard - break Formation - leave Mass-shadow of the planet - Jump out of the System. Packing and moving the Rebel HQ: Basically the same thing. It should take some time to pack all this stuff and move it somewhere. Furthermore it should show up on Sensors if its moving (maybe as a medium sized fleet) Chaseing the RebelHQ is one of the most annoying things ever to achieve Victory as the Empire. IMBA-Luke: Luke becoming stronger by just meeting vader or the emperor is ridicilous. That needs to go. Emperor. Fighter Controls: I hated it. I want the Bombers to stay in the ships in the beginning of the fight and i want to release them after my fighters secured fighter supremacy. I should be able to tell my fighters to come back AND be able to send them out again. (if it was just me being an idiot and that is possible in SW-R someone plz tell me how) I'm trying to remember the few lectures about game design I took at the beginning of my time at university and think of something else that might be important.. but for know thats all that comes to mind. Maybe there are some points in all that text that are of some value to you.
  5. I've been lurking around in this forum for a while now. But seeing that some of the Rebellion 2 projects are still alive made me make an account. I played SWR for ages now and mb I can help out a little with makeing a new version.

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