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PostPosted: Tue Jul 17, 2007 11:24 am 
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Just bumping a worthy thread. Anyone have anything new?


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PostPosted: Tue Jul 17, 2007 1:28 pm 
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Nothing lately from me; been busy working other things (i.e. Galaxy configuration) :wink:

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PostPosted: Sat Dec 22, 2007 5:26 am 
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I am all for Jahled's plan of negating the random destruction event as well as making the minimum energy a planet can start with at least three instead of having planets out there with two energy...or less.

This thread is definetely one of the best out there and I hope that it has not died...mask, vandi, terran...tex...anyone out there still working...?

I have only just started familiarizing with hex, but I have high hopes for the editing possibilities. The community should definetely not allow this thread to die off. This and adding characters are the two best threads out there. I wish everyone would get involved on these threads.

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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Thu Mar 06, 2008 9:37 pm 
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I am back after one year. I see more people have examined these odd files even more in detail.

I left off after trying to diagram the starting files for the galaxy files back in December 2006. :)

Still wanting to play a decent strategy Space game, I come back to examine Rebellion to see what more can be gleaned.


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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Thu Mar 06, 2008 10:48 pm 
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Quote:
Still wanting to play a decent strategy Space game,


You may like Sins of a Solar Empire then. Eville is working on his Warlords mod for that game now

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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Thu Mar 06, 2008 11:14 pm 
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I have Sins of a Solar Empire. :P I was a beta tester for almost a year. It is a decent game, but I am a bit bored with it now. I hope his mod makes more like Star Wars!

I know some of those odd tables. AO = EO same data in each file. It may get updated as game plays.

TDecoy == FDecoy also the same data. It is a simple look up probability table. I assume for decoys in mission (Front or Tail?) as they can be in front or back. A guess.

UPDATE EDIT: TDecoy is the Troop Decoy and FDecoy is the Fleet Decoy probability table. A mission agent must roll for both to get onto planet and to leave planet (fleet) then roll again for troops on planet (troops). So having a fleet above planet is also good for help catching agents.

GNPRTB = General Parameter Table. Maybe related to initial setup of the resources and energy of planets.?
SDPRTB= Side Parameter Entry Table. Maybe the randomness for each planet in galaxy.?

These should be easy to prove. Look at the format in hex and set to zero, should have interesting Engery/ resource slots. Guess some of those others determine how many mines you get on a planet and energy slots.

MANMGR Garrision manangment to prevent revolt?

There is another one is the Work slow down due to unpopular world rule. Resource reduction and losses. I think.

Populor support and Allegence cannot be in the setup files? I think you edit the SaveGame for that. What a mess to work with.
------------
SYFCCRTB.DAT AND SYSFCRMTB.DAT repost form a year ago in this thread. These are the overall random System Facility Core and Rim Start Tables for a new game. It controls the distribution.

Plus, I think I am half figured out the savegame format, using these files at zero to simplify the galaxy, then make one small change and see the results.


Last edited by Slocket on Fri Mar 21, 2008 4:23 pm, edited 3 times in total.

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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Sat Sep 06, 2008 9:03 am 
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Hey guys,
I've been lurking a while but I finally have something useful to add!

I was playing with the base facilities for outer rim planets and made a few interesting discoveries.

First off the, file is called for EACH available energy resources on the planet. So you can quite easily make it fill every outer rim planet with buildings if you wanted it to.

Second the probabilities do not work as described in this thread.
The program rolls a single number between 1 and 100 for each call of the file.
It then checks for which element contains that numbers range. For example:
Lets say your file looks something like this

25% Construction Yards
35% Training Facilities
15% Ship Yards
90% Lasers

any number from 0-15 will result in NO Building being produced
any number from 15-25 will build a ship yard
any number from 25-35 will build a construction yard
any number from 35-90 will build a training facility
any number above 90 will build a laser

In addition the game engine by default seems to seed a VERY small number of mines even when this fill is filled with zeroes. I do not know the cause of this. Though it is interesting to note that the default seeding can result in more mines on a planet than it could normally otherwise support.


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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Wed Oct 22, 2008 11:36 am 
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I missed this post. Thanks for your insights. It makes more sense the way you describe the probability roll. 8)


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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Fri Oct 24, 2008 8:06 am 
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Location: Death Stars are out at night, big and bright, deep in the heart of Texas.
Slocket wrote:
I missed this post. Thanks for your insights. It makes more sense the way you describe the probability roll. 8)

Slocket, your memory must be slipping ... you wrote a similar post yourself back in Dec '06 (see pg 3 of this thread) :wink:

Luckily mine is as sharp as a spoon :wink:

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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Fri Oct 24, 2008 12:24 pm 
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DarthTex wrote:
Slocket wrote:
I missed this post. Thanks for your insights. It makes more sense the way you describe the probability roll. 8)

Slocket, your memory must be slipping ... you wrote a similar post yourself back in Dec '06 (see pg 3 of this thread) :wink:

Luckily mine is as sharp as a spoon :wink:


:lol: Yes a bit at my age. It is true. Heh, I guess I was right back then too... :o
I thought the way he described it was different in its own way. A better explaination.


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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Fri Aug 21, 2009 3:40 pm 
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For the starting fleet files(including some already mentioned and for clarification as i couldnt read several of these things from the previous knowledge listed):
(not a pro so in case im using nonstandard lingo, when in hex editor i count "00" as a byte)

5th byte in file tells number of primary units(loaded units not counted).
Entries are 36 bytes long. 1st byte is numbering. Last byte is type. 9th byte is seed % number with chance being from this number to the next listed or 100 if its the last in the file.
33rd byte is model. 21st byte is the total of primary unit+any subunits.

Subunits are 12 bytes long. 9th byte is model. Last byte is type. First seems to always be 1.


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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Sat Aug 22, 2009 2:48 pm 
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That is interresting find. I assume the file your looking at is FLEETSD.DAT? It would be rather nice to setup the game to give the AI way better ships to begin with for somewhat of a challenge. :)


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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Sat Aug 22, 2009 7:57 pm 
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Slocket wrote:
That is interresting find. I assume the file your looking at is FLEETSD.DAT? It would be rather nice to setup the game to give the AI way better ships to begin with for somewhat of a challenge. :)


Hmm no sorry i didnt specify, the starting fleets files.
CMUNALTB.dat
CMUNEMTB.dat
CMUNAFTB.dat
CMUNEFTB.dat

Well i changed some of the seed values, and massively reduced the maintenance for things overall(as low as 1/10 for some ships) using RebEd... The combined effect is that the game im running now, i started out with IIRC 7 ISD, 11 VSD, 14 Imp DN, 16 Carrack CL... However, the AI, of the ships i could see, got at least 45 Bulk Cruisers, 82 Imp DN, 37 Escort Carriers, 72 Corellian FE... And i actually got the AI to build the MC CL that i replaced the Alliance DN with, yay, just started 80 days or so and AI already built at least 3.

The thing about changing transportation speeds for things other than ships and ftrs, i set it at base 25 for Rebel AI and 50 for myself and lowered all hyperspeeds with average of 20... And doubled all production speeds... Seems to work better than all previous mods i´ve done. Captured Lando during an early fight in Sesswenna, and just a few weeks later(without any rebel planets left in the sector) there appears a fleet spearheaded by a ship named "Rescue" over the planet and invades it and frees him.


Anyway, not sure how the "always there" files (af/ef) works, adding ships to them, i havent gotten any simple conclusive results from it.


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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Sun May 02, 2010 9:05 pm 
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So, I've been playing the game for years and lately I've been digging into this post and a lot of the .dat files to build on all the knowledge here, and I think I've found some useful information -- though I must admit, its been years since I've done any coding, and HEX is definitely not my strong suit, so anything I've found probably needs to be explored deeper.

It is definitely possible to add multiple types of starting ships (i.e. 1 ISD and 1 VSD) to the empire's starting fleet (in the CMUNEFTB.DAT file) -- only, I haven't figured out the specifics on the hex editing for that yet (for proof of concept, see the default alliance file: CMUNAFTB.DAT which starts with 1 corvette and 1 med transport with 2 troopers).


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 Post subject: Re: Mechanics - inside Rebellion
PostPosted: Thu May 06, 2010 12:09 am 
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Has anybody taken the time to map the GNPRTB.DAT file? I have started to, but mostly I'm building on other peoples work here...

There are 213 entries in this file. Each one is mad up of 11 'sets' of 4 alphanumeric 'couplets' (I'm not sure what the proper terms for these are...).

For example, the first entry (starting immediately after the hex header data) is:
01 00 00 00 01 00 00 00 01 00 00 00 64 00 00 00 64 00 00 00 00 64 00 00 00 64 00 00 00 64 00 00 00 00 64 00 00 00 00 64 00 00 00 00 64 00 00 00 00

set1: a counter (01 00 00 00 through D5 00 00 00).
set2: unknown, ALWAYS 01 00 00 00.
set3: a more complicated counter -- the first couplet seems to be a counter within some kind of subgroup. For the first entry only, it starts at 01, and every group after that starts at 00 and counts up from there (the largest of these subgroups, the last one in the file, goes up to 57 [hex], skipping 3A through 4F in the middle... this is the only one that skips as well). For each of these subgroups, the second couplet in the set seems to identify the group and is the same for each entry in the subgroup (entries here are possibly more counters -- entries are: 00, 02, 06, 08, 0A, 0C, 0E, 10, 12, 14, 18, 1C, and 1E -- basically, counting off even numbers, skipping 1A). The remaining two couplets in these sets are always 00 00.
The remaining 8 sets are always the same (for each entry) and have the following effects:
set4: unknown
set5: alliance on easy difficulty
set6: alliance on intermediate difficulty
set7: alliance on hard difficulty
set8: empire on easy
set9: empire on intermediate
set10: empire on hard
set11: unknown

I only know what two of the 213 entries control (thanks to lookiamluke and the Hyperspace Speed Locations thread for this):
the first entry (set1 = 01 00 00 00) controls the hyperspace speed of all things not ships (i.e. characters, facilities, etc.)
the 60th entry (set1 = 3C 00 00 00) controls the hyperspace speed of Han Solo (and anyone traveling in a group with him)

Does anyone else have ideas on the other 211 entries?


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