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Caligulas

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  1. Well,hyperdrive and shields tend to cost a lot.And I'm not sure that a TIE defender only costs 0.3 points,let me see.. A TIE defender squadron costs 16 points,that means one unit costs more than 1 point,so its more expensive than a X-wing Squadron by 25%. As for the dollar-credit-point convergency,I tried to explain myself and translate into real life on Earth,does not have impact on the game itself.
  2. For those who want a fast paced game,away from all the annoying reports,but based on real data,I've reduced by a factor of 10 all the stats in the real mod(and also corrected an error which pointed a regiment of troops to occupy 100x -space on a ship,but they had a firepower of only 10 units) the mod is at: http://www.geocities.com/ihl_lucian/fast.zip
  3. (note:some of the entries in the encytxt.dll are hexa and could not modify them) If you'll take a simple F-15 and add it the capability to fly through space,its cost will probably increase from 60 mln $ to the price of a Stealth fighter: 230 mil $:that's 0,23 points.So 1 point roughly equals 1 bln $. If you'll continue to add magnetic fields and supralight speed,you'll end up paying 1 bln $ per one unit.That's an X-Wing. But if you need colonies in other star system,you'll probably pay at least 10 bln $per each colonization vessel.So our world may produce 4300 new star colonies per year!(however our goals are much more modest:just 1 new planet per year) Super Star Destroyer: Price 1.78 trillion $ Maintenance:900 bln $ Shields: 10000 Hull:8000 Weapons: 250 heavy lasers 250 plasma projectors(or disintegrators or turbolasers) 250 torpedoes 250 ion cannons Cargo: 90 squadrons of 120 TIEs each 45 troop regiments:100 units each Imperial Star Destroyer: Price:170 bln $ Maintenance:90 bln $ Shields:1000 Hull:800 Weapons: 80 turbolasers 40 ion cannons Cargo: 4 squadrons 2 troop regiments Corellian Corvette: Price:18 bln $ Maintenance:9 bln $ Shields:100 Hull:80 Weapons: 4 turbolasers 4 heavy lasers Cargo:just food and supplies for the crew X-Wing:(one unit) Price 1 bln $ Maint:1 bln $ Hyperdrive:30 Shields:3 4 laser cannons 2 torpedoes 4 shield strength GenCore level 1: Price 5 bln $ Maint 1 bln $ Shields:250 Sadly I had to increase squadron sizes to 120 in order to corectly display the diff between SSD and ISD.Also,troops have remained unchanged for the same 100 limit. The Death Star now costs 20 trillion $ and its maint is 5 tril $ ,weapons: 3000 turbolasers,5000 ion cannons,10000 lasers on all 4 arcs! Maybe you noticed that all hulls and shields for starships have been reduced ten times in order to corectly display differences(and to end quickly the endless tactical combat!) This makes fighters especially important:without them ,you cannot bombard planets,and for sabotage missions you need tens of spec forces(which are fortunately very cheap),because of high detection ratings. The weak and cheap planetary installations are very good at deflecting normal bombardment,even with the Death Star!
  4. now ,with reluctance,all defense fac have been adjusted to corespond to real values: cost 3-4-5,maintenance 1,exception:death star shield,cost 25/1 ,shield strength 2000,bomb mod 8 all the other shields have now 250-500 power and a bomb mod of 2,3 or 4 planetary guns have weapon strengths of hundreds(2-4) Surprisingly,after extensive play testing,it has been revealed that that's enough to sustain bombardment form the Death Star!(as well as 2ISDs) !!! (having 2 adv shields,that's it).No one gets hurt when bombarding,just the small ships.This is realistic.No one will expect an inexpensive cannon designed to protect an area equal to a small town to blow up starships,miles long and wide. I feel that now my mod is complete and ready to play. No other improvements will be made.
  5. The Imperial fleet,composed of 1 SSD,several ISDs and more VSDs,comes out of Hyperspace in the Hoth system. Commander reports to Lord Vader: -We have detected an energy shield protecting a small region from the third planet.The shield is strong enough to deflect any bombardment (so...shield strengths are now 5000 and 10000,for the Gencore 2) ...after that,the Ion Cannon fires several voleys of plasma to a nearby ISD,disabling it with a single shot.. (so Ion Cannon has a 20000 strength,and Plasma Cannons have 8000 and 32000,for the advanced type;that's enough to destroy a Mon Cal Home One or an SSD in one turn) Why are the shield strengths so low and their price so high when compared to LNR and KDY? Because it's simpler to attack with plasma volleys than to protect an entire planet in an energy shield! One Gencore 1 takes..240 days to build with a single Construction Yard(but the price of the yard is just 1 point) ,one LNR..140 days I think,and one Ion Cannon..80 days.No more rulling entire sectors with a couple of ships and/or special characters(because of the 100 sensor rating for all regiments) ! Now you have to conquer system by system,with heavy losses sometimes,other times simply abandoning the idea of ruling some systems. How do you conquer Coruscant or the Alliance HQ?Well,be quick or pay the price. The price of shields are compared with prices of strong starships:one ISD costs 170,while one regular shield 120. Starship prices increase dramatically when pushing towards performance: one Mon Calamari cruiser costs 500/400 ,while one SSD :1780/?,and their attack strength is: 120/46/0 --- 250/250/250 compared with ISD: 80/40/0 or the VSD:120/0/0(which costs just 100) Also their hull strength is several times larger:100k for the SSD,compared with 5,5k for the VSD and 10k for the ISD; Shields:80k for the SSD,5k for the ISD,3k for the VSD But your best bet are the fighters:in a normal fleet you will have 2-300 fighters,10-20 small ships,several ISDs,one SSD. Also,there's a bug in the game:last time I protected my Death Star with 236 TIE squadrons and the computer said in the tactical combat: "We do not have enough fighters to adequatelly shield the Death Star.The Rebels may launch an attack" and ,of course the Rebels had just 20-30 squadrons. With the new 13-13-13 [roduction facilities on Coruscant you may now build a Death Star in 145 days and 100 TIE squadrons in 14-15 days.
  6. Well,I've seen that it takes an awful long time to destroy starships in tactical combat,nevertheless,a force made of one ISD,one Dreadnought and one VSD completely obliterated 19 Rebel ships!(after temporarily applying gravity wells on ISD,of course:),composed of 4-5 Bulk Cruseirs(very hard to kill,have 12000 points of hull strength) ,4-5 Escort Carriers and a lot of Corvettes.My force also had about 50 TIE fighter squadrons...and they destroyed the capital ships,actually,after taking care of 20 X-Wing squadrons. After some extensive research on swcombine,I saw that a Rebel tank has a price of 112000 credits(that means 1 point) and an attack strength of 3 (defense:ion capacity:300 ,that means 3 points) ,while an AT-AT costs 662000 credits and has a strength of 4/8 .A Regiment is made of 10 battle units,both in power and space occupied on starships(10000 cubic metres) ,so one Imperial Army Regiment has a cost of 60,maintenance 1(food and parts are cheap,not compared with fuel for fighters and starships) ,attack strength 40,defense 80,while the Rebels have: 11 (1,1*10)/30/30;All detection ratings are now 100 on all regular troops The price of special troops have been reduced to normal levels: (one X-wing costs 1 point,one TIE 0,23 because of shield and hyperdrive cost,so it makes sense for an Imperial Scout Droid to cost 1/1 points,also price of spies and commando units is small also) Now starships have all heavy laser cannons(anti-fighters) on port and starboard,nearly no protection in the rear(where the engines are located) ,and turbolasers and ion cannons are firing forward(as it should be) ,only the Death Star has the same ratings on all sides The game is quite exciting now:very long battles,very agile ships,Wings move very quickly across the galaxy (not waiting 100 days for Luke to get from Yavin to Dagobah) ,fighters are essential,troops are very expensive,you have to have a lot of barracks and only a couple of orbital shipyards,you have to station on each planet 6 TIE squadrons,and as for the game balance: We are not living in a fair world.Life is not fair.Therefore many will argue that it's more easy for the Galactic Empire to win the game(but hey!it's an empire!) .On the other hand Rebel troops cost 1/3-1/2 of the Imperial ones,at the same levels of performance,Wings are 4 times more expensive than TIEs,(but they are easy scouts) ,Rebels begin the game with poor ships(but gain the MonCal,which is compared to SSD,quicker than the Imperials) ,but make in mobility,cloak and dagger and speed,as well as low cost of troops(which means quicker expansion)
  7. now all sectors are in their respective parts of the galaxy,outer rim is not colonized,for playing balance(it was to easy for the empire to defeat the rebels) sector importance in the core is high ,in the outer rim is low-medium,alternative ,beginning with Sumitra ,which is low by default.(Yavin) Playing now in a small galaxy will have some problems for the Empire,as it may begin the game with negative maintenance points.But conquering always helps. The game is now set to be historically accurate,balanced and realistic.
  8. demonstrating the imperial power and maneuvrability of ships in front of alliance defence of their HQ. Balance and beauty of space battles and covert ops necessary to bring down 2 32000 Shields ,1 10000 LNR and 1 5000 KDY http://www.geocities.com/ihl_lucian/savegame.zip
  9. for some awkward reason,geocities upload says "invalid filename" so you can find the reb file inside a zip archive at: http://www.geocities.com/ihl_lucian/real.zip sorry for the inconvenience As for the weapons strengths ,i copied them exactly as they appeared on swcombine game,say for a SSD:250 heavy lasers(antifighters),250 turbolasers,250 ion cannons,250 plasma projectiles(no room in the game ,unfortunatley) for a CCorvette:4-0-4 on all 4 arcs The costs are represented:1 point=100000 credits so one SSD costs 178M credits=1780 points one TIE fighter=23k credits =0,23 points*12 (squadron size)=3 points one X-wing=109k credits =1 point*12=12 points one At-AT= 662000 credits= 6,62 points*10(regiment size)= 66 points Also,small modifications on facilities: one Space Shipyard=100/10 points Barracks,Construction Yard=1 or 2 points(adv version) mine,refinery=10 points (in a real world you will have room to spare on your starships,troop training is hard,because you don't build a 2 m-high Human,you're training him,and you'll have countless more barracks than orbital shipyards) All maintaince points are equal to 1 for troops(food doesn't cost much) but are equal with building costs for special troops,fighters and half-cost for ships. I'm currently working on Planetary defenses strenghts,it's quite ridiculuos to think that one cannon may destroy a 18-km long ship in a single blast ,but anyway:) it's more ridiculous to be able to control one planet with 2 stormtropers regiments ;and that planet is not able to support these troops by its own production. Fighters are now essential,as they have 2 strength in laser ,making 24 for the whole squadron (compared with 4 -0-4 for the corvette is a real plus) ;but the big ships have thousand of shield and hull strength points,much like in the real world. The rebel ships are smaller than the Imperial ones,making sabotage missions essential Also,because of high troop cost(10 times more) holding planets is essential.And diplomacy too.You can no longer conquer one galactic sector in a week:)) And there are hundreds and hundreds of spare room for fighters and troops on ships;no longer be ridiculously constrained by having big ships ,but with no room for fighters.(and with turbolasers,but not regular heavy lasers) Have fun,make sugesstions ,please! ..also:shields are now 5000 and 10000 points,respectively,and their cost is 120 and 200 points maintaince remained the same(how much does it cost to maintain a fix facility in which no one ever enter?) the cannons have been upgraded also and their cost augmented 10 times,same for the Death Star Shield ..now a Planetary Magnetic Shield costs roughly as a new ISD,I think that's realistic;also,it is cheaper to send plasma towards enemy ships than to protect yourself from plasma projectiles:))
  10. for some awkward reason,geocities upload says "invalid filename" so you can find the reb file inside a zip archive at: http://www.geocities.com/ihl_lucian/real.zip sorry for the inconvenience As for the weapons strengths ,i copied them exactly as they appeared on swcombine game,say for a SSD:250 heavy lasers(antifighters),250 turbolasers,250 ion cannons,250 plasma projectiles(no room in the game ,unfortunatley) for a CCorvette:4-0-4 on all 4 arcs The costs are represented:1 point=100000 credits so one SSD costs 178M credits=1780 points one TIE fighter=23k credits =0,23 points*12 (squadron size)=3 points one X-wing=109k credits =1 point*12=12 points one At-AT= 662000 credits= 6,62 points*10(regiment size)= 66 points Also,small modifications on facilities: one Space Shipyard=100/10 points Barracks,Construction Yard=1 or 2 points(adv version) mine,refinery=10 points (in a real world you will have room to spare on your starships,troop training is hard,because you don't build a 2 m-high Human,you're training him,and you'll have countless more barracks than orbital shipyards) All maintaince points are equal to 1 for troops(food doesn't cost much) but are equal with building costs for special troops,fighters and half-cost for ships. I'm currently working on Planetary defenses strenghts,it's quite ridiculuos to think that one cannon may destroy a 18-km long ship in a single blast ,but anyway:) it's more ridiculous to be able to control one planet with 2 stormtropers regiments ;and that planet is not able to support these troops by its own production. Fighters are now essential,as they have 2 strength in laser ,making 24 for the whole squadron (compared with 4 -0-4 for the corvette is a real plus) ;but the big ships have thousand of shield and hull strength points,much like in the real world. The rebel ships are smaller than the Imperial ones,making sabotage missions essential Also,because of high troop cost(10 times more) holding planets is essential.And diplomacy too.You can no longer conquer one galactic sector in a week:)) And there are hundreds and hundreds of spare room for fighters and troops on ships;no longer be ridiculously constrained by having big ships ,but with no room for fighters.(and with turbolasers,but not regular heavy lasers) Have fun,make sugesstions ,please!
  11. For those interested in real starship specs (as well as fighter and troop specs),I've made a simple .reb file,which can be downloaded from: http://www.geocities.com/ihl_lucian/real.reb All specs are taken from swcombine.com,an excellent site.Unfortunately it didn't had ships for all SWR models,so only these models are available,the rest are unmodified and accesible only at Research level 20(the max,I wanted 100 to be sure,but that's fine too) Empire: Super star destroyer Imperial star destroyer victory star destroyer Dreadnought interdictor cruiser(may be built by both sides for gameplay balance) escort cruiser(same as above) carrack light cruiser c Lancer Frigate Rebel: Mon Calamari Bulk Cruiser Dreadnought Nebulon-B Frigate Corellian Corvette Corellian Gunship Because of the vast quantity of storage space present on most ships,impressive ammounts of troops(1000 m3 per unit) and fighters(500 m3 per unit,not squadron!) may be carried.Limitations are present on super Star destroyer(32k hull instead of 100k;100/100 space instead of 900/450) and Mon Calamari(at a lower degree) Also,fighters have been scaled down (in power speaking,of course) and now they can move as mad bees across the small cube! (because all ships and fighters have rougly increased 10 times their sublight speed) Hyperdrive equivalence: 1- 80 2-70 ... 7-10 (No more behemoth dancing in a jewel store for large ships!)
  12. Yes,my Death Star overides the original one and yes! it's vulnerable in tactical combat,but on bombarding planets ,carrying 100/100 troops and strategic combat,it's most precious(my precious,my little baby!) Anyway,i've included the big tactical.dll and encytxt.dll and textcomm.dll in the archive,it has the same name and location ,as well as a save game for playing as the second Galactic Empire and having a little baby just 200 days into the game!(of course,for game balance,I've removed all garisones,so now the Galactic Convent controls 19 sectors!) Remember to place your save game in the save game diractory and to load ,using RebED the second galactic empire file.Then play I've tried to play as the Rebels and ,well ,the Computer is incredibly stupid! in 1000 days,just 4 planets were invaded,no Death Star was built and my HQ was in no danger,even if my main fleet was checking on the Empire HQ for a Moon station! I tried then to raise the AI value for Death Star III to 1000! but didn't worked ,sorry.I think the game was purposly made "small" with slow mines and refineries,roll dice on production on each day ,very few ships,and just 6 sectors with mines and refineries,in order to give the AI time to implement its algorithms. But this is A Galactic Empire! for God sake! Battles should take place between hundreds of ships,not 1-on-1 like the old Civ(even the fouth variant) (and no,the 256-item limit will not be charged,there are only 25000 maintenance points in the whole Galaxy! enough for making 1000 small ships,but not at once ,of course) Game balancing does not mean Identity! just change pics and everything's fine.It means that one side may be very strong technologically,but with poor resources,other very strong economically,other politically,having lots of allies and so on And ,after all,no strategy game is truly balanced!For instance ,here,is you attack and liberate one Imperial planet in each sector,the entire sector will turn on to you! As the Empire,your fleet is much stronger and you can conquer system after system with no fear of retaliation early on.Many of my games in my original conf ended i the first 200 days But now I decided that the Galaxy should be bigger,so I modified all sectors to give them "high" i portance,making them "colonized" from the beginning. In front of the AI is very easy to win by playing each side.
  13. Honesty and Justice! Justice in Brotherhood! Ahor Alcor! I have uploaded on my site: http://www.geocities.com/ihl_lucian/rebel.zip the archive containing the modified textstrat.dll(don't forget to save your original one!) and the second galactic empire.reb file have fun! and please make some suggestions! the game was not tested on small and medium galaxies games
  14. The year is 22794 after the First Galactic War and the Second Galactic Empire has to be rebuild from the city of Sarmis-Zeget-Usa The third version of Death Star is more deadly than ever before,featuring: 1.3000 km radius and 50 km thick armor,(has the size of the Moon..actually IT IS the moon) 2.3 shield installments,one being Mark X Magnetic shield for planetary projection,the other two being Mark XII Magnetic shield for station prtotection 3.internal storage for 2000 destroyers (or 300super star destroyers) and nearly 1 billion troops(extra supplies lower this number) 4.3000 turbolasers,5000 ion canons and 10000 laser canons to counter the fighters,being designed to resist to 3 galactic sectors fleet attack 5. hyperdrive setting:50(a quarter of light speed),more precisely 26%,just 23 tested 6.gravity well projector (attracts vessels and space debris in order to conceal its presence) 7.remote terran control at 45 degrees north,23 degrees east This mod is largely based on the Protectorate mod ,with significant modifications: 1.the rate of all mines and refineries has been increased to 1 2.the rate of all production facilities has been increased to 2 and 1 ,for the advanced type 3.now Ramania sector lies in the center of the galaxy,surrounded by 6 sectors(all center ones,plus Modell) ,the distances between sectors has been increased and the shape is now loosely round 4.all names have been changed in order to accomodate realities from Earth and surrounding space sectors 5.Sarmis-Zeget-Usa(former Coruscant) has now 15 adv facilities in each type ,2 adv shields,1 LNR ,1 Death Star Shield(in order to simulate the space shield protection) ,while the Rebel base has 5-1-3 S/T/C adv facilities and it's protected by 2 adv shields ,1 LNR and 1 Ion Cannon 6.all planets are now Colonised! each party begins with rougly 3000 maintenance points for the large galaxy game 7.nearly all characters have some research capability 8.other minor modifications to ships Now...because of the ridiculuos rate of Death Star being destructed in tactical combat(not strategic one,hopefully),these changes have been made to the station,while increasing the production cost to 2000/500 The mod includes a Rebed file and a new Texstrat.dll file ,which will be posted in a link leading to a .zip archive once I will complete the modifications [/code]

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